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Doom corner  "for all Doom related discussion"

User is offline   Mr. Tibbs 

  • 1,369

#2491

I love the way the shotgun barrels rotate. Looks incredible, Cage!
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User is offline   Bruno Mattei 

  • -73

#2492

View PostCage, on 30 December 2017 - 05:11 PM, said:

All the best in the new year from Team Supplice!

Still kinda WIP, but I wanted to show off the recent going-ons ;)
Posted Image
(video)


If you would like to help us out, please share on your Twitter:
https://twitter.com/...270604180377600

Cheers!


Where can I download this wad?
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User is online   Micky C 

  • Honored Donor
  • 3,638

#2493

It's not released yet.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
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User is online   MetHy 

  • 1,497

#2494

Bought Doom 3 BFG Edition when it was on sale, just so I could play the Lost Missions.

For 5e it was worth it. Lasts about 2-3hours, it has a SSG (which afaik is new) which is very rewarding up close. I felt like the new enemies were not used well enough though, I felt like I barely saw them. Same thing with the final boss, which went down so fast using the BFG he barely attacked twice...

The Hell part is really well done, and in many ways reminded me of Doom 2016

Posted Image

Posted Image

I played on Hard and supplies balance was ridiculous though. I was swimming in full ammo for most of the game...

Surpringsly BFG Edition comes with Ressurection of Evil as well, even though it's mentionned nowhere on the store page... so I'm going to replay that as well since I thought that was the best thing about Doom3.
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User is offline   MusicallyInspired 

  • 2,995

#2495

I bought BFG a few months ago. Still haven't played through it. I started the SP campaign but I should have just went straight to the Lost Missions.

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
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User is online   MetHy 

  • 1,497

#2496

Turns out the SSG was in RoE as well, I had just forgotten.
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User is offline   Mr. Tibbs 

  • 1,369

#2497

Someone's made a Quake Champions mod for Doom 2, although in a departure from the Saber's game, this project can be played solo and in co-op.


It's out now.

This post has been edited by Mr. Tibbs: 10 February 2018 - 01:23 PM

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User is online   Zaxx 

  • 284

#2498

So uh... a Hungarian political party just made a cover to Doom's Victory song as part of their election campaign:

Well, that's not something I thought I'd see.

This post has been edited by Zaxx: 19 February 2018 - 03:44 AM

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User is online   Tea Monster 

  • Polymancer
  • 1,972

#2499

Posted Image

Not done the candle flames yet. Not sure if to go particles or mesh with alphas.
As usual, Doomsday, but sources will be released for those who want to use them in other ports.
4

User is online   Tea Monster 

  • Polymancer
  • 1,972

#2500

We went with a plane system in the end. Many thanks to Vierdo for help with the shader set-up!



Here is a preview of the Spider Mastermind. We weren't happy with the chassis design so it's been updated.
Posted Image
9

User is offline   Malgon 

  • 318

#2501

Finally got around to playing Nerve's No Rest for the Living episode yesterday. The challenge was fairly easy on the UV difficulty, which I guess was alleviated a bit by managing to find every secret throughout (spurred on by all the fun I had hunting for secrets in Ion Maiden!). It took me close to 4.5 hours to complete it which included the secret level as well. I found it pretty enjoyable throughout. I also just finished playing through Romero's E1M4 and E1M8 remakes, which were a bit more challenging due to the tighter environments and enemy placement. I found all the secrets on E1M4, but I missed out on 3 of them for E1M8. I liked the cracks on the floors signifying Hell beginning to leak through, and I thought the visual design of the Bruiser Brothers room at the end of the level was awesome. All in all these were both quite fun as well.

Most anticipated games: Ion Maiden, Cyberpunk 2077, Doom Eternal, Beyond Good and Evil 2
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User is offline   axl 

  • 133

#2502

View PostMalgon, on 13 March 2018 - 03:20 AM, said:

Finally got around to playing Nerve's No Rest for the Living episode yesterday. The challenge was fairly easy on the UV difficulty, which I guess was alleviated a bit by managing to find every secret throughout (spurred on by all the fun I had hunting for secrets in Ion Maiden!). It took me close to 4.5 hours to complete it which included the secret level as well. I found it pretty enjoyable throughout. I also just finished playing through Romero's E1M4 and E1M8 remakes, which were a bit more challenging due to the tighter environments and enemy placement. I found all the secrets on E1M4, but I missed out on 3 of them for E1M8. I liked the cracks on the floors signifying Hell beginning to leak through, and I thought the visual design of the Bruiser Brothers room at the end of the level was awesome. All in all these were both quite fun as well.


The new Romero levels are indeed very good. It's a shame he didn't make more maps in Doom 2.
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User is offline   leilei 

  • 467

#2503

Do you like asset flips? How about a commercial GZdoom-based one?

Posted Image
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User is online   Tea Monster 

  • Polymancer
  • 1,972

#2504

Who on Earth would stand up and admit that these guys had stolen their assets from them?

From the appearance of the 'artwork' it appears more likely that they would be prosecuted under the child-labour laws.

This post has been edited by Tea Monster: 15 March 2018 - 08:10 AM

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User is offline   Mark 

  • Honored Donor
  • 2,655

#2505

That looks like the Doom version of Shaw's Nightmare.
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User is offline   Bloodshot 

  • 762

#2506

 Tea Monster, on 10 March 2018 - 07:38 AM, said:

We went with a plane system in the end. Many thanks to Vierdo for help with the shader set-up!



Here is a preview of the Spider Mastermind. We weren't happy with the chassis design so it's been updated.
Posted Image


Will you guys be redoing any level geometry? They look really nice but doom's levels are simpler than quake and without some level design changes it would look odd (Might be able to get away with sticking models over level geometry to do a quick fix instead of editing every layout)

This post has been edited by Bloodshot: 15 March 2018 - 10:42 AM

1

User is offline   Nancsi 

  • 340

#2507

 axl, on 14 March 2018 - 11:46 AM, said:

The new Romero levels are indeed very good. It's a shame he didn't make more maps in Doom 2.


Or he stopped mapping after these new levels. An entire new Romero episode with levels like The Living End or Against Thee Wickedly (but with pistol start in mind, which was clearly a problem in his old maps) would be as awesome as a new Blum made Duke episode. I love both levels, especially E1M4b, I don't know why, that map is so pretty and feelgood in atmosphere.
1

User is online   Tea Monster 

  • Polymancer
  • 1,972

#2508

I understand what you are saying, but we don't have any plans to alter the level geometry. There are plans for when the new level renderer is rolled out that models can be used for wall decorations. We may make a few of them, but we have no plans to alter the levels themselves.
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User is online   Zaxx 

  • 284

#2509

Id Tech 6 never ceases to amaze me (though guess native 4K is only available on Xbox One X):

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User is online   NightFright 

  • The Truth is in here
  • 811

#2510

Id Tech 1 can also still surprise you sometimes these days...

https://www.doomworl...32-map-megawad/


This post has been edited by NightFright: 30 March 2018 - 02:10 AM

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User is online   Zaxx 

  • 284

#2511

View PostNightFright, on 30 March 2018 - 02:10 AM, said:

Id Tech 1 can also still surprise you sometimes these days...

https://www.doomworl...32-map-megawad/

Or this one though it's not out yet:

GZDoom is boss. :D
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User is offline   Bruno Mattei 

  • -73

#2512

View PostZaxx, on 30 March 2018 - 02:15 AM, said:

Or this one though it's not out yet:

GZDoom is boss. :D


I think I remember seeing footage of this maybe 5 years ago. Possibly more. Still incredibly impressive and I'm not surprised at all that it isn't finished yet.
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User is offline   Commando Nukem 

  • Judge Mental
  • 2,230

#2513

Uploaded my WAD for Doom to ModDB. It's inspired by the Doom Comic and tries to somewhat recreate the events of the comic in Vanilla Doom.

I built this up using the Zdoom port, but it should work in just about any port.



http://www.moddb.com...downloads/comic

OPEN MAW PRODUCTIONS
Facebook Youtube and Twitter
2

User is offline   MrFlibble 

  • 551

#2514

Totally missed this, but the second episode of The Adventures of Square was released recently:

Doomworld thread
2

User is online   Tea Monster 

  • Polymancer
  • 1,972

#2515



Still very WIP, Not all animations are ready yet. This is just a test, but we thought we'd share it.

Skyjake, one of the Doomsday coders, has announced that PBR textures will be coming to Doomsday for both models and wall textures, so the walls will get some next-gen love too! Apart from shiny new wall textures, the models will now fit in a lot better.
4

User is online   Zaxx 

  • 284

#2516

View PostTea Monster, on 12 April 2018 - 02:25 PM, said:

snip

Love how the cyberdemon is shooting rockets from his dick. :D It's so weird to see the old sprites as 3D models, all the stuff you'd think of today as oversights just jump out at you.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,883

#2517

Not a fan of the cyberdemon using a cyberdiaper.

This post has been edited by Fox: 12 April 2018 - 07:53 PM

2

User is offline   Commando Nukem 

  • Judge Mental
  • 2,230

#2518

It's technically accurate to the sprite and title screen, though they colored it fleshy with the red "tube" accents to avoid the cyber-diaper look.

Love both models there, TM. As always you are a masterclass of modeling. You really did capture the feel of the original sprites in HD.

They're let down by only one thing and it's my only real critique. It's the animation. Again it's more of a limitation of the sprite->model situation. If those were to be plugged into an engine, or even just a gameplay mod with clean code that was written to animate a 3D model properly, it would look much better.

OPEN MAW PRODUCTIONS
Facebook Youtube and Twitter
0

User is offline   Malgon 

  • 318

#2519

I was digging through the Doom (2016) files out of curiosity for the music tracks (of which there a LOT of), and one that started playing sounded quite familiar, at which point I thought to myself 'hey, isn't that the track from Silence of the Lambs?' (you know the SCENE I'm talking about), and sure enough it was. Turns out it had been discovered a while ago (I don't remember if it had ever been mentioned in one of the threads here before), and according to this twitter post Mick Gordon didn't seem to know anything about it. Obviously someone over at id had a sense of humour in leaving it buried in there, and it was so not what I was expecting to find! It makes me wonder what else could be hidden away. Anyway, I thought you guys might have found it amusing! :D

Most anticipated games: Ion Maiden, Cyberpunk 2077, Doom Eternal, Beyond Good and Evil 2

This post has been edited by Malgon: 13 April 2018 - 06:32 AM

2

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,137

#2520

View PostCommando Nukem, on 13 April 2018 - 05:43 AM, said:

They're let down by only one thing and it's my only real critique. It's the animation. Again it's more of a limitation of the sprite->model situation. If those were to be plugged into an engine, or even just a gameplay mod with clean code that was written to animate a 3D model properly, it would look much better.


Is there any port of Doom that has that capability? It's a slippery slope that leads from HD pack to modern remake.

The animations are just one-to-one replacements of the sprite animations, so no matter how well done they are on the model, you are still stuck with one walking animation, one shooting animation, and one dying animation. The more detailed the model looks, the bigger the valley gets between what you would expect from the model in a modern game and what will be delivered in an HD pack for an old game. To compound this, the behavior of the characters is still identical (or nearly identical) to the game when it shipped. When an 8-bit sprite with fake 3D suddenly turns at the edge of its sector, it looks fine to us. But when a nice looking model does this, spinning around like a toy action figure being held by a kid, it looks silly (even when model rotation smoothing has been hacked in). The only way you're going to get it to look decent is with re-written AI and more available animations. Correct me if I'm wrong, but I don't think that Doom ports allow that.
1

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