Angled Doom TRIPLE UPDATE is out!
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.
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Angled Doom v0.7 WIP
My my, the red flame engulfing the blade looks super shiny and amazing! Definitely better now.
-
- Posts: 197
- Joined: Sat Aug 31, 2019 11:59 pm
Re: Angled Doom v0.7 WIP
Damn, can't wait for the newest version!
-
- Posts: 245
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Angled Doom v0.7 WIP
Do you think we could get a option to turn of the new monsters in the plus addon or get a plus light that is only the new weapons?
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Angled Doom v0.7 WIP
Not in the plus version, but for a reason: i'm relying on the new monsters to drop the new weapons for the player. I know i could just use random spawners, but i prefer to keep the original weapons placement as they are, so i won't mess up the balance of maps too much (beyond what it is already inevitably changed because of new monsters with new abilities).TheOldKingCole wrote:Do you think we could get a option to turn of the new monsters in the plus addon or get a plus light that is only the new weapons?
I'm not sure i understood the second question, you mean dynamic lights?
-
- Posts: 245
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Angled Doom v0.7 WIP
I don't know what second question you are asking about, but I understand if you don't make a weapon only version for the reasons you statedjdredalert wrote:Not in the plus version, but for a reason: i'm relying on the new monsters to drop the new weapons for the player. I know i could just use random spawners, but i prefer to keep the original weapons placement as they are, so i won't mess up the balance of maps too much (beyond what it is already inevitably changed because of new monsters with new abilities).TheOldKingCole wrote:Do you think we could get a option to turn of the new monsters in the plus addon or get a plus light that is only the new weapons?
I'm not sure i understood the second question, you mean dynamic lights?
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Angled Doom v0.7 WIP
Oh, sorry. Now i understood. When you said "plus light" i for some reason thought that you were talking about light as in light sources. I feel dumb now 

-
- Posts: 197
- Joined: Sat Aug 31, 2019 11:59 pm
Re: Angled Doom v0.7 WIP
Is this still alive?
- LossForWords
- Posts: 700
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Angled Doom v0.7 WIP
JD's working on it, and he's gonna update it when it's done.
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Angled Doom v0.7 WIP
Well sure it is. And i'm having a lot of fun adding stuff to it. I was even thinking about making some videos and stuff about the development. But until they don't come, rest assured that i'm working on it every single day, and i hope it pays off.
-
- Posts: 36
- Joined: Tue Aug 02, 2016 12:41 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: UAC
Re: Angled Doom v0.7 WIP
#2 Is this still alive? 

- Dr_Cosmobyte
- Posts: 2858
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Angled Doom v0.7 WIP
LossForWords wrote:JD's working on it, and he's gonna update it when it's done.
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Angled Doom v0.7 WIP
It's smart not to reply the thread until the update or news happens or unless you have important reports!
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Angled Doom v0.7 WIP
Xtor98 wrote:#2 Is this still alive?
It is. However, these troublesome times had hit me hard financially: i was working in a hotel before the pandemic, and now there's no perspective of coming back for a long time, which means i'm forced to use all my savings without replenishing a penny and they are already running thin. So yeah, reality sucks. I hope i can reorganize myself in real life soon, so i can come back to modding.
-
- Posts: 197
- Joined: Sat Aug 31, 2019 11:59 pm
Re: Angled Doom v0.7 WIP
Hope your situation gets better. Good luck!
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Angled Doom v0.7 WIP
I see... This pandemic is really hurting others including the ones of Doom Community for real. But hang in there, though! Bad things tend to end eventually, and it'll be alright. Just concentrate on your real life task.