Tortured Transmission: Alpha v1 Hotfix! (Repost)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ted
 
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Tortured Transmission: Alpha v1 Hotfix! (Repost)

#1

Post by Ted » Tue Feb 04, 2014 7:00 am

Authors:
Master Garo: Arrangement, Coding, Sound Artist, Sprite Artist, Lead Director.

HorrorMovieGuy: Major Sprite Artist.

Ahri/Dizzy: Beta Tester, Judgment, Support.

Gamenerd64: Balancing Adviser, Resource/Idea Contributor, Sprite Artist.

Ted: Honorary Doughnut Consumer, Minor Sprite Artist, Balancing Adviser, Idea Contributor, Timewaster That Had To Write All Of This Down.

FSR: Judgment, Support, Awesome Ideas.

Credits:
[spoiler]Overall Mod Credits:

Sprite Credits:

Fist: Doom original sprite, edited by Master Garo.

Chainsaw: Doom Press Release Beta, edited by Master Garo.

Gauntlet: Redneck Rampage.

Pistol: Doom Press Release Beta, edited by Master Garo.

Lapua Magnum Rifle: Doom Alpha v0.5, edited by Master Garo.

.357 Magnum: Powerslave NTSC, Exhumed PAL, edited by Master Garo. Hand sprite originally from Doom Press Release Beta.

Shotgun: Doom v1.1, edited by Master Garo.

DB-Shotgun: Doom 2, edited by Master Garo. Gunstock from Doom v1.1.

Machinegun: Doom Alpha v0.5, edited by Master Garo.

Chaingun: Doom, Shinemaps by Master Garo, Transition frames by HorrorMovieGuy.

Rocket Launcher: Doom, edited by Master Garo.

Napalm Launcher: Rise of the Triad, edited by Master Garo.

Plasma Rifle: Doom, edited by Master Garo.

Lightning Gun: Doom/Doom 64, edited by Master Garo and HorrorMovieGuy, inspired by Quake.

BFG9000: Doom, edited by Master Garo.


Gore:

Flying Blood: Original Sprite by HorrorMovieGuy.

Impact Blood: Powerslave NTSC, Exhumed PAL, edited by Master Garo.

Wall Decals: Doom 3, edited by Master Garo.

Floor/Ceiling Actor: Original sprite by Master Garo and HorrorMovieGuy.

3d Blood Model: Original model by Master Garo, using Milkshape 3d, program suggested by Strikerman780. (Thanks Strikerman780!)

Gib Chunks: Shadow Warrior, Duke Nukem 3d, Powerslave NTSC/Exhumed PAL, Strife.

Blood Drip: Blasphemer, edited by Gamenerd64.

Effect Sprites:

Liquids: Doom, Sonic Adventure, Ocarina of Time Hi-Res, Shadow Warrior, edited and animated by Master Garo.

Liquid Splash: Recolored flying blood, original sprite by HorrorMovieGuy.

Fire: Doom 64/Sonic Adventure (GameCube)

Smoke: Army Men: Sarge's War (GameCube)

Bullet Sparks: Original Sprites by Master Garo/HorrorMovieGuy, blue sparks recolored by Ted.

Flares: Original production by Master Garo, using Gimp.

Particles: Original Production by Master Garo, using Gimp.

Center Bulletpuff Animation: Google Images.

Bullet Decal: Google Images.

Generic Firedeath: Gamenerd64 for Palette Translation, Master Garo for Coding.

Electricity Effects: Strife, edited by Master Garo.

Bullet Tracers: Original sprite by HorrorMovieGuy.

All other effects courtesy of Doom/Heretic/Hexen/Strife/Doom 64.


Pickup Sprites:

Hand Grenade: Powerslave NTSC, Exhumed PAL, edited by Master Garo, color suggestion by Ted.

Grenade Pickup Sprite (Machine Gun): Marathon 2, edited by Master Garo, color suggestion by Gamenerd64/Ted.

Sawblade Sprites: Redneck Rampage.

Sawblade Box: Doom/Redneck Rampage, edited by Master Garo.

Pistol Clip Sprite: Original sprite by Master Garo, made from a photograph taken by Master Garo.

Lapua Clip Sprite: Doom Alpha v0.5.

Lapua Box Sprite: Doom/Blood, edited by Gamenerd64.

.357 Chamber Sprite: Powerslave NTSC, Exhumed PAL.

.357 Box Sprite: Doom, edited by Gamenerd64.

Shotgun Shells: Doom, edited by Master Garo.

Shotgun Shellbox: Doom, edited by Master Garo.

Machinegun Clip: Unknown Source, edited by Gamenerd64.

Machinegun Clip Box: Duke Nukem 3d, edited by Gamenerd64.

Chaingun Belt: Powerslave NTSC, Exhumed PAL, edited by Gamenerd64.

Chaingun Box: Duke Nukem 3d.

Rocket (Single): Doom, edited by Master Garo.

Rocket Box: Doom, edited by Master Garo.

Napalm Canister: Original sprite by Master Garo.

Napalm Canister Box: Doom, edited by HorrorMovieGuy.

Plasma Cell: Doom, edited by Master Garo.

Plasma Cell Pack: Doom, edited by Master Garo.

Stimpack: Duke Nukem 3d, edited by Master Garo.

Medikit: Duke Nukem 3d.

Armor Sprites: Quake 2, edited by Master Garo.

Soulsphere: Doom, edited by Master Garo.

Invulnerabilitysphere: Doom, edited by Master Garo.

Megasphere: Doom, edited by Master Garo.

Vipersphere: Original sprite by Master Garo, sphere icon edited by Master Garo.

Computer Area Map: Doom, edited by Master Garo.

Infrared: Duke Nukem 3d.

Gauntlet Pickup: Redneck Rampage.

Chainsaw Pickup: Doom.

Pistol Pickup: Skulltag, edited by Master Garo.

Lapua Pickup: Doom, edited by Master Garo.

.357 Pickup: Powerslave NTSC, Exhumed PAL, edited by Master Garo.

Shotgun Pickup: Doom.

DB-Shotgun Pickup: Doom 2.

Machinegun Pickup: Doom Alpha v0.5.

Chaingun: Doom.

Rocket Launcher: Doom.

Napalm Launcher: Rise of the Triad.

Plasma Rifle: Doom.

BFG9000: Doom.

Lightning Gun: Doom/Doom 64, edited by HorrorMovieGuy.

All Keys: Doom, edited by Master Garo and Gamenerd64.

Other Sprites courtesy of Doom/Heretic/Hexen/Strife/Doom 64, some edited by Master Garo.


Projectiles:

Sawblade Projectile Sprites: Frisbee Animation by Master Garo.

Grenade Projectile Sprite (Machine Gun): Skulltag Grenade, edited by Master Garo, color suggestion by Gamenerd64/Ted.

Rocket: Doom, edited by Master Garo.

Plasma: Doom, edited by Master Garo.

BFG Ball: Doom, edited by Master Garo.

Napalm Blast: Blood.

Imp Fireball: Hexen.

Hellknight Fireball: Doom 64.

Female Imp Plasma: Hexen.

Revenant Missiles: Strife.

Mancubus Fireballs: Doom 64, edited by Master Garo.

Arachnotron Plasma: Doom, edited by Master Garo.

Cacodemon Lightningball: Heretic.

BFG Tracer: Doom 64.

All Other Projectiles: Doom/Heretic/Hexen/Strife/Doom 64.


Monsters:

All based from Doom 2.

Mancubus Death Animation: Doom, edited by HorrorMovieGuy.

Bruiser: Baron of Hell heavily edited by HorrorMovieGuy.

Headless Revenant Death: Doom 2 Revenant, edited by HorrorMovieGuy.

Female Imp: Doom Imp, heavily edited by HorrorMovieGuy.

Corpses: Doom, edited heavily by HorrorMovieGuy.

New Default Player Skin: Doomguy Skin, edited by Master Garo.

Crosshairs: Inspired by multiple FPS games, edited in by Master Garo.
List includes Goldeneye, Donkey Kong 64, Banjo Kazooie, google images.

Props:

All based from Doom.

Torch Stands/Light Poles: Doom, lightly edited by Master Garo.


Sounds:

Fist: Doom 3, Super Smash Bros JAP

Chainsaw: Doom 3, Google.

Gauntlet: Unreal, Quake 4.

Pistol: Killing Floor, Super Smash Bros Melee, Half Life 1, Unreal 2.

Lapua: Killing Floor, Google.

.357: Doom 3 Alpha, Half Life 2.

Shotgun: Team Fortress 2, Goldeneye, Half Life 2.

DB-Shotgun: Half Life 1.

Machinegun: Quake 4, Doom 3, Half Life 2 Beta.

Machinegun (Grenade Launcher): Quake 4, Goldeneye.

Chaingun: Unreal, Quake 4.

Rocket Launcher: Quake 2, Quake 3.

Napalm Launcher: Quake 4, Army Men: Sarge's War (Gamecube).

Plasma Rifle: Doom 3, Doom 3: Resurrection of Evil.

BFG9000: Doom 3, Legend of Zelda: Wind Waker (Gamecube)

Lightning Gun: Doom 3, Quake 4, Unreal.

Monster Sounds: Doom 3.

Arachnotron Sounds: Metal Sonic (Sonic Adventure 2).

Generic Weapon Pickup: Army Men: Sarge's War (Gamecube).

Generic Ammo Pickup: Army Men: Sarge's War (Gamecube).

Medikit/Stimpack Pickup: Doom 3.

Powerup Sound: Doom 3.

Vipersphere Sound: Quake 4.

Infrared Sound: Quake 2 Mission Packs.

Allmap Sound: Army Men: Sarge's Heroes (N64)

Secret Found Sound: Army Men: Sarge's Heroes Instrument Bank (N64, ripped with N64 Sound Tool by Icemario and Subdrag).

Player Sounds: Doom 3.

Taunt: Evil Dead 2. (Bruce Campbell)

Armor Bonus Pickup: Quake 2.

Armor Pickup: Quake 2, Unreal.

Health Bonus Pickup: Unreal.

Key Pickup: Space Station Silicon Valley.

Ambient Sounds:

Flies - Quake 2, Doom 3.
Lamps - Doom 3, google.
Torch - Quake 1.
Worms - Doom 3.

Rocket: Killing Floor, Super Smash Bros., Super Smash Bros. Melee, Doom 3.

Plasma: Doom 64/Doom 3.

Hellknight Fireball: Doom 64.

Cacodemon Lightningball: Ocarina of Time.

BFG Ball Sounds : Doom 3, Legend of Zelda: Wind Waker.

Arachnotron: Doom 64.

Hellknight: Doom 64.

Imp: Hexen.

Female Imp: Doom 3 - Resurrection of Evil.

Bruiser Sounds: Doom 3 - Resurrection of Evil.

Explosions: Killing Floor, Super Smash Bros., Super Smash Bros. Melee, Doom 64.

Gore Sounds: Doom 3, Joe Cartoon, Flash Games.

Bullet Impact Sounds: Half Life 2.

Bullet Richochets: Rise of the Triad, Wind Waker.

Burn Death Sounds: Ocarina of Time.

Electricity Death Sounds: Super Smash Bros., Super Smash Bros Melee.

Weapon Sounds: Remastered by Master Garo.

Title/Intermission Music: Jeremy Mcgrath Supercross 2000 (PSX).

Coding:

100% original coding/acs by Master Garo.

ACS: Square Root taken from ZDoom Wiki.[/spoiler]

Tortured Transmission was in development for over half a year to deliver game changing tactics to the world of Doom; In this mod, you won't be able to blindly gun through every level without taking some serious damage, or dying. It heavily encourages tactical gameplay as well as raises the difficulty roof of Doom to a new level, while at the same time providing the players with new ways to go about each level and to defeat every enemy. We at FSR hope you enjoy the mod and have fun learning how the mod works.

Tortured Transmission, overall, attempts to make Doom more immersive and modern by including various unique features, such as:

-Cool, new looking effects
-Ambient Sounds for Map Props
-New terrains, for more of a fluid-like look, double layered with 64 frame animations
-Modernized Sounds, with extended bass frequencies for that extra pow, customizing some into Stereo as well

This mod attempts to integrate new features like these without being too lag-inducing or too resource consuming.

There are also new weapons, along with remastered weapons from Doom and Doom 2 that you've come to know and love, including:

Gauntlet!
Chainsaw!
Fists!
Doom Pistol!
Shotgun!
DB-Shotgun!
Lapua Magnum Rifle!
.357 Magnum!
Machinegun!
Chaingun!
Rocket Launcher!
Napalm Launcher!
Plasma Rifle!
Lightning Gun!
And the last, but certainly not least, BFG9000!

All of the weapons in this mod feature new sounds as well as 1-tic animations that provide a smooth, seamless feel like no other, and most of them also include a reload function that you have to bind to a key in the controls menu. A few of these weapons also make use of the alt-fire key, so make sure it's set as well!

Along with these new features and weapons, Tortured Transmission comes built in with our brand of walljumping, named Parkcore. To use this, all you have to do is jump up and then press a direction away from a wall or flat surface, then press jump again. This can also be used to jump off of enemies as well, though this is ill-advised, considering most enemies are extra-deadly at close range proximity.

For those that don't like walljumping for the fear that it can break maps and such like that, it can be turned off by using the rcon command:

[spoiler]rcon fsr_disableparkcore 1[/spoiler]

Screenshots:
[spoiler]Image
Image
Image
Image[/spoiler]

You can download the mod here.

Disclaimer: This mod is intended for play in OpenGL. This mod adds not only new visuals but also alters the gameplay and feel of Doom/Doom 2.
If you are going to provide criticism for this mod, please be sure to make it constructive criticism; If you don't like something, tell us why in a civilized manner and what we can do to make this better. Do remember that this is Version 1 of an Alpha mod, not the finished, perfected end result.
Last edited by Ted on Wed Feb 05, 2014 9:38 am, edited 1 time in total.

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Ænima
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RE: Tortured Transmission: Alpha v1! (Repost)

#2

Post by Ænima » Tue Feb 04, 2014 1:04 pm

Ted wrote: Fire: Doom 64/Sonic Adventure (GameCube)
Huh. What part of the sprite was from Sonic Adventure?
Ted wrote: 100% original coding/acs by Master Garo.
o rly?


Few more things (just so you don't try to report my post for being "pointless"):

The blood, fire, and smoke are basically Brutal Doom, even if they really weren't copy+pasted. They are way too opaque, spawn way too many actors, and block your vision often, just like BD.
Spoiler: (Open)
Image
Image
yes that's only from being shot by ZOMBIEMEN. imagine getting shot by shotgunners or chaingunners

Ted wrote: -Shinemapped and Gleaming/Glossy Weapons
These "shinemapped" weapons look pretty bad, almost as if the gunmetal has been corroded or warped. And all you really did was layer this image from the Zandro/GZDoom pk3 over the weapon sprite.
[spoiler]Image
Image
Image
Image[/spoiler]



The spark effects look really dull. They're too slow to look like debris gunshot/lazer debris. They just look like a shower of oversized rice falling out of the wall.
[spoiler]Image[/spoiler]

Ted wrote: Disclaimer:
If you are going to provide criticism for this mod, please be sure to make it constructive criticism;
irony > 9000
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Ted
 
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RE: Tortured Transmission: Alpha v1! (Repost)

#3

Post by Ted » Tue Feb 04, 2014 5:50 pm

Ænima wrote:
Ted wrote: Fire: Doom 64/Sonic Adventure (GameCube)
Huh. What part of the sprite was from Sonic Adventure?
Ted wrote: 100% original coding/acs by Master Garo.
o rly?


Few more things (just so you don't try to report my post for being "pointless"):

The blood, fire, and smoke are basically Brutal Doom, even if they really weren't copy+pasted. They are way too opaque, spawn way too many actors, and block your vision often, just like BD.
Spoiler: (Open)
Image
Image
yes that's only from being shot by ZOMBIEMEN. imagine getting shot by shotgunners or chaingunners

Ted wrote: -Shinemapped and Gleaming/Glossy Weapons
These "shinemapped" weapons look pretty bad, almost as if the gunmetal has been corroded or warped. And all you really did was layer this image from the Zandro/GZDoom pk3 over the weapon sprite.
[spoiler]Image
Image
Image
Image[/spoiler]



The spark effects look really dull. They're too slow to look like debris gunshot/lazer debris. They just look like a shower of oversized rice falling out of the wall.
[spoiler]Image[/spoiler]

Ted wrote: Disclaimer:
If you are going to provide criticism for this mod, please be sure to make it constructive criticism;
irony > 9000
I'm gonna reply to this starting from the top going down.

Garo said he thinks the fire is from one of Amy's attacks. He used it for one of the archvile's new actions.

Claiming the blood or anything else is "brutal doom" is completely false since they're originals or sourced from DOS games. Don't bring this up again. Sgt. Mark IV wasn't the first guy to ever do gore or blood of any sort in games, and he won't be the last. The last time I checked, as well, this was TT's thread, not Brutal Doom's. The blood only appears for a split second before it drops. It does not float midair like your screenshot suggests, blocking your view.

Saying the shinemapped weapons looks bad is just a matter of opinion on your part. I can think of several of your weapon sprites that don't look peachy, but I don't go out of my way to point it out because people have different art styles and ways they want to do their guns. Shinemapping was applied to guns to give them a sort of gleam, seeing as most of these are metal and constantly have light on them; In the case that you're in a dark room, it'll be too dark to see them anyway, unless you have the gamma really high. Doom set the original gamma at 1.0. (PS. That wasn't the image Garo used, but nice guess.)

Again, saying the sparks look dull is another matter of opinion. We all personally agree that they're quite fast enough as it is; Take a look at some sparks falling sometime. They aren't super fast to fall. They're also something that's hardly done in doom, if it has even been done before at all; A full 16 frame rotation on each one, which emulates the effect of 3d in Zandronum without actually needing models.

Don't bring drama from another thread into my thread, please. I posted this here for the mod Tortured Transmission and for those wanting to talk about it. If you want to discuss something from another thread with me, feel free to PM me or message me on IRC. I use the same name on IRC, and we've talked before.

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RE: Tortured Transmission: Alpha v1! (Repost)

#4

Post by Hammerfest- » Tue Feb 04, 2014 6:19 pm

These "shinemapped" weapons look pretty bad, almost as if the gunmetal has been corroded or warped. And all you really did was layer this image from the Zandro/GZDoom pk3 over the weapon sprite.
[spoiler]
It looks like they put some Glad transparent wrap made for sandwiches and wrapped them all over the gun.
Disclaimer:
If you are going to make fun of us for using stuff we stole, please make sure its rather appropriate.
Spoiler: 100% Original (Open)
Image
I'm surprised you guys really have the audacity to repost this after people pretty much found you out, I'll give you that. But...no, go away and stay away.

ADD
Claiming the blood or anything else is "brutal doom" is completely false since they're originals or sourced from DOS games.
Which DOS games did it (The Blood, at least) come from? Did you give them credit for it? I don't see any reason to not give them credit.
Don't bring drama from another thread into my thread, please. I posted this here for the mod Tortured Transmission and for those wanting to talk about it. If you want to discuss something from another thread with me, feel free to PM me or message me on IRC. I use the same name on IRC, and we've talked before.
You'll claim people are bullying you and giving you and your little group shit, so I'd rather do it here and call you out on it.
Last edited by Hammerfest- on Tue Feb 04, 2014 6:23 pm, edited 1 time in total.
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RE: Tortured Transmission: Alpha v1! (Repost)

#5

Post by TerminusEst13 » Tue Feb 04, 2014 6:21 pm

Ted wrote:Saying the shinemapped weapons looks bad is just a matter of opinion on your part. I can think of several of your weapon sprites that don't look peachy, but I don't go out of my way to point it out because people have different art styles and ways they want to do their guns.
This is probably the worst way to respond to criticism.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Tortured Transmission: Alpha v1! (Repost)

#6

Post by Ijon Tichy » Tue Feb 04, 2014 6:33 pm

Ted wrote: Shinemapping was applied to guns to give them a sort of gleam, seeing as most of these are metal and constantly have light on them
Spoiler: GLEAM (Open)
Image

do you have the slightest clue how lighting actually works? because I can safely tell you metal doesn't have a shitty wispy texture on top of it because it's metal.

metal has a gleam because it reflects more light, and doesn't scatter it around as much. the bright spots are brighter, and the dark spots are darker because of that.

it does NOT look like someone just puked all over it and tried to pass it off as a shine map.

seriously that chainsaw looks absolutely fucking horrible.
Last edited by Ijon Tichy on Tue Feb 04, 2014 6:33 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#7

Post by Popsoap » Tue Feb 04, 2014 6:52 pm

Oh boy, I'm gonna have tons of fun pointing out problems with your post.
Ted wrote:Don't bring this up again.
Wonderful attitude to adopt. You asked for critique, you received it.
Ted wrote:The last time I checked, as well, this was TT's thread, not Brutal Doom's.
But Ænima was comparing the two...
Ted wrote:Saying the shinemapped weapons looks bad is just a matter of opinion on your part.
They do look bad. Besides, claiming they look good is also a matter of opinion.
Ted wrote:I can think of several of your weapon sprites that don't look peachy, but I don't go out of my way to point it out because people have different art styles and ways they want to do their guns.
And you blatantly went off topic yourself by patronizing him.
Ted wrote:Don't bring drama from another thread into my thread, please.
Then don't start drama by acting like this.
Ted wrote:I posted this here for the mod Tortured Transmission and for those wanting to talk about it.
Ænima and everyone else DID talk about it.
Last edited by Popsoap on Tue Feb 04, 2014 7:08 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#8

Post by iSpooks » Tue Feb 04, 2014 7:21 pm

While I could repeat what everyone has said in terms of flaws, I won't. I'm just gonna repeat what I said:

"<+iSpook> ... That's like brutal doom and fucking HD rolled into one fucking abomination of a mod."

Edit: and I say this as an opinion, I gave the thing an honest play-through and that's what it felt like to me.
Last edited by iSpooks on Tue Feb 04, 2014 7:23 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#9

Post by The Toxic Avenger » Tue Feb 04, 2014 7:25 pm

Hey I just noticed. The bandcamp you linked as your title/intermission music source. None of that stuff there is free, and it's all paid stuff.

I'm pretty sure that's not the most legal thing to be using in your wad.
Last edited by The Toxic Avenger on Tue Feb 04, 2014 7:28 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#10

Post by Ted » Tue Feb 04, 2014 7:28 pm

Ijon Tichy wrote:
Ted wrote: Shinemapping was applied to guns to give them a sort of gleam, seeing as most of these are metal and constantly have light on them
Spoiler: GLEAM (Open)
Image

do you have the slightest clue how lighting actually works? because I can safely tell you metal doesn't have a shitty wispy texture on top of it because it's metal.

metal has a gleam because it reflects more light, and doesn't scatter it around as much. the bright spots are brighter, and the dark spots are darker because of that.

it does NOT look like someone just puked all over it and tried to pass it off as a shine map.

seriously that chainsaw looks absolutely fucking horrible.
It's kind of hard to replicate true light gleam in a game that supports textures, not models. The original doom had light shining off the weapons themselves; This just adds a different variation of it. It was just a new, original look Garo was trying to do to add a bit more detail to the guns since there's light EVERYWHERE and most of the guns are metal, and to make us stand out from other mods. If nobody tried to do new things, modding wouldn't even be here today.

He's also informed me that he removed the gleam on the guns earlier today, due to some of the people in FSR liking it and some disliking it. It will be included in an extra wad hotfix for the mod, that also fixes a lag issue that some script error was causing.

Was there any other complaints you had with the mod? If so, how could they be fixed? Also, I noticed you failed to comment whatsoever on the gameplay, which this mod is highly based around. Could you please take a more in-depth view into the mod before picking one thing you dislike out of the whole thing and proceeding to tear down the whole mod just because you dislike it?

http://zandronum.com/forum/showthread.p ... 6#pid54733
Something akin to this, I imagine.

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RE: Tortured Transmission: Alpha v1! (Repost)

#11

Post by TerminusEst13 » Tue Feb 04, 2014 7:33 pm

Ted wrote:Also, I noticed you failed to comment whatsoever on the gameplay, which this mod is highly based around. Could you please take a more in-depth view into the mod before picking one thing you dislike out of the whole thing and proceeding to tear down the whole mod just because you dislike it?
...but he didn't.
All he said was that the guns look bad, which you yourself are admitting Garo is going to be replacing due to not everyone liking them. He didn't "tear down the whole mod".

Seriously, this is a terrible way to respond to criticism.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
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RE: Tortured Transmission: Alpha v1! (Repost)

#12

Post by Dusk » Tue Feb 04, 2014 7:35 pm

<+Dusk> also
<+Dusk> how does one even go about torturing a transmission
<+Dusk> the name doesn't make any sense

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RE: Tortured Transmission: Alpha v1! (Repost)

#13

Post by Ijon Tichy » Tue Feb 04, 2014 7:36 pm

Ted wrote: It's kind of hard to replicate true light gleam in a game that supports textures, not models.
eriance seems to be able to do it!
blox seems to be able to do it to some extent (although sharp edges + blox = lolno)!

something being hard does not excuse you fucking up
see: challenger going kaboom
If nobody tried to do new things, modding wouldn't even be here today.
if nobody took a look at their own work and realized what worked and what didn't, we wouldn't have engineering, science, computers, mathematics, or really anything based off of logical processes
what's your point?
Could you please take a more in-depth view into the mod before picking one thing you dislike out of the whole thing and proceeding to tear down the whole mod just because you dislike it?
last I checked, I only took a punch at the horrible 'shine'-map
nice trying to make me look like the bad guy, though!
Last edited by Ijon Tichy on Tue Feb 04, 2014 7:38 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#14

Post by Ænima » Tue Feb 04, 2014 7:37 pm

Dusk wrote:
<+Dusk> also
<+Dusk> how does one even go about torturing a transmission
By not using the clutch. :V
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RE: Tortured Transmission: Alpha v1! (Repost)

#15

Post by Popsoap » Tue Feb 04, 2014 7:38 pm

Ted wrote:If nobody tried to do new things, modding wouldn't even be here today.
Major flaw with this reasoning, the changes actually need to have an improvement to the existing product.

It would be like saying that installing software to slow down your computer is "an attempt to innovate computer software."
Last edited by Popsoap on Tue Feb 04, 2014 7:41 pm, edited 1 time in total.

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RE: Tortured Transmission: Alpha v1! (Repost)

#16

Post by Ted » Tue Feb 04, 2014 9:56 pm

Ijon Tichy wrote:
Ted wrote: It's kind of hard to replicate true light gleam in a game that supports textures, not models.
eriance seems to be able to do it!
blox seems to be able to do it to some extent (although sharp edges + blox = lolno)!

something being hard does not excuse you fucking up
see: challenger going kaboom
If nobody tried to do new things, modding wouldn't even be here today.
if nobody took a look at their own work and realized what worked and what didn't, we wouldn't have engineering, science, computers, mathematics, or really anything based off of logical processes
what's your point?
Could you please take a more in-depth view into the mod before picking one thing you dislike out of the whole thing and proceeding to tear down the whole mod just because you dislike it?
last I checked, I only took a punch at the horrible 'shine'-map
nice trying to make me look like the bad guy, though!
Nah, Ijon, I wasn't trying to make you look like the bad guy, just asking you to look at the mod more in depth. What did you think of the gameplay? New monsters? How the weapons felt? Difficulties? Talking about the weapon sprites just scratches the surface; This is NOT just a visual mod, it's a gameplay mod as well.

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RE: Tortured Transmission: Alpha v1! (Repost)

#17

Post by mifu » Tue Feb 04, 2014 11:29 pm

Ok i just tried this mod.

With all the gore and stuff, it feels like brutal doom imo, which is bad.
It's bad because it was already done. I think you guys need to go back to the drawing board and come up with some new gameplay. Maybe make some maps too?

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RE: Tortured Transmission: Alpha v1! (Repost)

#18

Post by Dusk » Tue Feb 04, 2014 11:33 pm

The Toxic Avenger wrote: Hey I just noticed. The bandcamp you linked as your title/intermission music source. None of that stuff there is free, and it's all paid stuff.

I'm pretty sure that's not the most legal thing to be using in your wad.
I like how this concern was pretty much ignored. This topic should be trashed if this is the case.

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RE: Tortured Transmission: Alpha v1! (Repost)

#19

Post by mifu » Tue Feb 04, 2014 11:35 pm

Dusk wrote:
The Toxic Avenger wrote: Hey I just noticed. The bandcamp you linked as your title/intermission music source. None of that stuff there is free, and it's all paid stuff.

I'm pretty sure that's not the most legal thing to be using in your wad.
I like how this concern was pretty much ignored. This topic should be trashed if this is the case.
I agree here. Ted, you need to get rid of the title/intermission music and pick something else, that we do not have to pay for. That's something I forgot to mention.

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RE: Tortured Transmission: Alpha v1! (Repost)

#20

Post by Ted » Tue Feb 04, 2014 11:50 pm

mifu wrote:
Dusk wrote:
The Toxic Avenger wrote: Hey I just noticed. The bandcamp you linked as your title/intermission music source. None of that stuff there is free, and it's all paid stuff.

I'm pretty sure that's not the most legal thing to be using in your wad.
I like how this concern was pretty much ignored. This topic should be trashed if this is the case.
I agree here. Ted, you need to get rid of the title/intermission music and pick something else, that we do not have to pay for. That's something I forgot to mention.
When I get ahold of Garo later I'll talk to him about changing the music. He didn't use an actual song of theirs; Just instrumentals from one. I'm gonna ask him if they were free or not. I'll let you know what I find. If they weren't free, expect a change. Sorry for the delay.
mifu wrote: Ok i just tried this mod.

With all the gore and stuff, it feels like brutal doom imo, which is bad.
It's bad because it was already done. I think you guys need to go back to the drawing board and come up with some new gameplay. Maybe make some maps too?
Garo does have maps in mind; He's going to be releasing some later that use the features of the mod to a decent extent.
As far as gore goes, I don't really think we're gonna remove it, nor is it necessary to do so. By the logic you gave, any mod trying to use gore is just copying brutal doom, which isn't so. There have been mods before brutal doom that made gore, like nashgore. We got the inspiration for gore from games like Quake 3 Arena, Duke Nukem 3d, Blood, Shadow Warrior, Killing Floor, Turok 2, and Doom 3. With Doom 3 specifically, it directly inspired the close up shotgun gib that we have in the mod, and the blood on the walls and such in Quake 3 Arena helped inspire our own.

Thanks for the feedback and suggestion. Would you explain what you dislike about the current gameplay in the mod?
Last edited by Ted on Tue Feb 04, 2014 11:58 pm, edited 1 time in total.

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