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[REJECTED] Laboratory Gun


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 Post subject: Laboratory Gun
PostPosted: 28 Apr 2012, 23:50 
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Baron of Hell  Baron of Hell
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Joined: 14 Dec 2009, 23:43
Posts: 647
Location: Long Island
Name: Laboratory Gun
Connection: Eriances' Enormous
Palette: Custom
Summon: BigGun
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No

Submitted: ShadesMaster
Decorate: ShadesMaster
Sprites: Eriance
Sprite Edit: ShadesMaster

And you thought the BFG was big! This weapon is way too big to carry, and is a prototype found in the labs of Phobos and Deimos... extracted from a legendary demon so enormous, so lethal, he made the Cyberdemon look like a windup toy!

Image


Attachments:
BigGun.wad [4.56 KiB]
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 Post subject: Re: Laboratory Gun
PostPosted: 29 Apr 2012, 10:26 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4271
Location: Germany
The problem with the gun is, that it lacks rotations. That's exactly the reason why it simply feels wrong if you are moving around it.


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 Post subject: Re: Laboratory Gun
PostPosted: 29 Apr 2012, 14:46 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1545
Dunno, a mancubus corpse is big too and it's okay. Problem with rotations is that they "jump", so they actually look worse on static objects than the single-angle thing. Monsters move around and are animated, so the jump caused by a rotation looks like a jump caused by their movement.

I suppose 16-angle rotations might alleviate the effect, by making the jumps less important; but I'm not sure about it since I've never seen any example. The best way to look at static objects while moving around it without it looking wrong is to use voxels or models.

Anyway, my own problem with that big gun is that the shading doesn't seem to fit the Doom graphic style well.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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