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Re: SVNHRNS/SVNEYES

PostPosted: Tue Feb 27, 2018 8:31 pm
by R4L
Marisa Kirisame wrote:I really like how this is turning out.

About those two vids, I'm also making a SH-themed mod so that is very relevant to my interests. :P

Also hi Icarus, fancy seeing you around these forums.


It's unfortunately on hiatus until I have time away from Metroid: Dreadnought... Also, gotta be in that fucked up mindset to make a mod similar in style to SH. I believe yours looks more faithful to that style. :)

Also cortlong, I'm serious about testing this... Let me know!

Re: SVNHRNS/SVNEYES

PostPosted: Thu Mar 01, 2018 1:23 am
by XLightningStormL
Nice to see some more horror, lore-focused mods are popping up.

Just a quick ask, were you inspired by DUSK? by any chance cortlong? Getting a massive "The Facilities" vibe from the video, and the screenshots, with the whole UAC doing massively questionable ethics,semi-industrial design, concrete overuse, sin of Hubris, etc

Re: SVNHRNS/SVNEYES

PostPosted: Fri Mar 02, 2018 11:57 pm
by cortlong50
XLightningStormL wrote:Nice to see some more horror, lore-focused mods are popping up.

Just a quick ask, were you inspired by DUSK? by any chance cortlong? Getting a massive "The Facilities" vibe from the video, and the screenshots, with the whole UAC doing massively questionable ethics,semi-industrial design, concrete overuse, sin of Hubris, etc


ive actually never played it, have meant to, but every time i start a game i think "damn...i should be working on my map" hahaha
but ill definitely check it out because its been on my radar/


R4L wrote:
Marisa Kirisame wrote:I really like how this is turning out.

About those two vids, I'm also making a SH-themed mod so that is very relevant to my interests. :P

Also hi Icarus, fancy seeing you around these forums.


It's unfortunately on hiatus until I have time away from Metroid: Dreadnought... Also, gotta be in that fucked up mindset to make a mod similar in style to SH. I believe yours looks more faithful to that style. :)

Also cortlong, I'm serious about testing this... Let me know!



ill definitely keep you in the loop, i gotta learn when to just let some shit go but im such a perfectionist. so as soon as the first map is finished (i worked backwards through this pack) ill holler!

insightguy wrote:Was this inspired by an SCP? With the story involving coverups, space-time shit being messed up, I almost though at first glance along with the top picture that this was inspired by SCP-1936 (2 eldritch Gods duke it out because someone lured them both to the town).

Either way, this is gonna look sweet.



ive nveer heard of SCP but after some digging i am fascinated. holy shit hahaha, thats definitely a solid place to pull some inspiration, plus who doesnt love a good horror story.


MrIcarus wrote:Very much looking forward to this one. I'm a sucker for some good atmospherics and it looks like this will have it in spades.


thats my number one objective making this. like keep it doom, but make you feel sucked in. you know?

Marisa Kirisame wrote:I really like how this is turning out.

About those two vids, I'm also making a SH-themed mod so that is very relevant to my interests. :P

Also hi Icarus, fancy seeing you around these forums.


hell yeah! i dont wanna overdo the horror, and detract from doom, but i personally think they go great together.

Re: SVNHRNS/SVNEYES

PostPosted: Wed Apr 18, 2018 11:51 pm
by cortlong50
this isnt dead.

in fact itll never die.

ive just been busy and in kind of a "damn...i am having mappers block" spell right now. it happens, ill keep chipping away until the creativity comes back

i do this all the time...like three months of nothing then 40 hour weeks working on it for two months. is what it is...i cant force it.

here are some screens to justify this random bump.





Re: SVNHRNS/SVNEYES

PostPosted: Wed Apr 18, 2018 11:53 pm
by armymen12002003
Those new screenies look beautiful great job still looking forward to playing this when it's released.

Re: SVNHRNS/SVNEYES

PostPosted: Thu Apr 19, 2018 6:14 am
by R4L
Looking pretty badass so far man. Keep it up!

Re: SVNHRNS/SVNEYES

PostPosted: Thu Apr 19, 2018 2:09 pm
by Scripten
This looks pretty great and I enjoyed the teaser trailer/lore setup of the first post.

Although that isn't exactly what 3rd dimension means, I think I can suspend my disbelief. :P

Re: SVNHRNS/SVNEYES

PostPosted: Tue Apr 24, 2018 10:26 am
by XLightningStormL
Definitely needs a new Skybox because Mouselook (lol)

Re: SVNHRNS/SVNEYES

PostPosted: Sat Jun 23, 2018 12:18 am
by dawnbreez
The moment there's a release--even if it's a demo--I'm playing it.

With Hideous Destructor. Because I am a madman.

Re: SVNHRNS/SVNEYES

PostPosted: Sat Jun 23, 2018 4:13 pm
by ReX
I just watched the promo video, and all I can say is: "Wow!"

How did you achieve a 2+ minute continuous-panning shot? If I didn't know any better I'd think you had built a map with a loooooong corridor, along which you moved your "camera".

Anyway, the game oozes atmosphere. Nice story line build-up too.

(I'd have to agree with XLightningStormL, though; you should use a high-def skybox, instead of the DooM 2 sky.)

Re: SVNHRNS/SVNEYES

PostPosted: Sun Sep 02, 2018 8:47 am
by XLightningStormL
Any updates on this dude? Been really quiet, the last news I head coming from this was from a Doom modding facebook page.

Also on mapper's block, just randomly push foward, and add stuff or detail, then go back and fix it if it doesn't work out enough, works well for me.

Re: SVNHRNS/SVNEYES

PostPosted: Sat Feb 02, 2019 8:11 pm
by cortlong50
update.



still working on this. just finishing one more map and tightening up the project a bit.



here aresome shots of the PBR that ive added. im not gonna over-do it because it doesnt mesh well with doom sprites...but in small doses i think its fantastic.





Re: SVNHRNS/SVNEYES

PostPosted: Sat Feb 02, 2019 8:57 pm
by Rex705
Looks amazing can't wait for more. Keep up the awesome work.

Re: SVNHRNS/SVNEYES

PostPosted: Sat Feb 02, 2019 10:25 pm
by cortlong50
probably wont be more.

just found out the new version of GZDoom just broke a ton of shit all over the map (because why ensure backwards compatibility right?) and after 4 years working on this just have it get fucked up...im over it.

im probably gonna mark this as a complete waste of time and a dead project. im not going to go back through every level just to have it get broken later, or break it for the older versions when people wanna play with actually decent framerates (and then have the devs act like im stupid for bringing up legitimate issues for every release.)

im straight up defeated at this point. im sick of playing catch up with each version of GZ. That was 4 years of fuckin pain in the ass for nothing.

Re: SVNHRNS/SVNEYES

PostPosted: Sat Feb 02, 2019 11:12 pm
by Jimmy
What's the nature of the breakages? There could be bugs in GZDoom itself or something that you might just need to tweak. Alternatively just aim for a specific release in future?

I'd hate to see something so promising disappear.