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Maybe when you get the full set finished, you can try adding new details to your huge doors? Something to make them less obviously bigdoor edits.
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i always love to see the zombie rifle get interpreted
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What's that bottle?
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They look like theyd work great as floor grates! The bottom three rows look like sci-fi boarding ramps or something similar!
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SPECTACLE CREEP - Doom 1 UDMF Remaster WIP - [MUSICIANS WANTED]
YouAreTheDemons replied to HQDefault's topic in WAD Releases & Development
I noticed a bug in E1M9. In the hidden room near the end where the radsuits are, I noticed they only spawn on higher difficulties. Since they also have "ambush player" set I assume this wasn't intentional behavior. -
Ohh, I thought you had used a pre-existing texture to make the vending machine, like you had a base 64x96 texture that you drew the window and buttons and slot onto.
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Can you post the texture you used for the vending machine, in case someone wants to make side/back textures for it?
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What classic 90s shooter has the least active modding community ?
YouAreTheDemons replied to Marmiteman02's topic in Everything Else
Quake II has a much much less active community (that I'm aware of), especially compared to Quake I. -
Those work really well if you want office stuff in more grungy/industrial areas and other textures look too clean!
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[Now on /idgames!] - El Viaje de Diciembre
YouAreTheDemons replied to Cacodemon187's topic in WAD Releases & Development
Isn't that This Man? https://en.wikipedia.org/wiki/This_Man -
Many thanks!
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He looks great, but you forgot the gun in his death frames!
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Far from boring I feel! It helps break up the monotony of UAC crates, especially in more grungy areas! Plus, it fits for having crates in demonic places! (Hey, the demons need to store their candelabras and columns somewhere too!)
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I'm trying to create realistic levels for a project I'm working on, its kind of like a Quake II hub where you have several interconnected levels which all hinge towards accomplishing a main objective through several smaller ones. More on topic though, I've having a hard time creating more realistic (as opposed to mindlessly abstract and surreal) layouts and designs for the levels. In the first episode for example, it revolves around a spacecraft hangar and the outlying warehouses and support facilities. I tried to look up stuff like the layouts of real hangars and warehouses, but its a massive leap from "simple graphs, charts, and hard to read technical maps" and "fully assembled and mapped out Doom level" even with me disregarding any oddities from using normal (and a great many custom) Doom textures. How would anyone else recommend I approach this?