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Great work. Always wanted a paranormal styled Xcom. :D
Congrats on a job well done. Really excited for the release date trailer. This might be my only reason to return and finally finish the New Vegas DLC. :D
Well...now I can't wait to wishlist this on Steam. Love the Graham and Space Marine parodies. :D Already a fan of all of the work done so far. Good luck on the Campaign!
Love the idea. I've been wanting to tackle a proper Phantom interactive experience myself, but I haven't ironed out exactly how i'd do it. Someday I want to incorporate the musical aspect, but that'd be even more difficult.
From your project, the first thing I thought of was Realms of the Haunting. If you can mix up the action aspect with puzzle solving and adventure elements, then you'd have a pretty awesome product.
Keep up the good work! :D
It'll only really work if the combine and civs are REMADE to the look and feel of a classic GoldSrc game. Right now....its looks like Source on Low...still cool but for those of us that LOVE the lok and feel of the goldsrc engine, it'd be cool to see even more Demaking going on. :)
Did you know a lot of games near completion and never get released? Yeah, there is a difference between being full of it and sh*t hitting the fan and effing over the project.
Absolutely, though newer ones are better mainly because most of them are MUCH easier to clean.
Dust cloud moreso than Explosion. Explosion would be a lil too drastic. Cool nonetheless. :D
There is no reason for it to be sad for the project to leave Source to another engine. Source was made in a time where the only valid free alternative was Unity *shutters*. Now developers have access to such a free alternative that is bleeding edge and AAA quality. Even Unity can't offer that without buying a **** load of assets and plugins just to match quality, let alone the horrendous material system. Dragonlord's forlorn warning is just something that happens to projects with poorly managed from the beginning. Meaning if you're in-capable of restraint, it doesn't matter what engine you use, you're going to mess up.
So, very glad you're making the transition to UE4. Especially now that 4.13 was just released today. Best of luck!
Hahaha! Oh, because thats still a joke. I get it.
Great premise, beautiful art direction and excellent trailer. I'm really looking forward to this game.
The thing is, you can be inspired by something and not mention what inspired it. People fail to understand that is not stealing. Every work in existence in the modern age is inspired by something without needing to specify what inspired you. I loved this mod, but I'm not so shallow to think such a thing is plagiarism or theft. It just shows how big the blinders are on people who just want to get angry over something. Then people bitch when they get a cease and desist from the company of the IP. All I see are people flocking to someone who is accessible to them. When it's a big company, they act like they are some big monster.
Nothing but hypocrisy.
Its 2016. Game came out in 2004. Time for an upgrade.
"OMG VR IS DEAD. NO ONE IS GOING TO BUY. KILL IT WITH FIRE. DON'T TELL ME WHAT TO DO!" - Every Youtube, Facebook, Tumblr, Reddit comment on the internet.
Can't wait for VR to become the norm so I can stop here people like that whine over and over about the price.
A post-mortem is generally written post-release, documenting the pros and cons of production, what could of been done better and without, on top of what was done right. Dissappointed to see nothing of the sort. Then again, this isn't Gamasutra. lol
Would look great without a sharpen filter. It always makes things look like a Photoshop mess.
You don't have to learn to mod anymore. You just have to learn how to make games, which in turn help you mod games. People want to create original content now, leading into making games they can sell and not mods that require the ownership of a game. Different kind of world now. I don't mind it.
They were also made before mods changed the core code of the game so they these were a lot more compatible than you would think.
Same installation instructions as EVER DOOM MOD.
Not a mod, but a full game.
It always seems more appealing to us more than the developers.
Thats like saying, reality still feels like reality for some reason.
Its the cryengine....of course.
So my question is, how does the explosion end? You have the transition between the start and end but how does it transition between end to nothingness?
Now thats the sort of night that games need to have. I'm sick of the typical full moon lighting everything night time.
Based on the amber glowing symbol of the Dharma logo, I would say you must solve the Aperture and/or Black Mesa first before you get an inkling of what the center one is.
Are those buildings casting shadows? That would mean you you made the static meshes characters? Or some other technique?
I don't know about you but I think this mod is translating it well perfectly. From the looks of it, the maps are pretty faithful without an overkill on making it look like Doom 3 or some modern game. Its like a Doom 3 version of what Doomsday Engine did to the classics. Nothing wrong about that.
Or just stick with a horse and put in some time? Like the good ol days? This is generally the same distance in the original game, but now you get to see that distance!
This is actually a really cool project. I would love it to get some more love from the community. One can say this makes Doom an open world game (Since it makes the whole game one giant map). Although it would be cool to see if its possible to tie maps together to make it one open world project. Doom Strife. Anyways, cool idea. Looking forward to trying it out.