New maps, and other projects whose primary focus is new maps, belong here.
Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
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.
Shadelight
Posts: 5113 Joined: Fri May 20, 2005 11:16 am
Location: Labrynna
Post
by Shadelight » Wed May 09, 2007 7:17 am
The screens look unlike anything I've ever seen before...it looks great! I hope it's released soon.
corysykes
Posts: 329 Joined: Mon May 07, 2007 6:03 pm
Location: Location i have no Location
Post
by corysykes » Mon May 21, 2007 3:07 am
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49231 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Mon May 21, 2007 3:13 am
It's almost finished. We are in the final testing phase.
edward850
Posts: 5889 Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:
Post
by edward850 » Mon May 21, 2007 3:33 am
0.0
Could KDiZD be any closer? Dam I cant wait!
Risen
Posts: 5263 Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'
Post
by Risen » Mon May 21, 2007 6:10 am
LAST CALL for credits . If you did something for the project and you do not see your name on the site, you need to send me a PM or e-mail within the week, explaining what you did. Thanks.
Risen
Posts: 5263 Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'
Post
by Risen » Mon May 21, 2007 8:44 am
Yes, thank you. That change should be live now.
spoone
Posts: 309 Joined: Mon Apr 24, 2006 4:36 pm
Post
by spoone » Mon May 21, 2007 3:06 pm
YES YES YES!!!! I've been wating for kdizd to be completed and it's almost done.
Kristus
Posts: 437 Joined: Wed Feb 23, 2005 4:02 am
Location: Bed
Post
by Kristus » Tue May 22, 2007 9:50 am
Use3d wrote: Yeah, it has rotations for ammo. Kinda cool, I guess...although maybe I'm missing the point.
Personally I think it's a mistake to do it, since it'll make it look like things are moving when it changes angle.
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49231 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Tue May 22, 2007 9:54 am
I fully agree but if you can make the others understand, be my guest.
Risen
Posts: 5263 Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'
Post
by Risen » Tue May 22, 2007 10:58 am
It was an interesting experiment. Personally I do not find it to deter from gameplay, but it doesn't add much, either.
But we're revising E1. There's no possible way everyone will be happy.
HotWax
Posts: 10002 Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID
Post
by HotWax » Tue May 22, 2007 11:01 am
Do these ammo sprites have 8 rotations or 16?
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49231 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Tue May 22, 2007 11:46 am
8.
It looks so-so in ZDoom but utterly bad in GZDoom's GL renderer due to the z-clipping.
HotWax
Posts: 10002 Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID
Post
by HotWax » Tue May 22, 2007 11:58 am
Meh. I wouldn't have done that then either. 16 might be ok, but even then it might look bad when they "jump".
Tormentor667
Posts: 13555 Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:
Post
by Tormentor667 » Tue May 22, 2007 1:00 pm
Personally, some of the rotations look great, for example the Radiation Suite or the Computer map, others are nice like the Stimpack and the Medikit and some look just good in ZDoom sofware mode. But overall I would call this an enhancement