Deimos Revisited

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Sniper 109
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Deimos Revisited

Post by Sniper 109 » Thu Sep 17, 2009 22:51

Well I decided to give you guys a taste of my current wip. This is a sequel of KDiP, although this isn't a remake of e2. It has the e2 style but its a brand new map. It includes No dead ends with switches, interesting fight setups, a small puzzle, and Vanilla doom compatibility!
Now you'll probably be wondering why is the sky just red? its just a red texture and flat. Why would I do something like that? Because I want the next map to have a different coloured sky. So why not just use mapinfo? :chuckle:


Screenshots
Spoiler:
Spoiler:
Download beta:
http://www.filefront.com/14009071/deim_vb.wad

Whoo
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Re: Deimos Revisited

Post by Whoo » Fri Sep 18, 2009 1:48

There's a time when remakes need to stop being made.

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InsanityBringer
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Re: Deimos Revisited

Post by InsanityBringer » Fri Sep 18, 2009 2:11

The red sky is still stupid and a waste of time. I'd rather see the same sky on all levels rather than look at eye-destroying-255 brightness-solid colors.

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wildweasel
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Re: Deimos Revisited

Post by wildweasel » Fri Sep 18, 2009 6:21

Whoo wrote:There's a time when remakes need to stop being made.
He did say it's not a remake.

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Alter
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Re: Deimos Revisited

Post by Alter » Fri Sep 18, 2009 6:24

Sniper109 you really should change the sky even if it's the placeholder. It automatically makes your shots look worse to everyone because it hurts our eyes. Dude you should just change back to the original sky, it would be the best option, outside the sky issue, it does not look bad.

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Sniper 109
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Re: Deimos Revisited

Post by Sniper 109 » Fri Sep 18, 2009 12:37

Whoo wrote:There's a time when remakes need to stop being made.
Sniper 109 wrote:this isn't a remake of e2.
Read before you post. I even uploaded a demo how can you call this a remake?
InsanityBringer wrote:The red sky is still stupid and a waste of time. I'd rather see the same sky on all levels rather than look at eye-destroying-255 brightness-solid colors.
I'm going to touch up the sky it won't be as eye hurting next time.
Last edited by Sniper 109 on Sat Oct 10, 2009 19:22, edited 1 time in total.

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Re: Deimos Revisited

Post by PeskySaurus » Mon Sep 28, 2009 14:10

hey sniper, its spriter i kinda remember you. anyways this looks sweet, but whats the story? (not that it matters much). is it like .. unvisited bases on deimos? can't wait to play though, im quite a fan of vanilla doom style (note my project using very little zdoom enhancemnts)
"Maybe one day I can figure it out, till then I just put another cigarette out, pull up a chair, open a brew, sit on the porch, and do what I do..." -Rehab

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Sniper 109
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Re: Deimos Revisited

Post by Sniper 109 » Fri Oct 02, 2009 0:36

Well Its not really unvisited bases on Deimos. Its just my own version of the bases. Right now I'm working on the final boss and finishing up map03. Even though I'd only have one map left to do. I'm pretty busy with other things like school, parties and shit like that. The project will likely be released around early December.

I think I remember inviting you to join the Doom64 II project, but unfortunately I was put into purgatory so I can't check my PM's on skulltag.

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