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#1 |
a WG MOD.
Medieval / nature / DooM theme.
Having a lot of fun building this one. ![]() ![]() ![]() Only just started it recently though. ![]()
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Last edited by William Gee; 03-08-2008 at 04:01 AM.
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#2 |
Re: a WG MOD.
I really like the style of it, quite different from WGR which is good. Is WGR2 still in progress though?
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#3 |
Re: a WG MOD.
Thanks.
yeah wgr2 is just on hold till I want to build on it again. ![]() So much easier and fun to build in classic atm. This Mod has more of a DooMish/Quake theme to it. mixed with nature. Having a lot of fun editing textures too.
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#4 |
Re: a WG MOD.
That's pretty cool.
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#5 |
Re: a WG MOD.
And where is the crossbow?
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#6 |
Re: a WG MOD.
Weapons will come. - Possibly with an explosive arrow DT is helping with enemies and weapons.
Some newer screenshots using some edited textures I made today. The last screen shot shows some enemies that may be used, (Or not) and DT has given me the art to a lot of awesome enemies not shown here as well. ![]() ![]() ![]() ![]() Pitty about the pistol. :wacko:
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#7 | |
Re: a WG MOD.
Looking good. (y)
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#8 |
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Re: a WG MOD.
Reminds me a second episode of Fusion TC
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#9 |
Re: a WG MOD.
Thanks thats a big complement. some other those enemies will be scraped and replaced though.
An evil graveyard :P Just edited the texture with the flowers and evil face after work today. :wacko: ![]()
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#10 |
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Re: a WG MOD.
These blue torches from Doom, don't fit there very well... should be replaced IMO
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#11 |
Re: a WG MOD.
Looks very good!
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#12 |
Re: a WG MOD.
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#13 |
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Re: a WG MOD.
I don't have any problems about these Doom textures, just these torches don't fit there
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#14 |
Re: a WG MOD.
This mod is very early in development. We're still at the stage of rip..*cough *cough...gathering the resources we will need. And not just textures...The enemies are going to be pretty awesome, if I do say so myself.
Some of the graphical content will be original, though. At some point down the road we will probably need help with weapon art.
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#15 |
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Re: a WG MOD.
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#16 |
Re: a WG MOD.
Sweet, so we now have cons, enemies, weapons, art, maps, sounds n music sorted.
Progress is going very good, I edit a few new textures every day and some building, and as far as I know, DT has been doing some heavy work on the enemies and code.
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#17 | |
Re: a WG MOD.
Quote:
Yeah, I've been working on the enemies (Vista hates Editart, even with DosBox, so it's been kinda rough), and I'm also trying to get a code base into shape.
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#18 |
Re: a WG MOD.
I have a pretty good idea of what music I will be using. (I have a mind set on the atmosphere/feeling of the mod) and I already have a idea of the music for that.) (as well as the ambiance sounds, that I already have but didn't add yet.)
The direction of the mod is going - Medieval/Quake/DooM/Nature style. Or like Unreal without any hightech stuff. ![]() Edit: I have seen the sword made by Hellbound, and its extreamly awesome. ![]()
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WGRealms.com
Last edited by William Gee; 03-13-2008 at 12:54 AM.
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#19 |
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Re: a WG MOD.
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#20 | |
Re: a WG MOD.
Quote:
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#21 | |
Re: a WG MOD.
Quote:
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#22 |
Re: a WG MOD.
Here is a little video which shows the player walking around in an unfinished map by WG with a sword and shield. The sword and shield were made entirely by Hellbound (although I wrote the display code). The sword has other animations not shown.
Nothing you see here is final. I'm posting it mainly because Hellbound said it would be motivating ![]() ![]() EDIT: In case it isn't obvious, I want to point out that the graphics in this mod are entirely 8-bit. There are no models or hi-res sprites.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-14-2008 at 05:34 PM.
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#23 |
Re: a WG MOD.
I think the sword/shield is fantastic and fits perfectly. Awesome work!
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#25 | |
Re: a WG MOD.
Quote:
![]() The sword rotation is a bit problematic because that involves rotating the whole sprite, which makes the hand at the bottom move back and forth quite a bit. The separate movement of sword and shield I just haven't gotten around to yet.
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#26 |
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Re: a WG MOD.
Whoa, looks good! I'll take some time for some improvements... tomorrow I have the whole free day
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#27 |
Re: a WG MOD.
Real nice animation on the shield.
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#28 |
Re: a WG MOD.
watching that video instantly made me think of morrowind/oblivion
and that sword and shield look amazing. i thought they were models until i read the rest of the post. simply amazing |
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#29 | |
Re: a WG MOD.
Quote:
![]() I hope the fire isn't too much of a problem. I suppose I could always just put the Duke fire frames on the screen where the torch is, but I'm not sure if that will look good. @Usurper: Isn't it nice how rotatesprite can make one tile look like animation?
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#30 |
Re: a WG MOD.
This is now something totally different from anything I have ever worked on..
There is progress on many other things as well. Such as Doors that are possessed and attack you, arms that come out of walls and grab/scratch you, spiderwebs that you can burn down with a torch, wooden planks that can be smashed by the sword, and a few enemies that DT is working on. ![]() Something spooky I am thinking is a hand that comes out of the grave and grabs you. :P
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#31 |
Re: a WG MOD.
If it's only 8bit then it's looks too good hehe
![]() ![]() Of course after successful version 1.0 this mod can be developed to even greater one later. Don't forget about the boulder traps, I think they fit this theme perfectly ![]() |
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#32 |
Re: a WG MOD.
This is starting to look really promising.
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#33 |
Re: a WG MOD.
Its very early stages. (No name yet) No story yet, although DT and I did talk about some stuff, but we will see how the mod develops before saying anything.
Anyways new pic with some edited textures I added today. ![]() Gotta have a dungeon. :wacko: ![]()
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#34 |
Re: a WG MOD.
Dungeon = Boulders
![]() I've been playing Dungeon Keeper even yesterday. This pic looks quite similar ![]() |
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#35 |
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Re: a WG MOD.
NICE!
It's cool to make some mod with someone who is well-known of his map producing skills. Mappers are always the biggest problem ![]() |
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#36 |
Re: a WG MOD.
Holy Hell! That dungeon shot must be rewarded with a "The Best Mod of 2008", no question.
Loving those other screenshots as well, the only thing that really boggles me is the grey floor texture that looks like cloth.
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#37 |
Re: a WG MOD.
Thanks guys.
Its pretty cool the stuff that can still be done with classic mode.
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#38 |
Re: a WG MOD.
Thanks!
Couple new shots. ![]() ![]()
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#39 |
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Re: a WG MOD.
Cool!
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#40 |
Re: a WG MOD.
Do want.
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8-bit art, eduke32, fantasy, total conversion |
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