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ZweiHander

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About ZweiHander

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  1. ZweiHander

    NO MORE 3D CURSED MODELS FOR DOOM

    that'd be nuts, i'd love to see vertical sprite rotation but it'd also have to be used creatively to make it worth it, maybe having 'glass panels' that enemies can stand on top of or below you so you get that full verticality, would be interesting to 'force' that verticality in such an engine
  2. Hello, i'm currently coming from the Quake Modding scene with a bit of experience but nothing really published, and i'm curious on what would be the best way to make a nicely 'compatible' WAD for most doom versions. I don't plan on using any specific feature from one sourceport or other at the moment, and in relation to assets, i have my ways to limit colors within what classic doom can support and i appreciate that stylization the old palette gives, but still i hear so much about nodes and how they may cause issues, so i'd like to see if anyone else has had that goal in the past that wants to share the experience: What to avoid, tools to use, what 'path' to take, and similar.
  3. good, spawns deserve nothing but torture
  4. ZweiHander

    NO MORE 3D CURSED MODELS FOR DOOM

    This also relates to the way doom handles collision i feel, having chunkier models makes them more precise to to the 'chunkier' hitbox i assume, i'm going off Quake rules here which also have these proportions to their models, delightfully chunky
  5. ZweiHander

    NO MORE 3D CURSED MODELS FOR DOOM

    This is nuts, i love the way you made this model but yeah it'd absolutely clash in unmodified maps haha, altho this is a really fun start to seeing 3D being used within the doom engine which i really like when well done, excited to see more! Also, fellow Brasileiro!!!!
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