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.
Search found 677 matches
- Sun Oct 27, 2013 12:05 am
- Forum: Levels
- Topic: [WIP] Forsaken Planet
- Replies: 71
- Views: 14036
- 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.
- 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...
- 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.
- 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.
- 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.
- 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
- 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...
- 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.
- 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.
- 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.
- 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?
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?
- 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...
- 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...
- 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.