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Everything posted by MrFlibble

  1. MrFlibble

    Haaslok's Art Thread

    To be fair, Raymoohawk created some highly original and internally consistent monster designs, without relying heavily on a richly defined backstory. In fact, there were attempts to invent a backstory based on existing designs, not vice versa, and I don't think there's anything wrong with that. At any rate, Raymoohawk had some strong opinions about what monster design should be, regardless of the story, and held to them. I wish they'd come back and complete at least those monsters that are already partially done (Octaminator, Nukeptyle). The maps are an entirely different thing in this respect. There's a perfect possibility of telling a story through map design alone, as proven by many megawads out there. Of course, mappers have to work with something to put level progression into a single framework, otherwise the project may end up with many maps that are individually well done and internally consistent but fail to combine into a smooth narrative.
  2. MrFlibble

    About freedooms zandronum edited sprites

    The sprites are very blurry, did you resize them with some filter like Bicubic?
  3. MrFlibble

    Haaslok's Art Thread

    I love this! Getting a Quake axe vibe from your design :) I'm not really sure I would agree. For example, Raymoohawk's Pestmeister has very good design on its own, and so far I cannot tell how its being an alien creature in high-tech armour makes it not a good replacement of the Baron/Knight, based solely on its appearance. Generally I don't feel that there is any overt clash of styles between Freedoom and PWADs created with Doom in mind, unless you count assets that are in need of improvement. I agree with your analysis generally, but it should be noted that at this point, the project's already long history cannot be simply written off, whatever creative decisions might be made in the future. For example there's a long tradition I would say of attempting to steer clear from the Hell theme. This is not something taken arbitrarily but a result of extensive discussions within the community, for example, here. I would say that in practice this kind of discussion actually concerns two very different topics: a) there are assets in the Freedoom IWADs that must function as counterparts of assets from the Doom IWADs; b) Freedoom needs its own story, setting and generally identity that does not copy or mimic that of Doom. In my opinion these are two very different objectives. For the most part, the first one can be said to be more or less accomplished. For example, when I started playing Freedoom (that was v0.7) I mostly used it for PWADs as I did not really like the level design of the official IWAD levels (I can tell you why: I perceived a clash between the rather simplistic art style and the amount of detail put into maps). Some assets felt incomplete or in need of quality improvement but the PWADs were all playable. The thing is that while achieving objective (a), you can actually more or less ignore objective (b) altogether. There have been rather extensive discussions concerning the art style and story of Freedoom here over the course of the project's history, and none really arrived at any concrete solutions. I cannot find this post now but one participant suggested that much like Freedoom, the original Doom also cannot be said to have a single consistent art style, which assets coming from different sources (digitised and hand-drawn, photos and clay models etc.). The fact that you have lava flats and stone wall textures with eerie gargoyle faces doesn't with necessity entail a Hell theme, or any other theme for that matter. It is the story/narrative that provides context for any elements found in the game, not vice versa. The truth is that Doom, and by extension Freedoom as well, narrates its story primarily through gameplay itself, that is, through the levels. And levels is what I'd say is Freedoom's weakest point ATM, because so far there has been very little coherent effort to create a fluid level progression sequence, as opposed to individual map contributions from various authors. As far as I can tell the "czar" development model that was proposed a while ago has not been particularly successful thus far. I mean that you can actually go with any narrative you want (Horizon, Hell invasion, whatever), but unless there's a solid mapset to support this narrative the story will remain as detached from actual gameplay as it was.
  4. MrFlibble

    The Doom Movie is Canon?

    The question of canonicity of certain material within a franchise is certainly legitimate (even though in practice it might be largely irrelevant), but considering that the plot of the 2005 movie is absolutely incompatible with the plot of any of the games it can hardly be canon even by the most lax definition of the term.
  5. MrFlibble

    Tweaking Freedoom guy's face

    I like the clip. The other two are also nice but I think Raymoohawk's armour and health pickups don't need replacement. I had to look up what the Doom 64 pistol clip ammo looks like because I don't remember, and honestly I don't think there's such a strong resemblance that we should get concerned.
  6. MrFlibble

    Your thoughts on the Wolfenstein series

    Wolfenstein 3-D was one of the first FPS games I played (back then we called such games what could be translated into English as "roamies" because you roam around the levels :)). For this I have some very string nostalgic feelings about Wolf3D, although I never played the entire game through, and probably can't be bothered to do so. However apart from this I'm quite impressed at the number, quality and variety of community made expansions, add-ons, custom episodes and total conversions for the game. Operation Serpent is probably my favourite currently, but there's also other very interesting stuff like Trench Warfare, which is nothing short of a completely new game that is ways beyond the original Wolf3D. I've never played any newer games apart from a demo of RTCW, which did not really impress me much. I do however count Blake Stone titles as part of the franchise, and consider Blake Stone in some ways better than Wolf3D, with more variety of, well, everything while still keeping the original gameplay. TO me there's quite a lot of fun in looking for secret pushwalls :) Haven't player Super 3D Noah's Ark though, but I heard it's pretty good (at least, according to a review by LGR)
  7. MrFlibble

    Post Your Doom Picture (Part 2)

    I'm guessing it's Doom Wars on the Stratagus engine? But at first I thought about GSC Game World's DoomCraft project but that was never completed IIRC.
  8. MrFlibble

    Tweaking Freedoom guy's face

    Thanks, I also wanted to point out that Haaslok's face seems to not take aspect correction into account (it's quite noticeable on the comparison pic where Doomguy's face looks definitely wrong without correction.
  9. MrFlibble

    Tweaking Freedoom guy's face

    Please go ahead, that's very nice! Just make sure it looks just as well in-game with aspect ratio correction on.
  10. MrFlibble

    Tweaking Freedoom guy's face

    Or you could just throw together a small PWAD only containing the face sprites, that would be way easier I suppose. Personally I've always found it appealing that Freedoomguy's face is decidedly unheroic. For me this evokes sympathy for what would otherwise be just a placeholder "hero" type of character. And come to think of it, he must be pretty badass if he's single-handedly taking on an entire army of eldritch spawn and alien minions while apparently suffering from a permanent hangover :)
  11. MrFlibble

    Tweaking Freedoom guy's face

    Could you please post a screenshot of how this looks in-game?
  12. MrFlibble

    Tweaking Freedoom guy's face

    I like it! I think it's a very nice improvement that, while not a radical change of the original design, indeed makes the face more proportional.
  13. MrFlibble

    [Indie] Selling Games made in the doom engine?

    Electric Highways?
  14. Recently I discovered Shadow of the Wool Ball and personally I think it's an awesome game. An obvious thought occurred to me, why not reference it in the Phase 2 secret levels? (provided that the author doesn't mind it) Would it be too blatantly unoriginal? Please don't get me wrong here. The main appeal of this for me is not to re-use already existing assets created by someone else, but to reference another project created in the Doom community.
  15. MrFlibble

    Ion Fury, a new Build Engine game out now.

    The tune from the first level actually vaguely reminded me of Mark 'TDK' Knight's soundtrack for the PlayStation version of Duke Nukem 3D somewhat, but I cannot pinpoint the exact track (most are available here in MP3 format JIC) at the moment.
  16. MrFlibble

    WindowCaster: The Shadowcaster Source Port

    Robert W. Morgan III, one of the developers of In Pursuit of Greed, suggested that ShadowCaster runs on a modified Wolfenstein 3-D engine called the Raven engine, and released the version of Raven engine (for educational purposes) that Channel 7/Mind Shear Software received for the development of Greed. This version is available, along with the Greed source, from his website. Maybe this could somehow help you with your project. On another note, all screenshots shown above are without aspect ratio correction, does the recreation have this option?
  17. MrFlibble


    My problem with M210's ports is that they are Java applets, and I have an irrational dislike towards Java. I know it's no valid reason to dismiss these projects like that, I appreciate the job done with both games (especially with Blood where the code was part reverse-engineered and part reconstructed from the alpha leak). There's also the problem with both ports based off code that was not legitimately released to the public, but personally I'm more or less fine with that, at least until a more legal valid alternative shows up (EDuke32 folks may have something in the works). That said, I only played the TekWar demo a bit. I liked how they tried to create realistic environments, although admittedly the execution falls short of the ambitious goals in this department more than once. However I cannot say that gameplay was particularly enticing, on the whole the game felt more like an interesting historical curiosity than a source of entertainment.
  18. MrFlibble

    The Elder Scrolls II: Daggerfal thread

    Personally I find it part of the fun, that you keep discovering new things on your own. In fact, I suppose that at least in part it was the intention of the developers. Of course, there's also a lot to discover in the way things went wrong contrary to the developers' intentions. But that's Daggerfall. If you get a free copy with a purchase of some other Bethesda game at GOG.com, you get Daggerfall Chronicles, a hintbook with some interesting stuff in it you might want to read. Also Bethesda's website had some good hints back in 1996: http://www.bethsoft.com:80/html/daghint3.html
  19. MrFlibble

    The Elder Scrolls II: Daggerfal thread

    Fun fact: Arena also uses the paper-doll system for character clothing (it depends on character class), and there's a nude body underneath (an extracted image may be seen here), but it's never actually displayed in-game as the player is not allowed to manipulate the clothes. Judging by one of the pre-release screenshots, the developers planned some more revealing outfits than what ended up on the menu in the full game, and this carried over to Daggerfall except now you can, you know, fully remove them. Childguard mode (selected during installation) will swap this to body sprites with permanent underwear but will also change other stuff like remove blood and replace monster corpses with bone piles.
  20. MrFlibble

    Polishing the Combat Slug

    So, no further progress with this so far? Would it make sense to contribute the walking frames to the repo while keeping the rest of the animations incomplete?
  21. MrFlibble

    Half-Baked Super Shotgun Sprites Attempt

    The second version looks very nice, please continue!
  22. MrFlibble

    Raymoohawk's sprite edits

    Nope, the Revenant counterpart is supposed to be the Octaminator: The Nukeptyle is the Baron, and the Pestmeister the Knight, but for now a recoloured 'Meister serves as the Baron placeholder. Also, its death animation frames were not by Raymoohawk but based on his sketches (AFAIK). I hope Raymoohawk finds time to resume work on the stuff soon. UPD: Raymoohawk's last logged visit here, according to the profile, was in May 2017, but in July the same year there was an interchange at DeviantArt concerning a sketch of the Pestmeister.
  23. MrFlibble

    The Elder Scrolls II: Daggerfal thread

    My first true acquaintance with Daggerfall was in the form of the coverdisk Betony demo. It gives you a small region to explore with a selection of faction quests, and played like a real adventure. I picked a good fighter-type class and thus avoided a lot of problems you may get due to being unfamiliar with the particularities of game mechanics. As a played more and switched to the full version, I gradually learned more about how everything worked, as well as of the multifarious bugs and how to avoid them. Generally, I find Daggerfall rather enjoyable once you understand the playing mechanics as well as the game's shortcomings. However you must be prepared to play it like a roguelike, that is, once you realise you've made a strategic mistake with overarching consequences you'll probably have to scrap your character and start anew. That, and also I have admit that when I only started playing I had exaggerated expectations about the role-playing part, as many aspects that sounded good on paper are either incompletely implemented, or don't work. For example, there's a vast selection of clothing for your characters but apparel doesn't seem to affect anything: the character doesn't need protection from elements and NPCs also don't seem to mind how the player is dressed (if at all). There are outright game-breaking spells like Create Item which is essentially a cheat, and inconsistencies like torch items that don't do anything all the while you can illuminate dungeons with a Light spell if you have one. Speaking of clothes, there's so much mess in the files I created a custom patch fixing the numerous instances, you can get it here (also included in DaggerfallSetup as an optional mod). What I do like about Daggerfall is that it engages the player in some very extensive learning in order to master the game. There are so many aspects of gameplay, compounded by bugs and other idiosyncrasies, that you'll need to play a lot (and probably fail a lot) in order to get a consistent picture and plan strategies. At the same time you can actually just fool around and do whatever you want, which provides valuable experience (to the player, but also to the player character although the latter is less important in this respect), however you must be prepared to face consequences of a strategic mistake you might have made without knowing (like not securing poison antidotes and then running into enemies with poisoned weapons). At any rate, Daggerfall is great for its high replay value resulting from emergent gameplay, although the random generated content becomes all too obvious soon enough. It's still fun, but demands some time investment to play properly, certainly not a coffee break game here.
  24. MrFlibble

    Fate - The Unreleased Capstone Game

    The demo is perfectly legal to distribute, get it from the archived copy of Gamesmania Demo Depot. Also, here's an archived copy of the official page of the game.
  25. There are some awesome textures in Freedoom that capture the original "feel" while being visually very different from their Doom counterparts if you compare them side-by-side (e.g. the large metallic doors and the elevator side texture). Personally I find this a marvellous accomplishment in its own right.