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Everything posted by engineer
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DTWID: Project is done, check the release thread
engineer replied to Hellbent's topic in WAD Releases & Development
Four if you include me. -
DTWID: Project is done, check the release thread
engineer replied to Hellbent's topic in WAD Releases & Development
This is supposed to be a fuel dump; presumably, the idea is that large quantities of fuel are moved in and out of this part of the base. Once you get to the actual fuel dump, the hallways become smaller. I've been playing through the original maps and the DTWiD maps to get ideas. I can shrink the hollways down a bit though. -
DTWID: Project is done, check the release thread
engineer replied to Hellbent's topic in WAD Releases & Development
Shield your eyes. Also, pics taken in Sjulltag. It runs just fine (and is being tested) in Chocolate Doom 1 2 3 4 -
DTWID: Project is done, check the release thread
engineer replied to Hellbent's topic in WAD Releases & Development
The biggest problem is that my mind managed to puke up a bizarre copy of E2M4's start for the first 2 rooms, sans teleporter. Doesn't really resemble it after that, though. -
DTWID: Project is done, check the release thread
engineer replied to Hellbent's topic in WAD Releases & Development
This has actually inspired me to try my had at an id-Style E2 map. Don't know if it'll be done in time to contribute it, though. -
I had a hell of a time trying to play NRFTL with Brutal Doom. The new Imp melee is way too strong now.
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Here's some more sounds I had laying around the HD that I adapted for use in Brutal Doom. New shotgun pump, reloads for shotgun and rifle/MP40/Rocket Launcher and some experimental BFG sounds. https://sites.google.com/site/georgheissmann/STGNPUMP.rar
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Wait, the minigun got tweaked?
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Brutal doom's modified weapon set is pretty good.
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Why not allow certain world objects to be used as weapons? I'd love to use the impaled guy poles as single use javelins, or torches and candlabras as fiery, limited use melee weapons?
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Yeah, it's the view bob making it look jittery. Also, LOVE how the minigun sound was fully integrated into the mod with the redone minigun art!
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The new shotgun reload animations are a tad jittery on a couple of frames, but otherwise it seems to be fine.
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Any other sounds that need to be redone?
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I can't seem to find the rifle sound in the PK3 file. Also, can you make it to where the revenant doesn't spew blood, but bone fragments and chunks of metal and internal organs when shot?
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The Cacodemon also needs an alternate corpse that lacks the eye, for when the fatality move is performed. Same thing for the Mancubus and it's fatality.
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Also, you should be able to drop the file directly into the pk3's SOUNDS folder.
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That's how all of the sounds were packaged, but Goldwave loads it just fine.
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https://sites.google.com/site/georgheissmann/DSMINIGN.rar
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I changed the minigun sound to something a bit more.... realistic. Obviously, not everyone will like that. I think it turned out pretty well, though. http://www.youtube.com/watch?v=qW6yitLiKOQ
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Red Orchestra rips, actually.
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Which type of doom level do you like them most?
engineer replied to Tuthill351's topic in Doom General
Refresh my memory, please: Which Hell-themed maps did Sandy Petersen work on? -
Just a thought, but you might get around lisencing issues by releasing them as a "semi-patch" .exe that looks for un-modified Doom/Doom2/Final Doom IWADs and then drops a PWAD with the files in the folders containing said IWADs. I'm not a lawyer, though.
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http://www.paulthrussell.ca/samples.html Haha, holy shit. I wonder if he knows about the playable/less goofy remake of it from a couple of years or so ago
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REJECTS file in the idgames\ main folder.
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from REJECTS: Fri Mar 20 07:06:59 PDT 2009 Rejected alangnsx.zip because: must include a txt file by the same name either in or with the zip