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Doom Corner "for all Doom related discussion"
#2972 Posted 17 March 2019 - 07:52 AM
#2973 Posted 19 March 2019 - 05:20 PM
This post has been edited by Striker: 19 March 2019 - 05:20 PM
#2974 Posted 19 March 2019 - 06:10 PM
#2976 Posted 19 March 2019 - 09:23 PM
So is this like the ruins of a UAC space fleet, chunks of Mars thrown into the void...where is this? The video quality doesn't make it easy to tell.
#2978 Posted 20 March 2019 - 01:49 AM
MusicallyInspired, on 19 March 2019 - 09:00 PM, said:
Ohhhhhhhh. I get it. I like it.
Seems to act like the Energy Tanks in Metroid Prime.
#2981 Posted 01 April 2019 - 10:00 AM
#2985 Posted 19 April 2019 - 09:51 AM
See video description for details.
This post has been edited by Cherno: 19 April 2019 - 09:51 AM
#2986 Posted 19 April 2019 - 11:04 AM
Nevertheless, quite impressive with a lot of attention paid to details.
This post has been edited by NightFright: 19 April 2019 - 11:06 AM
#2987 Posted 19 April 2019 - 11:39 AM
NightFright, on 19 April 2019 - 11:04 AM, said:
The original Quarantine felt like that too, lol. But yeah, could add some car physics since this isn't aiming to be a 1:1 recreation.
#2988 Posted 19 April 2019 - 08:22 PM
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Edit: I am drunk or Doomguy is no more left-handed starting from DooM 3? (punches and pistol).
This post has been edited by The Battlelord: 19 April 2019 - 08:32 PM
#2989 Posted 21 April 2019 - 10:54 AM
NightFright, on 19 April 2019 - 11:04 AM, said:
Nevertheless, quite impressive with a lot of attention paid to details.
It might not be apparent, but the physics are quite different from standard Doomguy behavior. It's close to the hovertanks from Battlezone (the 1998 version). Low friction to allow for gliding, slow sideways movement, acceleration instead of semi-instand top speed.
The vanilla Quarantine controls were annoying and not like I would guess a hovercab would drive at all.
This post has been edited by Cherno: 21 April 2019 - 10:54 AM
#2990 Posted 03 May 2019 - 07:07 PM
"Xim's Star Wars DOOM" by Xim's (same author of "Helper Marine") it's probably the first truly well developed Star Wars themed gameplay mod for DOOM I, II, TNT and Plutonia on ZDOOM/GZDoom/QZDOOM after many who simply replaced sprites and textures but leaving the functions of enemies and weapons substantially unchanged. The second one technically since it's born on the ashes of the promising, even if outdated by now, WARDUST's "Wardusted" before this got taken down by EA.
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It can count on an extensive arsenal and enemies variety also thanks to a contribution of a user who appreciated my sprite works for Duke Forces that contacted me to know if I had some exploitable or unutilized material that Xim could have used, and they did a good practical use of it. All informations and author credits on the ZDoom thread.
The compatibility it's versatile, it works even with many modified wads without get in conflict with anything, if there is presence of custom enemies these should just coexist.
Needless to say that one of the best things it does is improve the gameplay of even the oldest previous Star Wars themed wads, for two Xim provided some specific patches too.
Download: https://1drv.ms/u/s!...RnUsaojrZWNLCCL
Extras
Star Wars Themed Texture Pack for vanilla maps and maps that use vanilla textures.
Star Wars Music Pack
Doomed Space Wars Compatibly Patch for Doomed Space Wars
Darkest Hour Compatibly Patch for The Darkest Hour
WARDUSTED 4.9 in case you are interested to see how it was.
#2993 Posted 19 May 2019 - 12:25 PM
https://www.moddb.co...imental-edition
Alternative Edition for low end Pcs: https://www.moddb.co...iginal-textures
#2995 Posted 27 May 2019 - 08:08 PM
Lazy Dog, on 27 May 2019 - 08:07 PM, said:
surprised nobody posted this
It was posted in the Sigil thread
#2996 Posted 27 May 2019 - 08:18 PM
#2998 Posted 08 June 2019 - 12:03 PM
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#2999 Posted 08 June 2019 - 05:50 PM
Lazy Dog, on 08 June 2019 - 12:03 PM, said:
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It's 1991, what can you say?
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