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Excerpt wrote:This is the official announcement of Torment & Torture 5. In the past months, a huge amount of work has already been done like gathering resources, defining models, gldefs, objects, optimizing textures and even mapping (that's the reason why I haven't been active in terms of TSoZD or HPack btw, just if people are wondering as these projects will most propably get even less interest and activity in the upcoming months from my side). You can already get an idea of the look that I am aiming for TNT5 in the teaser image. Beyond this, you can expect the following features:
3D Models for all ingame objects
7 all new weapons
Countless new monsters
HiRes textures
32-bit color special effects
5 new maps
Different new gameplay approachs
12 hours of gameplay (incl. sidequests)
An rpg-type experience system
...and many many more things never seen before in a Doom mod!
esselfortium wrote:I admit it, it took me a couple minutes of looking at the screenshots trying to tell if this was real or not
I was hoping to get an evil message from you dealing with this sentence:
Tormentor667 wrote:(that's the reason why I haven't been active in terms of TSoZD or HPack btw, just if people are wondering as these projects will most propably get even less interest and activity in the upcoming months from my side).
That sentence is what made me certain it was a joke; you're not quite that tactless
Me too; I actually even signed up for HPack just for the sake of blowing it off and helping work on this instead, to demonstrate how important TNT 5 is to not only myself but also to the future of our great American freedom.
Last edited by esselfortium on Fri Apr 01, 2011 4:25 am, edited 2 times in total.
TheMisterCat wrote:Just a note, if you palettize your wall sprites they will dynamically rasterize the parallax polarity of each bit, causing gzdoom to run a lot better.
You can also use -R to have ZDBSP reticulate your splines. This is one of my trade secrets.