[WIP] Doom 64-inator
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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.
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Re: [WIP] Doom 64-inator
Looks like an interesting concept, I guess I'll keep an eye on it .
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Re: [WIP] Doom 64-inator
This looks awesome! I'm interested to see this when it's finished.
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Re: [WIP] Doom 64-inator
I wonder if there's been any update since the original post(s).
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Re: [WIP] Doom 64-inator
Looks good, looking forward to release when it comes out.
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Re: [WIP] Doom 64-inator
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?
And what do you plan to do with the enemies that do not have a D64 equivalent?
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Re: [WIP] Doom 64-inator
I'd just prefer the enemies, sounds and music to be optional replacements since I use a bunch of other mods.
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Re: [WIP] Doom 64-inator
Me too. This looks like a great mod but it would be nice to able to mix and match with others.Glaice wrote:I'd just prefer the enemies, sounds and music to be optional replacements since I use a bunch of other mods.
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Re: [WIP] Doom 64-inator
I think you're asking too much. Besides, it would just bloat the mod's file size even more.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?
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Re: [WIP] Doom 64-inator
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.
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Re: [WIP] Doom 64-inator
Either that or is running some extra WADs/PK3s to compliment the screenshots.
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Re: [WIP] Doom 64-inator
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.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'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.
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Re: [WIP] Doom 64-inator
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.
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Re: [WIP] Doom 64-inator
^ I second Glaice.