Eriance wrote:Did you think I would troll with NON-authentic material?
true or false, may allow me to belive you. i can't discuss about this anymore.
Re: The WIP Thread
Posted: Fri Jul 19, 2013 11:38 pm
by Ghastly
Just added a new effect to Strife's Targeter. I'd say it's pretty useful, now.
Also, showing off my edits for the Bishop, so it stands up as a boss on its own. I don't think it's finished yet, but it's a good start.
Re: The WIP Thread
Posted: Sat Jul 20, 2013 2:11 am
by KillianReed
missiles.
Spoiler:
Re: The WIP Thread
Posted: Sat Jul 20, 2013 9:37 am
by KeksDose
Having that urge to play vertically mirrored maps.
So I'm writing a program that flips any map over. The results are usually unplayable. :|
Re: The WIP Thread
Posted: Sat Jul 20, 2013 10:11 am
by CorSair
KeksDose wrote:Having that urge to play vertically mirrored maps.
So I'm writing a program that flips any map over. The results are usually unplayable.
Thoroughly thought, that's actually neat thing. But that... Doesn't work in-game, no?
Re: The WIP Thread
Posted: Sat Jul 20, 2013 10:23 am
by Viscra Maelstrom
try it with Xaser's Parkour mod!
Re: The WIP Thread
Posted: Sat Jul 20, 2013 12:26 pm
by NeuralStunner
Viscra Maelstrom wrote:try it with Xaser's Parkour mod!
The dual pistols make me suspect that's what he's doing.
Re: The WIP Thread
Posted: Sat Jul 20, 2013 12:52 pm
by KeksDose
Nah, just Deus Vult 2 with its double pistols. :p
CorSair wrote:Thoroughly thought, that's actually neat thing. But that... Doesn't work in-game, no?
As in, can't flip maps over at run time? Then nope, won't work. The program outputs a copy of the wad with all the map data flipped over. Most maps became playable after converting the line specials accordingly too, like doors becoming lifts.
Re: The WIP Thread
Posted: Sat Jul 20, 2013 1:18 pm
by Nash
For even more mind-fuckery... apply a negative scale to the sectors and lines so the textures get flipped too. XD
Re: The WIP Thread
Posted: Sat Jul 20, 2013 1:20 pm
by Captain J
hell. now that does looks like a butt part of the spaceship, amazing picture.
Re: The WIP Thread
Posted: Sat Jul 20, 2013 2:48 pm
by CorSair
KeksDose wrote:As in, can't flip maps over at run time? Then nope, won't work. The program outputs a copy of the wad with all the map data flipped over. Most maps became playable after converting the line specials accordingly too, like doors becoming lifts.
Ah well, should have seen that already.
But it's still neat, and if somebody would implement proper gameplay mod for it...
Re: The WIP Thread
Posted: Sun Jul 21, 2013 10:32 am
by Gez
That'd need a setting for negative gravity, so that we're stuck on the ceiling and jump downward.
It might be simpler to invert your horizontal controls and put your monitor upside-down.
Re: The WIP Thread
Posted: Sun Jul 21, 2013 1:35 pm
by Captain J
무제1.gif (10.22 KiB) Viewed 649 times
well, void count is on progress.
and funny, because this guy is the only one who uses vanilla doom's sprite at return to danger and another story. and belive me, his original sprite was so real arch-vile -ish. and no offence for shivers, but arch vile with an skull helmet was not right to me but after this sprite.
EDIT: oh wait wait, that was reasonable sprite, sorry for what i said. i call this chat for now on; shit-chats.
Re: The WIP Thread
Posted: Sun Jul 21, 2013 11:00 pm
by .ex.inferis.
NeuralStunner wrote:The dual pistols make me suspect that's what he's doing.
Not quite. The HUD doesn't match Parkour. DVII comes with Dual Pistols, as KeksDose said. I wonder what would a map with almost no gravity play like in that concept.
Re: The WIP Thread
Posted: Mon Jul 22, 2013 12:46 am
by Big C
.ex.inferis. wrote:
NeuralStunner wrote:The dual pistols make me suspect that's what he's doing.
Not quite. The HUD doesn't match Parkour. DVII comes with Dual Pistols, as KeksDose said. I wonder what would a map with almost no gravity play like in that concept.
Probably like a poor man's Descent or Tribes, which is something I'm okay with.