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Posted: Tue Nov 13, 2007 14:51
by KeksDose
"KEKS YOU MANIAC YOU WANT TO BLOW UP EVERYTHING?"

...yes, and I have fun with the fixed alpha channels =)

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This is the most awesome explosion I had yet, and I didn't even work on it for a hour! \o_

Posted: Mon Dec 24, 2007 4:16
by Enjay
Heh!

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Posted: Sun Dec 30, 2007 19:31
by InsanityBringer
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I have no idea where I am going with this level as this is the third redesign. However, the level is kind of a refrence to games like Quake II where you had nice looking levels without too much detail.

Posted: Mon Feb 25, 2008 18:26
by Enjay
Props from Dark Forces - but in model format

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Courtesy of the Dark Forces mod for Jedi Outcast / Jedi Academy.

Posted: Thu Mar 06, 2008 2:21
by Enjay
I'm quite pleased how this turned out. Inspired by the "nanotech shield" used by Dr Capek in "Red Faction" I originally just drew a pixelated ball of glittery sprites around this guy on his actual attack sprites. However, I've resurrected him in GZdoom form and he can now spawn an actor attached to a spherical, rotating, translucent model that surrounds him.

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He's invulnerable whilst the ball is present making him harder to fight and allowing him to not be blown up by his own rockets if he hits a nearby wall or something with them.

I've used A_CPosRefire to keep him firing if he can see you so there are also a couple of walking frames in his attack sequence to preventing him standing and shooting at a wall if he has sight of you but his rockets can't quite get past. He will always move slightly between rockets.

I think the pink dynamic light needs to be tweaked a bit though.

Posted: Sat Mar 08, 2008 4:59
by Rex Claussen
Some screenshots from Paranoid, a work in progress for GZDooM:

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You can see all the screenshots at the Paranoid page in DooM Nexus

Posted: Sun May 11, 2008 13:01
by Azure Agony
Some screenies from my project with Jdoom models, enchanced standard Doom weapons ( own Doom Phobos mod ), custom 3d models and tons more.

Posted: Sun Jun 15, 2008 22:34
by Blade Nightflame
Playing KDiZD, with Genesis Saga, plus a OpenGL bloom mod (Mainly for Doom 3, but works under DN3D fully, but very badly under Doom.. Only under specific areas and within specific angles.. Wish GZDoom supported it better. *hinthint* :P)

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Posted: Sat Jun 21, 2008 5:47
by Dave_B
This is from my first major GZDoom project, which has just been released on Fileplanet & Planet Doom.

Posted: Mon Jun 23, 2008 22:08
by KeksDose
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I should press that red "Don't push!"-button more often. It's the ion cannon for (professor :P) Icy's superweapon collection, and I kinda like it. There's lots of stuff happening actually not shown (like the targeting sequence), but this beam should bring it to it's point. :P Also, it made me find a few new techniques for the ZDRP, and it was fun to code.

Posted: Thu Jul 24, 2008 14:26
by Rex Claussen
Some more screenshots from Paranoid, a work in progress for GZDooM:

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You can see all the screenshots at the Paranoid page in DooM Nexus

Posted: Tue Aug 12, 2008 9:20
by Karate Chris
Me and a group of people decided to play some Hexen GZDoom team deathmatch. All I can say is, it was great fun!

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There was little lag. If anyone is interested, here is the command line we used:

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-host 6 -netmode 1 -dup 2 -extratic -deathmatch +set teamplay 1 +fraglimit 25 +set dmflags 545924 +set dmflags2 64

Posted: Sat Sep 27, 2008 16:19
by Rex Claussen
Even more screenshots from Paranoid, a work in progress for GZDooM:

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You can see all the screenshots at the Paranoid page in DooM Nexus

Posted: Mon Oct 13, 2008 5:25
by InsanityBringer
I got bored today.

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So I made a Pyro-GX model for gzdoom. Ignore the crap texturing job. I never generated a full UV map before.

Posted: Mon Nov 24, 2008 0:19
by Alex-bomber_Man
Vow! Nice topic! Let me past some screenshots from my multiplayer GZDoom/Skulltag project Quaked DM.. Thats the temporary name ;)

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I create all he textures, models and sprites myself, so i would like ho hear what do you think about it :roll: