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Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
uhbooh replied to Faceman2000's topic in WAD Releases & Development
After reading about the dev history of Doom I felt bad for Tom Hall. Love to see Doom Bible and beta projects like these, looking forward to playing it! -
IMO the freedoom revenant looked better before they recolored it.
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In the very first Doom shareware release, noclip outside of the room with the green armor. There is a medkit mistakenly placed outside.
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If you use Slade3, there's a tool called "Colour Remap" that can recolor any paletted graphics.
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I think a cyborg dinosaur with a gun would fit best. Something like this toy here.
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Here's what I've done so far, made by playing around in audacity. My audio editing skills are a bit nooby so these might not be ready for a pull request. I also made two variants of the bfg firing sound. Sources, all licensed under CC0 For the firing sound https://opengameart.org/content/doomsday-laser-cannon-sound-effect (doomsday_laser_cannon_short) https://opengameart.org/content/spaceshipsounds (SpaceShip1) https://opengameart.org/content/512-sound-effects-8-bit-style (sfx_movement_portal1) For the impact sound https://opengameart.org/content/space-laser https://opengameart.org/content/synthesized-explosion freedoombfg.zip bfg.zip
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Alright sounds good, I'm going to put together some new BFG sounds.
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Checked out this site and there's alot of great sounds on there. Would it be appropriate to edit these and make new sounds for freedoom, or does the project only allow original recordings? I'm assuming CC0 liscense (public domain) sounds would be allowed but I'd like to check first.
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Wow! This is an incredible find, I thought the DOS source code was lost forever!
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I've gotten used to the current zombie sounds despite how low budget they sound. These new ones are alright but have some odd cuts that make them end abruptly. Some of them are also too loud and stand out from the other sound effects.
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I think that most of the music in phase 2 sounds really good. My only complaints are that, firstly, a few songs are too loud and drown out the sound effects. Maps 7, 10, and 12 in particular. Second, the title screen and level-complete songs kind of stink. Not only that, but the title is also too long to be heard in full, as the demo cuts it off. Phase 1 sounds really good as well, with the only tracks I don't like being E1M6 and the ending. The latter being so awful that my ears actually hurt listening to it.
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The Dark Soldier always looked odd to me, it seems more like an Imp than a Revenant. Octaminator looks really cool and fits the alien theme freedoom has going.
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I took a look at the map in doom builder, that is a deathmatch only area.
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I don't know if this has been posted yet, but It should come in handy for making plutonia maps. The "THE BEST" series has this text file describing what the casali brothers like in custom wads.
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I love the aesthetic of doom 2, it just looks so much better than the first game. As for the level design, I think it's fine for someone who hasn't played a pwad before.