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/vr/ - Retro Games

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>> No.9281864 [View]
File: 31 KB, 642x427, 1662108749903365.png [View same] [iqdb] [saucenao] [google]
9281864

>>9277746
>>9277754
94 Protons Of /vr/ - Beta v0.1 is finally released!
Get IT here: https://mega.nz/file/ewZ3wIbR#52t95t7WnUqBc3YM4t_kbt9N6T04yk1ZgmP8X5GNR78

Necessary for playing with GzDoom: https://mega.nz/file/P4hh0IpJ#tQX9Z9BiBOs8ap4aLac2w4Vwom5lnQJo33RhBi9bMRo

Facesplat patch for vanilla HUD in GzDoom: https://mega.nz/file/WsZEAbSb#2OpzSPX4rT4xohn4RsEd7xqbCiIScvcYGllhMVTyVPs

Facesplat patch for NC-HUD:https://mega.nz/file/bk5XjQpS#mO4hJ7YiWC8ppUhfedoB29tBikw2ruBW-2NYuOzr9dc

Notes:
>Fist, Chainsaw, Super Shotgun, Plasma, and BFG9000 are WIP.
>My own levels are WIP.
>There's currently no map with a secret exit in it, so Demon Core has to be played from the Episode select menu.
>Lucifer's Hammer does not have the 666 Specials functioning.
>Plutonica's MIDI still needs some revising.
>Peaceful Rest Valley's MIDI needs a tweak so that it loops seamlessly.
>A couple of levels have had minor tweaks in small shit like texture alignment and their start/exit teleports, etc.

>>9281047
Check this shit out.

>> No.9254181 [View]
File: 31 KB, 642x427, 1662108749903365.png [View same] [iqdb] [saucenao] [google]
9254181

>>9253635
>>9253638
>>9253642
94 Protons Of /vr/
If it's the 13th where you live, the deadline for new submissions is up.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6.5 (added flats, smallfont, ENDOOM, M_DOOM, etc)
>PROTDECO17 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of optional MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Special slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed
>E2 Boss Level: Discuss
One suggestion is a flying red Spidermind who sprays Mancubus fireballs at Plasmagun speed. Thoughts on this idea?

>Large city battle level akin to Odyssey Of Noises: Discuss
One suggestion for a larger city level was that we all take turns designing parts for it. How would we best go about this?

>Secret slaughter map, ala Go 2 It: Discuss
Multiple ideas has been suggested. One cool idea was to use an existing /vr/ map as a base and slaughterifying it, is anyone interested in this, and do they have further suggestions for a suitable candidate? Someone else suggested another approach, mind that we could have two secret slaughter maps if we wanted to.

Current Submissions: 19 Maps!

To Do:
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

WANTED: 3D Modeler, one who can do weapon stuff, one which can do monsters.

>> No.9227051 [View]
File: 31 KB, 642x427, 94endoom2.png [View same] [iqdb] [saucenao] [google]
9227051

>>9226993
I didn't want to use dithering characters since they don't really work well with the half-cell characters I've used everywhere else, so unfortunately there aren't any darker greys. I tried it with black and I still think it works pretty well. This also gave me the idea to add bullet holes and make the whole thing more worn looking. Hopefully it doesn't effect readability.
https://files.catbox.moe/9mm0qh

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