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Everything posted by ShallowB
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- 4346 replies
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Bunch of crates I made for thumbnails for playthroughs of @Clippy's Crate Expectations. Exact same pallet as the vanilla UAC crate of course. This should give you enough digits to make any kind of crate you want.
- 4346 replies
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Looks like a HACX monster, which I think were made in much the same way. Pretty cool!
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Finally! Doom movie chaingun!
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Hellknight death sound, 100%. Especially if you can get two or more at once with the SSG. It's glorious!
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It's weird that both the 3DO gun and the D!Zone gun are all teal and grey. That's a color that's noticeably absent in Doom and almost makes them look like Wolf3D weapons.
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Hah! Perfect. I was just working on that myself, but was struggling to get anything looking good from that screenrip. Rebuilding it from BFG bits was a much better idea! Might make for a good "UAC Laser" or something. Unmaker reskin for non-hell themed wads maybe.
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WAIT I didn't see the download link before and thought it was just a joke. Now that I've actually played it, I gotta say this is really cool! What a neat idea! I love it!
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Inspiring. D00m will never be the same.
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To expand on what others have said, the pinned threads on source ports have all been created by the developers of those source ports. The developers of GZDoom have their own entire forum, and I'm sure they have their hands full with port development and forum moderation without having to maintain an entirely separate thread on someone else's forum as well. Zandronum and Eternity Engine don't have pinned threads here either. If the creators of those source ports want to maintain one, I'm sure they'll make one. But just because a port is popular doesn't mean it needs a pinned Doomworld thread.
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This was very beautifully put, and exactly the sort of thing I needed to hear these days! People often ask "what difficulty should I play on," "what wads do I need to play," "which source ports are the best," and I'm always quick to tell them not to worry about stuff like that and to just play Doom in whatever way is fun for them right now. There's a weird tendency for some kind of internal mental judge to poke you in the brain and criticize you for not having fun "the right way," which doesn't usually promote having fun and usually just stresses you out and ruins any attempt to enjoy yourself. But the same is true for creating wads in the first place. If it's okay to play Doom however you want, it should be okay to map for Doom however you want. I could use that reminder more often. And not just in Doom, either!
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Your other sprites were pretty good, but these ones absolutely rock!
- 4379 replies
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GZDoom fixes the HOM errors the missing textures cause, but it doesn’t reposition the stuck zombies and barrels. You might not notice them if you go in guns blazing, but they’re still in there!
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Do you have your lighting set up properly in Blender? At least on my screen, the sprites are so dark I can barely make out anything and they just look like black rectangles. Not sure what you’re using to render the sprites, but I’ve always had kind of a hard time with lighting in Blender too. The final render never quite looks the same as it does while I’m working on it!
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Underhalls has multiple actors stuck in walls and is missing a few textures, so I think that has to win by default, right?
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I've always liked that drawing. Look at how square his helmet is! Wonderful. Looks like something that would be on the side of an arcade cabinet.
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Everyone’s got broken hands, half the limbs are fused into background objects, the guns are all nonsense geometry. It’s slop.
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My mistake, thought they were talking about the post made just hours ago, not one from four months back.
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It’s just AI generated slop.
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Unity Port's Credits include a doomguy with a chainsaw sprite
ShallowB replied to Hypersprite's topic in Console Doom
There's a similar sprite in the allied marines wad on Realm667. It's not the exact same one, my guess is the one in the credits was made just for that one scene since it doesn't rotate or appear anywhere else. Looks kinda like an edited doomguy pain sprite with a rotated chainsaw pickup sprite behind it. It's definitely not made in any game engine, the way the sprites rotate are all weird and inconsistent. Kinsie's probably right about exporting the maps as 3D objects. Check out the "POISON" sign on the wall in the E1M4 scene! It's all stretched out and has a broken background, probably because whatever tool they used to do the export didn't handle wall textures made of layered patches correctly. -
That is gorgeous! What pallet are you using in those preview images? The blues are really nice. Also here's a texture of a damaged sculpture of jesus that I thought looked like the SP_DUDE textures. Also as a patch if you wanna put him in other places.
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I feel like this whole thing is a problem with people not understanding that "Official" means something different depending on context, and there is no such thing as an intrinsic "officialness" trait. They are "Official" in the sense that they are legally distributed through and compatible with the source port made available by Doom's current legal rightsholder. That is what "Official" means in the context it is being used for Bethesda's add-ons. "But are they canon to the lore?!" WHAT LORE? Depending on the source you check, Doom 2 isn't even canon to Ultimate Doom. Thy Flesh Consumed doesn't even fit between Inferno and Hell On Earth. Doom, since its beginning, has always had the thinnest veneer of a story and not even the people who wrote it cared all that much about it. Even if you look at the new Doom games that have wikis full of LORE you'll find there are massive discrepancies between Doom 2016 and Doom Eternal, and that's not even getting in to the LORE trouble when they try to tie in older Doom games. "But Sigil is canon!" Legally, it is not. Even Romero calls it "Unofficial." Oh hey look it's that word again, but in a different context this time! When Romero says Sigil is "Unofficial" he is saying he does not have the legal right to call Sigil "the fifth episode of Ultimate Doom" or to make Sigil's "story" part of Doom's canon lore. When Bethesda say Sigil is "Official" what they are saying is they have the legal right to distribute it. These are not contradictory. But what is "canon" anyway? Can John Romero make something canon even if he doesn't have the legal right just because he was involved in the original development? If so, does that give the same rights to Sandy Peterson and American McGee? What about Tom Hall, who started Doom's story and levels but was not involved in finishing any of them? What about community members like John Anderson, the Casalis, or the TNT team whose work was legally acquired by Id Software and distributed "officially"? "TNT Evilution, Plutonia Experiment, and No Rest For The Living are confirmed canon!" Why? Again, if you're going by the story, it's a thin thread tying everything together. If you want them all to be connected, you can certainly do that. But there is no intrinsic "canon-ness" to those expansions that other "official" add-ons like REKKR or BTSX or Harmony lack. If your metric is that only Id can make things canon and not Bethesda, remember that the people working at Id when nerve.wad was made official are not even the same people who were there when plutonia.wad was made official. And if an entirely different Id has the power to grant something "officialness," then what's the difference between that and when Bethesda does it? TL;DR don't worry about it, just have fun
- 66 replies
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So, GZDoom has replaced its sector light options...
ShallowB replied to Jakub Majewski's topic in Source Ports
That's exactly why I was looking forward to this change. I was never sure what the "normal" or "default" look for Doom should be with all the old options. Unfortunately, I don't think the new options made that any clearer; "Classic," "Software," and "Vanilla" all sound like they could be referring to the same thing. And the options left available in the menu are all kind of similar so it's not as good for giving people a variety of customization choices either. If the purpose of the options is to allow users to customize their experience, they should really all be available. If there's a concern that people will ruin their game with unintended options, then the choices need to be made clearer. The recent update doesn't seem to address either issue.