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About jute

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    My avatar grips his belt rather tightly.
  1. I would love so much if some sort of Lovecraftian Quake 2 prototype existed. Even as a kid I remember being disappointed at Quake 2's bland aesthetic. What is the Shub texture in the Citadel?
  2. The screenshots look great! Some of them are reminiscent of the first System Shock. The new palette is much more readable.
  3. Here are mono versions of my recent submissions: https://ufile.io/a3830
  4. Sorry, I forgot the sounds had to be mono! I'll try to take care of the problem this weekend - it probably affects all my recent submissions.
  5. Cacowad, thanks for all your work keeping this project going.
  6. Here are all the missing high priority sounds: https://ufile.io/9827d They are based on these public domain sounds: http://opengameart.org/content/squeaky-rat http://opengameart.org/content/flare-ignition http://opengameart.org/content/8-wet-squish-slurp-impacts http://opengameart.org/content/hurt-death-sound-effect-for-character EDIT: and here are BST and HED sounds: https://ufile.io/15eec I didn't do the other monsters because it was too difficult to imagine what they might sound like without seeing spites. These sounds are based on this wonderful public domain resource: http://opengameart.org/content/rpg-sound-pack
  7. Thanks! I'll work on some sounds. I notice about half of the high-priority sounds are for the chicken - was there ever a decision about what the Blasphemer equivalent of the chicken would be? I remember people suggesting a rat or a tiny shoggoth-ish creature. Also, this has probably been suggested somewhere in this long thread, but I wonder a recolored player sprite could work for as a replacement for the ophidian.
  8. I played through the most recent experimental build of Blasphemer and have a few thoughts and questions: - There are some really nice maps in BlasphDM. Given how many empty map slots are left in Blasphemer, I wonder if some of the DM maps could be converted to single-player, or if it would be possible to make a passable SP map by combining a few of the DM maps and throwing in some keys and locked doors? - Again, I agree with all Mr. Flibble's Freedoom sprite suggestions, but especially with his suggestion to use CWolf's green skull for the gargoyle. Having actual sprites for the gargoyle would make Blasphemer so much more enjoyable - they are the first enemy you encounter in the game, and one of the most common. - Is there an up-to-date list of sounds that are still needed? I have some spare time and would like to contribute some more sounds. - Many thanks to Cacowad for keeping this project going.
  9. It's interesting that Aubrey Hodges chose this method, given that the midis and soundfont Doom64EX generates should allow for clean renders of the music.
  10. This is amazing. FYI I think Ed used megatextures in Putrefier (edit: which wasn't vanilla, of course).
  11. Some of Duke 3D's sounds have painfully low sample rates. I find it hard to play the game now because I find them so unpleasant.
  12. FWIW I think using old Freedoom sprites as placeholders is a good idea. Bringing Blasphemer closer to a playable state will hopefully encourage more contributions, including original contributions to replace the Freedoom placeholders.
  13. I prefer secret levels with novel themes, like the TNT secret levels, probably because I prefer novel themes in general - I have grown thoroughly tired of stock texture techbases and hellscapes. Novel gameplay concepts are fun too. I am always disappointed when a megawad's secrets are indistinguishable from its standard maps, or when the secret maps are simply incorporated into the normal sequence of levels and there are no actual secret maps.
  14. I've been thinking about replaying Hexen. Are there any gameplay mods that incorporate enemies or items from Heretic (and/or Shadowcaster, I suppose) into the game? It's been ages since I played Hexen but I remember disliking how few weapons were available.
  15. Does the leaked demo include the bird monster? Edit: Apparently not. Here's a list of differences between the E3 demo and the final game: https://tcrf.net/Proto:Doom_3/E3_2002_Alpha