Or a raising/lowering floor/ceiling combined with the right sort of raspy wheeze to make the room seem to breathe.hnsolo77 wrote:as far as i am concerned, almost all hell flesh textures must either be set to warp or set to scroll, to make the actual room look alive, but that's just my preference when building that kinda stuff.
doom2 meets zdoom( new progress page1 )
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The_Funktasm
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Re: doom2 meets zdoom d2mzd
- hnsolo77
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Re: doom2 meets zdoom d2mzd
@:Toenail
actually that's one thing im looking for, the noises that is,
ive tried modifying the rain off of the SFX Shoppe, well just the sprites, but it does not show up at freaking all
eh, maybe ill figure it out at some point...
@:Funk
that's actually a good idea
actually that's one thing im looking for, the noises that is,
ive tried modifying the rain off of the SFX Shoppe, well just the sprites, but it does not show up at freaking all
eh, maybe ill figure it out at some point...
@:Funk
that's actually a good idea
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CaptainToenail
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Re: doom2 meets zdoom d2mzd
There's looping ones in Doom3, plus various gibbing noises from various games, if I come across them I'll let you know.
- hnsolo77
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Re: doom2 meets zdoom d2mzd
time to re-install doom 3 then
- Unholypimpin
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Re: doom2 meets zdoom d2mzd
i love that screeny hnsolo77 very sexy. though it really reminds me of your level in zpack but keep up the good work. im getting back to work on level 5 which im about 10% done with, iv been working slow cuz iv been having some setbacks. however my plans with level 5 is to make it atleast double in size. since level 5 seems to have alot of potencial. after level 5 is done imma quickly run back to previous levels and give em back their old key system. i should have 2 new screenshots in by then end of the day
. if anyone knows where i can find some good techy ambient sounds plz let me know because im planning on giving all levels a bit of sound to further enhance your doom2 experiance.
- Darsycho
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Re: doom2 meets zdoom d2mzd
AlwaysDoomed wrote:techy ambient sounds
- Attachments
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AMB.zip- Some ambient sounds from zpack.
- (228.97 KiB) Downloaded 25 times
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CaptainToenail
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Re: doom2 meets zdoom d2mzd
Quake II and Doom 3 are my main sources of ambient sounds, I recomend you check them out, possibly Half Life too
- Unholypimpin
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Re: doom2 meets zdoom d2mzd
thanks guys =D
Re: doom2 meets zdoom d2mzd
Good news - I'm back at uni so I've got more time where I'm busy... so my free time now has more value, so I feel motivated to work on maps again (weird logic, but thats how it goes). I've been working on MAP20 some more, and I've made progress. In theory what I have is screenshot worthy in places... however, its still largely subject to change (mostly whats in the background of shots on specific buildings or areas), so still not showing anything I'm afraid.
In terms of progression, I've done the start, the cyberdemon/spidermastermind arena and the part after that where you go to that teleporter. I've also added a new part which is completely optional but will give you a few bonuses. I still need to finish touching up the architecture there and then I've got to do the next part of progression, which is split between the old route (so you go through a teleporter and carry on that way) and my alternative, which walks you through a few extra areas. Both lead to the exit, and both join up for the plasma gun, but deviate again just after. Aside from the main level progression there of course will be secrets to be explored and a few completely optional areas, including three that involve you swimming about in the blood in order to get to - though this is a bit in the future as of yet.
Once the main progression (both routes) is done and I've got all of the surface stuff done, I can show you some screenshots, though even they will be lacking the background buildings that will be around the complex to make it feel like its in a city.
In terms of progression, I've done the start, the cyberdemon/spidermastermind arena and the part after that where you go to that teleporter. I've also added a new part which is completely optional but will give you a few bonuses. I still need to finish touching up the architecture there and then I've got to do the next part of progression, which is split between the old route (so you go through a teleporter and carry on that way) and my alternative, which walks you through a few extra areas. Both lead to the exit, and both join up for the plasma gun, but deviate again just after. Aside from the main level progression there of course will be secrets to be explored and a few completely optional areas, including three that involve you swimming about in the blood in order to get to - though this is a bit in the future as of yet.
Once the main progression (both routes) is done and I've got all of the surface stuff done, I can show you some screenshots, though even they will be lacking the background buildings that will be around the complex to make it feel like its in a city.
- Unholypimpin
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Re: doom2 meets zdoom d2mzd
sounds good man, i cant wait for the screenies. level 20 is one of my favorite levels in doom2
- Unholypimpin
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Re: doom2 meets zdoom d2mzd
new screenies are in enjoy all 
Last edited by Unholypimpin on Sat Jan 09, 2010 10:15 pm, edited 1 time in total.
Re: doom2 meets zdoom d2mzd
Teh awesome.
- Darsycho
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Re: doom2 meets zdoom d2mzd
AlwaysDoomed wrote:new screenies are in enjoy all![]()
Spoiler:
Spoiler:
- Dark-Assassin
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Re: doom2 meets zdoom d2mzd
i hope this turns out well
and i see more positive responses than what i will eventually see on st forums
and i see more positive responses than what i will eventually see on st forums
- Unholypimpin
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Re: doom2 meets zdoom d2mzd
so far skulltag forums has been reletivly nice to my d2mzd idea, however the people who hate me there havnt signed on yet so most likly they will see that post and quickly flame it just because they hate me.
