Search found 835 matches

by Clownman
Sat Feb 08, 2025 2:35 am
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Re: Duke Nukem: Tears of Crimson [DEMO]

I'd like to thank everyone for the support thus far. I've just released a demo that I originally compiled for a friend to stream. Currently been busy with IRL stuff and trying to advance my career as an artist otherwise but I do intend to finish this mod. Thankfully I'm basically at the halfway ...
by Clownman
Wed Sep 25, 2024 11:55 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5967
Views: 659505

Re: Resource Request thread *Read 1st post*

Anyone still happen to have these PSX hanging bodies? I wanted to use them for my personal "Classic Remaster" sprite replacement pack I've been making.
viewtopic.php?f=46&t=73890&p=1205964#p1205964
by Clownman
Sun Apr 28, 2024 2:15 am
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Re: [Early WIP] Duke Nukem: Tears of Crimson

Been a while since I last updated this. The project has progressed tremendously. Currently working on a fourth level before I actually compile a proper demo build. In the meantime, have an opening cinematic I made (amature but helps get the story I want to tell across) along with testing of Steroids ...
by Clownman
Mon Dec 18, 2023 4:55 pm
Forum: Gameplay Mods
Topic: Pasta Power, Baby - This plumber wants his cake
Replies: 41
Views: 19503

Re: Pasta Power, Baby - This plumber wants his cake

Before an admin locks this thread for the bump: I do intend to continue this at some point but my motivation has been all over the place. And when it comes to maintaining GZDoom mods, a lot of my manpower is going into that one Duke Nukem fangame I've worked on for the past year or so. Not helping ...
by Clownman
Wed Aug 02, 2023 8:48 pm
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08c
Replies: 350
Views: 97429

Re: [RELEASE] DN3DooM - update v.1.07

Have you ever considered giving the pistol an altfire? I have my own little mostly cosmetic addon I've been working on and off on, but I ended up giving the weapon an altfire that's more powerful, but has a slower firerate and uses two bullets per shot.
by Clownman
Sun Jul 16, 2023 1:00 am
Forum: Resources
Topic: [Sprites] SoniK.O.Fan's sprites
Replies: 303
Views: 130565

Re: [Sprites] SoniK.O.Fan's sprites

Kind of tempted to say this resembles the final shotgun more while the older one resembled the model from the Doom 3 Alpha.
by Clownman
Thu Jun 01, 2023 12:26 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142815

Re: The WIP Thread

xenoxols wrote: Sun Dec 18, 2022 2:31 pm




Some WIP bits.
A new Duke mod? :wub:
by Clownman
Tue Jan 17, 2023 12:02 am
Forum: TCs, Full Games, and Other Projects
Topic: THE GHOUL'S FOREST - MOD COMPAT VERSION RELEASED
Replies: 21
Views: 17405

Re: THE GHOUL'S FOREST - MOD COMPAT VERSION RELEASED

Hey everyone! Making this remake has taught me a lot of what GZDoom was capable of, and seeing the popularity this was getting: Something I thought would be a nice little send off would be making a mod compatible version for people to play their own weapon packs and player replacements with. I plan ...
by Clownman
Thu Jan 12, 2023 4:52 pm
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Re: [Early WIP] Duke Nukem: Tears of Crimson

It's actually adjustable with the default HUD scaler option. I just like having my status readable since I have a widescreen monitor and I feel having it at the default size GZDoom sets makes the text hard to read sometimes.
by Clownman
Thu Jan 12, 2023 12:49 am
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Re: [Early WIP] Duke Nukem: Tears of Crimson

Added some two new weapons over the past two weeks along with various new enemy types. Also messing around with dynamic stage lighting.
by Clownman
Wed Dec 28, 2022 10:39 pm
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Re: [Early WIP] Duke Nukem: Tears of Crimson

Made a shitty no-budget trailer to sort of showcase the characters of the story I want to aim for and try and achieve, along with showcase the tiny bit of gameplay footage of the first map I've done without showing the whole thing. (I've barely started the second one, to be honest. https://imgur.com ...
by Clownman
Sat Dec 17, 2022 1:54 am
Forum: TCs, Full Games, and Other Projects
Topic: Duke Nukem: Tears of Crimson [DEMO]
Replies: 8
Views: 5973

Duke Nukem: Tears of Crimson [DEMO]

https://imgur.com/WhH1QKV in A.D. 2044, The private miltary giant known as A.R.M.A, was brought to it's knees by 3 bio-engineered weapons that turned against them in the name of justice, all before dissapearing into the darkness. 3 years pass, However, by 2048: A.R.M.A was brought online by a ...
by Clownman
Mon Dec 12, 2022 9:46 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 406368

Re: Ultimate Doom Builder

Is there by any chance an option to automatically snap to a textures position on the texture list without having to scroll all the way back down? It's kind of killing my hands having to scroll all the way back down with custom textures that aren't uniquely named all that well, It always resets me ...
by Clownman
Thu Jun 09, 2022 9:29 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38028
Views: 4637502

Re: [SPRITES] Spriting Carnival!!

Wanted to try using that one Blender setup I have to render some weapon sprites, so I redid one I originally made in Gmod a while back with a greenscreen technique.
by Clownman
Thu Jun 02, 2022 12:41 am
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08c
Replies: 350
Views: 97429

Re: [RELEASE] DN3DooM - update v.1.07

kipo wrote:That's a new one. Are you using other mods?
Just the Sterilized version of Ashes Afterglow. Was having a blast otherwise, really felt like a proper Duke mappack.

EDIT: Figured out the problem. It was happening because I was using the latest devbuild of GZDoom. Dunno why that breaks it, but w/e.

Go to advanced search