CorSair wrote:Over 3,5... not good, not good.
Also, how many frames we get from this pic? Something in single digit only? :P
Over 60. One of my starting goals was to keep the models as low poly as possible and sectors as numbered as possible, and so far it has paid off. Still gotta be careful as I add more though :P
As long as there are constructs that block the player's LOS, it should be fine. Strategically place several buildings composed of 1-sided lines to achieve this.
Re: The WIP Thread
Posted: Wed Feb 12, 2014 3:01 am
by Captain J
0bsidian wrote:Hey, look. Boobs.
ey, comrade.
anyway i really want play the sicamore's mod even it's still unfinished, that map size and models are really outta the vanilla doom maps.
Re: The WIP Thread
Posted: Wed Feb 12, 2014 5:11 am
by leileilol
Re: The WIP Thread
Posted: Wed Feb 12, 2014 7:27 pm
by Amuscaria
Soulleech replacement weapon.
@Leileilol: You got quite the rape-gun there. :O
Re: The WIP Thread
Posted: Wed Feb 12, 2014 7:49 pm
by Hellstorm Archon
Eriance wrote:
Soulleech replacement weapon.
@Leileilol: You got quite the rape-gun there. :O
Awwwwwwwwwwww yissssssss. Nice to see the MARBFACEs on something other than walls.
Anyway, out of sheer boredom, I've decided to revamp the RCPA logo from wildweasel's various RCPA mods (yes, that includes Diaz):
Spoiler: kind of big
Re: The WIP Thread
Posted: Thu Feb 13, 2014 12:06 am
by Scripten
Still chipping away at improvements to the Mars 3D cyborg-to-Samus makover. Though, for some reason, implementing the morph ball sprites is a pain in the rear. They only seem to work when the player sprite is -also- the morph ball sprite.
Spoiler:
Re: The WIP Thread
Posted: Thu Feb 13, 2014 12:47 am
by Captain J
now finally she became a woman body, god speed!
Eriance wrote:
yours are kind of epic rape gun either, also i see the another head-switch from vanilla doom texture too!