DooM the Tei-Tenga Incident NOT DEAD YET!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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Re: DooM the tei-tenga incident
I'll consider you off the hook then.
- demo_the_man
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Re: DooM the tei-tenga incident
Thanks man, sorry about the delay.
Also be sure to submit your vote in the poll
Also be sure to submit your vote in the poll
Re: DooM the tei-tenga incident
I'm convinced that one day one of these projects will actually see the light of day. With that in mind I wish you the best of luck and I'll be keeping an eye on the thread.
PS: Cast my vote for the alpha rifle with bayonette. May as well go full bible on it.
PS: Cast my vote for the alpha rifle with bayonette. May as well go full bible on it.
- demo_the_man
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Re: DooM the tei-tenga incident
Thanks,
Re: [WIP]DooM the tei-tenga incident
The UDMF format has much fewer limitations in comparison to the present Doom in Hexen format. You now know who casted a vote on the UDMF format.
Now be scrupulous on your arrangement of the Doom Bible's plot. Try to include hardly any (or none at all)cutscenes that interrupts the player movement.
In this case: The demon that eradicates the wall could be placed in front of the player, with a cubbyhole that possibly has items or objects the players could observe, rather than just spawning it from a high ceiling. It would not interfere with players trying to get engaged.
It would make the levels(or in this case, mod) improbable to afflict most gameplay elements. I bequest you good luck!
Now be scrupulous on your arrangement of the Doom Bible's plot. Try to include hardly any (or none at all)cutscenes that interrupts the player movement.
In this case: The demon that eradicates the wall could be placed in front of the player, with a cubbyhole that possibly has items or objects the players could observe, rather than just spawning it from a high ceiling. It would not interfere with players trying to get engaged.
It would make the levels(or in this case, mod) improbable to afflict most gameplay elements. I bequest you good luck!
Re: [WIP]DooM the tei-tenga incident
The one thing that "sold" UDMF to me was the walkable texture linedef feature. Also, it's like, superior in every possible way. And extensible.
- demo_the_man
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Re: [WIP]DooM the tei-tenga incident
I was thinking strife style slide art, at the end of each episode. And figuring out how to make the levels a hub, using control center like a hub as in the original intermap.
Also I was thinking about doing a kzid style intermap ( without the long wait to get back to the action)
So I can animate things like the monorail moving, the player being flung into the observatory
I am trying to take advantage of zdoom as a sourceport
Also UMDF it is
I will not go full Vannila or Full KZID
Also I was thinking about doing a kzid style intermap ( without the long wait to get back to the action)
So I can animate things like the monorail moving, the player being flung into the observatory
I am trying to take advantage of zdoom as a sourceport
Also UMDF it is
I will not go full Vannila or Full KZID
- demo_the_man
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Re: [WIP]DooM the tei-tenga incident
MORE SCREENSHOT
E1M8 Laboratory* AND E1M4 Warehouse 1
*no longer reflects final product
E1M8 Laboratory* AND E1M4 Warehouse 1
*no longer reflects final product
Last edited by demo_the_man on Thu Oct 16, 2014 9:31 am, edited 4 times in total.
- Caligari87
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Re: [WIP]DooM the tei-tenga incident
A common theme I'm noticing so far is that all your screenshots/maps are pretty dark, and there's not a lot of lighting variation. I'd recommend adding some brighter areas that lead the player along, to contrast with the darkness.
- demo_the_man
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Re: [WIP]DooM the tei-tenga incident
Makes sense
- demo_the_man
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Re: [Slightly less WIP]DooM the tei-tenga incident
Bumping my own topic for updates
WHEN WILL I FINISH THIS!
WHEN WILL I FINISH THIS!
Re: [Slightly less WIP]DooM the tei-tenga incident
Hey man, those screenshots don't look too shabby. Very authentic to the Alphas
I've ripped and edited a bunch of the alpha doom resources, feel free to use this if it helps: http://www.doomworld.com/idgames/index. ... m_guns.zip
Good luck with this
I've ripped and edited a bunch of the alpha doom resources, feel free to use this if it helps: http://www.doomworld.com/idgames/index. ... m_guns.zip
Good luck with this
- demo_the_man
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Re: [Slightly less WIP]DooM the tei-tenga incident
New weapon sprite concepts
- Attachments
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- And the pickup to match
- riflebody.png (50.28 KiB) Viewed 1092 times
- demo_the_man
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Re: [Slightly less WIP]DooM the tei-tenga incident
Early weapon beta
Most sprites in beta placeholders
Credits to orginal authors
Most sprites in beta placeholders
Credits to orginal authors
- Attachments
-
- Wepbeta.wad
- EARLY AS HECK
- (206.66 KiB) Downloaded 93 times
- Freaklore1
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Re: [WIP + PREBETA]DooM the tei-tenga incident
Can someone tell me what the heck is the Doom Bible ?