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Everything posted by DooManic
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Great changes. The Caco looks much more sinister and threatening, the Pestmeister less cartoony. Again, excellent work. Idea: Maybe the then old Cacodemon can be made into a new replacement for the Pain Elemental?
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Group effort to find 'lost' assets to be considered for commission
DooManic replied to Blastfrog's topic in Freedoom
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/me likes the first revision better.
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Second that, where are the maintainers?
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The new SSG looks mighty fine, so what's the problem?
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Originally a commercial addon, this was leater rereleased as freeware. Unfortunately it's lacking the final levels as it was never really finished. Aged extremely well and comes with all changed graphics and sounds, making for a game feeling very different from Doom (except the shooting itself, of course). Can be played as a standalone IWAD, so why are you still reading this?
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A truly classic TC with artistic uses of Dehacked. Sadly, the odd proportions take away from the otherwise realistic feeling to this mod. Art design is good throughout with some exceptions when it comes to the graphical quality of some enemy sprites. This one comes recommended for its surprising dehacked effects alone, but replaying it recently, I realized it hasn't aged as well as I hoped.
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Thanks to all reviewers for an excellent /newstuff issue, I enjoyed the read very much! Now looking forward to playing Water Plant ^^ @Voros is that watermark necessary, it's kinda distracting?
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TBH, I don't see it either. Certain people seem to have their concerns, though.
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FWIW, that lizard looks awesome. I don't like the idea of lizards in FreeDoom, though.
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The problem _could_ be that the statusbar face is modelled after an actor who didn't give his permission for his involvement in the project. It's also kind of against the spirit of Freedoom's copyleft license.
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What I can agree with, is that combining the IWAD with Brutal Doom (which in and of itself is perfectly fine of course) and calling the result FreeDoom will result in some people figuring this to be "vanilla" Freedoom. Thus there is the potential danger of misrepresenting the Freedoom project. I wouldn't count on it.
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This. They're no real improvement to the current sounds, I'm afraid.
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According to some, it bears an uncanny resemblance to Karl Urban.
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Looks awesome, I love it!
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CWolf's FreeDoom workshop (textures, sprites, something else)
DooManic replied to Wereknight's topic in Freedoom
Here's voting for soda's pillar. I'd also like to keep the current double-shotty, it's looking fine as it is. Single-shotty could use some beefing up though - some rusty spots, perhaps? The evil-eye replacement looks great, but is indicating a windy location, no matter where it's placed. -
Ugh, are you serious? Please don't.
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That new pistol is great, and while I like the current one, it looks kinda stretched and also doesn't fit the other weapon sprites too well. Plus, the new one has that original feel too it, which imo is always welcome to differentiate FreeDoom from it's parent-game.
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Dang, this looks sweet. Love the lighting!
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Good idea, why not take that advantage of FreeDoom's custom palette?
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While there's nothing wrong with the rocket sprite as it is, I don't think it fits too well with FreeDoom's theme. The current skull cursor is in need of fixes to its proportions though, imo.