[WIP] MindFuck

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Re: [WIP] MindFuck

Postby printz » Sat Feb 18, 2012 3:57 pm

Is the wad called MindCake for the most people?
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Re: [WIP] MindFuck

Postby Tapwave » Sat Feb 18, 2012 3:59 pm

It's called "normally" for me.
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Re: [WIP] MindFuck

Postby arthurdecastro » Sat Feb 18, 2012 5:01 pm

I like the shot 6 XD
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Re: [WIP] MindFuck

Postby Ravick » Sat Feb 18, 2012 5:46 pm

Pedro VC is alive! :o

printz wrote:Is the wad called MindCake for the most people?


Hum... What you mean? '-' Does it looks too easy?
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Re: [WIP] MindFuck

Postby BouncyTEM » Sat Feb 18, 2012 5:48 pm

No, pretty sure printz is talking about the word censoring filter on zdoom, which turns fuck into cake.
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Re: [WIP] MindFuck

Postby printz » Sat Feb 18, 2012 5:51 pm

Exactly
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Re: [WIP] MindFuck

Postby scalliano » Sat Feb 18, 2012 10:15 pm

YAY! Someone's actually using my flares!

This looks very interesting. Looking forward to the demo!
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Re: [WIP] MindFuck

Postby Ravick » Tue Feb 21, 2012 9:23 pm

scalliano wrote:YAY! Someone's actually using my flares!


Yes! And they are rly important in some dangerous dark parts! >:)
I've loved the flares the first time I see them. :D

___

Btw, I need some feedback here: I'm making the 'silo storage' room in the ss below; The lamps onde the ceiling (I know that ceiling texture is bad, gonna change it later) has large dinamic lights; And the light of the lamp at the center of the room is making bad effects in some middle texture above the bridge. BUT, they also illuminates the silos. So I took this two ss, the first one has the all the lamps, and in the second the center lamp is off. Note that the shadows at the silos changes considerably. So, I want to know if that shadows of the second ss are acceptable; if they are not too false/fake/non natural.

ss:

Spoiler:
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Re: [WIP] MindFuck

Postby CorSair » Wed Feb 22, 2012 12:35 am

It is borderline, should I accept second or first one, due to those considerably darker sections on the wall, but second gives more atmosphere. (And even in first screenshot, those same parts are darker anyway, so I think I'll pass on second.)
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Re: [WIP] MindFuck

Postby Gothic » Wed Feb 22, 2012 8:21 am

Looks interesting
EDIT: lol
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Re: [WIP] MindFuck

Postby Ravick » Wed Feb 22, 2012 10:08 am

Hum... I'll try the more dark so. Maybe trying to let it not so dark. That shadow looks somehow odd to me :?
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Re: [WIP] MindFuck

Postby Ichtudirweh » Sat Jul 14, 2012 10:49 am

Hey Ravick, we've talked though youtube. I'll be more than glad to give you a full report on the beta version of the wad. Take your time on the wad, I'd rather wait for something with quality then something that was rushed. What makes your wad unique compared to the other wads is the creepy atmosphere and the visual of horrifying tricks that play with your mind. If you want more inspiration check out unloved and unloved 2.

Now I have a suggestion in addition to your flare/flashlight. Theres a wad out there where you can have glowsticks and you can throw them in dark corridors. Ghouls forest torn city R3 had glowsticks you would use for lighting up vantage points before the ghouls charged at you. I think the glowsticks would fit your wad perfectly.I have the files somewhere but I gotta find them. For weapons, adding modern weapons like the m16/ak-47/mp5 would fit pretty well since you have a glock and some other modern firearms already in your wad. Having a mix of future weapons and modern would be pretty cool.Here's the links.http://realm667.com/index.php?option=com_content&view=article&id=948:m16&catid=59:doom-style&Itemid=193
http://realm667.com/index.php?option=com_content&view=article&id=947:ak47&catid=59:doom-style&Itemid=193
http://realm667.com/index.php?option=com_content&view=article&id=1130:mp5&catid=59:doom-style&Itemid=193
http://realm667.com/index.php?option=com_content&view=article&id=681:heavy-rifle&catid=59:doom-style&Itemid=193
SGtMarkIV made iron sights for the rifle and the m16 that he was going to use for brutaldoom but he never used them. If you use the images be sure to credit him.
Image
Image
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The original wad files for the rifle and the m16 can be found on realm667. Add some shell casing ejection, recoil, custom sounds, and reloading to the rifles and you'll have a realistic atmospheric wad.
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Re: [WIP] MindFuck

Postby Ichtudirweh » Mon Jul 16, 2012 11:32 am

I found the glowstick wad I was talking about. You can find the glowstick in TCGOLDR3 at
http://www.doomrev.org/upload/wads/Coop/

I also uploaded some images showing how the glowstick works. You can throw it in dark corridors and repick it up. Also if you hold it, it gives off an faint ambient green glow to see your surroundings with. Here are some screenshots showing off how it works.
Image
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I think it would fit perfectly in your wad :D Give firewolf the credit, he made the TC wad and the glowstick.
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Re: [WIP] MindFuck

Postby Ravick » Mon Jul 16, 2012 9:05 pm

Hi, Ichtudirweh! :D

Wow, that's a lot of ideas.
I like the concept of the "glowstick" (this thing does not exists here where I live O_o, I've just seem it once in a Stalone movie - some Rambo maybe). I've seem something with a similar behavior in The Temple of Lizard Man 2, but it was an old styled flashlight. it looks like the flares from the mostly recent AvP TC too. I was thinking in something like this anyway. My first tough was to make a 'flare weapon' based on Scalliano's flares so you can carry it and also drop.

About the weapons, although I love the work of SgtMarkIV, I prefer sided weapons. I'm still struggling to choose a good sided shotgun that is not overused in other mods, hehe. I'd make my own, but i'm not a enough good artist. :S
There are two armed forces in the story: the security guards, who uses more 'normal' weapons (the shotgun, the "autogun" from R667 and the glock pistol) and the marines, that has more advanced weaponry (the "enforcer" pistol, autoshotgun, and I'm still working on a more hight-tech machinegun).

BTW, I didn't know this TCGOLDR3 mod. It looks very interesting; I'm downloading it now, thanks :D
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Re: [WIP] MindFuck

Postby tsukiyomaru0 » Mon Jul 16, 2012 10:18 pm

Ravick wrote:Hi, Ichtudirweh! :D

Wow, that's a lot of ideas.
I like the concept of the "glowstick" (this thing does not exists here where I live O_o, I've just seem it once in a Stalone movie - some Rambo maybe). I've seem something with a similar behavior in The Temple of Lizard Man 2, but it was an old styled flashlight. it looks like the flares from the mostly recent AvP TC too. I was thinking in something like this anyway. My first tough was to make a 'flare weapon' based on Scalliano's flares so you can carry it and also drop.

About the weapons, although I love the work of SgtMarkIV, I prefer sided weapons. I'm still struggling to choose a good sided shotgun that is not overused in other mods, hehe. I'd make my own, but i'm not a enough good artist. :S
There are two armed forces in the story: the security guards, who uses more 'normal' weapons (the shotgun, the "autogun" from R667 and the glock pistol) and the marines, that has more advanced weaponry (the "enforcer" pistol, autoshotgun, and I'm still working on a more hight-tech machinegun).

BTW, I didn't know this TCGOLDR3 mod. It looks very interesting; I'm downloading it now, thanks :D


You are BR too, right? Are you serious you have never ever seen one? Not even the rave ones? I have seen the camping ones. They last for a very good while.
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