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peoplethought

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Posts posted by peoplethought


  1. I'm doing 3d models of all the Doom monsters. Will probably be making new sprites with them. I'll use your some of your concepts to do some of them if you'd like to collaborate.

    Here's my mancubus so far. This isn't based on your concept.

    Spoiler

    Your baron design.
    Spoiler


  2. I thought about making the gun to arm part more complex, like with some tubing or various metallic shapes connecting the two, but logically it made more sense that it would just be a hole with the arm sticking in it, like the original. I like to think the forearm is actually stripped of flesh and gun is just bolted to the exposed bones. I also want to stay close the the original designs. I'm not a fan of the modern over detailed ZBrush look most game characters have now.

    Flesh parts are based on this:

    http://fc08.deviantart.net/fs71/f/2013/053/d/9/let_s_do_doom_pt_13___mancubus_by_mechanubis-d5vszow.jpg

    Anyway, I want to make this a project to replace all the graphics so I'll probably make a project page on zdoom or something. Wondering if I can find someone good with ACS and all that to work with.


  3. Ok, I thought it was resolved but it's not. It works fine if I switch back and forth and do nothing when I'm in 2d mode. As soon as I bring up a property window for either a line or a sector, regardless of if I change anything, the next time I go into 3d mode I'm on the floor of the sector.


  4. Is there a way to set it so that when you enter 3D mode it doesn't set the 3D view to the floor of the sector?

    I'm working with maps that have large pits all over the place and every time I float over one of the pits, exit 3D, then re enter, it throws me down to the bottom of the pit. I then have to go back to 2D and drag the 3D view thing over one of the platforms. It gets really tedious


  5. The pest graphic is the least developed of them all.

    Most of the images up on that page are not the finals that I'm now using.

    The map shots were just test rooms.

    The "blessed oppurtunity" thing - I was actually joking when I said that. Because of the silly attitude some people gave me on these forums. In particular it was the one sided rotations thing that I got some unusual criticism for. Haven't felt the need to do it since I've been on the Zdoom forums.

    And I'm not just putting this stuff up here to have people feed my ego. I'm doing this for myself. It's something I've always wanted to do and I now have the ability and the tools to make it real.


  6. I don't know if this is against rules or anything but I wanted to make a quick post to point people towards my mod page over at zdoom. Some of you have probably seen it already. I've made enough progress that I feel like doing a little promoting to get people interested in what I'm doing.

    It's a complete conversion of Doom into a science fiction horror mod using custom made graphics.

    Here is my project page:

    http://forum.zdoom.org/viewtopic.php?f=19&t=19361&p=377029#p377029


  7. I'm trying to create maps that are floating in space. All of the sectors the player can stand on are 3D floors. I want it so that in the player looks over the edge he can see a planet and stars floating beneath him. With the regular skys, the sky flat seems to be wrapped around the bottom, and fills in the bottom with a solid color. The same is true for looking up. How could I make it look as if the player were in space surrounded by stars and planets?


  8. Really? Is that what it says in the official artist handbook? I get more satisfaction from bringing my own creations to life. I haven't done much digital painting before so this was a test for me. By the time I had finished the detail around his eyes it was clear to me that I could handle it and I didn't need to continue. The only thing that would have made me continue working on this piece would be someone paying me to do it. I've moved on to creating original work now.


  9. "Actually, it's a pretty common practice to have fake doors in maps as a mean to present the world as bigger than what you've got access to."

    This is what I was doing. And it was inside in a somewhat short maze, so the purpose WAS to make it confusing. And as far as triggers opening doors across the map, this only happens once, and the door it opens is not "on the other side of the map". And until you go through that door, there are few areas you have access to, so it isn't that difficult to find it. Why do these reviews have to have such negative vibes to them? I thought this turned out pretty decent, why does it have to be "you wont miss much".

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