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About Soundblock
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LEGACY OF RUST - overall thoughts?
Soundblock replied to Captain Keen's topic in Doom General Discussion
Away from things that run Doom for a couple weeks rn, but noticed the release on Bluesnews Have sifted some 50+ LoR pages on here now and definetely looking forward to checking it out Just new canon monstets is an instant sell for me, hope the new weapons eventually can be wielded alongside the plasma guns Great stride forewards for classic Doom, love it already -
Anything by America, especially McGee Actually, E1M1 because it gateway to less productive tines, from whence it no return pc all serious on earth For real though, Downtown kinda busted my suspension of disbeliefs, so that’s it for me - too real bad map.jpg forever!
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Which monster do you root for during infighting?
Soundblock replied to SPG's topic in Doom General Discussion
Hardly notice them most of the time, but when Imps get up close & personal, and start loudly tearing up whomever, its always an extra treat -
First of all, the customary (but sincere) apology for touching an ancient thread, but since Google references this page when looking for answers to very basic Doom building methods, I found it worth the while in the name of quelling wad-building woes. My exact search syntax was "doom copying linedefs between wads" after having tried a few other variants. All I want to add here is that, using Rex's steps 1-3 is exactly how you copy over sections of map using the newer branches of the DOOM BUILDER editor. Have two copies of the editor open, then copy-paste between them to move linedefs/etc between the wads. I couldn't easily find the answer to this in the available Doom Builder documentation (maybe I overlooked something), nor in newer threads on similar (but not matching) subjects. Did try searching on Doomworld first, but alas Google eventually got me unstuck from where I had been for a couple of days, tinkering with some loose map pieces I wanted to move around. Don't know if info-adding to old threads is allowed by the mods - this might get thunderbolted I guess. Not intending to start a discussion here and I did check that at least Rex is still active in recent years, if not the original XWE author (kudos).
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25.99 for ONE POINT OF HEALTH?? Jeeez...
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The guy that got the Twitch raid-segue after the Romero & Carmack jam ended earlier today. Dude was more than a little surprised by the viewer spike lol.
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GGs to the winners, mentionees & other contributors this year and special thanks to the Cacawards panel for keeping an Evil Eye out on the politics of hell, yet another and extra special year. Happy 30th Doom!
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Thanks, you're better than Google
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NO MORE 3D CURSED MODELS FOR DOOM
Soundblock replied to BaianãoDoido's topic in Doom General Discussion
If you're unsure how to solve those technical issues, then focus on your strong side man. You've got a great anatomical vibe going, exaggerated comic-book style, in the veins of Frazetta/Bisley, Darkest Dungeon II, Street Fighter IV / V. Its a cool look, hard to come by really. Clearly you control UVs, which most modellers don't even have the patience for. At least make sure you have a plan for the technical solutions (good tool with stable dev environment, etc) before you rework everything & chop your model into detachable bits! Could be time consuming enough to become demoralising, which you obviously don't want. That's more of a gimmick anyways. If I was you, I'd just work on getting the head on your imp as exciting as the overall physique. -
Are Doom graphics based on Projective geometry?
Soundblock replied to doomlayman's topic in Doom General Discussion
No -
NO MORE 3D CURSED MODELS FOR DOOM
Soundblock replied to BaianãoDoido's topic in Doom General Discussion
If you want some input on an eventual re-do of the head, maybe take some cues from this formative-for-Doom head sculpt: -
NO MORE 3D CURSED MODELS FOR DOOM
Soundblock replied to BaianãoDoido's topic in Doom General Discussion
For increased Doom 93'iness, maybe try stair-stepping your animation key frames, rather than spline-curving them? To emulate the original anim feel of the sprites. But yeah, 3D monster models are always gonna have some level of cursedyness in the original engine - they kinda beg for the environment to also get a new sheen of whatever the artist is adding. Nice work on the imp though, I especially like the body anatomy, but not WILD about the head/mouth interpretation. -
Punch cards!
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according to wikipedia doom64 used IDtech1?
Soundblock replied to Shakariki Heisenberg's topic in Doom General Discussion
Likely just a difference in the licensing agreement? Idk the details, but Valve _might_ have requested a pricier license that allowed them to re-brand, in order to keep using bits & pieces of their evolution on the Quake Engine for future tech efforts?