[WIP] REKKR - An Ultimate Doom Total Conversion

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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Popsoap10 » Sat Mar 11, 2017 12:40 pm

Revae wrote:Thanks.
Yeah, 3D modeled, then roughly textured (for the monsters, guns are textured with more detail, being larger on screen and all)... rigged, animated, rendered, painted over. Decoration/pickup sprites are mostly just painted, same with the player sprites...

I am a little concerned about the variety of attacks that will be available to monsters, given you don't have access to DOOM 2 monster functions.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Sat Mar 11, 2017 11:57 pm

Popsoap10 wrote:I am a little concerned about the variety of attacks that will be available to monsters, given you don't have access to DOOM 2 monster functions.

Ultimate Doom v1.9 can use all doom 2 monster functions/sounds/whatever, and if you have your t's crossed and your i's dotted you can use them.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Mon Apr 17, 2017 12:55 pm

You can listen to REKKR's soundtrack on YouTube now, thanks to HexenMapper (who made all of it) uploading it last night.
It's super nice, especially if you like bagpipes:
https://www.youtube.com/watch?v=qjzTY6d ... -Y&index=1
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Captain J » Mon Apr 17, 2017 7:52 pm

Some of the musics are very much like fantasy, also i hear some Celtic musics, too!
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Wh3atGr@$$ » Fri Sep 22, 2017 4:01 pm

Hello there! This looks very interesting! Essentially what I've always been looking for in a doom mod. I may be able to make you a map, I'm currently working on a brutal doom map pack which essentially focuses on a darker, intense depiction of hell unlike any seen in a doom wad before, here's a screenshot so you can get an idea of my style. I'm definitely best with darker, gothic/occult styled mapping.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Blue Shadow » Sat Sep 23, 2017 4:34 pm

You forgot to post/link to the screenshot, by the way.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Captain J » Sun Sep 24, 2017 2:09 am

Although that brutal doom part won't gonna help, but posting only screenshots of the favorite part of your maps would be helpful.

Oh, also welcome to ZDoom Forum.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Tue Sep 26, 2017 1:09 am

Wh3atGr@$$ wrote:Hello there! This looks very interesting! Essentially what I've always been looking for in a doom mod. I may be able to make you a map, I'm currently working on a brutal doom map pack which essentially focuses on a darker, intense depiction of hell unlike any seen in a doom wad before, here's a screenshot so you can get an idea of my style. I'm definitely best with darker, gothic/occult styled mapping.

Hi! I'm not really actively looking for mappers atm. Feel free to post a screenshot though. Who knows, maybe I'll need someone in the future.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Captain J » Tue Sep 26, 2017 2:19 am

Aaaand you're back. Glad you're back with heavy-metal looking chaingun weapon. And those map textures are pretty trippy too! :D
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Blox » Tue Sep 26, 2017 3:57 am

Revae wrote:Hi! I'm not really actively looking for mappers atm.

Yeah, I can see that by the attempt to out-do Mt. Erebus in plain looks. % )

User was temp-banned for this post and overall smugness in other posts
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Tue Sep 26, 2017 10:13 am

I think that's an insult, but I can't tell.
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Forgot I drew this, didn't post it here...
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Captain J » Tue Sep 26, 2017 10:20 am

Gotta love the bloody gallentry going on in this pic. I really love it. It looks badass!

Spoiler: Oh, and
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Dynamo » Wed Oct 11, 2017 12:29 pm

To be fair, while the screenshots on the first page look amazingly good, I actually echo Bloax's complaints regarding the last one that was posted - it indeed looks rather bland and nondescript, but I think the main issue here isn't the map itself, rather it's the fact that the screenshot was taken at a far too low resolution. I get that this is supposed to be a vanilla compatible project, but we're past the age of having to look at tiny images at the back of game boxes to get an idea of what a game is going to look like :P I think it would be really nice if you could take a higher resolution screenshot of that same area, even with just PRBoom or something, to get a better idea of what that even is. Ultimately though, it's up to you of course, if you don't want to reveal too much.

That being said, do definitely keep up the good work! A lot of TC's have come and gone over the years but with few exceptions, most never really reached the point they hoped (assuming they ever reached any point at all). I do hope your project will carry on to the end, I am (and I assume many others are) always in the mood to try out Doom-style games. Cheers!
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Mon Oct 16, 2017 7:52 pm

It's not the most detailed chunk of map either way.
That era of tiny-images-on-backs-of-game-boxes is something I'm trying to emulate to an extent. We'll see how it all goes when it's done.
Image

The to-do list is shorter every day. It'll reach completion unless I unexpectedly die or some-such.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Zen3001 » Mon Oct 23, 2017 12:54 pm

looking forward to this
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