I have just done alot of modeldef coding for most of the skulltag skins.
I also Released one of my mods, although I had to re-do some of the code because of online crashing.
Huh? He has a big point though, although the structures look great, the gloomy brown texturing is a bit depressing, and it's for the most part too dark too
aaaaand im working on a side project, a vanilla (well chocolate...) Ultimate Doom episode replacement, episode 3 particularly.
here are some early WIP pictures taken with GZDoom (the level runs in Chocolate Doom fine so far... damn you error 129! i need to cut back on sector detail a bit, well the want to do a lot of it anyway...)
Spoiler:
the outside, why put the player in view of baddies immediately? its damn annoying
oh hay there, some faked 3d shit.
some use out of my custom textures (the blood stone flat), seem to work well with Gothic textures to me.
Looks amazing as usual. I gotta agree with Morpheus about it not being green anymore. And I can't recognize the original layout of the maps in the first three screens. Not that I really care about it not being green or similar in layout. But those were my thoughts when looking at the screens.
I thought the whole point was to add detail and not remove or change the layout too much. Looks great though. Its nice to see how the quality of the maps made by the doom community has evolved over the years.
some crappy ass pixel art work in progress that could serve as the title pic for The Order - Strifeguy standing on the hill looking down at Tarnhill. lawl
Busting out my old Charge code I wrote for Weasel a while ago and cleaning it up. I have no less than two new uses for it; one by request and one for a personal weapons mod I'll just call "Resume" for now. Get ready for the most complex, most button-heavy mod where the guns can't decide if they're sniper rifles or shotguns! But mostly for showing off all the kinds of guns I can build. Coming whenever the hell I finish up the graphics for Greaser Enhanced.