Resident Evil code name Hunk [released demo v1.2]

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Resident Evil code name Hunk [released demo v1.2]

Postby DOOMERO-21 » Wed Mar 18, 2015 8:59 pm

Video:



Released a new demo, include a new campaign: Krauser.

credits

Spoiler:


Download Link demo v1.2

https://mega.nz/#!8tElXTrK!S74jnVKikea2 ... g5ssB75TYM
Last edited by DOOMERO-21 on Tue Feb 23, 2016 10:48 am, edited 12 times in total.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby YukesVonFaust » Wed Mar 18, 2015 9:58 pm

Finally. Doomero strikes again!
Nice job on the coding, but needs a little fixing.
That neckbreaker tho...
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby DOOMERO-21 » Wed Mar 18, 2015 10:11 pm

YukesVonFaust wrote:Finally. Doomero strikes again!
Nice job on the coding, but needs a little fixing.
That neckbreaker tho...


i know, the gramatics need more work, i will fix that later...what happen with the neckbreaker?
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Zanieon » Wed Mar 18, 2015 10:24 pm

Oh lol i saw this before you posted here, nice job... again :D

looks like you love hardcore ACS eh?
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby DOOMERO-21 » Wed Mar 18, 2015 10:42 pm

Revilution wrote:Oh lol i saw this before you posted here, nice job... again :D

looks like you love hardcore ACS eh?


Is not hard ACS, is tedious ACS. The scripts are very simple, but tedious as hell.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Ozymandias81 » Thu Mar 19, 2015 5:08 am

Amazing stuff I see here. Excellent.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Kontra Kommando » Thu Mar 19, 2015 8:20 am

Jesus Christ! This is awesome!
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Big C » Thu Mar 19, 2015 8:31 am

Holy crap, Doomero, have you ever considered doing pro work for a game studio? 'cause you've DEFINITELY got the skill for it.

I mean, you had to rip models, convert some of them into sprites, make the level geometry and do sound work too. This is some serious stuff.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Abba Zabba » Thu Mar 19, 2015 9:29 am

Wow, this looks pretty great. The movement of the models turned sprites gives it a neat feel.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Nihtram » Thu Mar 19, 2015 12:34 pm

You make some nice work here. But i have a question.
Can you maybe just make the enemies as a standalone mod or something?
I really want to try that in Vanilla Doom! That would be cool! :)
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Ribo Zurai » Thu Mar 19, 2015 2:05 pm

Looks awesome!

Spoiler:
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Zanieon » Thu Mar 19, 2015 3:24 pm

I doubt doomero was modding for Doom before Randy decided make ZDoom "A source port to rule them all", and if i remember well, ZDoom started being complex only after 2000.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby DOOMERO-21 » Thu Mar 19, 2015 7:18 pm

Revilution wrote:I doubt doomero was modding for Doom before Randy decided make ZDoom "A source port to rule them all", and if i remember well, ZDoom started being complex only after 2000.


LOL, well i started this on 2008.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby jdredalert » Thu Mar 19, 2015 7:36 pm

I really like your Resident Evil themed mods, bro. That being said, your mod is better than Revelations 2.
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Re: [WIP] Resident Evil B.O.W. nation (gzdoom)

Postby Endless123 » Fri Mar 20, 2015 10:17 am

@DOOMERO-21 : I don't know if Revelation 2 is good(haven't played it yet) but i do know your mods are always good and this one seems to be the case as well. If i may ask, when can we expect a playable demo? I'm eager to play it and i'm sure i'm not the only one :D
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