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funcrusher

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Everything posted by funcrusher

  1. funcrusher

    SKAG1337

    Why hasn't it been implemented in the wad?
  2. funcrusher

    SKAG1337

    Is it better? Yes. The other one was decent enough, but it had too much of a "bio-weapon" look to it. This one looks like an amped up plasma rifle: exactly as what I figured the BFG was. Good work.
  3. funcrusher

    New sprites

    The zombie man sprite looks great: SoK does it again. I hope you can realize your vision for the other "former humans" Also kudos to whoever did the new fist; Kind of reminds me of Dark Forces. It doesn't match the playa sprite or the other weapons, but that's unimportant. Let's keep this project MOVING.
  4. funcrusher

    An idea: enemies dropping ammo

    Could, in FreeD(sideways 8 infinity sign thingy)M or whatever this project is being called, the enemy ammo drop be altered? I always thought that the revenant (or whatever the equivalent will be) should drop a single rocket. same goes for spiders and plasma rifles (only once it a great while). You wouldn't have to stop there either, chainers could randomly drop clips, boxes of ammo and chain guns. Or armor (once in a great while). Could this kind of thing be altered with scripting of DeH?
  5. funcrusher

    Let ballot begin

    you said you'd be wrapping up on the 14th. Is FreeDoom the official title?
  6. funcrusher

    level progression

    Isn't the failure of Doom 2's placement the issue addressed by this thread? Read the first post.
  7. funcrusher

    level progression

    that might be a way for mappers to qeull their lust for weapons. If you want the BFG before level 17 it has to be a secret. VERY secret.
  8. funcrusher

    Let ballot begin

    Who voted for woom? Probably the guy who suggested it.
  9. funcrusher

    level progression

    Maybe I'm stating the obvious, but in order to limit the amount of available weapons, you'd have to put off the introduction of monsters that come with weapons ---namely the shot gun sergeant and chainer. We're not going to see a sergeant or shotgun until the 6th level? We'd have nothing but soldiers and imps with the occasional pinky for five levels? that could be monotonous. And any other monsters would be just too hard to kill; you'd have to run a lot and this would have to be taken in consideration with the layout of the level. I'm not against this idea, just that it should be done very carefully. If done carefully and correctly, it could be f-cking fantastic. just the right amount of difficulty, tension, true to the DooM experience. I thought what DooM 2 did right with the difficult monsters appearing in early levels (Dead Simple comes to mind) was it dropped this bombshell on you out of nowhere, scared the hell out of you, and then backed off. Even though the plasma spiders and mancubi didn't appear with great frequency (at least not like they did in Dead Simple) knowing that they were out there made you REALLY paranoid and kept you looking over your shoulder. The problem with this was of course that you had to have powerful enough weaponry to defeat them. I've thought of a possible solution to this conundrum: early on (but not too early, say level 7) introduce an abberantly powerful enemy (say a mancubus/sluggy) but in a way that they're easy to defeat (i/e: surrounded by barrels) or escape from (say behind a grate off in the distance). Just a (long) thought.
  10. funcrusher

    Let ballot begin

    great! any chance you could put those in alphabetical order? It's confusing.
  11. funcrusher

    Fall-Winter fashion line-up

    NICE. Good work. SoK, I am again impressed. Enjoy your vacation.
  12. funcrusher

    Fall-Winter fashion line-up

    I unerstand your concern, but am not too worried. A lot of games since DooM ripped off the ideas a lot more directly than is being done here. And those games were for profit, so you think id would have taken issue with them then. This project here, is not a mercenary thing, and (classic)DooM is no longer id's bread and butter. They released the source code for crying out loud. As long as the FreeDooM iwad relies on 100 percent original artwork, levels, etc. I don't think that there'll be much to worry a bout, conceptual simlilarities or not.
  13. funcrusher

    Fall-Winter fashion line-up

    Glad you liked my idea. the sketches look great. If used, they would give FreeDooM a unique, consistent look. Another thought: in deathmatch players could choose different colors. If the UAC . . . excuse me, AGM is a military organization there would be different uniforms for different ranks. Could this be done through different colors? Each former human monster has a different weapon and presumably a different rank. Why not a different color. the pistol guy could be green (as would be our playa) the shotgun sergeant a deep red, and the chainer black? just a thought.
  14. funcrusher

    New Mancubus and *real* new Pinky

    My bad. I thought someone was working on a new pinky for FreeDooM. I wasn't particularily impressed with the Doom 3 footage of the New Demon, and I don't think the SoK "sluggy" looks much like that at all. Much cooler. keep up the work SoK.
  15. funcrusher

    New Mancubus and *real* new Pinky

    Where can I see the in-progress shots of the new pinky?
  16. funcrusher

    New Mancubus and *real* new Pinky

    VERY COOL. Reminiscent of the classic marine garb but still original. That reminds me of something. In DooM, all the zombies are the marines possessed comrades, correct? Then why are they dressed completely different. THe former human, sergeant, and heavy weapons dude all are dressed in what looks like dirty fatigues while our marine runs around in a dayglo green space suit. What gives? I always thought they should look somewhat similar. Do you think this should be corrected in FreeDooM or should it be left alone? A talented artist (such as SoK) could combine their two looks for something very cool.
  17. funcrusher

    New Mancubus and *real* new Pinky

    He don't have feet but in the animated gif he sure seems to be walking on something, indicating some kind of skeletal structure beneath ONe of the coolest things about the old mancubus was the death: the skin fell away and the spine and brain popped out. I think you should keep with the tradition and show us what's on the inside.
  18. funcrusher

    New Mancubus and *real* new Pinky

    if this monster makes it into freedom the name will have to be changed, like "DooM" the word "mancubus" is copyright of id. May I suggest the name "Uncubus"?
  19. funcrusher

    Project name

    The name DOOM is iconic, singular, and unfortunately trademarked. If you want your project to be associated with DOOM you should go for something monosylabic and vague yet ominous. So far I've seen suggestions for MooD, and Ruin, which I think are quite good but I'd go for MooN. The moon has long been associated with the occult and low level space technology, the yin and yang of DooM. Plus DooM (and, I assume, FreeDooM) takes place on the moons of other planets. also as I write this I realize that many of the monsters' will have to have their names changed. Names like "demon" can't be copyrighted but original names like "mancubus" and "pain elemental" probably are. If the mancubi are indeed replaced with Saint of Killer's excellent new design, I think the name "Uncubus" would be appropriate.
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