[WIP] Astrostein Redux v2

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Which Astrostein should be updated first?

Astrostein
19
95%
Astrostein 2
0
No votes
Astrostein 3
1
5%
 
Total votes: 20

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Captain J
 
 
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Re: [WIP] Astrostein Redux v2

Post by Captain J »

TheRailgunner wrote:On that note, why not just rehand all of the guns with Mac/Jaguar hands? I'm actually a little serious about it - no matter how hard I try, I can't imagine Blazkowicz with Doomguy hands and gloves.
and even worse, jaguar wolf3d's hand is smaller than doomguy's. and scaling them could be cause the graphical errors, too. also they are out of variants.
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wildweasel
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Re: [WIP] Astrostein Redux v2

Post by wildweasel »

My solution for BJ-type hands is to take Caleb's and apply a grey version of that Call of Duty sleeve that I see everywhere.
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Ed the Bat
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Re: [WIP] Astrostein Redux v2

Post by Ed the Bat »

wildweasel wrote:My solution for BJ-type hands is to take Caleb's and apply a grey version of that Call of Duty sleeve that I see everywhere.
Caleb's hands look so shriveled and... well, old. I guess one could make the argument that BJ is malnourished from his stint in prison, but...
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Patriot1776
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Re: [WIP] Astrostein Redux v2

Post by Patriot1776 »

Woolie Wool wrote:Why not shrink all the levels down by half or double the size of the player and all objects so they can be played in the correct scale like the original Mac versions?
I could give the scaling changes to the player and objects and enemies a try. Somebody link me up to the wiki pages showing how that's done. I'm waiting for the holidays to wind down and things get less hectic before I resume my level editing on this. Been participating in a lot of Christmas music concerts and programs this month and so I've been too burned out to wanna actually work on anything DooM-related, more just wanting to play and actually get in my 'Day of Rest' when I can. 8-)
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Sgt. Shivers
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Re: [WIP] Astrostein Redux v2

Post by Sgt. Shivers »

Woolie Wool wrote:Why not shrink all the levels down by half or double the size of the player and all objects so they can be played in the correct scale like the original Mac versions?
I think you're mistaken there, woolie. Mac astrostein and doom astrostein have completely different levels.
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xenoxols
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Re: [WIP] Astrostein Redux v2

Post by xenoxols »

Made a modified version with dynamic lighting, and a few weapon tweaks/sprite changes.
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Captain J
 
 
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Re: [WIP] Astrostein Redux v2

Post by Captain J »

oooh, some of sprites might be good for update specially ammos! although some of sounds are kinda outdated also some weapons uses the same sound. every puffs 'n projectiles has no decals at all, no bright flag when they are fired and cannot pickup the axe somehow.

otherwise quake and gl lights are really good idea to came up with, nice work! and if you're looking for improved version of mine, check here!
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