DRD progress

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Expand view Topic review: DRD progress

by Alter » Fri Feb 02, 2007 13:10

ellmo wrote:
wildweasel wrote:Great to see you again, Ellmo!
Good to be back, thanks for the welcome Weasel.
Yeah it's great to see you back ellmo

by ellmo » Fri Feb 02, 2007 13:09

wildweasel wrote:Great to see you again, Ellmo!
Good to be back, thanks for the welcome Weasel.

by BlazingPhoenix » Fri Feb 02, 2007 3:33

Holy hell, please do continue this project, it looks very nice.

by wildweasel » Thu Feb 01, 2007 23:45

OH MY GOD HE'S BACK!!

Great to see you again, Ellmo! I seriously look forward to seeing what comes next!

by ellmo » Thu Feb 01, 2007 23:14

I am not quite dead yet. And neither is the project.
I haven't touched anything concerning Doom in months, as I was a bit busy at the university. Right now the exam session has started, and since I'm spending more of my "spare time" home, I just thought - what the hell, let's get the show on the road.

by J-Dub » Fri Sep 22, 2006 8:43

Some of those screens rawk!! All they need is a few strategically placed dynamic lights...

by Alter » Thu Sep 21, 2006 16:06

Maybe i'm sick but doesn't that i can't give you good luck on finishing this Doom1 Masterpiecie good luck

by BlazingPhoenix » Mon Sep 18, 2006 22:57

O_O! I just looked at the screenshots, and I like them very much, continue with this please!

by Alter » Mon Sep 18, 2006 18:08

Yay! ellmo is alive :P nice screenshots ellmo you should also check out newest xenus 2 screenshots(my biggest wad for now) :)

by ellmo » Mon Sep 18, 2006 17:40

*BUMPAGE*

/me not dead...
Updated info on M4... will post some screenies when there's something finished to show :) This time I'm putting the old values of different map specifics inside brackets. that way you see how much work has been done since last update.

EDIT:
Oh, about what Gentry said - the project is aimed to work with Zdoom, even the old versions such as 2.0.63a, but much has changed since the last time I've tested it on that source port. Most of all I'm using warp2 animations for liquids, so they don't look like crap, and I'm not sure ZDoom's software rendering won't crash reading it.
Eitherway, if DRD is out someday, I will adivse to use GZdoom to play it.

by Alter » Fri Jun 30, 2006 6:33

Ellmo you're awesome polish mapper like paul! good luck with this

by GentryXaties » Thu Jun 29, 2006 22:47

OK, so I've not been around much, and I really don't have the right to say anything about anyone's personal projects, but... *launches into tirade*

DUDE! Awesome! Can't wait to play it!






...
(Did I mention I'm also easily suckered in by pretty architecture? :))

(EDIT: Also, forgot to ask, is this going to be cross-compatible with Z and GZ or one or the other, or is it some new source from another dimension that we need an Infinite Improbability Internet to download?)

by ellmo » Sat Jun 24, 2006 13:21

*BUMPAGE*
Updated info on M4 plus three new screens - just to show I'm not slacking that much.

by ellmo » Thu Apr 13, 2006 13:26

*BUMPAGE*
Three early screenies on M4, and updated info on previous maps.
...and I know the Recreational Area screenies don't look much relaxing yet, but you first have to leave the hydroponics / maintneance section for good, don't you?

by ellmo » Wed Apr 12, 2006 11:55

Hmm... well thank you, brother Paul.
I must say that your and Enjay's testing helped me a lot. Especially with achieving good gameplay which is hard to do using regular Doom1 mosnters, but still possible.
I had been thinking about changing the "chasis" game from Doom1 to Doom2, but we three have been already doing lots of work to make DRD play great in Ultimate Doom; besides I think that Doom1 deserves to have a good ZDoom episode.

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