Project Lambda!

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Expand view Topic review: Project Lambda!

by Alter » Wed May 28, 2008 13:26

Tormentor667 wrote:Looks awesome :) I would definitely like to see more progress though ;)
I need to finish up some projects firm torm, two soon will be released to idgames ;)

by Tormentor667 » Tue May 27, 2008 10:39

Looks awesome :) I would definitely like to see more progress though ;)

by Alter » Mon May 26, 2008 8:25

I barely work on this but i do sometimes work
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by Dutch Devil » Sun Dec 09, 2007 17:37

Looks nice Alter the sky looks neat are you still working on that megawad as well?

Good luck with the project.

by Alter » Sun Dec 09, 2007 17:30

Added new screen, i present you a plasma machine gun from batteries still not included, very nice weapon

by Azure Agony » Sat Dec 08, 2007 19:16

It looks very nice, and I like this weapon model.

by Alter » Sat Dec 08, 2007 10:02

Thanks a lot enjay, it's enough :D it makes my mod look much nicer in action

EDIT: I have a good news, that wad will be fully playable in coop though it's hub, in skulltag only... :D once 97D gets released

by Enjay » Fri Dec 07, 2007 23:37

It's only 1 skybox viewed from different angles (of course, Quake2 has more skyboxes). That's the only one I have set up and I don't have Q2 installed on my system ATM.

You're welcome to a copy of it though.

http://rapidshare.com/files/75022620/q2sky.zip.html

It's set up to replace SKY1 (so just load it up in Doom2 and go look at the sky in any of the the first 10 maps). You can change the sky name by editing the GLDEFS lump.

by Alter » Fri Dec 07, 2007 21:01

Enjay, send me those Q2 skyboxes in pm... they look indeed hot :)

by Enjay » Fri Dec 07, 2007 20:12

Could be cool. /watching

It looks like you've just used "normal" skies though. You can use the full 360° skybox graphics from Q2 in GZdoom.

Here are some pics from a test map I have.

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by wildweasel » Fri Dec 07, 2007 19:28

Looks pretty good so far, I'd like to actually see this finished!

Project Lambda!

by Alter » Fri Dec 07, 2007 12:38

Duh, it's a mod set in q2 world but now with abnormal monsters, it will be 7-map hub (plus 1 secret)... i'm using ww-bsni (batteries still not included) as my base for weapons in that partial conversion
Progress: 5%
Port: Gzdoom

Screens:
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