MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

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Re: MetaDoom v3.666 "Samuel" (p72)

Postby GRUARRR » Sat May 13, 2017 9:57 am

Kinsie wrote:
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.
You didn't mention this before. We can't help you when you don't mention major chunks of the situation!


Hi Kinsie! I got it the first time you told me, that´s why I wrote again adding more info.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Spaceman333 » Sat May 13, 2017 1:33 pm

LossForWords wrote:isn't that the vcr ocd font?

http://www.dafont.com/pt/vcr-osd-mono.font


Thank you! :D
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Sun May 14, 2017 9:23 pm

FINALLY, some Cyber-Mancs! :D

Do you plan to do this with all the monsters in DOOM, eventually? Because these look SO awesome, dude... :D They're even pixelated just right, so they look like they fit more! :D
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Spaceman333 » Mon May 15, 2017 4:02 am

DoomKrakken wrote:Because these look SO awesome, dude... :D They're even pixelated just right, so they look like they fit more! :D


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?

EDIT: There was an answer about 2 pages back in this thread. Seems much harder than I thought. :o
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Sat May 20, 2017 11:31 am

Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Sat May 20, 2017 9:08 pm

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.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sat May 20, 2017 9:21 pm

whatup876 wrote:Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
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.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Sun May 21, 2017 7:04 am

Kinsie wrote:
whatup876 wrote:Was the Cyber Mancubus intended to shoot continuously instead of stopping after three times and going back?
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.


I see.
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.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Mon May 22, 2017 2:14 am

Image
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Captain J » Mon May 22, 2017 3:40 am

THICC
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby ThrashfanBert1994 » Mon May 22, 2017 6:59 am

heres a offcial replacement for a lame d46 shotgun, d4 shotty is better than that shotgun
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby JohnnyTheWolf » Mon May 22, 2017 9:03 am

Kinsie wrote:Image


What the hell is that supposed to be? :shock:
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Gez » Mon May 22, 2017 9:19 am

MAP20: Gotcha!, obviously.

There's the Cyberdemon from Doom 64, and for the other, go look at page 1913 of the Spriting Carnival thread.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Black Rock Shooter » Mon May 22, 2017 9:24 am

Captain J wrote:THICC


EXTRA THICC
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby JohnnyTheWolf » Mon May 22, 2017 9:29 am

You mean, this?

I agree with scalliano: this is what the D64 Spider Mastermind should have looked like! :shock:
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