Super Doom64 - Doom 64-Style Partial Conversion (New Release)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Blade
 
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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#61

Post by Blade » Tue Nov 20, 2012 7:13 pm

A bit late for this, but here's some sprites I found on ZDoom:

http://forum.zdoom.org/viewtopic.php?f=37&t=25863

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#62

Post by Ænima » Tue Nov 20, 2012 7:22 pm

Blade wrote: A bit late for this, but here's some sprites I found on ZDoom:

http://forum.zdoom.org/viewtopic.php?f=37&t=25863
I actually remember seeing these myself a while back.


I'd highly recommend using them. And giving them some smooth animations, of course. :P
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#63

Post by StrikerMan780 » Tue Nov 20, 2012 7:31 pm

Those are already being used.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#64

Post by Ænima » Tue Nov 20, 2012 7:45 pm

OIC. Nevermind then.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#65

Post by Blade » Tue Nov 20, 2012 7:50 pm

Wow, excellent to be one step ahead!

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#66

Post by StrikerMan780 » Tue Nov 20, 2012 8:14 pm

I will add that I also made my own smooth animations for the SSG.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#67

Post by Danzoa » Tue Nov 20, 2012 10:48 pm

StrikerMan780, you've done it again.
I've been fuckin' fascinated by your works for years now, ever since i've been playing your old wads when i was like what 11-12 years old back in 2006-2007 IIRC, i've been loving them, and further on untill this present day you still manage to make my jaw drop to the floor man, really..You're the best dude.
I really wanna see this mod finished, i've always wanted something Doom64 based instead of always the same old "New-Gen" like doom mods.

When can we expect a beta of this?

-Greetings, Danzoa.
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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#68

Post by StrikerMan780 » Wed Nov 21, 2012 8:28 am

I'll probably have a beta ready in about a week or so. There's still a lot of work for me to do on the textures.

Also, new screenshot - Image
Last edited by StrikerMan780 on Wed Nov 21, 2012 11:14 am, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#69

Post by Blade » Wed Nov 21, 2012 4:53 pm

Yet again, excellent.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#70

Post by Ænima » Wed Nov 21, 2012 5:02 pm

Suggestion: Hi-res skies, possibly?
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#71

Post by StrikerMan780 » Wed Nov 21, 2012 5:59 pm

I'll be using the Skies from Doom 64 when they are ready.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#72

Post by Ænima » Wed Nov 21, 2012 6:52 pm

StrikerMan780 wrote: I'll be using the Skies from Doom 64 when they are ready.
Ooh. Yummy. The animated ones?
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#73

Post by StrikerMan780 » Wed Nov 21, 2012 6:55 pm

Both the animated fire skies and the static ones.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#74

Post by Ænima » Wed Nov 21, 2012 7:06 pm

StrikerMan780 wrote: Both the animated fire skies and the static ones.
Schweet. Just make sure they stretch/tile/whatever correctly in OpenGL. :p
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Blade
 
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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#75

Post by Blade » Thu Nov 22, 2012 1:12 am

It'd be cool if you made your own original skies.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#76

Post by StrikerMan780 » Sun Dec 09, 2012 7:51 pm

Just to inform everyone, I'm not dead, nor is this project. Personal life has gotten in the way of working on this, so progress has been very slow, but I assure you that I'll get a release out as soon as I possibly can.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#77

Post by thebestmlTBM » Mon Dec 10, 2012 1:36 pm

That Reminds me.

I just made a weapon just for an Easter Egg.
Image
This is the Force-A-Nature, It's quite similar to the Super Shotgun, but it has a short barrel and packs a blast.
This weapon is will be put in a secret location.
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#78

Post by StrikerMan780 » Sun Dec 16, 2012 4:06 am

More progress

ImageImage
Last edited by StrikerMan780 on Sun Dec 16, 2012 4:08 am, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#79

Post by Ænima » Sun Dec 16, 2012 4:15 am

Are the textures functional replacements for the Doom2 ones? In other words, could you play SD64 on any mapset, or are those screenshots just manually-retextured UDM3 maps?
Last edited by Ænima on Sun Dec 16, 2012 4:16 am, edited 1 time in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#80

Post by StrikerMan780 » Sun Dec 16, 2012 4:23 am

They are full replacements for Doom2 Textures. No modification has been made to any maps. (Besides, I cannot modify the UDM3 maps without triggering a shitfest.)

As for the sky and fog, those were added via a MAPINFO patch.
Last edited by StrikerMan780 on Sun Dec 16, 2012 4:26 am, edited 1 time in total.

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