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el zee

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Posts posted by el zee


  1. 4 hours ago, grahf said:

    Cool thanks for posting!

     

    So having worked with PBR weapon sprites successfully before, do you think it's doable to 'retrofit' the Doom weapon sprites with PBR or is it a wild goose chase unlikely to be worth it?


    As much as I would like to say yes, it will probably never look as good as making something from scratch. However there are so many genius people in the doom community, someone might figure out a way to pull it off.


  2. Quote

    "That just sort of begs the question of what the point was honestly. Why not just use models seeing as they are using a modern engine and everything else is 3D anyway?"

     

    On 9/27/2018 at 10:53 AM, Lampenpam said:

    Because the game is build on being extremly optimized. I quote their storepage: "OPTIMIZED to run on a toaster (a pretty nice toaster)" 

     

    A sprite with a normal map as viewmodel looks almost identical to a high polygone 3d model but is much faster to render. I'd love seeing this in gzdoom too


    Actually, the normal mapped + PBR sprites were the first thing we made in the game. It kinda went from there.
    I guess you could say "because it looked cool" was the reason we did it.  ¯\_(ツ)_/¯

    In case you haven't seen; here's what they look like:
    hGeNPtxtnSNm9-NDGD1tza5KjyHXkZifQOPtKEm4

    9qpunBIFcCOQT4PU0d46jpF2ZxRCtFtbVMrUUxpW


  3. There have been some Amulets and Armor updates recently.

    amuletsandarmor.com < the new AA website.

    The original coder, Lysle Shields has released the full version of AA and updated it to run on windows. As well as released a special version of Doom Builder 2 to allow AA level creation.
    The first user created quest was just released and is pretty neat.


    Amulets and Armor is one of my favourite games. It's not a very well known game, as it suffered from poor marketing at release. It's a really cool RPG game which uses the doom map format - but a different engine.
    Since now there's a version of DB2 for AA that is pretty straightforward to use, I hope that some of you guys give it a go :)


  4. It was pretty awesome, in terms of visuals. I especially liked the crystal caves and full moon when you exit the caves. The circuit diagrams made out of luminous paint are pretty neat too.


    The storyline is hard to follow, since there wasn't anything much in terms of interaction. You'd have to play it a few times to get what's actually happening. The slow move speed is the one thing that really annoyed me.


  5. Mechadon said:

    Yes! In fact, I find it difficult to map without music these days. Music probably provides a very big portion of my inspiration too, believe it or not. Finding some new music is one good way to get myself out of a rut if I'm feeling totally uninspired. Mapping and music are so intertwined in my process that I generally can remember what artist I listened to the most while working on any given map.


    Exactly the same for me! Music makes me much more creative, and sometimes when I'm playing through part of one of my maps, it will remind me of the song/album I was listening to.
    For example: in map01 of Return of the Triad, it always reminds me of 'Animals' by Pink Floyd because I listened to it a lot while making that map.




  6. 5hfifty and I have decided to release a WAD that we've been working on for a long time, which probably would have been our magnum opus - "RAIN".

    This is an unfinished wad that has been developed over many years. Conceptualized by 5hfifty in mid 2004. He was working on it by himself for a few years, and I did a few tidbits, but then started working on it for a great deal after the ROTT TC was released. I also got back into my Amulets and Armor TC, as well, but I won't release that as it's just a massive bugfest. Unless some of you really really want to see it.

    We are unfortunately unable to continue with this project, as we have moved on to proper game dev (!!). My hope is eventually to make it into a full game, using a modern engine. You can use resources out of this, just don't try adding on/continuing this mod. Please.

    The main focus of this mod was atmosphere - and it has it in spades and shovels. and rakes. and other various gardening equipment. Please note the AWESOME features that we added:

    AWESOME Lightning!!!!
    AWESOME Lighting, flickers on and off dynamically.
    AWESOME Doors, 3d poly "glass" doors.
    AWESOME 3d train bridge.
    AWESOME Sounds.
    AWESOME various neat little things.

    Download here


    This is for Zdoom specifically, some things won't look right with Gzdoom.

    You'll need to warp/cheat to maps 2 & 3. All the maps are unfinished.

    Map 01 is TOWER 15, you are some sort of repair guy and head back inside, storms' a brewin.


    Map 02 was going to be a hydro dam.


    Map 03 is the research/office/labs set on the top of the mountain, you can see TOWER 15 from the windows.



    Lots more screenies here

    I hope you enjoy playing this, although brief it always feels great to be in the 'rain world'.

    Try and find all the tributes / easter eggs :)


  7. I found an old book a couple of weeks ago, with some maps I drew with my friend 5hfifty, when I was a kid. We were probably about 9/10 years old when we did these around 1997/8.

    One of them was made into a map for doom 2 by my uncle back in the 90's. The other one never got made so I decided to give it a go and make a map with a 90's feel to it for doom 1.

    I have no idea what the hell we were drawing, there's no way of telling what all the different coloured lines and little symbols mean, so I kinda just went with the flow.

    So, here's some screenshots of the drawings and the maps side by side.

    1990's map by my uncle:


    2012 map by me:


    Download: http://elzee.co.nz/elzee/lz_drawn.zip

    Also, did anyone else draw maps and then make them? I would be keen on seeing how they turned out.

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