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Everything posted by kristus

  1. Half-Life

    Enormously overrated.
  2. Wanting to play Quake mods, but stuck

    Darkplaces seem to have nehara support too
  3. Hexen : Curse of the demon lord.

    Well, it's been a while and I've decided to upload the compiled resources for this project. Maybe someone will find it interesting to pick through, maybe get some use out of the resources... or maybe even finish what is here. Either way, I'd be happy to hear your thoughts, or see whatever comes out of it. What was released originally didn't exactly make any waves. Which is expected considering the half finished nature of the beast. But this way you can at least get a glimpse of what I was doing. http://www.doombringer.eu/files/curse2_unfinished.zip EDIT: Please understand btw, when playing any of these maps. That the way I work on game play is over a long time and usually starting from an absurdly hard point, and then playtesting it and adjusting it over a very long time. So, game play will be rough.
  4. So after having this project sit on my harddrive for the longest time. I've finally accepted that I won't be finishing this. At least not in the foreseeable future. So I am now releasing the first three worlds of my wad as is. I had high ambitions with this project. But due to my life changing four years ago with my work starting I ended up not getting any work done on it. Then some time later the ball got rolling on Doombringer (www.doombringer.eu) and since then Curse2 didn't really stand a chance. I just don't have the time to work on both projects, and then Curse2 is the one losing out. So unless anyone else for whatever reason would like to finish it. It'll probably end up as one of those projects that just never got done. Big thanks to everyone who helped me while working on it. Especially Khorus who made the secret level and helped me playtest a lot. EDIT: File is up on idstuff. Looks like I was a bit sloppy with the text file though. Khorus isn't listed as a level designer and the name is wrong.
  5. Been a while since I bothered updating about the game here. But I made a quick video showing off the new hands that I just put into the game this weekend. EDIT: Also aside from the wintercup footage that can be found on my youtube channel. Smilecythe made a jumping around video showing off some crazy shit I had no idea was possible.
  6. http://www.doombringer.eu So the game is going to be called Doombringer. You'll be the Doombringer. Shit will die explode and crap like that. It'll be glorious I tell yah. Check out the current alpha version 0.18Alpha. http://www.doombringer.eu/files To participate follow the link to the new Doombringer Discord server: https://discord.gg/0kvtFwf2JCnfGuBo
  7. Please critique my weapon designs (sketches)

    While they look good I wouldn't react to seeing them in a game, because I wouldn't be able to distinguish them from your ordinary weapons you see in your ordinary Modern Military shooter. If you had told me they were weapons that actually exist in the world today, I wouldn't have any reason not to believe you.
  8. Blood physical boxed copy for 2€ and Myst boxed copy for 5€
  9. It's connected to a sector which top ceiling is the same level as the door's floor.
  10. This weekend we had the second Euro Cup in Doombringer. Jehar was once again the caster and we had some great games. Thanks to everyone who came to play watch or participate in any way.
  11. Don't like messes and it was so easy to just make a pk3 out of the zip. Just rename the folder you put it in to maps and replace the file extention. Dunno why you didn't do that yourself since that would have made installing it less of a mess, even if you ask players to unzip it.
  12. Was using DP. I know you said it had lighting issues. But I just turned off the advanced lighting effects and that usually fixes it. Also made a pk3 out of you package and Quakespasm don't seem to read pk3. EDIT: That said I am using an: Intel Xeon E3-1230 V2 @3.70 GHz Radeon RX 580 16 mb ram Windows 10
  13. Not bad, but you have some pretty bad slowdowns in some places. First place specifically is in the first area you encounter the fiends, this speed issue is not because of the monsters but seem to be more related to r_speeds issues or some vis bug. You need to look into improving the optimisation in areas like that a lot. EDIT: Looking at the map with r_showtris 1 I can see that the're a lot of density to the polygons in that area. Most of them are pretty much just unnecessary compiler polies too. If you worked over your brush usage a bit you could bring that down A LOT.
  14. Operation N.O.O.B

    Way too old to care.
  15. Are the Catacomb games worth getting?

    While they haven't really aged all that well. I did enjoy them quite a bit back in the day.
  16. Leaving for Timcon LAN in Liverpool. DB's first proper LAN tournament coming up.
  17. Yet another 90s inspired shooter

    Good shit. I like it. :)
  18. Doombringer Version 0.18 has been released. This verison of Doombringer is supposed to improve the user friendliness of the game for new players. Make the menus more clear and appealing as well as better communicate the game's rules and what is going on in a match when spectating. There's still a lot of work to be done of course. This is just a first few steps to reaching that goal for what currently is a one man team. Get the latest version here: http://www.doombringer.eu/files/ The menus All the menus has been improved upon and given new artwork to replace the previous obvious placeholder art. But also a lot of effort has gone into revising them to be more uniform in structure and content. Removed unnecessary content, straightened out ordering and all round just tightening things up a bit. Another thing that has been added is loading splash screens that will give you something to look at as well as giving brief information on a few things in the game. Currently only weapons are featured here, but eventually more things in the game will get attention. Specatators Spectators can now more clearly see which side of a game they are spectating. This is especially useful in Team games where it before was almost impossible. But now you also have a quicker overview of which player you spectate in Deathmatch (aka FFA) and duel games. Especially in Deathmatch where you now have a good overview who is in the lead and how the player you spectate compare to the leader. More is of course planned for this. But currently there are more pressing issues that I want to focus on for the game that I think will have bigger impact on the game as a whole. Monsters I've started working more on adding monsters to the game. Currently you can load up a classic Quake 1 map and have it populated with a few of the monsters from that game. There's a few issues you will have to be aware of though. Like that you can't change level in the game. Instead you need to use a cvar in the console called "changelevel " should you want to move to the next level in a campaign. Tournament Finally I want to pay some attention to the upcoming tournament we'll be holding. It's called the Road to Timcon tournament. The name is chosen because on the 14th of September I'll be leaving for Liverpool where I'll participate in the TimConlan where Doombringer will be played in a Duel tournament on Lan. The Road to Timcon tournament is intended as a fun warmup to said LAN. It will be hosted by myself and has a pricepool of 50€ and anyone who wants to is welcome to join in. The Road to Timcon tournament will go off on September 9th and can be found here. http://challonge.com/doombringer
  19. Cyberpunk

    I'm a big fan of cyberpunk. Love the shadowrun returns games. Also made my own cyberpunk adventure some 15 years ago called Nimrod.
  20. Doomworld Members' Sketchbook

    Eyes go on the middle of the head (from chin to top).
  21. 'Orange Crush' - A new Wrack map

    Great to see someone of your experience making a Wrack map. Definitely going to check it out.
  22. Creating the Perfect Game

    There is no perfect game, only perfect games
  23. Thanks, it's certainly going to be interesting moving on to the next step of making the single player aspect of it. :)