REKKR - V1.16

For Total Conversions and projects that don't otherwise fall under the other categories.
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Tormentor667
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Tormentor667 »

Wow, impressive screenshot!
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Naniyue
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Naniyue »

Beautiful black and purple colors! Excellent sprite work, especially that bow!
making4
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by making4 »

This looks really good! Love all the new stuff, the palette and the overall look.
Chloroxite
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Chloroxite »

I am wondering, will this game be compatible with source ports other than chocolate/vanilla doom?
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Mr.Enchanter
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Mr.Enchanter »

Chloroxite wrote:I am wondering, will this game be compatible with source ports other than chocolate/vanilla doom?
Why wouldn't it be compatible with other ports?
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Revae
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

It SHOULD be, when it's done. There is a problem with the physics of a projectile in zdoom derivatives that I'm hoping to fix after all is said and done. You could still play with freelook on and circumvent the issue, but that would break a lot of the illusions built into the maps,. So I'll be looking into adding some (g)zdoom specific fixes here soon.
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Revae
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

some little monster paints
Image
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Captain J
 
 
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Captain J »

I'm impressed already! Both looks like aerial based.
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Revae
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

The first one walks on his pointy legs. He's essentially an imp. The right is closer to a cacodemon mixed with a revenant.
osjclatchford
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by osjclatchford »

This all looks very promising. It feels like an actual upcoming release circa 1996! I assume that's what you're going for too, so it's very successful already and we've yet to play a single map!
It's got that lovecraftian quakeyness with the whole medieval/lowtech firearms with a contrasting visual vibrant style thats more at home with heretic and doom itself... Excellent blending of the FPS genres in my opinion and something I am greatly looking forward to seeing released.
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Revae
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

Update OP with some credits, and a little trailer a buddy of mine made for me.
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Whoah
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Whoah »

I am unbelievably hyped for this
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capybard
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by capybard »

This looks great! Can't wait to play it.
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Zaratul
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Zaratul »

I agreed that looks really great and interesting.And i have a question: weapons are widescreen friendly?
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Zen3001
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Zen3001 »

Zaratul wrote:I agreed that looks really great and interesting.And i have a question: weapons are widescreen friendly?
It's a vanilla doom mod so, it should have the same compatibility doom or something like heretic does
you should probably be able to load this with gzdoom
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