dead.air - v2
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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.
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dead.air - v2
dead.air - beta v2 link
Some of you may recognize by the title what this is a "sequel" to.
For the rest, here are some context-free screenshots:
Usual boilerplate about "this is a beta; gameplay is rough" applies.
Otherwise, have fun, kind folk.
[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.
Last edited by Xaser on Wed Dec 28, 2016 12:33 am, edited 2 times in total.
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Re: dead.air
Oooh, I am going to try this one out, I liked dead.wire.
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Re: dead.air
This is looking very cool!
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Re: dead.air
just some minor graphical nitpicks, weapon 2 and 5 feel so static compared to the rest
in fact, those sprites all look like they're supposed to have a lot more moving parts and things, thats just me tho
in fact, those sprites all look like they're supposed to have a lot more moving parts and things, thats just me tho
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Re: dead.air
Seriously, way scarier looking than the regular caco.
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Re: dead.air
That peeping is way too cute to me! Hehe. Anyway it looks like the design that bagbreadfly would make! Am i right?
Anyway, i'd like to see more news from you, magnificent Xaser lad!
Anyway, i'd like to see more news from you, magnificent Xaser lad!
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Re: dead.air
Oh my god this is the best Christmas ever.
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Re: dead.air
Played in UV. Pretty fun map, really like the abstract sci-fi-ish environment.
The new guns are fairly nice to use as well, though the first weapon still got unused in later sections despite the upgrades. The new enemies are quite challenging to fight (the new Cacos in particular shoot homing stuff now, so they are definitely a priority over the Revs).
I haven't yet played .wire, so i'll probably do that after this.
I spotted something here though.
The new guns are fairly nice to use as well, though the first weapon still got unused in later sections despite the upgrades. The new enemies are quite challenging to fight (the new Cacos in particular shoot homing stuff now, so they are definitely a priority over the Revs).
I haven't yet played .wire, so i'll probably do that after this.
I spotted something here though.
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Re: dead.air
It will, if poly renderer is turned off.Xaser wrote:[EDIT] There are a few node issues with the map at present which result in some end-arena HOM and various geometry holes in GZDoom. Using the software renderer ought to fix the latter for the time being -- haven't tried QZDoom just yet but that may or may not work too.
With the exception of colors and blending, the renderer used in QZDoom uses exactly the same high-level logic as ZDoom's. The main differences are in how it determines which low-level drawers to use.
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Re: dead.air
pretty good the last zone was very hard
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Re: dead.air
Very, very fun playthrough so far, though I'm currently stuck in the Skull key lobby with the spinning orb thing in the center. Playing with QZDoom.
I like the sci-fi vibe myself as well, it gives me a Timesplitters feel and the world itself is extremely immersive. I even found myself using the Scifi Pistol quite a bit after getting the Machine Gun, save for that sick Shotgun! The first ambush REALLY fucked meel up as it was much to my surprise to get wasted effortlessly by these new monsters. I havent seen the new guns yet but will keep playing to check them out. There may be a suggestion to lead players to the next area or zone. Crazy-ish glitch or I'm just not doing something right. Happy Holidays!
I like the sci-fi vibe myself as well, it gives me a Timesplitters feel and the world itself is extremely immersive. I even found myself using the Scifi Pistol quite a bit after getting the Machine Gun, save for that sick Shotgun! The first ambush REALLY fucked meel up as it was much to my surprise to get wasted effortlessly by these new monsters. I havent seen the new guns yet but will keep playing to check them out. There may be a suggestion to lead players to the next area or zone. Crazy-ish glitch or I'm just not doing something right. Happy Holidays!
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Re: dead.air
So i just gave it a spin and oh my dead soul, this mod is really addictive yet gives me the chill and excitement. I just love how The ion pistol upgrades and Shrapnel Cannon is just, BEYOND satisfying to clean the street. And yet other weapons are indeed gives the satisfaction especially Antimatter Driver is the greatest.
Spoiler: But still, there are some unavoidable gripes, Forgive me!Otherwise, this is some addicting mod you made there, xaser. As always! It is real that the legend lives again!
Speaking of which, i just caught some gaps of space and time like that, too;
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Re: dead.air
Anyone else think our lord and savior Xaser released this a month too late?
Seriously, I love this. As everyone said, great weapons, architecture and enemies but that faceless demon...brr.
Seriously, I love this. As everyone said, great weapons, architecture and enemies but that faceless demon...brr.