Talk about our & your projects.
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
Post
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:
MORE TO COME
Last edited by Alter on Sun Dec 09, 2007 17:30, edited 2 times in total.
wildweasel
DRD Team Admin (Inactive)
Posts: 2132 Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Post
by wildweasel » Fri Dec 07, 2007 19:28
Looks pretty good so far, I'd like to actually see this finished!
Enjay
Developer
Posts: 4751 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
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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.
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
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by Alter » Fri Dec 07, 2007 21:01
Enjay, send me those Q2 skyboxes in pm... they look indeed hot
Enjay
Developer
Posts: 4751 Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Post
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.
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
Post
by Alter » Sat Dec 08, 2007 10:02
Thanks a lot enjay, it's enough
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...
once 97D gets released
Azure Agony
Posts: 71 Joined: Fri Aug 24, 2007 6:40
Location: Somewhere in HANGAR or E4M7
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by Azure Agony » Sat Dec 08, 2007 19:16
It looks very nice, and I like this weapon model.
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
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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
Dutch Devil
Posts: 91 Joined: Fri Apr 14, 2006 18:59
Location: Netherlands
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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.
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
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by Alter » Mon May 26, 2008 8:25
I barely work on this but i do sometimes work
Tormentor667
Stronghold Team
Posts: 3555 Joined: Sun Nov 13, 2005 23:15
Location: Germany
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by Tormentor667 » Tue May 27, 2008 10:39
Looks awesome
I would definitely like to see more progress though
Alter
Posts: 851 Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz
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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