I sort of want this to be out already, but at the same time, crafting something as visually impressive as this takes an understandably long time.
Now this sounds cool.
Ooh, now THIS is looking sweet! I'll keep an eye peeled. c:
Sweet! Congratulations on the release, even though it's still a few hours until then. :D
If you're running the mod in GZDoom, your renderer should be in Hardware mode by default. You can check it (and change it if necessary) by going to either "Set video mode" or "Change rendering output" in the options menu, depending on your version of the engine. Same method applies for Zandronum.
As for ZDoom and QZDoom, they have no other renderers other than the software one, so unless you run the mod in either GZDoom or Zandronum in Hardware rendering mode, that message will keep popping up.
*sigh of disappointment*
No kidding! Thing's been in development for something like 8 years, which is long enough as it is if you ask me. Hopefully we'll get to lay our hands on it come next year, if my suspicions are correct.
Not unless you stay tuned for v1.1 which will introduce a new difficulty level that removes health pickups and powerups. :P
Wait, there's gonna be a stand-alone version of this? Because if so, that's cool as heck.
Much appreciated! Looking forward to finally getting the finished product out there. c:
Not likely at this point, unfortunately. The full mod with everything fixed is coming out in two days anyway.
Also, I actually just looked into the Level 4 doors and it turns out I forgot to make them work. My bad. :P
Yes, I did in fact speed up the main weapon ever so slightly. You're welcome. cx
Well, the thing is I've always had a fairly simplistic style when it comes to mapping. I do understand where you're coming from, though. If nothing else, I might make the lighting a little less dull at the very least.
That's the Level 3 keycard you picked up - the Level 4 one is red.
Finally, there is in fact one small section with vertical platforming in the Level 3 area. There's also another area with a constantly moving platform which I'm thinking I'll turn into a second platforming section.
Much appreciated! :)
A lot of (G)ZDoom mods require the latest dev build of their respective source port to work at all lately. Shame in all honesty. I can't even play GZDoom 2.2 without it crashing upon startup. ;_;
A whopping gigabyte?! I think you've set a world record of some sort!
Well, I believe Dropbox would be the most viable option, since it gives you 2GB of storage space right off the bat. If I'm not mistaken, though, ModDB itself allows fairly big files as well.
If you're referring to the sound I think you are, that would be a part of the music, so it's not a bug. You're not the first one to address that, though. I might just redo the track eventually, or do some edits to it at the very least.
No problem. At the end of the day, it's entirely up to you whether the project will succeed or fail. Despite what I said, I hope for your own sake that you manage to stay motivated nevertheless.
Another DOOM remake project, eh? I would be interested if I didn't have the uneasy feeling that this will go nowhere fast like the other ones...
Digging the art style.
On a side note, if you're looking for a music composer, I'd be happy to help. You can find a link to my webspace on my profile, I've got a portfolio of my prior musical works over there.
Loving the aesthetics going on here.
Maps and map sets. And the occasional odd gameplay mod.
Love the aesthetics here. Can't wait to try this one out!
Thanks for the kind words! They mean a lot to me. :D
I'm hoping to make the mod so that it'd take at least 1.5 hours or so to complete 100%. For non-completionists, I'm aiming at a solid hour of gameplay.
Lookin' good! I really hope this mod hits big, since D3 multiplayer has been dead as all hell lately.
Keep looking. Gotta be somewhere.