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<insert chain of endless laughter here>Doom 1-ish
I actually want that levels don't use any 3D geometry. I even disabled z-clipping, freelooking, crouching and jumping in ZMAPINFO, to make it the most Doom 1-like possible. I even disabled translucency for actors, but for some reason, left LineMirror linedefs that Sodaholic put in.ShadesMaster wrote:Even 3D floors can be DooM 1-ish, it proves.
I'm actually following Tom's design, meaning that you will have:Minigunner wrote:Also, I think that the weapons (if Doom I/II weapons are included) should be separated via episode
Actually, my "tortured aura" is how I call the cloud that spawns from the Dark Claw, is not a +RIPPER because when testing, even 1 damage would kill even a Baron of Hell in few seconds, so I defined it like a very aggressive seeking projectile which bounces on actors, does 0 damage, but has a little damaging splash damage, which is consecutive. It means it can kill you when you get too close. And of course, it fadesInsanityBringer wrote:In AlphaMod I made the Dark Claw cast forth a dark cloud that slowly moves forward, goes +RIPPER through everything with slight seeking
Off-topic, but the +STRIFEDAMAGE flag is redundant nowadays, given you can use the more flexible method of including your damage values in parenthesis, like this:InsanityBringer wrote: +STRIFEDAMAGE with a damage of 1
Code: Select all
Damage (1*random(1,4))
Yay, old memes.Blaskowitz wrote:
Little late there, buddy.poop87 wrote:http://www.youtube.com/watch?v=6YMPAH67f4o
Minigunner wrote:IMO I think that this should use features from all Doom engine games (Heretic, Hexen, Strife) and some from Build