[Release] SD3TII (no updates 01/03/12)

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Blue Shadow
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Re: [WIP] SuperDoom3: Take II

Post by Blue Shadow »

I will presume that these digits were obtained using screenshots in 640 X 480. Try a higher screen resolution, like 800 X 600, then scale them. I think this will minimize the blur (correct me if I'm wrong).

By the way, nice job with the digits, they are far better than before.
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wildweasel
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Re: [WIP] SuperDoom3: Take II

Post by wildweasel »

Blue Shadow wrote:I will presume that these digits were obtained using screenshots in 640 X 480. Try a higher screen resolution, like 800 X 600, then scale them. I think this will minimize the blur (correct me if I'm wrong).

By the way, nice job with the digits, they are far better than before.
Or search the .pk4 files for the raw images.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Well, I did settle with what I have showing on the screenshot, so no more changes to the hud :P Basically, because the more I look for, the more things I find to fix and change.

At this point, I can say that Im completely done with the editing of Take II. Right now is just a matter of testing to make sure no more bugs are around. So, no more changes/additions :)

Release date? that I cant give, but I hopefully, by the end of this month... That or I could wait until december 25th... :P
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Major Cooke
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

DBThanatos wrote:december 25th...
...That's what you said last time, only for a different project.

About the high-res stuff, you do know you can make a folder in the .pk3 file called hires/, right? That basically automatically works it's magic without needing any input whatsoever from the TEXTURES lump.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Major Cooke wrote:About the high-res stuff, you do know you can make a folder in the .pk3 file called hires/, right? That basically automatically works it's magic without needing any input whatsoever from the TEXTURES lump.
I dont think you read what the whole context of the discussion is.
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Major Cooke
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

Okay... I saw the word "HIRESTEX" and words of remapping, which sparked the "hires/" folder into mind, so I jumped the gun a little.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

So, here's probably the last video of this thing before the release. As you can imagine, in whatever free time I have, I test this thing, and I liked this level as another demonstration.

Once again, this isnt easy, nor it was supposed to; I didnt record/upload the whole thing, because it would've taken a couple videos.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

very nice! the supershotgun need to be more powerfull.
Spoiler:
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Works just fine for me. I dont see why I would need to make it stronger at close range, since the spread is taking care of that already like the original SSG in doom2 did. And to be honest, I dont remember it being that strong on Doom3.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:Works just fine for me. I dont see why I would need to make it stronger at close range, since the spread is taking care of that already like the original SSG in doom2 did. And to be honest, I dont remember it being that strong on Doom3.
in doom3 roe you can kill with 1 shot a revenant, cacodemon 100% and sometimes archviles

the doom wiki said the same thing:

Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."

http://doomwiki.org/wiki/Super_shotgun_(Doom_3)
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Cyanosis
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Re: [WIP] SuperDoom3: Take II

Post by Cyanosis »

Great video!
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

DOOMERO-21 wrote: Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."
True, but still, that's Doom3 "balance". Dont you think that killing a revenant with one shot on close combat is too much for a weapon that you get in map02 on doom2? Is not about following how strong it was in the original game, but to actually find a balance for what Im working on, instead of blindly copying "features" from the original game, caring little how unfair I make it.

Overpowered != fun; at least here.

The whole structure of doom3 and doom2 is completely different, and in order to copy all 1:1, I would need to have maps too, to control better the gameplay. That's something I dont see happening any time soon, so, I'll just stick with this being a "gameplay" mod, rather than a TC.

@Cyanosis: thanks. Hopefully it'll play good (mostly, "fun") for others, as it does for me :D
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:
DOOMERO-21 wrote: Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."
True, but still, that's Doom3 "balance". Dont you think that killing a revenant with one shot on close combat is too much for a weapon that you get in map02 on doom2? Is not about following how strong it was in the original game, but to actually find a balance for what Im working on, instead of blindly copying "features" from the original game, caring little how unfair I make it.

Overpowered != fun; at least here.

The whole structure of doom3 and doom2 is completely different, and in order to copy all 1:1, I would need to have maps too, to control better the gameplay. That's something I dont see happening any time soon, so, I'll just stick with this being a "gameplay" mod, rather than a TC.

@Cyanosis: thanks. Hopefully it'll play good (mostly, "fun") for others, as it does for me :D
Ok will be my job then, when i start vol 5 next year.
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Major Cooke
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

Truth be told, I couldn't tell if that was a blessing statement or an outright bitch-slap... or something bittersweet.
PhAyzoN
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Re: [WIP] SuperDoom3: Take II

Post by PhAyzoN »

Wow, that looks awesome! Can't wait to play it! :D
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