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2010-06-21, 01:32
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Jun 2010
I'm not sure if this is OT or not, but I'm doing a TF-inspired mod for Doom named Doom Fortress. The idea is to replicate the gameplay of QWTF/TFC/TF2 on the Doom engine (more specifically, on the Skulltag sourceport).

Video

Original thread

Comments/opinions/suggestions are very welcome. =)
2010-06-21, 06:51
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Feb 2006
it's offtopic
2010-06-21, 07:36
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Jun 2007
looks pretty cool, but will you get enough players for a match?
Chosen
2010-06-21, 08:51
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Feb 2006
Doom actually got quite a following, playing all kinds of weird mods online
2010-06-21, 10:25
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Feb 2006
Skulltag FTW. Quakeworld devs could learn quite a bit from how they've done it, actually.
2010-06-21, 11:32
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Feb 2006
i love you.
2010-06-21, 12:05
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Jun 2007
Suggestion: improve visibility ffs. You have engine greatly improved over original to work with, then why are you sticking with mud-coloured scheme? I barely can see what's going on in this video, and no, it's not my screen or brightness issue.
2010-06-21, 12:52
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raz0 wrote:

Drama FTW
2010-06-21, 14:03
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lol what a nice drama post
Chosen
2010-06-21, 16:11
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Mar 2008
Looks awesome!

But it angers me that I see more people in NA playing Doom than Quake...

Quake is surely for the l33t.
2010-06-21, 19:35
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303 posts

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Jun 2007
Darin - go and convert some of them.

Just don't use argument "everything is in real 3D" xD
2010-06-21, 23:32
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3 posts

Registered:
Jun 2010
Quote:
looks pretty cool, but will you get enough players for a match?

That's is usually a problem many modders have: there are a reasonable amount of players around at any time, but most Skulltag players tend to go to a server that already has a reasonable amount of players (AOW2 seems to be a huge favorite among the community); the trick to get players to join your server is to convince a friend or two to play with you; that will make your server appear nearer to the top ot the list, therefore greatly increasing the chances that additional players will join.

Quote:
Doom actually got quite a following, playing all kinds of weird mods online big_smile

Quote:
Skulltag FTW. Quakeworld devs could learn quite a bit from how they've done it, actually.

Yeah, it's very fun to take a look at the server list to see if there are any new mods hosted; add that to the fact that the two main Skulltag-compatible server browsers (Doomseeker & Doom Internet Explorer) have automatic download capabilities, and you can have hours of fun. =)

Quote:
Suggestion: improve visibility ffs. You have engine greatly improved over original to work with, then why are you sticking with mud-coloured scheme? I barely can see what's going on in this video, and no, it's not my screen or brightness issue.

Oh, don't worry about that... it's because of youtube's video compression. =P

Anyway, about the graphics: my initial idea was to make a TF-clone with 8bit-style graphics, sort of like a cross between Gang Garrison and 8bit Killer, but I came to the conclusion that the amount of spriting involved would make the project take forever to be completed. For that reason, I decided to simply keep the original Doom look-and-feel, which would allow me to simply mix and match the images/sprites that are already available, and focus instead on the programming side, and also on creating a nice gameplay.
2010-06-22, 10:25
Member
303 posts

Registered:
Jun 2007
I've tried installing skulltag last night, but my monitor gives me "signal out of range" message. Engines other than (g)zdoom work fine. Tried all kinds of command line parameters but nothing's work. Any suggestions? I want to try how CTF plays in Doom
2010-06-23, 01:31
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Jun 2010
Herb wrote:
I've tried installing skulltag last night, but my monitor gives me "signal out of range" message. Engines other than (g)zdoom work fine. Tried all kinds of command line parameters but nothing's work. Any suggestions? I want to try how CTF plays in Doom

It may be because Skulltag defaults to OpenGL rendering (which happens to be derived from the GZDoom renderer...); open up skulltag.ini and change vid_renderer to 0 (zero), so that the game will use the software renderer, instead.

Have fun!
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