Globe wrote:-- Outta curiosity, what texture sets are you using in those map shots, Blade?




Springy wrote:I'm loving the look of this so far! Those individual crosshairs for the classes are a nice idea as well. I'll be paying close attention to this one.


Naitguolf wrote:The hud looks horrible. Too much bright!! Might be a good idea if you make it transparent, just add the tracker and the ammo....
Nash wrote:The maps are too dark and flat. You need to put more lighting variation.
Here's a tip: keep the maps' brightnesses the way they are now, but add large dynamic lights with very subtle lighting. Say, 10 10 10. Scatter these around the map, use varying light levels on the dynamic lights, but keep them very very low.
You may use GZBuilder to preview the dynamic lights in the visual editor in an interactive way. But careful with this, too many dynamic lights causes GZBuilder to run slow...
RV-007 wrote:I got an idea for the motion tracker in the hud. Maration's enemy radar might be of some use to your project. If there is available source, you can use the code to make your motion tracker. Of course, that is quite an achievement in doom modding.
RV-007 wrote:The worms 'explode' from the player. The worms will then attempt to gnaw at its (bleeding) host. Bleeding players can use bandage inventory to stop bleeding damage.
timmyr0x0r wrote:RV-007 wrote:The worms 'explode' from the player. The worms will then attempt to gnaw at its (bleeding) host. Bleeding players can use bandage inventory to stop bleeding damage.
The worm inventory thing is for me a very good idea, but not the subsequent effects of it. The fact that the player character could survive chestbursting is for me realistically impossible, it's a freaking marine, and a freaking alien tries (and as the films show it, generally do) to gnaw it and go out in a extremely gory way. No way he would stay conscious just after the action, and applying bandages to stop the bleeding of such a wound would also be unrealistic. I'm no sure of it, but I think that an Alien or AvP game did the chestburster thing quate well in a way that could be reproduced in ZDoom in a relatively easy way: the player character needed to find a special kind of medecine to eliminate the infant Chestbuster before it was too big and "came out". If he didn't, well he would die. Make an healing object that, with some code, would take out the "Worm code stuff" out of inventory and there you go.
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