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Everything posted by YouAreTheDemons
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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?
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Smugla!
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You can find the original devastator in the really ancient release of Amuscaria's mod Demon Eclipse (https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/de-pkg), as well as a modified version in Stronghold (https://stronghold.drdteam.org/) which has a sort of melee attack for it as well I believe. (god i wish archiving old doom wads was easier...) EDIT: Actually I was mistaken, both Devastators have the melee ability, I was just confused on how to trigger it (for the record you hold attack and the plasma/anti-matter ball forms and holds in front of the gun, letting you attack enemies just by walking into them)
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where actually are OSHA's regulations listed? (i want to make my maps OSHA-compliant now too)
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I really wish Amuscaria had stayed on the Demon Eclipse ep1 thing long enough he might have remade some of the old human weapons (ie railgun, devastator, flamethrower etc) into the newer style before he dropped it:
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With that strap it could be good for a portable medkit sprite!
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Posting them "ant-sized" is alright for the most part
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In a similar vein: I've been working on trying to improve Action Doom's NES for a bit, and decided to take this as an opportunity to fix it. (32x24x16) And as a bonus (with a couple bits and bobs from your SNES textures helping): A (terribad) attempt at a PS1 texture! (32x24x8) I'm not an artist (more just a mimicker) so I'm sure better shading could be applied, especially the top texture.
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After a great deal of fiddling and mangling it, I finally finished this cola machine texture. Based off Duke 3d's cola machine and heavily inspired by @kwc's snack machine texture from Escape from Slime City, I've finally gotten it to a state I feel is worthy of release. The front and back are 40x72, and the sides are 24x72. (a quick note, and this goes for basically all the textures I've released so far, it's paletted in the Demon Eclipse palette, just fyi before you try to repalette it!)
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If I'm not mistaken, @osjclatchford made those helmet hudfaces.
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nice headboard!