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DOOM 2.5
by Vegeta
new comments Doom 2, single player
in progress, EDGE
screenshot #1screenshot #2screenshot #3
04.02.2005

Description:

Our mod that aim to recreate DOOM 3 in DOOM 2.
It'll feature:
-All DOOM 3 weapons (including a real flashlight, and the Soul Cube)
-All the DOOM 3 enemies
-New maps that take place in the world of DOOM 3 following its plot

If your comp can't run DOOM 3, then this is your chance.

Team:
.:DartmerC:.
KRoNoS
Nmn
Vegeta


Shockwav3 writes:(new) 03.02.2005, 23:57 GMT+1

looks like something worth installing EDGE

Nmn writes:(new) 04.02.2005, 00:01 GMT+1

I don't think I deserve a credit, I'm just doing some small sprite jobs :|

dethtoll writes:(new) 04.02.2005, 00:11 GMT+1

hahaha, dude, this is genius, i can really see how it could work

Hellraiser[HK] writes:(new) 04.02.2005, 00:12 GMT+1

okay... i gotta say somthing
THIS GOTTA BE A DREAM!!!! :D D :D!!! DO IT DO IT!

MasterOfPuppets writes:(new) 04.02.2005, 00:35 GMT+1

flashlight? wow

cactus writes:(new) 04.02.2005, 01:04 GMT+1

yeah the flashlight looks promising!

MR.INSANE writes:(new) 04.02.2005, 03:03 GMT+1

this would be great on doomsday but it looks promisng on edge anyways edge is a nice doom engine

dethtoll writes:(new) 04.02.2005, 04:52 GMT+1

when doomsday supports 3d floors, then we'll talk.

MR.INSANE writes:(new) 04.02.2005, 05:05 GMT+1

hawthorn will support 3d floors acs slopes plus xg infine and a whole lot more not to mention shaders and other garpihcal enhancments

Dark_Shadow2004 writes:(new) 04.02.2005, 07:07 GMT+1

Interesting concept, this will be a lot of work and the respect for this MASSIVE undertaking will be hard to express in mere words :D The trite looks great as well, and a BIG congrats on the flashlight!

my questions to the team are these...

1. Will the marines be "reskinned" so to speak to resemble the D3 ones?
2. Will the scripting be as close to D3 as edge will allow? IE story and objectives.
3. Will you also incorporate the charge time for the BFG and if the charge is over done will it go kablooey and kill ya :P
4. Final question...will the maps be set up the EXACT same as the D3 maps (with differing aesthetis of course)?

Awesome project so far, major kudos to the team. :D

Vegeta writes:(new) 04.02.2005, 12:02 GMT+1
edited 04.02.2005, 12:32 GMT+1

1. Will the marines be "reskinned" so to speak to resemble the D3 ones?
We are not sure of that
2. Will the scripting be as close to D3 as edge will allow? IE story and objectives.
Yep
3. Will you also incorporate the charge time for the BFG and if the charge is over done will it go kablooey and kill ya :P
The BFG is finished and it doesn't do that so far, so :-( But it still looks nice
4. Final question...will the maps be set up the EXACT same as the D3 maps (with differing aesthetis of course)?
I'm not sure if I understood, but the maps follow the main events and locations of the DOOM 3 maps, but not they are not replicas of it architecture like DOOM 64 Tc.

For further info of its development go to "DOOM 3 in DOOM 2" thread in "Wads and Mods" at Doomworld forums.

BTW, you can download a beta version here http://www.doom25.cjb.net/ It include some new monsters (but not the majority of what we have done, and some of them are going to be updated), three maps (last one unfinished yet), and the weapons except for the Soul Cube (the Chainsaw and Fists will be tweeked). It's a very playable beta so check it out. Oh, you require for the moment Edge 1.28 to make it work properly.

If you think you can help (with maps or sprites) drop me a line to alexisaiello@hotmail.com
So far we have almost all the monsters done, but I need help with the Revenant and Maggot (and probably Cyberdemon and Comandos), if you think you can do one of them, the work is yours.

Nmn writes:(new) 04.02.2005, 14:17 GMT+1

Quote:
So far we have almost all the monsters done, but I need help with the Revenant and Maggot (and probably Cyberdemon and Comandos), if you think you can do one of them, the work is yours.

*cough*

Vegeta writes:(new) 04.02.2005, 14:53 GMT+1

Corrections
Exclude the comandos :-) And so the Revenenant? (Sorry I misunderstood, I though that as your bussy with KDIZD you'll make the Lost Soul only). And as I'm not 100% sure if KRoNoS shall make one of the others, I said "I".

Nmn writes:(new) 04.02.2005, 15:15 GMT+1
edited 04.02.2005, 15:16 GMT+1

Very busy with KDIZD, but hey, it's not forever. Besides, I promised, and I keep my words. Alwayz.
EDIT:
Vegeta, You forgot Dark Archon, he's on our team as well.

cactus writes:(new) 04.02.2005, 16:19 GMT+1

wanted to try the demo but "d3d2_25g.zip" seems down on the download page
>:(

Vegeta writes:(new) 04.02.2005, 16:45 GMT+1

The beta (not a demo as it's updated often and it doesn't lead to an end) doesn't really need the 25g.wad, but hopefully the web master will soon re-upload that wad.

CoolD00d writes:(new) 04.02.2005, 16:57 GMT+1
edited 04.02.2005, 19:34 GMT+1

this is brilliant, keep it up,
and the demon in screenshot 3 looks like an alterd ghost buster doom sprite? just out of curiousoty is it?

yea i no its a pinky/bull demon but is that the sprite you used?

Dark_Shadow2004 writes:(new) 04.02.2005, 19:01 GMT+1

i am assuming it is a pinky...have you played D3? if so you would have known what it is :)

CoolD00d writes:(new) 04.02.2005, 22:32 GMT+1
edited 04.02.2005, 22:32 GMT+1

oh and no the fat zombie men?
i got a good sprite for them, the blood butcher zombies? E.G of 1 http://rtcm.thecomitatus.com/images/blood/sprites/blood-butcherzombie-anim.gif??? it just came to me n itle look brill
just tweak it a bit

Vegeta writes:(new) 04.02.2005, 23:11 GMT+1

The fat zombie is being worked on by the same guy who did the Trite.

CoolD00d writes:(new) 04.02.2005, 23:25 GMT+1

alright

CoolD00d writes:(new) 05.02.2005, 00:09 GMT+1
edited 05.02.2005, 00:13 GMT+1

need a zombie marine doing??
ive got a d64 type marine yu could use

DaniJ writes:(new) 05.02.2005, 07:44 GMT+1

Go and buy a decent computer you cheapskates!

Since I've got Doom3 I won't be playing but it looks like this might be alright though. How do you plan on doing the PDA?

Nmn writes:(new) 05.02.2005, 10:32 GMT+1

Quote:
Go and buy a decent computer you cheapskates!

:'(

Hellraiser[HK] writes:(new) 05.02.2005, 12:01 GMT+1
edited 05.02.2005, 12:01 GMT+1

Hey Hey!! I have a ATI Radeon 9250 with 256 video ram and 786 Ram on my comp and DooM3 Runs like slow arse shlitz!! This is a big turn around and sides, DooM 2 Rules!! :-)

Ooo! Pic three!! LOOKS COOL!!! :D :D :D :D :D

CoolD00d writes:(new) 05.02.2005, 12:57 GMT+1

lmao- my dads D3 runs fine i try installing it on my computer
and we have to re-format my pc
95 btw not dos :P

Vegeta writes:(new) 05.02.2005, 13:03 GMT+1

CoolD00d
If the marine you're talking about looks like the one from DOOM 64 but it isn't it, then plese send it (alexisaiello@hotmail.com please put DOOM or something in the subject), or give me a link where I can download it.

Thanks for the nice comments.

CoolD00d writes:(new) 05.02.2005, 13:29 GMT+1

ok, iam gadgetboy44 person who sent u the mail

CoolD00d writes:(new) 05.02.2005, 13:35 GMT+1
edited 05.02.2005, 13:37 GMT+1

http://img.photobucket.com/albums/v334/Csanderson/mariodoomtc/egg.gif

E.G of the marine
its the d64 one but tweaked a bit resized changed position and stuff

Vegeta writes:(new) 05.02.2005, 14:05 GMT+1

Woah looks nice, is it fully animated? Can you send me it? I'm sure that it'll be useful, what do you think Nmn?
And what do you decided with these other monsters? Do ya think you can make one of them?

CoolD00d writes:(new) 05.02.2005, 14:58 GMT+1

ok il send you it

CoolD00d writes:(new) 05.02.2005, 15:28 GMT+1

http://img.photobucket.com/albums/v334/Csanderson/mariodoomtc/collect.bmp

collection including
hellknight
sabbath
cyberdemon[werid]

CoolD00d writes:(new) 05.02.2005, 15:34 GMT+1

http://www.geocities.com/supermariodoomtc/d00dmarine.zip = the marine fully done

Nmn writes:(new) 05.02.2005, 16:30 GMT+1
edited 05.02.2005, 16:31 GMT+1

Quote:
I'm sure that it'll be useful, what do you think Nmn?
And what do you decided with these other monsters? Do ya think you can make one of them?

I'm still here. I just didn't have the time. Sorry. I will do the monsters I said, because I said so.
Oh and Coold00d-nice rips (heh), but I don't think they will be useful. I already have a collection of sprites that are perfect bases for my ones, but feel free You and Veg to make something out of them. We do need more sprite artists ;)
EDIT: About the Doom64TC stuff-it's nothing extraodrinary really-I poses the entire Doom64 TC so I can rip any sprites. Their animations are very often quite stiffy, if anything, I would use the Cyberdemon and Motherdemon.

CoolD00d writes:(new) 05.02.2005, 16:51 GMT+1

OKEY :p

Vegeta writes:(new) 05.02.2005, 17:58 GMT+1

I didn't forget about your Z-secs Nmn :-) About that DOOM 64, I just like it, but I'm not sure how to use it, may be it could be placed in the extra locations that Dart is planning to add after the original maps, but that's far to early to talk about.

About the other sprites, they really cool, skilled people are allways welcome. The Sabaoth (or Sabbath as you call it) is well done, still I think it looks closer to the classic DOOM style than to DOOM 3, but you have proven to have skills. The other you sent me via e-mail are very nice, specially the big red baron/minotaur the gladiator (that's the name in "The Bestiary" isn't it?), the Spidbus, and the Guardian (the red cyber with hammer), they're cool, still I can't see them fitting in our mod, but they'd be very useful for other projects, if you finish the sprites (assuming they are just one frame as almost any other creature in The Bestiary) the comunity will aclaim you.

Thanks I really apreciate your interest.

dethtoll writes:(new) 05.02.2005, 18:02 GMT+1
edited 05.02.2005, 18:04 GMT+1

"Hey Hey!! I have a ATI Radeon 9250 with 256 video ram and 786 Ram on my comp and DooM3 Runs like slow arse shlitz!!"

that's because that particular video card isn't really able to handle it.

i've been seeing a lot of people with ATI problems. it seems to be a really hit or miss brand.

i use nvidia geforce FX 5200, and while that's sort of middling, after some tweaks i got doom3 running pretty smoothly. halflife 2 runs okay as well, although the texture thrashing thing reminds me of when i first HL1 on an old computer with 64 megs of RAM.

CoolD00d writes:(new) 05.02.2005, 18:10 GMT+1

yea i make sprites for games, mostly monsters and marines,

Shockwav3 writes:(new) 05.02.2005, 19:26 GMT+1

s/make/steal

Vegeta writes:(new) 06.02.2005, 15:35 GMT+1

Oh, come on..

Nmn writes:(new) 06.02.2005, 15:54 GMT+1

Quote:
s/make/steal

Is that spam or does Your brain suffers from a temporar (or not) malfunction. Keep in mind not everyone reads Your toughts and it's best if You express Yourself in English.

soft_haxorz writes:(new) 06.02.2005, 16:19 GMT+1

when will this mod be finished?

Nmn writes:(new) 06.02.2005, 17:38 GMT+1

Haha, if You're lucky in 2 years.

CoolD00d writes:(new) 06.02.2005, 17:59 GMT+1
edited 06.02.2005, 17:59 GMT+1

or is it 3?
for being so pationt

soft_haxorz writes:(new) 06.02.2005, 18:26 GMT+1

sorry I asked

Vegeta writes:(new) 06.02.2005, 18:31 GMT+1
edited 06.02.2005, 18:36 GMT+1

Who knows, probably less if I learn how to map for Edge, and if someone else start maping too. Still how many projects delay the same but you know that they'll be finished. In the mean time there'll be updates to that beta.

And Nmn, what are the monsters you shall do? So I don't ask for help on them. So far I know that the Comandos are in your list, but I'm not sure about the Revenant or Cyber.

Nmn writes:(new) 06.02.2005, 19:49 GMT+1

Quote:
And Nmn, what are the monsters you shall do? So I don't ask for help on them. So far I know that the Comandos are in your list, but I'm not sure about the Revenant or Cyber.

Let's put it this way-Zsecs (all variants), Commandos, Lost Souls. For now. If anything will need replacing we'll see in the future but I would love to do the Sabath.

Dark_Shadow2004 writes:(new) 07.02.2005, 07:07 GMT+1

if ya want i might be able to lend a hand on some maps if ya want :) Drop me an e-mail sometime and will see if i can help ya :)

Vegeta writes:(new) 07.02.2005, 13:37 GMT+1

Coolies, currently we only have one mapper, If you could help, that'd be cool, but where's your e-mail adress?

Dark_Shadow2004 writes:(new) 07.02.2005, 15:52 GMT+1
edited 07.02.2005, 18:21 GMT+1

oh sorry...teh addy is darkshadow433 at hotmail dot com. :P

Unconscious writes:(new) 07.02.2005, 18:19 GMT+1

Looks promising. ^_^

Although the marines do not really fit in with the textures and overall level design.

CoolD00d writes:(new) 07.02.2005, 20:05 GMT+1

yea them marines realy dont go with it,
they look like muscle men :p

Vegeta writes:(new) 08.02.2005, 13:02 GMT+1
edited 08.02.2005, 13:10 GMT+1

Dark, I contacted our mapper, hopefuly he'll send you soon the necessary info to make maps for our mod.
About the marines, the reason is that as there are some friendly marines in game, use the Player sprites is a good way for players to identify alias before press the triger. As there are Z-secs, it'd be easy to get confused. Still we agree that better looking marines is a nice touch. We didn't decided yet, but for sure we'll use edited player sprites for some NPCs.

Nmn writes:(new) 08.02.2005, 15:59 GMT+1

Fuck, if only I had more time on my hands. Veg-there will be one more mapper besides Dark Shadow for the TC.

Dark_Shadow2004 writes:(new) 08.02.2005, 16:24 GMT+1

Sounds good. All i need are the textures and a wad to wrok in and you all can do the scripting :P lol

Vegeta writes:(new) 08.02.2005, 16:58 GMT+1

Dark:
The textures are in the wad "D3D2_25d.wad" soon I'll add some rocks and organic textures. The other thing you need is a list or a config for your editor with the "thing id" so you know what item/monster/dynamic light are you putting. I suppose that you don't need to make the scripts, or put dynamic lights, I'm sure that Dartmerc will do it (or myself if I learn it), same goes with 3d floors.

Nmn:
Who.. is it posible that..... one of the guys that work in KDIZD? :-)

Dark_Shadow2004 writes:(new) 08.02.2005, 17:31 GMT+1

ok, but i will want to know about the edge dynamic lights and floors, jsut so i have the complete arcetecture done for you. I will just leave the PDA, monsters and story line stuff to you guys. BTW, is doombuilder ok to use for edge? I have only made maps with legacy and Doomsday...so i am not too familar with edge. So, just include a little guideline for what sector/line type are used for the dynamic lights and 3d floors :)

soft_haxorz writes:(new) 08.02.2005, 19:11 GMT+1

I think you should use the doom64 cyberdemon and just patch it up, but thats just my opinion.

Nmn writes:(new) 08.02.2005, 20:06 GMT+1

Quote:
Nmn:
Who.. is it posible that..... one of the guys that work in KDIZD? :-)

Check the DW thread. No, the guy doesn't work for KDIZD

DartmerC writes:(new) 11.02.2005, 03:24 GMT+1
edited 11.02.2005, 03:27 GMT+1

I'm looking into a way to make the bfg work like its doom 3 counterpart.
Also, for whoever asked, db is perfect for working with edge. Download the edge config file from the sourceforge site. Anyone interested in mapping please email me at dean.longmore @ gmail.com
Edge works really similar to legacy so darkshadow, you should have no problems. Due to the nature of this project, a continual work in progress it would be less complex if all the major item placement, enemy placement and scripting were left to me.

A few more older screenshots can be found at http://www.doomworld.com/vb/showthread.php?s=&threadid=30245&perpage=30&pagenumber=2

DartmerC writes:(new) 12.02.2005, 10:12 GMT+1
edited 12.02.2005, 10:25 GMT+1

Upldated the website and now all files should be present and working. www.doom25.cjb.net
There is also some information on our progress for anyone who is interested in that kind of stuff. Would people be interested if I were to post a whole lot of screenshots aswell?

For those interested, concerning the depth of scripting for the tc, scripted features will include (and already does include partially):

An accurate location display - telling you which area within a map you are. Usefull for locating key locations or mission objectives.

Scripted npc's - whether it be fighting alongside other marines, chosing whether to save a civilian scientists life, or simply gaining information or getting mission objectives, these guys will play a big part in the tc.

PDA system - at present the pda holds mission objectives and is updated often. Ultimatly this will be able to have multiple "pages", storing all sorts of important data.

much more scripting is involved and will be implimented in the future.

Vegeta writes:(new) 12.02.2005, 14:14 GMT+1

I'll start mapping on these days, first a concept in a paper, and then be prepared for a full new map soon.
Dart, I'll let the item placement for ya, and the scripting and dynamic lights as well, but I'll put diferent light levels on each room (but no sector based lights there), so you just need to add light sources here and there as decorations.
If you don't mind, I'll also put the "bathroom scene" there.

...
Oh, and btw, for the rest of you, now you can actually download and extract the d3d2_25g.wad so check it out.

Nick_Perrin writes:(new) 13.02.2005, 21:30 GMT+1

Woah, nice job guys, looks sweet. I think I have a solution to your building time problem. Personally, I think it would be better if you created a new bit of story line and made the mod around that(for people who have doom3). But this is still cool anyway because its different levels and not exactly the same thing.

What you should do though, since redoing a whole game in terms of mapping and scripting would take ages, is make a really awesomely good shorter episode as opposed to a pretty good long one. It'll take less time, be more fun to make, and then you can release all the textures, scripts and data for people to make their own EDGE maps WITH the doom3 themes, weapons, textures and enemies.

Just an idea. But anyway, along with my new mod Marines of UAC(shameless plug, info also on this site), EDGE will have a new reputation, one that it deserves(another plug!). And so will all the people on the teams for these mods!!

DartmerC writes:(new) 14.02.2005, 00:34 GMT+1

EDGE Deffinatly deserves a great reputation. For years I have been using it and it has always been a step above the competition. The actual plan is not to recreate DooM 3 as such, but to follow a similar storyline and view similar places, sometimes from a different perspective. DooM 2.5 will include enemies, places and many other things not seen in DooM 3.. but for now those are top secret so dont tell anyone. Vegeta, whith the use of different light levels, whenever a celling light or window etc would create light, light only that celling lighe sector etc, the brightness you would like it to be, so then i can replace it with dynamic lighting and easily remove the different light levels. As a base, use 64 as the standard light level for all sectors. By all means add the bathroom scene, I think I could do some really good coding there and scare the pants off everyone, I'll really put some effort into it.

Lobo writes:(new) 17.04.2005, 10:49 GMT+1

If you guys are interested, I've done a series of demo/tutorial wads showcasing some of EDGEs features, such as:
* the new RTS menus system
* Node following monsters
* OGG music in a wad
* JPG/PNG in a wad
* Scripted actors for cutscenes (move the player via RTS, interacting with NPCs/conversations)
* 3D floors
* Ladders
* Freezer Gun

and on top of all that, you've got the a sneak preview of the absolute LATEST DDF and RTS docs! (pending full 1.29 release for upload to EDGE home page). I think it might be worth checking out.

http://firstgen.no-ip.com


Keep up the good work: this TC rocks!

Flesh420 writes:(new) 16.08.2005, 06:06 GMT+1

How come when i try to play this on EDGE it intialises and then just shuts down?

CoolD00d writes:(new) 20.08.2005, 11:44 GMT+1

because edge is very buggy, for some reason, the stuff on edge is too big making it crash, i get it all the time, its so annoying

Nmn writes:(new) 20.08.2005, 13:48 GMT+1

Quote:
because edge is very buggy, for some reason, the stuff on edge is too big making it crash, i get it all the time, its so annoying

This wad uses a latest beta. Go to the soundforge's site and check for it. And the beta is buggy. You'll have to wait for the next version of Edge.

Flesh420 writes:(new) 20.08.2005, 19:25 GMT+1

Ok thanks guys

DOOM_FREAK writes:(new) 05.09.2005, 01:21 GMT+1

so are you guys going to have like reloading and everything in this TC???by the way it looks freaking AWESOME!can't wait:)

soft_haxorz writes:(new) 11.10.2005, 00:30 GMT+1

Maybe when your done you could port this to GZDoom.

soft_haxorz writes:(new) 11.10.2005, 00:30 GMT+1

Maybe when your done you could port this to GZDoom.

DartmerC writes:(new) 12.10.2005, 01:06 GMT+1

Was thinking about porting it, but it would be way too much work, considering I dont know the first thing about the decoration structure.

I've been doing alot of work lately making things look and feel more dynamic and also working on creating a better pda system, one that actually is usefull.

Also, this looks really great with the new origional doom light emulation, hell scary only being able to see 5 feet infront of you without a flashlight.

Lobo writes:(new) 09.07.2006, 16:17 GMT+1

So, is this still being worked on?
The new EDGE rc3 is a lot more stable now, especially if you try build B or C in the compiler config build version.

CoolD00d writes:(new) 10.12.2006, 13:19 GMT+1

update?

CoolD00d writes:(new) 10.12.2006, 13:19 GMT+1

update?

Dancso writes:(new) 10.12.2006, 16:13 GMT+1

I really hope that this is not another project that's very very awsome, but it wont get ever released.:(

Duke Nume writes:(new) 12.12.2006, 15:06 GMT+1

whats status?

CoolD00d writes:(new) 23.12.2006, 13:23 GMT+1

er?? updates? yet again...

NeptuneNavigator2001 writes:(new) 27.12.2006, 13:08 GMT+1
edited 27.12.2006, 13:09 GMT+1

@Dancso: Yeah, really.
This thing looks really good! I've played it, but the posted site to download the files, no longer exists, as far as I can tell. The new one is at http://www.geocities.com/doom2_5
However, I must warn you that the last zip file (as there are many to download, and they all have to be used) is corrupted. I've tried a number of times to fix it on my end, with no success.

fortexx writes:(new) 15.02.2007, 23:04 GMT+1

Uhh. i have a question.... how do. i load wads for edge?.... please respond me...

Chronoteeth writes:(new) 16.02.2007, 01:38 GMT+1

Drag and drop.

Logan MTM writes:(new) 05.04.2007, 23:13 GMT+1

... !!!

CoolD00d writes:(new) 21.04.2007, 08:17 GMT+1

UPEDETES?

you dont drag and drop, you make the target link to the wad

Egon_Spengler_2000 writes:(new) 26.04.2007, 16:14 GMT+1
edited 01.05.2007, 19:21 GMT+1

ZDoom supports OGG music files so is GZDoom. Is there a open download on this?

mattia writes:(new) 06.12.2007, 18:03 GMT+1

DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! DO IT! ... YES! GREAT! MARVELLOUS! AMAZING! FABOLOUS! YEAH!

Apocsoft writes:(new) 07.12.2007, 09:22 GMT+1

Eh i think the projects been droped guys, 1 of the authers can be be found on the edge forum, Dartmerc, ask him about it.

Sunslap writes:(new) 27.01.2008, 16:47 GMT+1

Wow, even though I have Doom 3, beat it, dont feel like mapping with it, i still would love to see this. This is so interesting watching old games come back with new features that a non profit developing team is working on for fun and experimentation. Well seeing as this is still in progress, maybe you can finnaly add dinamic shadows onto a Doom platform, so everyone takes the hint finnaly.

Encyclyptic writes:(new) 07.04.2008, 14:46 GMT+1

Agreed Sunslap. :D


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