DooM the Tei-Tenga Incident NOT DEAD YET!

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Re: [WIP]DooM the tei-tenga incident

Postby RIPANDTEAR » Sat Nov 01, 2014 11:22 am

Cool. I did not know you are making a doom bible like mod too. Also why don't use the proto machinegun sprites?
Last edited by RIPANDTEAR on Wed Nov 12, 2014 8:19 pm, edited 1 time in total.
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Wed Nov 05, 2014 6:56 am

some screenshots from the supply depot
crateA.png

Depot train station.jpg

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

Postby demo_the_man » Tue Nov 25, 2014 9:15 am

Some more screenshots, from E6M1:Facility surface
Screenshot_Doom_20141125_095744.png

Screenshot_Doom_20141125_095501.png

Screenshot_Doom_20141125_095730_01.png

This takes place at night, in the mountains, I've lighted up the skybox for better visibility of the mountains, but in the final the stars will have brightmaps, but the mountains will be dark silhouettes, to prevent it looking like phobos
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Thu Dec 11, 2014 11:22 am

here is a prototype of the BFG
bfg 3.74.png

credit to john romero for releasing the images, to id software for creating the bfg alt design
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Re: [WIP]DooM the tei-tenga incident

Postby Athel » Mon Dec 15, 2014 2:08 pm

Keep working on this, man. The stuff posted so far looks Incredible here.
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Re: [WIP]DooM the tei-tenga incident

Postby jdredalert » Mon Dec 15, 2014 4:55 pm

I'm curious to know how this prototype BFG will operate. I'm still following your thread closely, so keep up posting stuff!
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Wed Dec 17, 2014 5:49 pm

Some planned info on the bfg, your primary fire will be the beta bfg, with the projectiles bieng able to bounce, after getting a cery late game pickup, gives you the bfg9000 style altfire that we all know and love
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Wed Dec 17, 2014 5:51 pm

RIPANDTEAR wrote:Cool. I did not know you are making a doom bible like mod too. Also why don't use the proto machinegun sprites?

I am using the alpha 0.4 machinegun sprites, and for a marine lmg for the earth levels from the lightmachinegun from r667
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Re: [WIP]DooM the tei-tenga incident

Postby demo_the_man » Wed Dec 17, 2014 8:49 pm

Important news

Ive began to run into problems while doing the math, on the time it would take to make this project come full circle alone, will make knee deep in the zdooms dev time look timely, according to the statistics ive drawn up, based on it takes about 2 weeks to draw up the arcitechure of the maps alone. It would take me about 9 years to complete. If i could draw good. And if i can do acs very good. Also i cant organize pk3s very well.

So basically instead of going the way of so many doom bible projects, im am going to ask for help. Whos help you may ask? Your help! I need anyone who can use gzdoombuilder, slade and photoshop competly to help.
Here are the requirements
You need skype. This is so we can collaborate on artwork, level design, and enemy design.
Come one come all, there is plenty of work to create the world of what doom could have been.

Please reply here, or pm me if you want to help.
Thank you for your time
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Re: [Help wanted]DooM the tei-tenga incident

Postby TheMightyHeracross » Wed Dec 17, 2014 9:45 pm

I'd be glad to help with any type of coding (ACS, DECORATE, etc.)

Your pk3 structuring looks fine.

EDIT: Well since a better modder stepped up and volunteered for the same stuff I guess I should drop out.
Last edited by TheMightyHeracross on Thu Dec 18, 2014 10:17 pm, edited 1 time in total.
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Re: [Help wanted]DooM the tei-tenga incident

Postby Athel » Thu Dec 18, 2014 9:31 pm

I can reorganize the PK3 and do ACS/DECORATE codings, but I don't have skype. I have Facebook, ZDFPM (Private Message on here) and E-Mail. Plus beta test. Whaddya say?
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Re: [Help wanted]DooM the tei-tenga incident

Postby darkhaven3 » Thu Dec 18, 2014 9:58 pm

doom bible wad


Been there, tried it, I suggest quitting while you're ahead. No vitriol intended.
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Re: [Help wanted]DooM the tei-tenga incident

Postby jdredalert » Fri Dec 19, 2014 8:53 am

Why should he quit his mod? You could be a little more specific...
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Re: [Help wanted]DooM the tei-tenga incident

Postby phantombeta » Fri Dec 19, 2014 12:26 pm

I think it's because Doom bible wads are cursed... They never get finished.
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Re: [Help wanted]DooM the tei-tenga incident

Postby leileilol » Fri Dec 19, 2014 12:30 pm

Most are done because 'beta's are betta' without understanding the ideas of the design and the aesthetic it tries to hit. and often young and inexperienced start these (millenials believe an older anything is a superior anything). It doesn't just affect this game too - Duke "astronaut man" Nukem 3D, Shadow "coolys game" Warrior and Un "skaarj fantasy rpg" real suffer this

if not, the experienced do them and then do a kickstarter for deviantart pictures and then throw it all out the window


DISCLAIMER: In 2009 I secretly tried to do a Doom Bible thing.......... on the Quake engine. indirectly this birthed Engoo
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