Search found 677 matches

by Sergeant_Mark_IV
Sun Oct 27, 2013 12:05 am
Forum: Levels
Topic: [WIP] Forsaken Planet
Replies: 71
Views: 14036

Re: [WIP] Forsaken Planet

Add more vertices to the cliffs (they are looking too blocky), and don't use the same texture that you used on the cliffs on the damaged ground (if that hole is supposed to be the trails of a fallen aircraft).

Looking pretty good so far.
by Sergeant_Mark_IV
Sat Oct 26, 2013 5:31 pm
Forum: General
Topic: Does anyone play without Brutal Doom?
Replies: 29
Views: 8979

Re: Does anyone play without Brutal Doom?

I am sorry for bringing this up again wildweasel, I know that I shouldn't be posting on this topic at all, but I really, really, really wanted to someday see such list as I mentioned on my post above.
by Sergeant_Mark_IV
Sat Oct 26, 2013 4:51 pm
Forum: General
Topic: Does anyone play without Brutal Doom?
Replies: 29
Views: 8979

Re: Does anyone play without Brutal Doom?

Many people are jealous of Sgt Mark This is a cancerous mindset to hold, because it is false. People criticize the mod because of the design decisions behind it; and overall attitude of the author. No, it's not. You really don't see the difference between criticism and bashing. I am yet to see a li...
by Sergeant_Mark_IV
Fri Oct 25, 2013 9:25 pm
Forum: Gameplay Mods
Topic: BD Enhanced Edition v19g (UPDATED 25 oct 2014)
Replies: 125
Views: 57465

Re: Brutal Doom v0.19 Final Test Modified (Updated 21 oct 20

You just need to copy the NAZIS lump to make their code work (and include it on DECORATE's loaded lumps), and the sound files that belongs to them. Now don't ask me where I put their voice sounds.
by Sergeant_Mark_IV
Sun Oct 20, 2013 6:33 pm
Forum: General
Topic: late response to Mark's ultimate icon of sin revamp
Replies: 3
Views: 1161

Re: late response to Mark's ultimate icon of sin revamp

In the final version, he will able to sidewalk, and will have less HP since it will be harder to hit him with rockets and he will have an "anti-bfg shield". I haven't worked on it anymore because I just put it on hold while I am finishing BD.
by Sergeant_Mark_IV
Sun Oct 06, 2013 12:42 pm
Forum: General
Topic: Doom mods fully compatible with freedoom
Replies: 9
Views: 1672

Re: Mods fully compatible with freedoom

Ketchup works like Brutal FreeDoom, but without fancy fire particles and fatalities.
by Sergeant_Mark_IV
Thu Oct 03, 2013 10:20 am
Forum: Levels
Topic: Extermination Day Megawad Project
Replies: 70
Views: 26994

Re: Extermination Day Megawad Project

I removed STARTAN from the sloped wall and realignated it on the rest of the walls. Looks better now?
Spoiler: big image
by Sergeant_Mark_IV
Wed Oct 02, 2013 11:21 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 37933
Views: 4052398

Re: [SPRITES] Spriting Carnival!!

Ahh, the M26 Nearest Neighbour, I know that model well. i think that turret is really big, inspired by merkava series maybe? also, this tank's body does really needs quality works. pixel scaling of course, and make that body more bigger or make turret smaller would be bit realistic though. When I m...
by Sergeant_Mark_IV
Wed Oct 02, 2013 8:53 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 37933
Views: 4052398

Re: [SPRITES] Spriting Carnival!!

My new tank sprites, mixing Duke Nukem 3D's tank, and Action Doom's tank. I have plans to make it work as a "realistic" tank a la Battlefield.
by Sergeant_Mark_IV
Sat Sep 28, 2013 12:43 pm
Forum: TCs, Full Games, and Other Projects
Topic: [WIP] D00MCΞNTΞR·AИYWHΞRΞCITУ
Replies: 110
Views: 25008

Re: [WIP] doomcenter: AnywhereCity

If you need help with vehicles, I think I can help you. This bike can be easily modified to be a car, truck, van, etc. I am also working in a Tank that will work just like Battlefield's one.
by Sergeant_Mark_IV
Fri Sep 27, 2013 9:26 am
Forum: Levels
Topic: WASTELAND (v1.03) - A hub based mod in progress
Replies: 7
Views: 1963

Re: WASTELAND (v1.03) - A hub based mod in progress

You are doing well and this project seems promissing, but please, PLEASE, don't freeze the player every time somebody talks something, or a message is received. This is extremely unnecessary and annoying.
by Sergeant_Mark_IV
Tue Sep 24, 2013 8:06 pm
Forum: TCs, Full Games, and Other Projects
Topic: [WIP] D00MCΞNTΞR·AИYWHΞRΞCITУ
Replies: 110
Views: 25008

Re: [WIP] doomcenter: AnywhereCity

Wow! That's really some great progress over the original Doomcenter.

I just really hope that you will improve the driving mechanics.
I was thinking about trying to make a more realistic bike/car script myself. Have you tried something yet?
by Sergeant_Mark_IV
Tue Sep 24, 2013 10:56 am
Forum: Levels
Topic: Extermination Day Megawad Project
Replies: 70
Views: 26994

Re: Extermination Day Megawad Project

Finally I think I found some appropriate resources to make the Mojave desert. Still not perfect, but as you can see from the earlier WIPs on the second page, I think it's a lot of improvement. http://imageshack.us/scaled/landing/43/lv7f.jpg http://imageshack.us/scaled/landing/7/xgpd.jpg Hopefully ar...
by Sergeant_Mark_IV
Mon Sep 23, 2013 9:09 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5942
Views: 559677

Re: Resource Request thread *Read 1st post*

Can anyone tell me where can I find a joshua tree sprite, or at least something that I can edit to look like it? http://upload.wikimedia.org/wikipedia/commons/8/8b/Joshua_Tree_2004.JPG I have tryed this, but honestly I think it looks horrible. It doesn't even fit the Doom pallete and depends on alph...
by Sergeant_Mark_IV
Sun Sep 22, 2013 9:19 pm
Forum: Levels
Topic: Extermination Day Megawad Project
Replies: 70
Views: 26994

Re: Extermination Day Megawad Project

I don't know when I am going to update it. I have drastically changed some plans on this, and many maps are removed/added. For now I have just did a cleanup.

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