Much appreciated. Looking forward to completing it and hearing everyone's thoughts on the completed project.wpninja wrote:I like eye candy, me likie. *edit* but yea this looks amazing, I am really looking forward to this.
Search found 13 matches
- Mon Jan 25, 2016 1:26 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
Re: New Megawad (of sorts) - Yet to be named
- Sun Jan 24, 2016 10:30 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
Re: New Megawad (of sorts) - Yet to be named
Really appreciate all of the feedback guys. I will certainly continue working at it. I do agree on some elements being a little bland and I am also currently hammering out the secret level which I have attached screenshots for. It's a remake of a classic Doom level which I'm sure people will figure ...
- Sat Jan 23, 2016 5:18 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
Re: New Megawad (of sorts) - Yet to be named
Much appreciated. Hoping it actually plays well when it's done lolxenoxols wrote:Whoa. This looks cool.
- Sat Jan 23, 2016 5:17 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
Re: New Megawad (of sorts) - Yet to be named
Looks nice. I like kind of Doom 3 style of graphics n' levels. But actually, I would like to also create some domo map, but i don't have skills (I have Doom Builder 2 n' GZDoom Builder). Honestly, it really doesn't take a ton of skill. The biggest boost for me was learning Slade 3 as it has opened ...
- Sat Jan 23, 2016 5:11 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
Re: New Megawad (of sorts) - Yet to be named
that pistol's top edges need heavy reworking to remove the white sprites That indeed they do. Funny part is in Photoshop it's near impossible to see even on a black background so when I get time I'm gonna have to re-work it. Not even sure it will stay. Gonna try and find something a little more ...
- Fri Jan 22, 2016 1:48 pm
- Forum: Levels
- Topic: New Megawad (of sorts) - Yet to be named
- Replies: 17
- Views: 2721
New Megawad (of sorts) - Yet to be named
So I've been creating Doom levels since I was a kid and first got my hands on Doom companion eons ago and recently decided to start using the GZDoom UDMF format as I don't have a ton of time to work exclusively on a Doom project and I need something a little more simple to work with so that was the ...
- Sat Jan 16, 2016 4:54 pm
- Forum: Editing (Archive)
- Topic: MP5 Not Working
- Replies: 13
- Views: 740
Re: MP5 Not Working
It's 'MP5KA 0 ' as a zero, where is you have 'MP5KA O ' as an oʊ. It indicates the the frame rotation number . Also a friendly reminder to use a modern lump manager, such as Slade3 . :P I actually do use Slade 3 but you were bang on about the "O" issue. Lol, I rewrote and reorganized the decorate ...
- Sat Jan 16, 2016 4:40 pm
- Forum: Editing (Archive)
- Topic: MP5 Not Working
- Replies: 13
- Views: 740
Re: MP5 Not Working
I should also add I have it saved as a paletted PNG.
- Sat Jan 16, 2016 4:36 pm
- Forum: Editing (Archive)
- Topic: MP5 Not Working
- Replies: 13
- Views: 740
Re: MP5 Not Working
Does MP5KA0 exist? Have you made absolutely sure it's a valid sprite? ZDoom uses the Ready frame to identify if the weapon actually exists for that game (technically all weapons between Doom, Hexen, Heretic and strife are defined always, so it needs to mark them is in/valid in some way). If the ...
- Sat Jan 16, 2016 1:48 pm
- Forum: Editing (Archive)
- Topic: MP5 Not Working
- Replies: 13
- Views: 740
MP5 Not Working
I had it working fine before but decided to change the sprites to my own MP5. Same thing I did with the Colt 45 (which worked) but when I walk over the MP5 in GZDoom it doesn't pick up and when I use the all weapons cheat it doesn't show up in the inventory. Below is the decorate. Actor MP5 : Weapon ...
- Thu Jan 14, 2016 12:56 pm
- Forum: Tutorials
- Topic: (Tutorial) Editing with HD Textures in GZDoom Builder
- Replies: 4
- Views: 1858
Re: (Tutorial) Editing with HD Textures in GZDoom Builder
This tutorial is good. Where did you get those sprites? I saw that weapon on Realm667, but it was with brown gloves. Much appreciated :) I made the gloves black in Photoshop and adjusted the firing and animation sequence and then loaded it in via Slade 3. I submitted my version at Realm 667 already ...
- Wed Jan 13, 2016 2:18 pm
- Forum: Tutorials
- Topic: (Tutorial) Editing with HD Textures in GZDoom Builder
- Replies: 4
- Views: 1858
Re: (Tutorial) Editing with 3D Textures in GZDoom Builder
Lol, changed. Apparently morning me doesn't function as well as afternoon mewildweasel wrote:I feel like the title should probably say "HD Textures" instead of "3D Textures" - I thought you'd come up with some cool new trick for faked parallax mapping, or something. =P
- Wed Jan 13, 2016 11:05 am
- Forum: Tutorials
- Topic: (Tutorial) Editing with HD Textures in GZDoom Builder
- Replies: 4
- Views: 1858
(Tutorial) Editing with HD Textures in GZDoom Builder
http://gzdoomadventures.blogspot.ca/2016/01/hd-texture-tutorial.html I wrote out the tutorial at the link above. I wanted to be able to use the HD textures in my own wad without needing them as an external resource but upon using SLADE 3 and placing them into my wad my entire level had textures ...