Search found 17 matches
- Tue Nov 12, 2013 10:19 am
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
^ If you could make that Ultimate Doom compatible too that would be even better. ;) It can be done easily of course, but problem is: ultimate doom got less enemies than doom 2, so many quake monsters will be absent (for example ogre, ogre is to quake like imp to doom, the same for enforcer) so don ...
- Sun Nov 10, 2013 2:27 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
I've created a wad with original Quake Soundtrack + Scourge of Armagon soundtrack. These replaces the Doom2 tracks. Enjoy! (Now we need only a wad that replaces textures and we can have the perfect conversion
)
http://www30.zippyshare.com/v/96387764/file.html

http://www30.zippyshare.com/v/96387764/file.html
- Sat Sep 28, 2013 6:29 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
The spikeball got TO MUCH life! Since it replaces lostsouls, a very common enemy, it makes the game too hard. Some wads got tons of lost souls, and this will make them almost unplayable! When I'm finished with HD skins on models, I'll try to make an additional wads that replaces doom textures with ...
- Wed Sep 25, 2013 5:32 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
Of course, but It's not done at 100%: monsters are all done, still need the powerups, medikits, ammos. Are the weapons models or sprites? If they are models then I can apply a nice hd skin even to them. About pickups? Why don't replace helmets with Quake 2 armor shards? I know they aren't part of ...
- Wed Sep 25, 2013 10:24 am
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
I've applied the high resolution textures of Quake Reforged to the converted models, rescaled to not make them too big in size, tested in game and......AARGHH!! They look awesome!! We can have HD Quake in Doom, oh yes! 

- Tue Sep 24, 2013 5:23 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 79192
Re: [Release] Quake 1 Stuff ULTRA - version 1
This is really killer! I wish this mods will add even lava nailguns and bfg. I try to put the high resolution skin in this mod to see how they look in GZDoom 

- Sun Aug 11, 2013 6:38 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 807937
Re: Brütal Doom v0.18
Is possible to have a separate mod with all Brutal Doom lights, projectiles, torches etc..?
- Sun Mar 10, 2013 6:32 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 807937
Re: Brütal Doom v0.18
Little detail but IMO the leg of the player should be green instead of gray.
- Thu Jan 03, 2013 7:14 pm
- Forum: Levels
- Topic: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom
- Replies: 128
- Views: 55913
Re: [DOWNLOAD NOW!] DTS-T - a megawad for ZDoom and GZDoom
Just started this megawad, after 5 levels I already know that's more than awesome! Can't wait to see other levels!
- Wed Jan 02, 2013 4:54 am
- Forum: Abandoned/Dead Projects
- Topic: Italian Doom Episode 2 - Announcement
- Replies: 14
- Views: 1744
Re: Italian Doom Episode 2 - Announcement
That must be the boss at the end of episode. Back to Italian Doom part 2: I would like to see again traps and other dirty tricks (like the cage with red keys and tons of Cacodemon)
- Tue Jan 01, 2013 5:37 pm
- Forum: Abandoned/Dead Projects
- Topic: Italian Doom Episode 2 - Announcement
- Replies: 14
- Views: 1744
Re: Italian Doom Episode 2 - Announcement
Italian monsters? We are full of them! The infamous monster of Florence (a serial killer), and politicians like Rosy Bindi/Gasparri/Alfano and many moreQuickShotGunman wrote:It being set in Italy,with Italian monsters etc.

- Tue Jan 01, 2013 5:33 pm
- Forum: Gameplay Mods
- Topic: WolfenDOOM 2nd encounter (by Laz Rojas) update
- Replies: 16
- Views: 4926
Re: WolfenDOOM 2nd encounter (by Laz Rojas) update
Since this wad when I was 12 was among my favourites, It's a pleasure to see it improved, so I have a few suggestion: - The knife used in CeeJay's version of Original and Nocturnal Missions of wolfendoom fits better in the game - Same for pistol, CeeJay's version fits better - The flamethrower model ...
- Tue Jan 01, 2013 4:16 pm
- Forum: Gameplay Mods
- Topic: WolfenDOOM 2nd encounter (by Laz Rojas) update
- Replies: 16
- Views: 4926
Re: WolfenDOOM 2nd encounter (by Laz Rojas) update
The chaingun seems to be bugged: it doesn't consume ammos in standard mode, while it consumes them in alt fire. I hope Operation Arctic Wolf will have the same treatment to be optimized in Zdoom
- Tue Jan 01, 2013 12:32 pm
- Forum: Gameplay Mods
- Topic: WolfenDOOM 2nd encounter (by Laz Rojas) update
- Replies: 16
- Views: 4926
Re: WolfenDOOM 2nd encounter (by Laz Rojas) update
That's nice!! I'm trying it right now and looks very good. Why have you removed the hand grenade (weapon slot 7)?
- Sun Dec 30, 2012 5:48 am
- Forum: TCs, Full Games, and Other Projects
- Topic: WolfenDOOM (by Laz Rojas) update (final? version)
- Replies: 87
- Views: 24577
Re: WolfenDOOM (by Laz Rojas) update (final? version)
This! It would be cool to have other of his projects, especially Operation Arctic Wolf.Tormentor667 wrote:This is awesome! Well doneAny chance of... well... erm... updating the rest of Laz Rojas' work?