DooM the Tei-Tenga Incident NOT DEAD YET!

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Re: DooM the tei-tenga incident

Postby wildweasel » Wed Aug 20, 2014 10:10 am

I'll consider you off the hook then.
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Re: DooM the tei-tenga incident

Postby demo_the_man » Wed Aug 20, 2014 10:21 am

Thanks man, sorry about the delay.
Also be sure to submit your vote in the poll
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Re: DooM the tei-tenga incident

Postby Average » Wed Aug 20, 2014 12:10 pm

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. :)
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Re: DooM the tei-tenga incident

Postby demo_the_man » Wed Aug 20, 2014 1:17 pm

Thanks,
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Re: [WIP]DooM the tei-tenga incident

Postby FireHusky » Thu Aug 21, 2014 10:09 pm

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. :P

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[s] 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! :D
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Re: [WIP]DooM the tei-tenga incident

Postby Dancso » Thu Aug 21, 2014 11:02 pm

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.
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Fri Aug 22, 2014 5:45 am

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
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Mon Aug 25, 2014 5:57 am

MORE SCREENSHOT
E1M8 Laboratory* AND E1M4 Warehouse 1

Screenshot_Doom_20140825_080834.png

HAllway.png

*no longer reflects final product
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Last edited by demo_the_man on Thu Oct 16, 2014 9:31 am, edited 4 times in total.
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Re: [WIP]DooM the tei-tenga incident

Postby Caligari87 » Mon Aug 25, 2014 6:07 am

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.

8-)
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Mon Aug 25, 2014 6:11 am

Makes sense
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Re: [Slightly less WIP]DooM the tei-tenga incident

Postby demo_the_man » Mon Sep 08, 2014 5:30 am

Bumping my own topic for updates
WHEN WILL I FINISH THIS!
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Re: [Slightly less WIP]DooM the tei-tenga incident

Postby Doomkid » Mon Sep 08, 2014 6:03 am

Hey man, those screenshots don't look too shabby. Very authentic to the Alphas :P

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 :)
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Re: [Slightly less WIP]DooM the tei-tenga incident

Postby demo_the_man » Wed Sep 10, 2014 9:39 am

New weapon sprite concepts
bayonet 1.png
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Re: [Slightly less WIP]DooM the tei-tenga incident

Postby demo_the_man » Thu Sep 11, 2014 10:05 am

Early weapon beta
Most sprites in beta placeholders
Credits to orginal authors
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Re: [WIP + PREBETA]DooM the tei-tenga incident

Postby Freaklore1 » Thu Sep 11, 2014 2:18 pm

Can someone tell me what the heck is the Doom Bible ?
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