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Re: [WIP] Doom 64-inator

PostPosted: Sat Nov 11, 2017 9:32 pm
by Firebrand
Looks like an interesting concept, I guess I'll keep an eye on it :).

Re: [WIP] Doom 64-inator

PostPosted: Fri Nov 24, 2017 2:09 pm
by sdk2k9
Interesting idea. :mrgreen:

Re: [WIP] Doom 64-inator

PostPosted: Sun Nov 26, 2017 8:35 pm
by Voltcom9
This looks awesome! I'm interested to see this when it's finished.

Re: [WIP] Doom 64-inator

PostPosted: Mon Nov 27, 2017 4:58 pm
by Glaice
I wonder if there's been any update since the original post(s).

Re: [WIP] Doom 64-inator

PostPosted: Wed Nov 29, 2017 10:42 am
by DrPyspy
I have a few new screenshots of the last time I touched it:

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Re: [WIP] Doom 64-inator

PostPosted: Wed Nov 29, 2017 7:30 pm
by Glaice
Looks good, looking forward to release when it comes out.

Re: [WIP] Doom 64-inator

PostPosted: Fri Dec 01, 2017 10:45 am
by JohnnyTheWolf
Awesome! Does the mod also replace the soundtrack?

And what do you plan to do with the enemies that do not have a D64 equivalent?

Re: [WIP] Doom 64-inator

PostPosted: Sat Dec 02, 2017 5:09 pm
by Glaice
I'd just prefer the enemies, sounds and music to be optional replacements since I use a bunch of other mods.

Re: [WIP] Doom 64-inator

PostPosted: Sat Dec 02, 2017 5:17 pm
by Outtagum
Glaice wrote:I'd just prefer the enemies, sounds and music to be optional replacements since I use a bunch of other mods.


Me too. This looks like a great mod but it would be nice to able to mix and match with others. :)

Re: [WIP] Doom 64-inator

PostPosted: Sun Dec 03, 2017 1:50 am
by Glaice
JohnnyTheWolf wrote:Awesome! Does the mod also replace the soundtrack?

And what do you plan to do with the enemies that do not have a D64 equivalent?


I think you're asking too much. Besides, it would just bloat the mod's file size even more.

Re: [WIP] Doom 64-inator

PostPosted: Sun Dec 03, 2017 12:21 pm
by JohnnyTheWolf
Well, judging from the screens, vanilla enemies are getting replaced with their D64 counterparts (or edits of them), so I think it is only fair to ask about those who do not have one.

Re: [WIP] Doom 64-inator

PostPosted: Sun Dec 03, 2017 12:36 pm
by Glaice
Either that or is running some extra WADs/PK3s to compliment the screenshots.

Re: [WIP] Doom 64-inator

PostPosted: Sun Dec 03, 2017 11:58 pm
by DrPyspy
JohnnyTheWolf wrote:Awesome! Does the mod also replace the soundtrack?

And what do you plan to do with the enemies that do not have a D64 equivalent?


At this point in time, I've set it up so that it uses the PSX soundtrack. At this point in time, I'm unsure if I'll include it in the final release or if I'll replace it with the 64 soundtrack.

I've also been working on D64-style versions of those without an equivalent. The main hurdle is coming up with a design that matches the feel of Doom 64's demons, but the Revenant seems like he'd be the most easily translatable into the style, so I've been working on him first. I don't have anything to show for that yet, unfortunately, besides some quick sketches and thumbnails. I've also been working on a bald-ified D64 shotgunner, as the dark lighting matched with him only being a palette swap makes him very hard to distinguish. Currently the spriteset is mostly done aside from some needed palette adjustments and some pain frames.

As for the people hoping for a standalone release of the level modifier, it'll probably happen.

Re: [WIP] Doom 64-inator

PostPosted: Mon Dec 04, 2017 4:02 pm
by Glaice
I'm fine with just the colored lighting and floor/texture/sky replacements because I'm just too used to the zombieman and shotgunner having 8 rotations now because of John Romero's extra sprite rotations released a couple of years ago.

Re: [WIP] Doom 64-inator

PostPosted: Thu Dec 07, 2017 3:51 pm
by GAA1992
^ I second Glaice.