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  1. #26
    Shogun Assoluto L'avatar di Krizalid
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Golem,la sign sformatta tutto!

  2. #27
    Shogun Assoluto L'avatar di golem101
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    krizalid ha scritto gio, 31 marzo 2005 13:26
    Golem,la sign sformatta tutto!
    Maddechè?

    Ho fatto la prova con tre browser diversi e si vede tutto perfettamente... al limite sono gli screenshot che spatasciano un po' l'ampiezza della pagina.

  3. #28
    Shogun Assoluto L'avatar di Joe Slap
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Whoa alcuni screenshots sono da paura
    E meno male che di mods buoni ne sarebbero usciti pochissimi...

    Devo sbrigarmi a finire Doom 3!!

  4. #29
    Shogun Assoluto L'avatar di Krizalid
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    golem101 ha scritto gio, 31 marzo 2005 alle 13:17
    Uno skybox decente!!

    Sembra che l'abbiano fregato ad uno di quelli notturni di Morrowind, ma almeno non è una gif spixellata!!

    Anche gli screen del freight dock...
    hai ragione,scusa.

  5. #30
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]


  6. #31
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    interessante aggiornamento per uno dei mod più promettenti!

    http://doom3.filefront.com/news/DOOM_Chr onicles_Media_Update;18215

    The team have posted a batch of new screenshots from their maps. Enjoy them all below.

    Good work guys!

    qualche immagine:







    le altre le trovate all'indirizzo

  7. #32
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    il forum di Recall to Hell e due nuovi Wallpapers

    http://manhunter2k5.cybton.com/RTH/wbb2/




  8. #33
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    altre News per Recall to Hell

    Auf der Homepage der Recall to Hell Modifikation hat das Team eine Features Liste veröffentlicht. So versucht das Team die Schwächen des Doom 3 SP durch viel Abwechslung zu umgehen und die Stärken zu verbessern:
    We want to create one of the most intense and atmospheric game experiences, like you have originally expected it from Doom! In order to do that we will further expand the strong points of the game and reasonably add to them, among others the display of light and shadows - as well as get rid of weak points like the predictable monotony...We are going to play some real pranks on you and toy with your fears impressively by means of enemies and ambience. It is supposed to turn into the most appalling and sneaky game experience for you, which will thoroughly shock you time and again in situations where you expect it the least. Together with a complex story full of intrigues it is going to form a hellish symbiosis.
    Nicht nur die Story wird aussergewöhnlich sein, sondern auch die Optik wird durch Lens Flare, Bloom Shader und Paralaxmapping verschönert. Ausserdem werden Wasser- und Wettereffekte enthalten sein. Die Hintergrundgeschichte wird durch spannende, gut gescriptete Videosequenzen vorangetrieben. Dabei werden die einzelnen Missionen nicht auf das Monsterabschlachten limitiert; es gilt Story-relevante Aufgaben zu erledigen und einzigartige Spielziele zu erreichen. Die einzelnen Maps werden einfalls- und abwechslungsreicher sein und man kann Aussenareale sowie Höhlen erwarten :
    Instead of just playing on Mars, "Ascent of blood and steel" introduces many unique locations situated all over the celestial bodies of our entire solar system. Each with different look, level design, player behavior and interactivity with the environment - for less visual monotony and more in-game variety than in the original Doom³. Be it gigantic meteorites, abandoned underwater stations or oppressive dark bunker shafts - an authentic game world should emerge.
    Das Gegnerverhalten wird sich dem Spieler anpassen und die Gegner werden die verschiedensten offensiven Strategien benutzen, so dass man jederzeit gefordert wird. Man wird bekannte Monster aus Doom 3 wiedersehen, die jedoch einem Redesign unterzogen wurden, aber auch neue Gegner werden den Spieler erwarten, wie zum Beispiel das Blauhörnchen oder der Wasteman:
    An improved and partially adaptive AI provides them with additional new attack and defense tactics, adjusted to your moves and weaponry. Even team arrangement in the enemy lines, intelligent group tactics and coordinated attacks are planned.
    Während des ganzen Spiels kann der Spieler auf eine Vielzahl von Waffen zurückgreifen, die er sich vorher aussuchen muss, da man nicht alle auf einmal tragen kann. Desweiteren werden einem Raumschiffe zur Verfügung gestellt um zu den verschiedenen Planeten zu gelangen und man wird kleinere Fahrzeuge auf den Planeten nutzen können um grössere Strecken zu bewältigen:
    More important items and story integrated goodies, like maybe visors and radar will help you in your struggle to survive. You will have your very own sentry bot at your side as a faithful companion and you will be able to use it at certain points and control it by PDA to master some impassable paths.
    Falls all diese Features eingebaut werden, wird Recall to Hell sämtliche Egoshooter in den Schatten stellen. Ob die hohen Erwartungen, die das Team an sich selbst stellt, erfüllt werden, wird uns die Zukunft zeigen. Dies ist auf jeden Fall eine der vielversprechendsten Modifikationen, die momentan für Doom 3 entwickelt wird.

    sito ufficiale:
    http://recalltohell.d3files.com/






  9. #34
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    un gradito ritorno (segnalatomi da Nosf3ratu) per Recall to hell, non ditemi che non lo conoscete ( non il mod il ritorno )

    http://doom3.filefront.com/news/Reca_to_ He_Revives_an_Old_Friend;19092

    Once hoped for DooM3. Then expected in Hell on Earth. And now, at last, made real in Recall to Hell: we proudly present the notorious Spider Mastermind. We thanks Blitz who gave us that great model and granted us full use of it.





    We'll now rush to work on all further details, like Textures and Animation; of course, we will keep you regularly informed of our progress. Promise.

    Our lead mapper elusive is currently diligently working on a giant underwater station with impressive water effects and reflections. Meanwhile, our artist division is giving out new skins and moves to the familiar creatures. You may look forward to an innovative reunion with old acquaintances.

    Last but not least, some of the team's are working on really inventive weapons systems for the mod. More on that coming up soon...

    In addition, we're urgently in need of shader artists, GUI artists, storyboard draftsmen and professional scripters to work on cinematics and animation, and having experience of the DooM3 engine. As usual, please send all applications via email or post in the forums.





  10. #35
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Il mio Preferito assieme a Facing Hell...piu va avanti nella lavorazione e piu si mostra uno dei migliori ADD-ON di DOOM3 per la sua originalità,addirittura ID ha acconsentito a i ragazzi di Recall di lavorare e mostrare finalmente in carne e ferro il famoso Spider Mastermind rivisitato ),nel loro straordinario lavoro (che è presente anche nel Making of assieme ad altri demoni e ambientazioni tutto archiviato dalla ID per i prossimi lavori) ...quindi per me passerà per via ufficale e sicuramente la ID che non è gente fessa prenderà sotto la propria ala questi fantastici ragazzi che ci sanno fare veramente



  11. #36

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Ma quel modello dello spider mastermind non doveva essere utilizzato in Hell On Earth??

  12. #37
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    ad essere sincero non ricordo...

  13. #38
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    No,che io ricordi...quel demone è sempre stato un modello creato dalla ID (all'inizio si penso di inserirlo in DOOM3 poi è stato archiviato per successivi proggetti),ora però il modello del demone è stato (o aquistato o "prestato" non si sa con quali contratti o fini) a i ragazzi di Recall

  14. #39
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    NoSf3rAtU ha scritto gio, 02 giugno 2005 alle 00:19
    No,che io ricordi...quel demone è sempre stato un modello creato dalla ID (all'inizio si penso di inserirlo in DOOM3 poi è stato archiviato per successivi proggetti),ora però il modello del demone è stato (o aquistato o "prestato" non si sa con quali contratti o fini) a i ragazzi di Recall
    meglio, così almeno lo vedremo all'opera in un mod, sarebbe interessante sapere in che progetti lo vorrebbero inserire alla ID

  15. #40

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Hexen Third ha scritto gio, 02 giugno 2005 alle 00:29
    NoSf3rAtU ha scritto gio, 02 giugno 2005 alle 00:19
    No,che io ricordi...quel demone è sempre stato un modello creato dalla ID (all'inizio si penso di inserirlo in DOOM3 poi è stato archiviato per successivi proggetti),ora però il modello del demone è stato (o aquistato o "prestato" non si sa con quali contratti o fini) a i ragazzi di Recall
    meglio, così almeno lo vedremo all'opera in un mod, sarebbe interessante sapere in che progetti lo vorrebbero inserire alla ID
    Vabbè basta vederlo in azione!!!

  16. #41
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    The Recall to Hell Team Wants You!

    reca|| to he||

    Submitted by Legion_x)

    Our team is looking for reinforcements, especially in the field of multimedia-based presentation of our mod. Since we are now about to start implementing our complex story in sound and vision with inspiring cinematics, we are searching for the little Spielbergs among you:

    ------------
    You can:
    ------------

    - Create good and somewhat more complex scripts and cinematics with the Doom3 engine which will advance our story?!
    - Use the cinematics to move the story along in an exciting way through interesting perspective and movement?!
    - Integrate animations and textures in the Doom³ engine in a plausible and fitting way?!

    ------------------
    We offer you:
    ------------------

    - A motivated and open-minded team on your side who supports you.
    - Ready-made storyboards, drafts and concepts as well as a large forum for diskussion and presentation.
    - Mostly independent work with full individual support by mappers, animators, texturers, storyboard designers, coders, vocal artists and sounders. You are your own boss, are going to assign tasks within the team which you need for our cinematics and you are going to get them done. Independent coordination and work is required as well as of course dedication and enthusiasm.

  17. #42
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Aggiornamenti Per Recall To hell, segnalatomi da Nosf3ratu

    http://doom3.filefront.com/news/Reca_to_ He_Latest_Concepts_and_Models;19645

    Once again it's time to give a little peak at our creative ideas. One of our first weapons is going to be the PTMI-Nailgun, which is already here as a draft for you to marvel at. You will be able to literally nail your enemies with it. As for example the Genetic Mining Workers, which you can see on the second concept. However, a final design has not yet been set, we are discussing... Finally there is an untextured model of our monorail in profile for you to check out. It is gliding along on its rail with high speed by making use of magnetic power.






    Of course we are also still mapping ahead dilligently. Our artist Junkguy has created a couple of nice ice and water shaders, which will make you feel a really chilly atmosphere on those planets farther out there. Furthermore our lead mapper Elusive is mapping hard on our giant underwater base and our artist division is currently working on the textures of our known models, as for example the Blauhoernchen and the Spider Mastermind.

    immagini di repertorio



  18. #43

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    MA quando esce tutto questo popò di roba???

  19. #44
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    NightWolf87 ha scritto ven, 24 giugno 2005 alle 13:58
    MA quando esce tutto questo popò di roba???
    e chi lo sa, la data manca ancora, a visionando le immagini fino a dora uscite, mi sembra di capire che le ambientazioni sartanno davvero tante e varie, come i nemici che incontreremo .

  20. #45
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Recall to Helle anche nel cellulare !!

    Get Reca|| to He|| on Your Cellphone!

    http://doom3.filefront.com/news/Get_Reca _to_He_on_Your_Cellphone;20248



    madoooo ma non potevano ultimare il mod prima ?

  21. #46
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Hexen Third ha scritto sab, 16 luglio 2005 alle 11:53
    Recall to Helle anche nel cellulare !!

    Get Reca|| to He|| on Your Cellphone!

    http://doom3.filefront.com/news/Get_Reca _to_He_on_Your_Cellphone;20248



    madoooo ma non potevano ultimare il mod prima ?


    Onesto che cavolo fanno...prima si ultima il proprio progetto e poi si fanno tutte queste feature o come si chiamano loro per attirare l'interesse....ma se il progetto in questo caso Recall to Hell non e' ancora stato completato secondo me e' una buffonata o qualcosa di inutile ora

  22. #47
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    fra poco usciranno le melodie per Recall To hell e le magliette

  23. #48
    La Borga
    Data Registrazione
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    Konoha
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    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Ho visto ora il topic...a dir poco interessante l'interattività del Nintendo DS, se fosse vero me lo piglio con qualche giochino "hot" .
    Ma la donna ignuda di quale mod è?

  24. #49
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    Reca|| to He|| Birthday Present

    http://doom3.filefront.com/news/Reca_to_ He_Birthday_Present;21946


    Recall to Hell mod is celebrating its first birthday with a huge media-package for all fans. Please have a look here or at our modpage for all screenshots, renders and concepts as well as brand new info.

    ------------------
    Screens 1..6:
    ------------------

    We promised you huge atmospheric and, above all, innovative locations beyond the typical Doom3 look. In representation of this fresh look we want to use this chance to show you some more screenshots of our maps. New entrant Ivan and leadmapper Elusive contributed a few particularly impressive examples.

    -------------
    Screen 7:
    -------------

    Our new Concept artist Chrike is working right now on the graphics for the loading screen of each level. Here is an example for the two gigantic PTMI-Drill Platform midst a large black ocean on the Uranus moon Mirinda.

    --------------------
    Screens 8..10:
    --------------------

    Detailed concepts and descriptions are the framework of most of our maps. This is quite evident in a very atmospheric conversion of the planned PTMI mine worker quarters several miles under the surface of the moon by Psychokiller.

    ---------------------------
    Screens 11 and 12:
    ---------------------------

    And Jupiter is being mapped innovatively as well. On a large belt of meteorites directly over the planet a high security tract has been build by the PTMI. Our mapper Zizz shows us some almost megalomaniac proportions with his constructions on the huge walkable surface of the meteorite. Just the bridge on the first screen alone consists of about 9000 brushes [as big as some doom3 maps in the whole]

    ---------------------------
    Screens 13 and 14:
    ---------------------------

    We have promised you innovative and modern weapons, which won't break new ground only in looks, but in handling as well. For example the Riveter modelled by Jack Frost, which is going to shot steel rivets. Area wide orgies of destruction, on the other hand, can be celebrated using our Oxydation Grenades together with the matching thrower. And of course there are going to be some pick axes underground as short-range weapon for purists.

    ----------------------
    Screens 15..17:
    ----------------------

    Naturally we also have the right enemies for such weapons. Crueller as well as more innovative and sneaky than in Doom. Fear the Genetic Rats in narrow passageways, which will silently ambush you in groups. Just as devious are the Genetic Dr ones, which are able to even penetrate pipes, walls and ceilings. But of course the highlight is the Genetic Mastermind modelled by Blitz. Our texturer Vile has attended to her and given her a truly gruesome feel. And with her size [1.5 times as big as the Cyberdemon] she is in no way inferior to her look.

    ----------------------
    Screens 18..20:
    ----------------------

    Futuristic controllable vehicles are on our feature list and so we don't want to deprive you of a small visual motor pool. Mantikor has already tackled some concepts for a extraterrestric Buggy with pencil and paper. A similar wheeler is the Communication Vehicle modelled by RichardUK, which will come in no less than two versions. Finally we also want to present you Jack's detailed space ship concepts.

    ---------------
    Screen 21:
    ---------------

    The water physics are now fully implemented. Thus the water shader will be influenced by the size, surface and mass of moving objects. For example corpses will float above or under the water surface according to their appointed mass. The sounds for bubbling, swimming and diving are being created. Even the respective complex water reflections on walls and ceilings have been realized by our shading artist Junkguy.

    High-res textures for maps and characters are currently eagerly worked upon.

    ---------------
    Screen 22:
    ---------------

    And finally another concept screen, which presents our compact HUD-system. We want to realize our complete system based on circular forms, starting with the weapon/ammunition and health gauge over more complex inventory screens and personal displays. That's why we still need a GUI-designer/coder who wants to work with this interesting HUD-subject.







    GENTE QUI SI VEDE l'HUD DI GIOCO!!



    IVAN 'do stai?

  25. #50
    heXen
    ospite

    Predefinito Re: Doom 3 Extended [MODS no 56k]

    GUArdate che bestione


    Dal disegno al gioco:


    alcuni modelli dei veicoli:


    DUe modelli di armi

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