Spider Mastermind
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Doom3 Mod, Quake: Shambler's Castle Released!
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 15:44. Post New Thread    Post A Reply
dethtoll
Member


Posts: 490
Registered: 05-04



Bloodskull said:
I don't see how you're complaining. RTC took 4 years for just the first hub.


doom projects taking forever is SOP. argument invalidated.

Old Post 03-29-07 21:54 #
dethtoll is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 5705
Registered: 07-00


SOP?

Old Post 03-31-07 14:54 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
dethtoll
Member


Posts: 490
Registered: 05-04


standard operating procedure.

Old Post 03-31-07 19:24 #
dethtoll is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 5705
Registered: 07-00


That doesn't make a lick of sense.

Old Post 04-01-07 11:06 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Captain Red
Pants


Posts: 4511
Registered: 06-01


It's a good effort, but this mod would benefit alot if it made the monsters closer to their original counterparts.
Was there some kind of technical reason you couldn't make the Shambler shoot lightning the same way it did in the original quake?

And dammint, replace the zombies with grunts if you can't make them only killable through gibbing.

Old Post 04-01-07 11:09 #
Captain Red is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
dethtoll
Member


Posts: 490
Registered: 05-04



kristus said:
That doesn't make a lick of sense.


yes it does. :P

http://en.wikipedia.org/wiki/Standi...ating_procedure

Old Post 04-01-07 18:03 #
dethtoll is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 5705
Registered: 07-00


I'm not talking about the term, I'm talking about your reasoning.

Old Post 04-01-07 19:43 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
dethtoll
Member


Posts: 490
Registered: 05-04


mordeth
crucified dreams
hellcore
KDIZD
daedalus
doom millennium

i could go on.

Old Post 04-01-07 20:28 #
dethtoll is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 5705
Registered: 07-00


To what? Mention projects that are taking/have taken a long time to complete that are for Doom, only proving that what Bloodskull said were true? --

Old Post 04-01-07 21:15 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
dethtoll
Member


Posts: 490
Registered: 05-04


actually, i've probably misunderstood what he meant. *shrug* oh well.

Old Post 04-01-07 21:26 #
dethtoll is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Afterglow
TROLL; IGNORE


Posts: 252
Registered: 05-00


People that are actually organized and inspired can bang out a Doom 2 project within months. Crudreams... it was a disarray of ideas with spotty work through the years.

I imagine Shambler's Castle had work that was much more concentrated due to the sheer amount of assets created in a little over a year. I guarantee Crudreams had less man-hours devoted.

Old Post 04-30-07 01:38 #
Afterglow is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 5705
Registered: 07-00


According to the creators, they were not working very effectively on it.. At the end they had gone several months w/o progress and made sure to get it finished and released.

Old Post 04-30-07 11:19 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 15:44. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Doom3 Mod, Quake: Shambler's Castle Released!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory