DooM the Tei-Tenga Incident NOT DEAD YET!

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SamVision
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Re: [WIP]DooM the tei-tenga incident

Post by SamVision »

Whether or not you are working with Doom EU matters not, what matters is actually getting this thing completed. Every mod that was to be a recreation of alpha Doom/Doom bible inspired has gone down the drain, or in Doom EU's case, will probably take so long I'd have lost interest altogether. I call it the alpha curse.
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demo_the_man
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by demo_the_man »

The first public alpha has been released,
The PK3 needs some more optimization, but its working now
Comments appreciated
chelonian
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by chelonian »

-Shit ton of textures errors and some others I couldn't see enough of on startup.
-Mod is okay, though the gunplay feels a bit limp-wristed. If you need help with the guns, you could ask me.

-
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Janus3003
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by Janus3003 »

I'll try and give a more thorough review later, but I have to ask-
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Why do I take damage here? Is it intentional?
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SuperSomariDX
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by SuperSomariDX »

Looked it up in Doom Builder. SuperHellSlime damage or so. Accidentally marked, not intentional. An unintentional stuck pinky in crate room as well.
He also forgot to define the sound for the "Smasher" weapon.

Also, be aware of the blue key door. It's set as locked but can be opened from the outside, but the blue card tag was forgotten on the outside of it, you'll get locked inside.

Mostly just dev oversights. It's to be expected and totally understandable.
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Janus3003
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by Janus3003 »

Did a playthrough of map 1 and part of map 2 with commentary. Hope it helps.


Played map 3 afterward. I really like it so far, and I think it's the best looking of the three maps.
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demo_the_man
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by demo_the_man »

Thank you janus for the feeback
to address some of the issues
The bluekey door in hangar 2 was made openable to show off the main door opening sequence.
the rifle is the one from zdoomcmp2 with the underbarrel shotgun mode
the button that does not work is going to be fixed when I remember it
the soulsphere was apart of a gross hack for the rifle to get it to appear, before I had completed my knowlage of decorate.
E1M2 is despratly unfinished, so that's why the doors where like that
the damaging floor sector was a whoops on my part as I made it a nukage pit, did not like it and replaced it without chainging the tag
e1m6 has had the most work of all of the 6 existing levels.
Yes it is supposed to be a huge world-hub structure
the bluekey is supposed to be grabbed about 3 levels in, and the soulsphere outside is a reward for the attentive player.
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Peter Bark
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by Peter Bark »

love this, always loved that Doom 1 feeling, I was watching the Alpha Doom videos the other day and wondered if someone made a wad in that style.
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demo_the_man
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Re: [PUBLIC ALPHA]DooM the tei-tenga incident

Post by demo_the_man »

some new shots showing off the hud made by yukihaze, some new and upgraded areas
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demo_the_man
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Re: [PUBLICALPHA][new shots on page7]DooM the tei-tenga inci

Post by demo_the_man »

some new shots of the hangar outdoors
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Athel
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Re: [PUBLICALPHA][new shots on page7]DooM the tei-tenga inci

Post by Athel »

Hey, I helped a bit, too :p and im always available!
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demo_the_man
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Re: [PUBLICALPHA][new shots on page7]DooM the tei-tenga inci

Post by demo_the_man »

reworking supply depot 2, also showing off the new helmeted zombieman
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Concept art for some tech incoming soon!
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

heres some screenshots from Power plant and the unnamed episode 3 level
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grouchbag
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Re: DooM the tei-tenga incident

Post by grouchbag »

This is looking better all the time! :D
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