[WIP]UDooM Remix

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Expand view Topic review: [WIP]UDooM Remix

by sykesccorp » Thu Jun 12, 2008 9:49

canceled i gave up on this when i herd that people kept thinking this was a remake of kdizd "Because the KDiZD team invented the idea of the E1 remake. " it sort of pissed me off so i just stoped and started of delta and soon to be worked on more dawn of doom (once i get the model exporter and importer working properly i will be working on that 24/7

by Mortarion » Tue Jun 10, 2008 4:00

Sorry to be the bringer of bad news( because sykesccorp can"t be stuffed)
UDoom has been put on hold/canceled(not sure which) but any way, I put reloading doom weaps in it(no new gfx tho', just diff allignment to simulate)

but, anyway,

Project officially on hold

by sykesccorp » Wed Feb 20, 2008 3:34

well yes but relly the didnt invent it probley tones of people thought about doing it but where to lazy or didnt know how like i thought of this idea when i didnt even know that zdoom esxisted i didnt even know how to play a lan game and i was using prboom

by TheDarkArchon » Tue Feb 19, 2008 14:21

Because the KDiZD team invented the idea of the E1 remake. :roll:

by sykesccorp » Tue Feb 19, 2008 11:35

i think i might put this project on hold untill more intrest is put into it
people might be thinking ohh god not another kdizd remake/rip off
well i dont blame them im telling honest truth that i did not get the idea from that wad pluse its to overly detaild to keep the origanal doom idea

by Lord_Jirad » Thu Feb 14, 2008 9:51

OK, hang on a second... I'll get my bat...

[SEVERAL CURSES AND BAD PUNS LATER...]

Righto. Fire those maps at me when ready! (Hah...)

by sykesccorp » Thu Feb 14, 2008 9:48

thats fine its jus thtat im still working on e1m1 perfecting it and also im waiting to see if any one wants to help out also i might thro some levels for doomeu to you jirad

by Lord_Jirad » Thu Feb 14, 2008 9:45

Sorry folks for my "Not-working-on-UDoom-because-I'm-working-on-DoomEU-ness" but I should be continuing work on my UDoom levels soon. I just have to get this DoomEU addiction out of my system...

by sykesccorp » Mon Feb 11, 2008 14:11

i have fixed a lot and currently i am trying to make the cinmatic lord_jirad has to much on his hands right now but he'll be back in a while
still needing mappers made a website and currently are ready to hard core try and get this dam cinamatic to work.

by TheDarkArchon » Sun Feb 10, 2008 1:59

First of all, make the height difference match so their is neither a significant gap nor cutoff where the pillar sprite is.

Next, use different textures: tech wall ones look out of place.

by sykesccorp » Sun Feb 10, 2008 1:41

what should i do where the piller things are?
but other than that how does it look?

by TheDarkArchon » Sun Feb 10, 2008 0:51

Too much gray. FAR too much, especially in the armour stairs room. On the same room, those pillar things look terrible.

by Enjay » Sat Feb 09, 2008 13:13

Lioyd_Irving wrote:Lookin' good. Don't go too far with the dynlights, though - my comp doesn't like that.
You do know that you can disable dynamic lights via the options menu in GZdoom right? And if that makes it too dark, you can try adjusting the brightness, gamma, ambient light and sector lighting mode.

by sykesccorp » Sat Feb 09, 2008 10:54

the only thing is that you need to finish the cinmatic to give it a real feel to the game but thats bout it today i was cutting up cars for the firebirgade so yea i couldnt work on it.

by Lord_Jirad » Sat Feb 09, 2008 10:51

Ha! It's Sykes!

Any new little updates to the 'wad on the side'? :)

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