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Beyond the Grave [NOW RELEASED]
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Thomas
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PostPosted: Thu May 09, 2013 5:55 am
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Great shots! Gothic-type mods are always enjoyable if you're in the mood for it. And that shot with the angel statue from Spear of Destiny - it actually fits in here. Personally I never thought it'd fit in in anything, but it seems to work here.
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PostPosted: Thu May 09, 2013 7:24 am
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That looks awesome. I love this theme in mods it looks like one of my Lost world mods if its done in SDL maybe i'll remake them.

As i said the Advance Shading it still has bugs that needs to be fixed.

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PostPosted: Thu May 09, 2013 8:59 am
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Very cool! The shading fits well. Very atmospheric. Smile
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PostPosted: Thu May 09, 2013 11:58 am
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Fantastic pics
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PostPosted: Thu May 09, 2013 12:44 pm
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Indeed, very atmospheric.
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PostPosted: Thu May 09, 2013 6:15 pm
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The screenshots are amazing and gothic looking. Very nice! Can't wait to see the finished product! Smile
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PostPosted: Fri May 10, 2013 1:00 am
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All look great but personally the shots with the normal shading look better to me, though that might be to do with the shot choice as well. Advanced shading just looks a bit too dark as it is.

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PostPosted: Fri May 10, 2013 5:27 am
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Thanks for your guys' comments! Yeah, as it stands now, I am most likely going to opt out of using Advanced Shading, or I might release two versions: one with advanced shading and one without it. As I understand it, the tutorial that WLhack did for it is both rudimentary and incomplete at this stage. I think this advanced shading feature has ways to go before I'd feel comfortable using it.

As for a release date, I think I'm just going to say, it will be released when it's done... ideally, I would like to get this, at the earliest, released late summer and at the latest during the Halloween season (I think Halloween season would be perfect actually). But I can't make promises sadly. Smile

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PostPosted: Fri May 10, 2013 10:25 am
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I'm a bit afraid to make art tips recently - but in pic 4 - the light-dark definition of the left wall is much lower than of the floor texture, which leads to unconsistent look, like some bright fog is put over the wall.
I'd suggest to make the wall darker, or even better - just recolor its black/grey colors/brick gaps to a more "blacker" black.
If you'll send me the wall - I can do it for you.


Last edited by doomjedi on Sat May 11, 2013 12:34 am; edited 1 time in total
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PostPosted: Fri May 10, 2013 3:26 pm
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Beyond the Grave has gone a LONG way since this thread was first made. It feels like its own game, honestly. It really does! You all are going to love what Jeremy has done!


OT - doomjedi, your art tips are very important, actually. I am doing a lot of art work for this project (mainly sprites), so I might ask you for advice sometime in the future.

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PostPosted: Fri May 10, 2013 4:08 pm
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@Doomjedi: I think that's a product of Wlhack's advanced shading feature--maybe it's just me, but that feature makes the shading seem very uneven--it's overly dark in some areas and very light in other areas; I find it hard to get the balance of colors right with advanced shading, which is why I'm probably not going to use that feature until it has been greatly improved. Also, don't don't be afraid to give me advice, I take constructive criticism very well. Besides, I need all the advice I can get, especially since this is my first game. If you want, I can actually send you a beta version of the game. PM me your email address if you're interested.

@Gerolf: Thanks for your support! Smile

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PostPosted: Fri May 10, 2013 9:18 pm
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ThunderEnema wrote:
@Doomjedi: I think that's a product of Wlhack's advanced shading feature--maybe it's just me, but that feature makes the shading seem very uneven--it's overly dark in some areas and very light in other areas; I find it hard to get the balance of colors right with advanced shading, which is why I'm probably not going to use that feature until it has been greatly improved.
I'm not through tinkering with the code just yet; I might migrate to a slower machine so I can run EXEs that Dev C++ compiles. The framerate will only be a fraction of what it was, but at least I can test out compiled EXEs without rebooting to Ubuntu.
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PostPosted: Sat May 11, 2013 12:36 am
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gerolf wrote:

OT - doomjedi, your art tips are very important, actually. I am doing a lot of art work for this project (mainly sprites), so I might ask you for advice sometime in the future.

Any time, for your service.

You are a very promicing Spriter, that constantly improves. Community needs to support new generation of Spriters, so our mods will look more unique and less same-o same-o....I'll do my part in that Smile
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PostPosted: Sat May 11, 2013 12:52 am
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ThunderEnema wrote:
@Doomjedi: I think that's a product of Wlhack's advanced shading feature

Sorty, miscounted the pics, I was pic 5 actually....one with the spider webs.

Don't think so, there are no light sources on that pic - I was talking about the same cell - floor texture vs it's related wall texture. The issues - are just different art sources probably for textures with different light-to-dark depth, unless you brightened the wall manually.

Quote:
--maybe it's just me, but that feature makes the shading seem very uneven--it's overly dark in some areas and very light in other areas;

I didn't like LinuxWolf's advanced shading for simular reasons.
I think general areas need to be only a bit darker when have no light source...maybe 30% darker, up to 50% top. - it's better to make lit areas brighter, than non-lit - too dark.

Quote:
Also, don't don't be afraid to give me advice, I take constructive criticism very well.

You're type of modder I like then Smile
This mod is very promicing.

Quote:
Besides, I need all the advice I can get, especially since this is my first game. If you want, I can actually send you a beta version of the game. PM me your email address if you're interested.

Sure Smile Promice you detailed art feedback.
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PostPosted: Mon Dec 02, 2013 11:46 pm
   Subject: Beyond the Grave [New Update]
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Hey guys!

I just thought I'd bump this thread to show that this project is not dead! Gerolf has pretty much jumped on board as a co-designer for this project (Tricob has helped a bit with coding and Josh with graphics). Gerolf and I both have been working diligently on this project and it has turned out to be a far more ambitious project than I originally intended. I really wanted to release this game during the Halloween season of this year but we still have a long way to go. So, as for a release date for this project, the best I can say is sometime next year. So, in the meantime... feast your eyes on a new enemy Gerolf created:



And a somewhat revised HUD (notice how all that gibberish at the top left of the screen has been removed. I made it so that information can be viewed by pressing 'TAB')


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PostPosted: Tue Dec 03, 2013 12:50 am
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Recolored "Duke3D Atomic Edition" monster with a skull to replace it's head? Good choice. Nice mix of undead and monstrish look.
Screens look good and promicing Smile

I'd try to use a bit of Doom or even "Hexen" art as well, they have quite a selection of undead enemies.
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PostPosted: Tue Dec 03, 2013 2:44 am
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I have to agree with Doom Jedi, that does look like an interesting foe.

But I think it looks like a foe that the animation could make or break.
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PostPosted: Tue Dec 03, 2013 8:03 am
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The game does feature tons of art based off of Heretic/Hexen, but they've been edited quite a bit to be more original and not just direct rips Smile

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PostPosted: Tue Dec 03, 2013 10:53 am
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My god it's beautiful :O
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PostPosted: Tue Dec 03, 2013 12:03 pm
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I am looking forward to this one. Memory indicates that I have thought this looks like a sort of combination between Halls of Stonehenge and The Orb of Dilaaria - oh, two of the greatest in the SoD/Wolf-3D catalogue!

Keep up the great work, and please don't neglect the mapping aspect - that is, in my humble opinion, what will ultimately determine if folks will or will not enjoy playing what you put so much effort into.

Cheers,

Ariel

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PostPosted: Tue Dec 03, 2013 2:42 pm
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Looks impressive indeed! Smile
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PostPosted: Tue Dec 03, 2013 3:18 pm
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I'm pleased with what I see here, but I'd like to see the floor and walls show some colors either than black and grey. If you use color in the statusbar but not in the wall and floor graphics, it won't "feel" quite as balanced out. Smile
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PostPosted: Tue Dec 03, 2013 9:08 pm
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Wow just Wow...it looks better and better i can't wait to dig my claws into this mod...but :\.....no no no I'm not going there :\ -clams self-

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PostPosted: Tue Dec 03, 2013 10:28 pm
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Thanks guys for the remarks!

@Tricob: A lot of the screenshots featured in this thread are from a select few levels of the game. Believe me, there will be levels in the game that have both textures and walls that are not just black or grey.

@Arielus: I understand the importance of level design/mapping. I think level design/mapping is the most important aspect of any first person shooter. As a matter of fact, poor level design is why I am not partial to newer FPS games. I am thankful Gerolf is taking care of most of the graphics as it leaves me with more time to focus on level design.

Here's a map I have been working on for quite sometime now. It's one of the more complex levels in the game:






Yes, I know sharing things like elaborate coding changes and maps are spoilers but this is just a map in progress. I just wanted to show there's more to this mod than just pretty graphics and screenshots. Smile

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PostPosted: Wed Dec 04, 2013 4:48 pm
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ThunderEnema wrote:
Yes, I know sharing things like elaborate coding changes and maps are spoilers but this is just a map in progress. I just wanted to show there's more to this mod than just pretty graphics and screenshots. Smile
What I see very rarely is when there's a simple, minor feature in a mod, but the feature is "exploited" to make a concept-based map. The trick is to do this without the feature feeling over-used. You might want your mappers to try this idea out. Smile
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PostPosted: Thu Mar 13, 2014 6:43 am
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How's the mod progressing? Smile
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PostPosted: Thu Mar 13, 2014 7:05 pm
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It is progressing slowly, but surely. I am happy to say it is at least at a point where I can really focus most of my attention on level-design and story-line. I will probably have some new screenshots to show in the next couple of months. Smile

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PostPosted: Fri Mar 14, 2014 3:57 pm
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Cool, great to hear that you're still working on it. Smile
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PostPosted: Fri Mar 14, 2014 5:45 pm
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I can confirm he's still working on it Smile you all won't be disappointed for waiting so long!

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PostPosted: Sat Mar 15, 2014 7:09 am
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Great to hear! Smile
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