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I've got like 75 unstaged changes I need to commit lol, give me a bit to get that sorted out and it'll be good to go
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Doom 64: Unseen Evil v1.0.3 [10/14/2024] - Prepare yourself for evils unseen!
zrrion the insect replied to DrPyspy's topic in Gameplay Mods
This is looking incredible so far, though I did immediately find some overlooked assets in need of replacing lol -
[gzdoom]Retro Alphabet Showdown
zrrion the insect replied to zrrion the insect's topic in Map Releases & Development
yeah, the music part of mods isn't my strong suite. I was just excited to learn zdoom supported that music format tbh -
That's bound to "weapon state 1" That frame isn't actually used by the weapon, the animation ended up working better without that so I didn't bother adding the plasma rifle ridges to it.
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[gzdoom]Retro Alphabet Showdown
zrrion the insect replied to zrrion the insect's topic in Map Releases & Development
Working on a level with a lot of doomcute. It will be perfectly normal. -
Good news: I'm working on adding support for LoR. Bad news: The new stuff in LoR is hit-and-miss for me so "fixing" all of it will take time and probably not be for everyone. The actual goal though is to make the LoR stuff more usable in a general sense. I'm not really concerned with how it effects LoR itself tbh.
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I've seen them converted to zscript, and I did a zscript conversion myself for them in 64K+. Haven't seen them in decorate though
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| R E T R O | A L P H A B E T | S H O W D O W N | This is a set of levels I've been working on for a while now, currently the pack contains 1 dev map, 1 difficulty select, 3 normal levels, 1 secret level, and a few unfinished scraps. I'm slowly chipping away at stuff here but the original zdf theread was started in 2017 so the chipping is a slow process lol. Download here It's github so pull the source and throw that at gzdoom or pull a release if you don't care about having the most recent version. Be sure to download 64k+ so that all the custom enemies and whatnot show up.
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64K+ Started out as an enhancer but has now grown to encompass some additional features and tweaks. Weapons have been rebalanced, the gore is gorier, you can't pick up health or ammo you don't have room for and when you pick anything up the pickup message tell you how much you received from the pickup, lots of things have particle effects, and there's a whole suite of mapping resources, new decorations, and a few new monsters. Yer guns: Weapons are going to be where you feel the biggest changes as a player, everything has been adjusted so that all weapons have a role that they fill and stay useful no matter what other weapons you have, the pistol doesn't get outclassed by the chaingun, the shotgun doesn't get outclassed by the SSG, that sort of thing. Beyond rebalancing weapons also switch faster, some animations are smoother and there's a quick melee attack. (which I recently got a nice hitstop effect going for it. very nice) Yer (new) Enemies: Enemy changes to retail enemies are pretty minor but I have added some new enemies to use in levels designed around this mod, I've resisted the temptation to add every enemy under the sun here and only included enemies that fill a niche in the enemy roster that isn't filled by another enemy. So yeah I could include all 10 flavors of dark imp and a new zombie for every weapon in the arsenal but those enemies don't let mappers do anything interesting when building encounters. Instead I've kept it to a handful of enemies that are all reasonably distinct from both each other and from vanilla enemies so that their inclusion has a meaningful and interesting impact on the flow of combat. There's a few more things I'd like to add eventually if I ever get around to it and I need to give the LoR enemies a look so see what's up with them at some point as well. For the retail enemies there is a toggle in the menu for enabling tweaked behavior. Doing so will cause mancubi to randomize their firing pattern, the cyberdemon will shoot way more than 3 rockets at a time, and the spider mastermind shoots plasma instead of a hitscan attack. Other than that the only thing that has changed is the archvile who can now resurrect decorative enemy corpses and there's an XRaise state to go with the XDeath state which means the resurrection animation is now consistent w/ how the enemy died. Props and tools: In addition to adding particle effects and the like to existing props There's also a whole suite of new props and other assorted mapping tools which make decorating and structuring maps easier. Download: Get it here. It's Github so you can pull the source and load that into gzdoom directly or you can look at one of the releases but those won't necessarily be cutting edge. Try it out with Retro Alphabet Showdown if you want to see all the new stuff in action or throw it at a megawad like Perdition's Gate.
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OG post can be found here. Finally getting around to posting my stuff on doomworld. Also check out 64k+ and Retro Alphabet Showdown. Anything in either of those projects is fair game (and also play them if you have the time.) This should be most of my sprites, or at least a lot of my sprites: And this should be a decent chunk of my textures as well:
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zrrion the insect changed their profile photo
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I did source all the parts of this sprite from only id stuff or made parts from scratch on the off chance someone involved in the project sees this and wants to use it but I suspect whoever id put in charge of touching the pixels is refraining from using community works. There's a few textures in LoR that I independently made my own version of years ago (I'm thinking of the alpha sign textures that have been polished to match the yellow caution signs) but I do not blame id at all for not wanting to track down and license community content when it would be faster to have someone on their art team do it.
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Did you photo source those? I made a single chainsaw slash by cleaning up a frame of a video on youtube back in the day since I don't have an Eager Beaver to get nice photos of directly. Regardless of the base these are fantastic! Here's some LoR weapons cleaned up. Tried to make it less obvious the clam blade was made from a toy gun by getting rid of the seam in the handle and covering up the trigger guard, also wanted to use some purple since it doesn't get used enough. Flamer uses part of rifle-design iterations image 2/13 from the vault and a bit of the unused rucked launcher reload frame (and a piece of gun.lbm just to be funny) for the snout to make it look less like a hastily edited plasma rifle.
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I polished up the sprite. I may get around to attempting a recoil/cooling/whatever frame for it later.
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the coolest trick I've seen in vanilla is using a crusher to crush an exploding barrel. The barrel's explosion then pushed a voodoo doll into a teleporter and made the voodoo telefrag a cyberdemon.
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This looks like a cool idea. I'll give the rules a more careful read later and see if I can get a playable map out of it.