Hi, I'm a game modding, old-skool gaming, co-op enthusiast. I have worked on and created various mods for Unreal Tournament, UT2004, Neverwinter Nights and even SA:MP GTA3 hacks. Most notably I worked as a primary coder for Killing Floor before it went pro. Lately I've been directing my attention to 2 games I still love (well 3), Robotron, SmashTV & Doom, in the form of ScoreDoom, and now ScoreDoomST. Doom was based on the creators arcade sensibilities (google: 'Coelacanth: Lessons from Doom'), and so I extended their scoring system (monsters killed % etc...), to a fully fledged Arcade scoring system like SmashTV and Robotron. I think it works with Doom very well. ScoreDoom, which is essentially finished, was based on the GZDoom engine, that still retained primitive multiplayer support from the original Doom. This is ok for some people on a LAN or fast internet, but Skulltag, a proper Client-server sourceport released it's source code, and so now there is ScoreDoomST.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media New HUD in ScoreDOOM 3.0r4, much better (view original)
New HUD in ScoreDOOM 3.0r4, much better
embed
share
view next
 
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Description

New HUD, much better.

Image Details
Type
Entertainment
Date
Oct 7th, 2011
Views
14 (1 today)
Size
800×600
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only