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

PostPosted: Sun Nov 26, 2017 7:15 am
by Tormentor667
Wow, impressive screenshot!

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

PostPosted: Mon Dec 04, 2017 11:59 pm
by Naniyue
Beautiful black and purple colors! Excellent sprite work, especially that bow!

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

PostPosted: Sat Dec 23, 2017 2:37 pm
by making4
This looks really good! Love all the new stuff, the palette and the overall look.

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

PostPosted: Sun Dec 24, 2017 9:21 pm
by Chloroxite
I am wondering, will this game be compatible with source ports other than chocolate/vanilla doom?

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

PostPosted: Sun Dec 24, 2017 9:22 pm
by Mr.Enchanter
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?

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

PostPosted: Fri Dec 29, 2017 12:15 pm
by Revae
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.

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

PostPosted: Mon Jan 15, 2018 8:06 pm
by Revae
some little monster paints
Image

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

PostPosted: Tue Jan 16, 2018 12:00 am
by Captain J
I'm impressed already! Both looks like aerial based.

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

PostPosted: Tue Jan 16, 2018 12:43 am
by Revae
The first one walks on his pointy legs. He's essentially an imp. The right is closer to a cacodemon mixed with a revenant.

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

PostPosted: Tue Jan 16, 2018 6:58 am
by osjclatchford
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.

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

PostPosted: Sun Apr 08, 2018 1:00 pm
by Revae
Update OP with some credits, and a little trailer a buddy of mine made for me.

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

PostPosted: Sun Apr 08, 2018 1:33 pm
by Whoah
I am unbelievably hyped for this

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

PostPosted: Sun Apr 08, 2018 9:05 pm
by capybard
This looks great! Can't wait to play it.

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

PostPosted: Mon Apr 09, 2018 3:13 am
by Zaratul
I agreed that looks really great and interesting.And i have a question: weapons are widescreen friendly?

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

PostPosted: Mon Apr 09, 2018 6:02 am
by Zen3001
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