Screenshots

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Dave_B
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Screenshots from Doom 2 Evolved

Post by Dave_B » Tue Dec 02, 2008 11:38

Here's a couple of screenshots from my latest WAD, Doom 2: Evolved...[/img]
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EVO3.png
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EVO1.png
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Alex-bomber_Man
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Post by Alex-bomber_Man » Fri Dec 05, 2008 20:00

Hmm.. looks nice, but as for me - it needs more details =)

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Graf Zahl
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Post by Graf Zahl » Sat Dec 06, 2008 0:56

Please use the discussion thread for discussion. Thank you!

DiViNiTY
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Post by DiViNiTY » Fri Jan 09, 2009 13:12

I made a Video about The Ultimate Torment & Torture Doom 2 MOD.

http://www.youtube.com/watch?v=S8dRs-CdTII

DiViNiTY

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Enjay
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Post by Enjay » Mon Jan 12, 2009 20:12

Strife tube guys (and variations) in model format - kind of. The tubes are models, the guys are still sprites. I like that combination (ie scenery models, humans sprites) when the enemies and player are not models.

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The sprites are set up in DECORATE to spawn a model tube around them when they first appear.

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Alex-bomber_Man
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Post by Alex-bomber_Man » Sat Jan 17, 2009 16:01

Here are new screenshots from QDM:

DM01

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Rocket launcher alter fire mode - homing missile. But you have to get a target on your crosshair first:

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And ofcourse a rocket counter on the backscreen:

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DM02

blaster flashlite :) Useful on some of the maps:

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Teleport station effect:

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teleportation/spawn effect:

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DM03

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tomb of lava:

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nailgun in action:

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reloading shotgun:

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new-style blood effects:

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Alex-bomber_Man
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Post by Alex-bomber_Man » Sat Jan 24, 2009 23:46

new weapon.. Eltragun. some kind a hybrid of railgun and plazmagun :)

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ricocheted energy bolt:

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Post by Alex-bomber_Man » Tue Jan 27, 2009 14:35

Here you are a few new screenshots from qddm04: slime cathedral

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Enjay
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Post by Enjay » Sat Feb 07, 2009 19:11

Remember, the Force will be with you, always... Image

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Post by Alex-bomber_Man » Sat Feb 28, 2009 14:40

me against :) Here are some shots from map05: Outer Base

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InsanityBringer
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Re: Screenshots

Post by InsanityBringer » Sat Jun 27, 2009 0:21

a day or 2 of thinking + 15 minutes to implement = fake dynamic light shadowcasting

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Granted, actual shadowcasting and directional light would be nice (and probably more possible with a light shader :P), but I don't expect it anytime soon.
Last edited by InsanityBringer on Sun Aug 08, 2010 1:49, edited 1 time in total.

Guest

Re: Screenshots

Post by Guest » Sat Jun 27, 2009 11:08

[edit by Enjay]
Post moved to screenshot discussion thread
http://forum.drdteam.org/viewtopic.php? ... 303#p37303
[/edit]

Guest

Re: Screenshots from Doom 2 Evolved

Post by Guest » Thu Jul 02, 2009 6:36

Post moved here: http://forum.drdteam.org/viewtopic.php? ... 343#p37343
Next person I see post in this thread without screenshots will be warned.
It should have been obvious from Enjay's move that you are not supposed to do that.
Last edited by Rachael on Thu Jul 02, 2009 8:37, edited 2 times in total.
Reason: Moving post

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Dave_B
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Re: Screenshots

Post by Dave_B » Tue Dec 01, 2009 2:56

Some developmental screenshots from a hub based WAD I'm working on at the moment:
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Screen4.png
Screen4.png (208.78 KiB) Viewed 4916 times
Screen2.png
Screen2.png (257.44 KiB) Viewed 4916 times
Screen1.png
Screen1.png (175.18 KiB) Viewed 4916 times

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Janitor
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Re: Screenshots

Post by Janitor » Mon Dec 21, 2009 5:35

Image

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