REKKR - V1.15

For Total Conversions and projects that don't otherwise fall under the other categories.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Tormentor667 » Sun Nov 26, 2017 7:15 am

Wow, impressive screenshot!
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Naniyue » Mon Dec 04, 2017 11:59 pm

Beautiful black and purple colors! Excellent sprite work, especially that bow!
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby making4 » Sat Dec 23, 2017 2:37 pm

This looks really good! Love all the new stuff, the palette and the overall look.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Chloroxite » Sun Dec 24, 2017 9:21 pm

I am wondering, will this game be compatible with source ports other than chocolate/vanilla doom?
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Mr.Enchanter » Sun Dec 24, 2017 9:22 pm

Chloroxite wrote:I am wondering, will this game be compatible with source ports other than chocolate/vanilla doom?


Why wouldn't it be compatible with other ports?
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Fri Dec 29, 2017 12:15 pm

It SHOULD be, when it's done. There is a problem with the physics of a projectile in zdoom derivatives that I'm hoping to fix after all is said and done. You could still play with freelook on and circumvent the issue, but that would break a lot of the illusions built into the maps,. So I'll be looking into adding some (g)zdoom specific fixes here soon.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Mon Jan 15, 2018 8:06 pm

some little monster paints
Image
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Captain J » Tue Jan 16, 2018 12:00 am

I'm impressed already! Both looks like aerial based.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Tue Jan 16, 2018 12:43 am

The first one walks on his pointy legs. He's essentially an imp. The right is closer to a cacodemon mixed with a revenant.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby osjclatchford » Tue Jan 16, 2018 6:58 am

This all looks very promising. It feels like an actual upcoming release circa 1996! I assume that's what you're going for too, so it's very successful already and we've yet to play a single map!
It's got that lovecraftian quakeyness with the whole medieval/lowtech firearms with a contrasting visual vibrant style thats more at home with heretic and doom itself... Excellent blending of the FPS genres in my opinion and something I am greatly looking forward to seeing released.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Revae » Sun Apr 08, 2018 1:00 pm

Update OP with some credits, and a little trailer a buddy of mine made for me.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Whoah » Sun Apr 08, 2018 1:33 pm

I am unbelievably hyped for this
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby capybard » Sun Apr 08, 2018 9:05 pm

This looks great! Can't wait to play it.
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Zaratul » Mon Apr 09, 2018 3:13 am

I agreed that looks really great and interesting.And i have a question: weapons are widescreen friendly?
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Postby Zen3001 » Mon Apr 09, 2018 6:02 am

Zaratul wrote:I agreed that looks really great and interesting.And i have a question: weapons are widescreen friendly?

It's a vanilla doom mod so, it should have the same compatibility doom or something like heretic does
you should probably be able to load this with gzdoom
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