Dragonfly Posted May 23, 2017 Kicking your arse? Lmfao not even close! That map is looking pretty sweet from what I can see! :) 1 Share this post Link to post
scalliano Posted May 23, 2017 On 22/05/2017 at 6:51 PM, Da Werecat said: I don't believe you. Believe it, it's happening: 7 Share this post Link to post
Blastfrog Posted May 24, 2017 Translating monsters to other monsters? Neat. Oh, you're probably all going to groan and think "fuck off already jeez", but the aspect ratio in those Mario levels could perhaps be adjusted :P (if you take me seriously at all (haha who am I kidding), you should use 0.875 pixelratio in MAPINFO, makes it the same as NES/SNES) 0 Share this post Link to post
Da Werecat Posted May 24, 2017 This would perhaps be somewhat relevant if they were recreating a specific NES platformer. 0 Share this post Link to post
Blastfrog Posted May 24, 2017 B-but, the Mario graphics used as textures and sprites look wrong! :P Actually, come to think of it, you could use the normal 1.2 pixelratio and make the 16x16 Mario blocks into 32x24, setting the texture res in UDMF to 0.5 horizontally and 0.667 vertically, with the textures/sprites at native res rather than prescaled to 2x nearest neighbor. Furthermore, it doesn't matter and I'm just being silly! :D 0 Share this post Link to post
Gez Posted May 24, 2017 8 hours ago, fraggle said: Thing I've been working on. A Dehacked Python module? 0 Share this post Link to post
Crunchynut44 Posted May 24, 2017 Thanks Eris, proving I don't have a single original bone in my body ;D Also moved my attention to how unrealistically fat my tree trunks are. 11 Share this post Link to post
durian Posted May 24, 2017 Really digging all these Mayhem shots - the Mario textures work beautifully. 0 Share this post Link to post
roadworx Posted May 24, 2017 1 hour ago, Crunchynut44 said: Also moved my attention to how unrealistically fat my tree trunks are. stop body-shaming 4 Share this post Link to post
Crunchynut44 Posted May 24, 2017 10 minutes ago, roadworx said: stop body-shaming *Also moved my attention to how unrealistically plus-sized my tree trunks are 5 Share this post Link to post
fraggle Posted May 24, 2017 10 hours ago, Gez said: A Dehacked Python module? Yes. It's so much nicer being able to express dehacked changes in the form of code rather than clicking through a UI or trying to type up a raw dehacked file. By the way, please enjoy this ridiculous dehacked patch which I'm calling "Invasion of the Candles". 3 Share this post Link to post
baja blast rd. Posted May 24, 2017 (edited) From Zombie Survival on a ZDaemon server last night. One specific thing that I'm realizing I like is seeing 'function' textures repurposed in purely decorative contexts, such as sector furniture. Makes for cool little moments of recognition. Would have been funny to see the wheels fashioned from stock textures such as the ones below -- very tacky, although that would be par for the course :D. Spoiler Edited May 24, 2017 by rdwpa : typo 7 Share this post Link to post
Gez Posted May 24, 2017 6 minutes ago, rdwpa said: Would have been funny to see the wheels fashioned from stock textures too, very tacky :D. Like in THT Threnody's "Fightnancial Crisis at Enwrong" map. 10 Share this post Link to post
Blastfrog Posted May 25, 2017 Ha, that is badass. I love quirky little things like this that were common 10-15 years ago, they don't do it nearly enough, anymore. 0 Share this post Link to post
DMPhobos Posted May 25, 2017 Love all those Mayhem 17 mario style shots 0 Share this post Link to post
Guest Unregistered account Posted May 25, 2017 7 hours ago, rdwpa said: Would have been funny to see the wheels fashioned from stock textures such as the ones below -- very tacky, although that would be par for the course :D. Hide contents Swastika-laden wheels for the pimp nazi in you. 0 Share this post Link to post
Dragonfly Posted May 25, 2017 6 hours ago, Breezeep said: Decent progress on this area tonight... Holy fuu-.. You've outdone us all @Breezeep, that map looks stunning! 2 Share this post Link to post
NinjaLiquidator Posted May 25, 2017 (edited) 12 hours ago, Gez said: Like in THT Threnody's "Fightnancial Crisis at Enwrong" map. Guess who did those :P It surprises me to see my year old stuff suddenly appear here Edited May 25, 2017 by NinjaLiquidator : bad syntax 0 Share this post Link to post
Da Werecat Posted May 25, 2017 11 hours ago, Gez said: Like in THT Threnody's "Fightnancial Crisis at Enwrong" map. Lego detailing at its best. Or worst. 0 Share this post Link to post
anotak Posted May 25, 2017 lilith.pk3 i'm gonna be making a thread about this project soon (???). things are falling apart nicely click for larger 15 Share this post Link to post
Fletcher` Posted May 25, 2017 14 hours ago, Breezeep said: Decent progress on this area tonight... Stop being inherently better than the rest of us! 4 Share this post Link to post
Guest Unregistered account Posted May 25, 2017 4 hours ago, anotak said: lilith.pk3 i'm gonna be making a thread about this project soon (???). things are falling apart nicely click for larger Floppy Disk Under a Magnet Doom? Ingenious. 0 Share this post Link to post
Blastfrog Posted May 26, 2017 This is a few months old and totally unfinished, but why not share it? This is not for a project, I just did it for fun. 2 Share this post Link to post
Dragonfly Posted May 26, 2017 Inspired by the doom alpha hud? Looks nice. :) 1 Share this post Link to post
Blastfrog Posted May 26, 2017 20 minutes ago, Dragonfly said: Inspired by the doom alpha hud? Not just inspired by, it's an edit. A heavy edit, mind you, but an edit nevertheless. The color scheme is influenced by the final game's automap colors, and the goal was to try to get as much space for the game window as possible without losing too much of the helmet. The bars on the sides are meant to be health/armor bars. Upper left would contain inventory/ammo info, upper right would be automap. Lower right would be all of your most recent messages (like the press release beta, just that it doesn't go away), lower left would be misc info. I sourced elements from both the 0.2 and 0.3 versions of the HUD (they are actually rather different from one another). 20 minutes ago, Dragonfly said: Looks nice. :) Thanks. :) One thing that I'm not even remotely satisfied with is the mouth guard thingy, I increased its size to match the larger view window, but the texture was hastily done by copy-pasting unscaled bits because any attempt at scaling it looked bad. 0 Share this post Link to post
Lila Feuer Posted May 26, 2017 13 minutes ago, MarketAnarchy said: It's an arachnotronism! doom_txt are you seeing this? 4 Share this post Link to post