[0.5A Release] ZRift - Chasm in Doom and Heretic
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Re: [0.2 Release] ZRift - Chasm in Doom (DL link in OP)
New Animated Barrels Model Preview, created for Zrift, Work In progress
(There will be Glow Shader and particles applied to the final model, barrels will come in several variations)
Here is the Toxic Waste Barrel Variation:
Video update,3 Barrel variations:
(There will be Glow Shader and particles applied to the final model, barrels will come in several variations)
Here is the Toxic Waste Barrel Variation:
Video update,3 Barrel variations:
Last edited by HAL9000 on Wed Jun 27, 2018 1:06 pm, edited 3 times in total.
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Re: [0.2 Release] ZRift - Chasm in Doom (DL link in OP)
that is a good barrel
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Re: [0.2 Release] ZRift - Chasm in Doom (DL link in OP)
Those barrels are animated really smoothly! I guess those toxic pools actually can hurt you. Right?
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Re: [0.2 Release] ZRift - Chasm in Doom (DL link in OP)
EDIT: Newest version on op
Last edited by Pandut on Tue Oct 09, 2018 7:26 pm, edited 1 time in total.
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Re: [0.3 Release] ZRift - Chasm in Doom (DL link in OP)
Excellent update Pandut!
I will create the rest of missing decor models and variations, for future updates.
And, will fix the marines on hooks models, already have them ready, I forgot about them :/
Those Barrels ended up really really good!
Suggestion:Make mines expolode when you shoot at them
I will create the rest of missing decor models and variations, for future updates.
And, will fix the marines on hooks models, already have them ready, I forgot about them :/
Those Barrels ended up really really good!
Suggestion:Make mines expolode when you shoot at them
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Re: [0.3 Release] ZRift - Chasm in Doom (DL link in OP)
> The feels when the new version of ZRift is out
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Re: [0.3 Release] ZRift - Chasm in Doom (DL link in OP)
Aha, that pic is amazing XD.
Been dealing with a small amount of burnout, plus the weather is hotter than hell over here and is wreaking havoc on my sinuses. That being said, I'm slowly chipping away at redoing a lot of weapon sounds and effects to add more power behind them. May tinker around with adding a few more enemy variants as well.
Been dealing with a small amount of burnout, plus the weather is hotter than hell over here and is wreaking havoc on my sinuses. That being said, I'm slowly chipping away at redoing a lot of weapon sounds and effects to add more power behind them. May tinker around with adding a few more enemy variants as well.
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Re: [0.3 Release] ZRift - Chasm in Doom (DL link in OP)
It'd be fun if there was an extra that was just the chasm enemies. I'd like to try mix and matching stuff like using the HL weapons from Lambda with chasm's enemies.
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Re: [0.3 Release] ZRift - Chasm in Doom (DL link in OP)
EDIT: Newest version on op
Last edited by Pandut on Tue Oct 09, 2018 7:26 pm, edited 1 time in total.
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
This mod brings life to the Chasm artwork a lot better than the original game did for sure. The animations are some of the best I've ever seen done in the Doom Engine. I'm surprised these are md2s!
Some nitpicks though.
-I understand if Chasm doesn't have a SSG, but right now it's awkward at times to not have a unique weapon that fills that spot. Perhaps something custom?
-I like shooting turrets as much as the next guy, but I wish there was an option to take them off the randomspawners. A lot of the time, their placement is too awkward and out of place, and they don't even drop chainguns!
-Do not all monsters drop Shotguns and Chainguns like their Doom2 counterparts do? Some custom maps rely on this and thus are more difficult and potentially broken as a result.
That being said, I'd love a version of this that doesn't use randomizers, but instead uses dedicated DoomED numbers or w/e so that we can make maps with these assets. Keep up the good work!
Some nitpicks though.
-I understand if Chasm doesn't have a SSG, but right now it's awkward at times to not have a unique weapon that fills that spot. Perhaps something custom?
-I like shooting turrets as much as the next guy, but I wish there was an option to take them off the randomspawners. A lot of the time, their placement is too awkward and out of place, and they don't even drop chainguns!
-Do not all monsters drop Shotguns and Chainguns like their Doom2 counterparts do? Some custom maps rely on this and thus are more difficult and potentially broken as a result.
That being said, I'd love a version of this that doesn't use randomizers, but instead uses dedicated DoomED numbers or w/e so that we can make maps with these assets. Keep up the good work!
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
And i see that you haven't replaced the squished body sprite and a gibbed marine sprite yet!
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
This gameplay mod is GREAT !
Really ... I don't have much to say, all of content from Chasm: The Rift is in this mod... it's just ... beautiful (in gory way, of course).
Pandut , you done great job... even if this version is quite early and completed... it's just well made product that was made by artisan , not by random craftsmen from poor village.
My opinion about this mod is quite optimistic , because ... hey , who wants more retro mods ?
Ending my post , I will show my little list:
+Feeling of all weapons is nearly similiar to original game ... except Mega Destroyer,
+3D models are just like taken from 1997 classic.
+Nice additions like second type of Stratos (for this who don't know , this dude with jetpack) using MDs instead of lasers (this MD-Stratos was in original game ?) ,
+With this all proposed addons like Tilt and pixelated screen, wow... nostalgia strikes back.
...and only one negative point about this mod...
-Where's gibbing like from Soldiers of Fortune , maybe limitations of engine?
Really ... I don't have much to say, all of content from Chasm: The Rift is in this mod... it's just ... beautiful (in gory way, of course).
Pandut , you done great job... even if this version is quite early and completed... it's just well made product that was made by artisan , not by random craftsmen from poor village.
My opinion about this mod is quite optimistic , because ... hey , who wants more retro mods ?
Ending my post , I will show my little list:
+Feeling of all weapons is nearly similiar to original game ... except Mega Destroyer,
+3D models are just like taken from 1997 classic.
+Nice additions like second type of Stratos (for this who don't know , this dude with jetpack) using MDs instead of lasers (this MD-Stratos was in original game ?) ,
+With this all proposed addons like Tilt and pixelated screen, wow... nostalgia strikes back.
...and only one negative point about this mod...
-Where's gibbing like from Soldiers of Fortune , maybe limitations of engine?
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
Good news everyone! I've managed to restore Dino model cut from the game, early in the Alpha stage of Chasm The Rift (version 1.02 Alpha Test)
Old Mesh was not animated, had only 1 pose, and it was a complete mess...
Can't wait for Pandut do add this enemy to the game, just imagine to be hunted by a pack of those little fvckers
Dino Variations: Greenskin, Brownskin, With fangs, Without fangs
New Dino Preview:
Old Mesh was not animated, had only 1 pose, and it was a complete mess...
Can't wait for Pandut do add this enemy to the game, just imagine to be hunted by a pack of those little fvckers
Dino Variations: Greenskin, Brownskin, With fangs, Without fangs
New Dino Preview:
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
Oh! I didn't know this model was existed in the game. I really wish there's more models in the alpha version and whatnot to help your modding.
EDIT: one more thing. Not sure it's intended, but seems like every single one of inorganic NPCs/Props like barrels and turrets actually bleeds. They does sparking when hit, but spawns blood decal on the wall.
EDIT: one more thing. Not sure it's intended, but seems like every single one of inorganic NPCs/Props like barrels and turrets actually bleeds. They does sparking when hit, but spawns blood decal on the wall.
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Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
I know this may be somewhat of an unpopular opinion, but I don't think a traditional SSG should be in the SSG slot. I feel that the standard shotgun is already a powerful weapon as it is (one-shotting most lower-tier enemies and making short work of some lower mid-tier enemies).
Maybe replacing the SSG slot with the circular saws could be one solution. Another solution would be to create an entirely new weapon that manages to be completely original while still feeling effective; if there was one thing that the original game was praised for, it was the original loadout of weapons the player could use (laser crossbow instead of a plasma rifle, for example).
Maybe replacing the SSG slot with the circular saws could be one solution. Another solution would be to create an entirely new weapon that manages to be completely original while still feeling effective; if there was one thing that the original game was praised for, it was the original loadout of weapons the player could use (laser crossbow instead of a plasma rifle, for example).