Hi Kinsie! I got it the first time you told me, that´s why I wrote again adding more info.Kinsie wrote:You didn't mention this before. We can't help you when you don't mention major chunks of the situation!GRUARRR wrote:I´m playing foursite.wad, I don´t know if it is possible that there is something wrong with the map that doesn´t allow me to play it with a mod and a music wad.
MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: MetaDoom v3.666 "Samuel" (p72)
- Spaceman333
- Posts: 622
- Joined: Thu Oct 13, 2016 8:40 pm
Re: MetaDoom v3.666 "Samuel" (p72)
Thank you!
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: MetaDoom v3.666 "Samuel" (p72)
FINALLY, some Cyber-Mancs!
Do you plan to do this with all the monsters in DOOM, eventually? Because these look SO awesome, dude... They're even pixelated just right, so they look like they fit more!
Do you plan to do this with all the monsters in DOOM, eventually? Because these look SO awesome, dude... They're even pixelated just right, so they look like they fit more!
- Spaceman333
- Posts: 622
- Joined: Thu Oct 13, 2016 8:40 pm
Re: MetaDoom v3.666 "Samuel" (p72)
Yeah I agree with that, I like how they're rendered too. I wonder how hard or easy the process to make them was, and if you needed to touch up the sprites by hand after resizing them from the original 3D model?DoomKrakken wrote:Because these look SO awesome, dude... They're even pixelated just right, so they look like they fit more!
EDIT: There was an answer about 2 pages back in this thread. Seems much harder than I thought.
Re: MetaDoom v3.666 "Samuel" (p72)
Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: MetaDoom v3.666 "Samuel" (p72)
I believe so. Just like with the other Mancubus...
... unless you're talking about the Mancubi from MetaDoom itself. I haven't played it yet, so I wouldn't know how the Mancubus is supposed to act.
... unless you're talking about the Mancubi from MetaDoom itself. I haven't played it yet, so I wouldn't know how the Mancubus is supposed to act.
- Kinsie
- Posts: 7399
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: MetaDoom v3.666 "Samuel" (p72)
Yes, currently the Cyber-Manc has Chaingunner-style refire. This may get changed at some point, but I sort of like how it works out.whatup876 wrote:Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
Re: MetaDoom v3.666 "Samuel" (p72)
I see.Kinsie wrote:Yes, currently the Cyber-Manc has Chaingunner-style refire. This may get changed at some point, but I sort of like how it works out.whatup876 wrote:Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
What i'm liking about this version is how it includes stuff that was mentioned on old posts and comments before it even started, which means it's going on a great direction so far and i assume it might get better.
-
- Posts: 533
- Joined: Fri Sep 11, 2015 5:26 am
Re: MetaDoom v3.666 "Samuel" (p72)
heres a offcial replacement for a lame d46 shotgun, d4 shotty is better than that shotgun
-
- Posts: 1145
- Joined: Mon Oct 05, 2015 8:37 am
Re: MetaDoom v3.666 "Samuel" (p72)
What the hell is that supposed to be?Kinsie wrote:
Re: MetaDoom v3.666 "Samuel" (p72)
MAP20: Gotcha!, obviously.
There's the Cyberdemon from Doom 64, and for the other, go look at page 1913 of the Spriting Carnival thread.
There's the Cyberdemon from Doom 64, and for the other, go look at page 1913 of the Spriting Carnival thread.
- Black Rock Shooter
- Posts: 86
- Joined: Tue May 02, 2017 9:02 pm
- Location: Sea of Souls.
Re: MetaDoom v3.666 "Samuel" (p72)
EXTRA THICCCaptain J wrote:THICC
-
- Posts: 1145
- Joined: Mon Oct 05, 2015 8:37 am
Re: MetaDoom v3.666 "Samuel" (p72)
You mean, this?
I agree with scalliano: this is what the D64 Spider Mastermind should have looked like!
I agree with scalliano: this is what the D64 Spider Mastermind should have looked like!