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Nmn

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Everything posted by Nmn

  1. Nmn

    Technical Darkness Project

    It was not my intention to shame you, rather help you out somehow. Military base you say? Maybe add some vehicles, barracks? It was only that outside that looked a bit plain. Keep on mapping dude, eager to see results.
  2. Nmn

    post your new Doom monsters

    The Kantaar rocks. I'd really like to battle this in Hexen. The female mancubus is.. disturbing ;)
  3. Nmn

    Technical Darkness Project

    Bad news buddy, those 3d floor thingies (sloped ones including) won't appear in Zdoom. I'd advice to remove them if you're sticking with Zdoom. Also, the map itself is looking nice but I feel it's like butter alone.. without the bread. I'd really advise to spend a bit more time on pre-planning or at least a tiny tought on what the map is supposed to be, and why will be cool? I'm sick to death seing metal facilities and techbases disguised under beatiful names (like Sewage Plant Alpha Processing Facility). What I'm seing here is a nice looking map, but a bore of a brick map. What is it actually? A fortress? A backyard? Try to think about the concept of the map itself before you spend time on building it. The build games are perfect to learn from. Look at Shadow Warrior-most levels (like Unfriendly Skies, that had a plane crash into an airport) were designed with great IDEAS on the WHOLE LEVEL in mind, so they weren't actually facility a, base b, facility c, laboratory d, blah. But not to diss techbases, Quake 2 is a good example of how seemingly generic techbases can be very cool-compare the Laboratory level with the Processing Plant or the Mines and you'll see my point. There's a lot of ideas put into the levels themselves (turbines, machinery that has purpose, crushers, drills, and those weird thingies that crush marines to a bio mass). Too many people seem to forget about that and just focus on building architecture. Spotting their levels are somewhat lacking in the base structure they pack even more details until it becomes a mess of details. Despite having boasted myself with making maps of several thousand sectors, I'm always with the conceptual grandness over build quality preference people. Just tought I'd drop my 2 cents ;)
  4. Nmn

    Community Hexen Hub!

    I don't advise that seing how the Doom pallette already butchered them. Rather rip textures from Hexen II and put them into a wad. I'll add that I'm very much looking forward to this mod :) this can be a nice competition to TUD's Serpent Resurrection, and Deathsong's WoE, if it wasn't cancelled.
  5. Nmn

    sprite artist for hire

    Coder issue-ask some yourself! There are plenty of Zdoom Decorate guys who can decorate only and are more than willing to help. Ask at the zdoom forums or the Doom Armory (plenty of weapon modders are quite familiared with Decorate). Also, you could go up posting a couple of screenshots of already done work, like levels, or just raw material, to attract people. C'mon man, you can't expect to just say "I need a coder :'(" and hope for a miracle. Peep's attention needs to be lured some lightspot onto your work. If that doesn't work-hell, learn coding yourself. I knew jack shit on ACS and Decorate until the need arose for me to make some stuff myself, because my coder was too busy to brag his butt with such minor stuff when he's coding the engine hard-time. Sure I dunno EVERY witsy bitsy of things in Dec and ACS, but I'm still learning and guess what-that does pay off. Enough blubber-There's the zdoom.org/wiki]zdoom wiki and again, ask for help on the forums. People are very helpful there from what I recall. I'm saying this not because of the project Technical Darkness, which was looking very promising, would be scrapped, but because of this approach to mod making-"I meet a challenge I can't go over so I'm burning it all to hell!" Nope, if you can't overcome challenges like so working with bunch of people will only make the responsiblity eat you. Don't give up on this mod dude! There's plenty of resources done already and if the mod doesn't take off-then what? Trash resources because they can't fit anywhere? That's pointless, just keep building. Do what you can do for now and learn new stuff-that's much better than seeking imaginable help via support from a team of hard working people. I'll finally add that if you think a bunch of ambitious dudes are making it much more of a possibility for a project to be successful than individuals, than I say that mentality is gullable. Compare Tommy Quick aka Fatal, who was abandoned by his team on Doom Resurrection Episode 1 and managed to finish it himself, the Bordeau brothers, who both done Batman Doom and Zan Zan (minus the music artists ofcourse) or Brian Goodsell aka Skadoomer, who lonely is about to make our jaws drop when Foreverhood is done. Now compare these to the mighteh community projects like KDiZD or ZDCMP2 and you'll see what I mean.
  6. Nmn

    sprite artist for hire

    I really don't like going offtopic in a thread of high value here, but this sounds just wrong. I've been working on my little (heh, ambitious as hell though) project myself with occasionally recieving help and support for about like uhh.. half of year now. Only recently my friend joined me in creative activities. Progress is slow as hell with my real life, but that doesn't bother me, as long as I do make progress. You shouldn't rely on other people to make your project.. As for hiring, my project doesn't really need any new people ;) we're very ok as a tiny team.
  7. That's why I love I don't share my machine with older siblings ;) anymore that is.
  8. I've seen those screenshots. Well, just like Veggie mentioned, some maps are interesting conceptually, some are pure shite. The tech base maps look quite bad, especially with the same 128 height everywhere. Damn that makes eyes refuse to look at such images. I think you should the lamps more wisely. Covering the entire ceiling with lamps doesn't really do good. Try making 64x64 sectors with lamps and put them in rooms at specific places. I think you were, or are, aiming at a scary atmosphere in the wad (like the Doom3-esque gory bathrooms) but the thing is just too bright. Mess with shadows and light levels to create a bit of a more spooky atmosphere. For some reason, a lot of maps are simply too bright, making the Light Goggles, a normally very useful item, useless. Bathrooms aside, but all sorts of maintenance/sewage areas could use darkness, like the Doom0020 one (with the corpses). The city levels on the other hand are very interesting to look at. I take there's an Action-Doom inspired car chase? That's a very nice idea and will add to originality of a map. The cars look very nicely done. Pat you on the back for them, given my humble self an idea on making cars in Doom engine ;) The submarine/ship looks nice, but it's striking for me that the sky is ..hmm.. shitty. Why are you covering a ceiling of a room with clouds? Utilise skyboxes or simple skies with f_sky1. You do know how to make skies doncha? The forest levels share the same kinda thing all nature levels in Doom do-they look too sweet, making it look like an attempt at making Doom a Zelda or something. Wrong pallette buddy. I suggest losing that blue sky, replacing it with a sunsety one (check out the Grove map for inspiration, and try to use colors other than green and brown. Grey, orange and brown actually make a better forest for Doom. I suggest making trees with sprites, not those .. hmm, weird trees ;) I like the look of the new monsters but like some peopel said, Maulotors don't really fit into Doom. Keep Giger's puppies in and imps' relatives but lose the bullies. Also, like many people said, really 56 mb is kinda large, considering Doom was about 8mb zipped... I suggest you go to Vg Music and download some music from there. Seriously, some midis actually sound a lot better than mods, despite the technology arguing, and they are much smaller in size. Keep mapping man! This megawad has some real potential and great ideas, much cooler than some of the "great levels" which represent repetive detail and yet another techbase (like my own, shameful, Waste Site ^^' ).
  9. Nmn

    doom 3 wanna be

    Hmm.. fuck you too
  10. Nmn

    What new monsters would you add?

    Don't really know what could be innovative, fun and 'doomish' at the same time, but I'll go with those who want a sprite version of Baphomet (not that single-framed thingy cruising in the archives or in Zen Dynamics. It's cool, only.. not enough ;) but a walking monstrosity). I recall too, while playing Doom64, there were some mummified demons on some pillars and supports, posed a'la Exhumed's Bast Warriors. If they could go live from their statue state and be a very fast, melee and going-invisible for a short period opponents (possible with Decorate to code) that would be certainly an awesome and hard opponent. Tormentor's TNT3 had the hell warrior (hell noble with a shield) that worked excellent as a doomy opponent. I can't wait till Vader finishes his new version of that enemy!
  11. Nmn

    post your new Doom monsters

    This sounds like some fresh talent in the town. I urge you to show us that cyberdemon preview so we can judge your abilities as you certainly got my attention ;)
  12. That kinda reminded me of Serious Sam ;) the chordes thing. Good way of summarising Duke's story together ;) but yeah, most of the time that game was a 'joke game' (lawl, what do you expect after the fathers of RoTT (Ludicrous Gibs!) and Shadow Warrior (You no mess with Lo Wang!) after all?). Getting down to business, Duke's enemies were generic, but I prefer them over Doom's. Personally, I dislike some of Doom's opponents because of the projectiles. They are easily avoidable, and if there were more armed/magic-hitscan attacks the game would be certainly much tougher, IMO. Or the projectiles could at least be faster. There's a reason why the final boss of Doom1 had a chaingun and not a projectile weapon, but again, IMO. Actually, pretty much of that shit, minues flat sprites and dynamic slopes could be emulated in Zdoom, or, to a lesser degree, in EDGE or Eternity. I certainly agree there. Duke's chaingun cannon, shotgun and devastator are the only useful guns. The RPG is uber slow and shrinker and freezer are just shit. Doom had lesser weapons, but the learning curve of their advantages and disadvantages was certainly there, and it made the game really interesting from beginning to ending.
  13. Nmn

    screenshots in zdoom

    Configue keys in options menu? ;)
  14. Nmn

    =x Map01 Progress

    Looking great, druh
  15. Nmn

    doom 3 wanna be

    Well, he said crappy, not ugly. For me, it's as always, a matter of gameplay.
  16. Nmn

    Quake-Style DooM wad

    The only map using Quake midis, that I recall, was IC2005 http://www.doomworld.com/idgames/index.php?id=14025
  17. Nmn

    Level style

    Innovative stuff. Make that a galeon in space or a base on a meteor. I personally like Void or Russell's Pearson's stuff.
  18. Nmn

    doom 3 wanna be

    I'm not talking about variable lightmap size. Play SS1 map 02, inside of the temple, there are some headless morons running around. One is carrying a point light that makes a pillar cast shadows in various directions, real time.
  19. Being honest, my brother brought it home one day and we really liked the game, especially the graphics. When I got it on the psx, after PSM's high recomendations I simply got addicted. 5 years passed and I'm modding for Zdoom which cought my heart, while Doom remains what it was always been-a hobby. On the topic, if I have any personal issues I don't go expressing my frustration by gibbing imps (rather punch a pillow or listen to some Gorgoroth), because it's just a game :)
  20. Nmn

    Musicians

    I play the piano for 5 years now, but it's nothing special really. I tried my strength at making music sometime ago and produced an incomplete album of 8 mp3s, again, nothing special.
  21. Nmn

    Technical Darkness Project

    I also dislike models in Doom. Good for most modifications, such as ZooW, but certainly bad for Doom.
  22. Nmn

    doom 3 wanna be

    It's because that terrain on the screenshot is really shitty. Not only the topmap barely has any shadows, I can't see a rocky layer that would enhance the appearance. If done properly, it could come close to D3's terrain. Serious Engine is a pretty piece of code. They had real-time lightning (as in dynamic lightmaps) way before Doom 3.
  23. Nmn

    DOOM movie action figures ?

    Doom movie merchandise. Heh.. just heh ;) Screw that, I wanna Terminator T-800 and Final Fantasy's Yuna figures :D
  24. That looks good Sausage! In comparsion to your last gun, the perspective is very correct infact. I'd remove the targetting system, being a bit cheesy.. a scope on one of them cannons would suffice. Now just add some contrast and spice like worn out edges or whatever Corrupted suggested in his tutorial, or I did in mine. Looking forward on how this one turns out.
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