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Doom Corner  "for all Doom related discussion"

#151

 Malgon, on 13 December 2014 - 06:42 PM, said:

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Just went through all of Romero's Twitter posts and I thought this was pretty badarse. :)

That animation is nothing new, it was in one of the Doom alphas
0

User is offline   Malgon 

#152

Cool, I'll have to check them out someday, as I've only seen bits and pieces from them.
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#153

Be sure to grab a copy of Slade3 so you can look through the WAD files, as there is a lot of content that's in the data, but isn't used (the demon "exploding" animation, for example)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#154

Early screenshot of PSX Doom with the Nightmare Imp from Doom 64:

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3

User is offline   Lunick 

#155

Not sure if many know but there was a cut level for Final Doom on the PS1 as well:
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The map was a homage to Map 14 of Doom 2 but ultimately didn't make the cut for the Master Levels on PC which was probably why it was removed from the PS1 version too.

This post has been edited by Lunick: 17 December 2014 - 05:30 AM

2

User is online   MrFlibble 

#156

 Fox, on 17 December 2014 - 05:06 AM, said:

Early screenshot of PSX Doom with the Nightmare Imp from Doom 64:

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So initially they used the original PC version art then?
0

User is offline   zykov eddy 

#157

 MrFlibble, on 17 December 2014 - 06:36 AM, said:

So initially they used the original PC version art then?


I'm guessing they used art from Atari Jaguar port
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#158

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User is offline   Malgon 

#159

Apparently Double Fine are doing a 'Devs Play' whereby they'll be playing a few games alongside the original developers, with the first one being The Lion King. What does this have to do with Doom? Well on January 20 they'll be doing a playthrough of Doom with John Romero! :P Keep that one marked down in your calendar if you're interested in developer commentary playthroughs. :)

Edit: Link to the original article.

This post has been edited by Malgon: 23 December 2014 - 07:33 PM

2

User is offline   Lunick 

#160

Romero actually bought the piece of art that Fox posted.
1

User is offline   Malgon 

#161

That would be a pretty awesome feeling for the artist to have Romero buy your piece of art. It is extremely well done imo. :)
0

User is offline   Richard Shead 

  • "Dick Nasty"

#162

 Lunick, on 23 December 2014 - 08:19 PM, said:

Romero actually bought the piece of art that Fox posted.



That really doesn't surprise me at all. It's bad-ass, he can afford it, and it's a tribute to something he created. I don't think very many people in his shoes wouldn't have purchased it.
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User is offline   Lunick 

#163

Ah, found the pictures: https://twitter.com/...742255608803328
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User is offline   HulkNukem 

#164

The hell are the Quake 2 weapons doing in the HUD?
:)
2

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#165

 HulkNukem, on 24 December 2014 - 07:55 PM, said:

The hell are the Quake 2 weapons doing in the HUD?
:)


And apparently a Time Crisis/House Of The Dead-style "health/lives" system.
1

#166

i find a Doom mod that had some stuff from Duke Nukem in it. to my surprise, someone actually used the CyberKeef from Total Meltdown in the Doom mod



This post has been edited by Mr. Nukem Roses: 25 December 2014 - 02:48 AM

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User is offline   Bloodshot 

#167

Not really sure where to post this since I don't think i should make a thread for it, gonna try here because it's ID related in the sense that it's the quake engine.

got access to the trenchbroom 2.0 beta which supports Hexen 2 so I started making some stuff for it.

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It's a shame Hexen 2 is stuck with older convoluted editors, it's a really fun base for content and I would've liked to see more custom maps for it.

The only editor I know of that supports it is QuArK, and that thing has barely changed since the 90s. Making the above cave took me like 15 minutes, in QuArK it probably would've taken me an hour or so

This post has been edited by Bloodshot: 31 December 2014 - 01:49 AM

4

User is offline   Daedolon 

  • Ancient Blood God

#168

Hexen 2 is one of the few games I'd absolutely love to build maps for, I just don't know where to start, any suggestions?
1

User is offline   Lunick 

#169

I'm not a Hexen 2 fan but I want that.
0

User is offline   Bloodshot 

#170

 Daedolon, on 31 December 2014 - 02:41 AM, said:

Hexen 2 is one of the few games I'd absolutely love to build maps for, I just don't know where to start, any suggestions?


Well I'm using trenchbroom 2.0, but that's a private beta, so either you can email the guy to try and get access like i did (kristian.duske@gmail.com, got it from func_msgboard)

or you can set up hammer for it and use the 220 map converter

http://www.ogier-editor.com/mapconv/

^ i don't use hammer for it but it also works as a GUI compiler so you don't have to use the cmdline since trenchbroom doesn't have its own compiling console yet.
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User is offline   Daedolon 

  • Ancient Blood God

#171

Does it have the support out of the box?
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User is offline   Bloodshot 

#172

Yep, that's the whole reason I emailed the guy. TB 2.0 natively supports it.

EDIT:

WIP entrance to this mine/cave thing im making

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This post has been edited by Bloodshot: 01 January 2015 - 02:03 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#173

That style reminds me a lot of the first couple levels of Klingon Honor Guard. Nostalgia...
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User is offline   Malgon 

#174



The playthrough of "Knee Deep in the Dead" is split into 8 parts in case any of you are wondering.
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User is offline   HulkNukem 

#175

Such a fun playthrough. Walking videos like these about Doom is fun to hear about how stuff was made. People tend to try to breakdown what makes certain things fun and yet the secret to Doom's development was simply building it as you go.
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#176

My biggest disappointment with Doom was that I reached the end (on the SNES!) and, instead of Satan, I had to fight the Spider Mastermind, which died with just a few BFG blasts. I really thought the final boss of Doom would be Satan himself. It sorta is in Doom 2...

Doom 64 is probably the closest to Hell I've ever experienced, though. Some of the levels were REALLY atmospheric. The port I played was Absolution back in the day, which ran on the Doomsday engine, and I remember some of the secret levels made me feel like I was having an acid trip or something.

This post has been edited by Duke of Hazzard: 21 January 2015 - 11:29 PM

3

User is offline   Idiotska 

#177

 Malgon, on 21 January 2015 - 04:44 AM, said:



The playthrough of "Knee Deep in the Dead" is split into 8 parts in case any of you are wondering.

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User is offline   HulkNukem 

#178

 Idiotska, on 23 January 2015 - 03:27 AM, said:

-pic-


There's no ads on those videos if thats what youre implying..........

This post has been edited by HulkNukem: 23 January 2015 - 03:45 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#179

He just doesn't like Tim Schafer's games.
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User is offline   Rellik 

#180

Was that before of after TS outed himself as a "SJW"?

Either way, I don't care. Both Psychonauts and BrĂ¼tal Legend are awesome.
1

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