Doom R3loaded: Zandronum Edition [Cancelled]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Sandstormer
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Doom R3loaded: Zandronum Edition [Cancelled]

#1

Post by Sandstormer » Tue Feb 20, 2018 9:04 am

Cancelled.
Last edited by Sandstormer on Fri Feb 23, 2018 1:23 am, edited 1 time in total.

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Re: Doom R3loaded: Zandronum Edition

#2

Post by Matiu » Tue Feb 20, 2018 2:58 pm

Okay looks like that you are trying to make look like a mod that has been years ago rounding everywhere that is named "Doom 3D" and is where yet alive... i think that you make it too.

Looks great to test but looks like the Models are kind of "Pixel" Models.
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Re: Doom R3loaded: Zandronum Edition

#3

Post by Echo » Tue Feb 20, 2018 5:29 pm

Sandstormer wrote:
Tue Feb 20, 2018 9:04 am
Keeping with the theme of the Quake style, the HUD weapons do not have muzzle flashes or anything like that.
Except the weapons in Quake did have muzzle flashes. Really shit-looking muzzle flashes made of polygons.

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Re: Doom R3loaded: Zandronum Edition

#4

Post by Samuzero15tlh » Wed Feb 21, 2018 11:50 pm

Heh, if Doom64 was made out with 3d models, i think that they should look like this.

I suggest you to add some textures on those models, it would add a nice touch on the items, monsters and the female marine.
Also, the mugshots from eriance are there, mind of you 3d model those mugshots? i would like to see them.

Overall good luck on the development of this. Im kinda curious.

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Re: Doom R3loaded: Zandronum Edition

#5

Post by Sandstormer » Thu Feb 22, 2018 1:33 am

Sorry for the late replies.

@MetalGuy213 : Yeah, I'm definitely going for a retro, old school 3D style with these models. Something along the lines of early N64/PS1. The crude look is intentional.

@Echo : Hmm, you're right. I said Quake 1 while thinking Quake 2. I'll most likely remake all of the HUD guns because some of them look a little too blocky.

@Samuzero15tlh: Thank you. Fatigue set in while trying to finish this initial release. I've never done an entire 3D model pack by myself, and I underestimated just how much work the whole thing would be. The quality definitely slipped as time went on, but I'm planning on cleaning up a lot of things and remaking several models (especially some of the monsters).

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Re: Doom R3loaded: Zandronum Edition

#6

Post by Ivan » Thu Feb 22, 2018 10:36 am

The models all look terrible. I mean you said you're going for an "old" look but old models looked better than those... Quake 1 looked way better than those...
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Re: Doom R3loaded: Zandronum Edition

#7

Post by Doomenator » Thu Feb 22, 2018 12:13 pm

Ivan wrote:
Thu Feb 22, 2018 10:36 am
The models all look terrible. I mean you said you're going for an "old" look but old models looked better than those... Quake 1 looked way better than those...
The problem is the animation, but not the models.
For example: http://store.steampowered.com/app/519860/DUSK/

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Re: Doom R3loaded: Zandronum Edition

#8

Post by Ivan » Thu Feb 22, 2018 1:27 pm

Spoiler: (Open)
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Yeah no I think the models are the problem here. If you wanna add animations as another potential problem source be my guest, no animation can save these from being garbage.

For the record, DUSK looks worse than Quake 1. Many people don't realize the way those old games looked like that was because they didn't have the technology of today back then, so that's the best they could do. Now it's just going backwards. Lazy and not good enough. Although I can give props to the author of DUSK as I had heard he made everything except the soundtrack by himself. But doesn't change the fact that they look like ass as well...
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Doom R3loaded: Zandronum Edition

#9

Post by Empyre » Thu Feb 22, 2018 6:08 pm

I think that the models, while far from perfect, aren't as much a problem as the textures. If you were to put about the same level of detail into the textures as the original sprites, it make a huge difference.
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Re: Doom R3loaded: Zandronum Edition

#10

Post by Doomenator » Fri Feb 23, 2018 1:11 am

Ivan wrote:
Thu Feb 22, 2018 1:27 pm
Yeah no I think the models are the problem here. If you wanna add animations as another potential problem source be my guest, no animation can save these from being garbage.
The current version does not look presentable. But i realized you don't know what you're writing about. If you change the proportions, add good textures and animation, these models will look no worse than Quake1.
But as is customarily on this forum, easier to crap. After reading your comments there is a desire to do nothing and not to post on this forum.

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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#11

Post by Sandstormer » Fri Feb 23, 2018 1:24 am

You're right. This is crap. Link pulled, project cancelled. Have a nice life :cool:

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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#12

Post by Ru5tK1ng » Fri Feb 23, 2018 2:51 am

Everyone starts somewhere. Try again when you get better at modeling.

Don't listen to Ivan, all his shit just crashes.

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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#13

Post by Mobius » Fri Feb 23, 2018 4:43 am

Ivan coming in hard on a guy just starting out meanwhile he's been modding for 10 years and DnD still crashes
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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#14

Post by Ivan » Fri Feb 23, 2018 8:52 am

Sandstormer wrote:
Fri Feb 23, 2018 1:24 am
You're right. This is crap. Link pulled, project cancelled. Have a nice life :cool:
Thanks man you too. And learn how to make good textures :cool:
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#15

Post by Sandstormer » Fri Feb 23, 2018 10:07 am

No problem. I believe this thread has outlived its usefulness. Mods, could you lock this?

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Re: Doom R3loaded: Zandronum Edition [Cancelled]

#16

Post by nax » Fri Feb 23, 2018 2:38 pm

Locked by request.

Furthermore, sandstormer, continue to work on your stuff. Practice makes perfect is a real thing. You can pm me anytime you'd like this reopened. But part of being a creator is taking criticism. Ivans feedback was poorly worded ("terrible" is not feedback if you can't explain why it's terrible and go on a tangent about dusk looking like ass) but he's not wrong that the models do need work. If you really want to make something, take the good with the bad.

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