Quake II Weapons for Doom (Latest Beta Released)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Where I can get good hyperblaster sprite?

Poll ended at Sat Jan 17, 2009 2:04 pm

Find that yourself
8
67%
Dunno
4
33%
I know
0
No votes
 
Total votes: 12

User avatar
neoworm
Posts: 1748
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by neoworm »

http://www.wireheadstudios.org/generations/
Maybe making rips from this mod can be useful. They remade all Quake I and II weapons to have Q3 details.
User avatar
Lolo_is_cool
Posts: 399
Joined: Sun Oct 19, 2008 12:07 pm
Location: italy
Contact:

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Lolo_is_cool »

neoworm wrote:http://www.wireheadstudios.org/generations/
Maybe making rips from this mod can be useful. They remade all Quake I and II weapons to have Q3 details.
but Dulle doesn't want 3d rips :?



So Dulle, what about the railgun??
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by TypeSaucy »

i think i found some non 3d sprites for the railgun, i need to check though.
User avatar
Dulle
Posts: 266
Joined: Thu Oct 02, 2008 10:11 am
Location: Deep in ass

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Dulle »

Lolo_is_cool wrote:
neoworm wrote:http://www.wireheadstudios.org/generations/
Maybe making rips from this mod can be useful. They remade all Quake I and II weapons to have Q3 details.
but Dulle doesn't want 3d rips :?



So Dulle, what about the railgun??
Dunno yet,but hyperblaster is done.You can go to look a pic of it at page 1.

@Crazycool : Thanks for cooperative,but I'd think that I find the railgun myself.
Last edited by Dulle on Sun Jan 04, 2009 2:14 pm, edited 3 times in total.
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by NiGHTMARE »

How come the Doom guy changes gloves when switching to certain weapons? :P
User avatar
Dulle
Posts: 266
Joined: Thu Oct 02, 2008 10:11 am
Location: Deep in ass

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Dulle »

NiGHTMARE wrote:How come the Doom guy changes gloves when switching to certain weapons? :P
That's eternal mystery. :blergh:
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by TypeSaucy »

i think i found what u want, but it needs color changin. i found the sprites in WRW mod. I got this! i think... :)
User avatar
Siggi
Posts: 3288
Joined: Sun Oct 03, 2004 8:57 am
Preferred Pronouns: They/Them
Location: South Africa

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Siggi »

Just to clear up whatever confused I caused earlier.
This thread was originally created in Projects, however the content was effectively a stupid pole and a request for sprites. This is when I moved it to editing where it seemed to be more appropriate. It was only after the thread was moved that Dulle added screenshots to the first post. I decided to leave it there because it seemed to me like a very weak beginning for any project thread as well as still being just a request for sprites and a stupid pole.
I assume, only after Dulle PM'd all the mods that it got moved back.

Now I'm not going to move it, or lock it or do anything else, but I do want to say this: The amount of effort put into this particular thread is quite pathetic. There are plenty of good examples of how one should go about creating a thread for a project, even a small one. If you're going to be creating threads about projects you're working on, then it's highly advised you put some effort in. A brief "Oh, I like this theme. I've got some stuff, and I'm looking for whatever resource" and then adding some screenshots as a formality is the least possible effort one could put in to create a thread which seems like it could fit into the Projects subforum.

Something for you all to think about...
User avatar
Chii
Posts: 86
Joined: Sun Jan 04, 2009 10:50 am
Location: Japan

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Chii »

Utter pointless recource wad. reminds me too much of a crappy 90's graphic replacment :/
Duelle, you've got the dagger my friend. Use it, stick it in the heart and bury it and move on. Or keep it for your own private enjoyment. The recoucrs you used was just taking parts from other weapons and making them look like a quake II weapon no!
either rip the model and change it to be more pixely and sprite like,or design 2D versions based on the 3D ones.. other wise it really doestn feel quake atall. Anyway this is a failure, I swear Captaintoenail already made a fun quake2 weapons pack which is lovely for skulltag.
User avatar
Phucket
Posts: 401
Joined: Sat Dec 01, 2007 5:54 pm

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Phucket »

NiGHTMARE wrote:How come the Doom guy changes gloves when switching to certain weapons? :P
They're magical weapons. Each weapon requires you to wear a different pair of gloves otherwise your head will implode.

As for the mod, there's not much I can say about it. The download link doesn't seem to work anymore, something about the max downloads being reached. The only thing the screenshots really tell me is that this is essentially a wad with a bunch of random weapon sprites tossed in that don't even remotely resemble anything you'd find in Quake II (I don't remember there being an OICW or anything that looked even remotely similar in Quake II. If it's supposed to be the machinegun, then you're even further off because the Quake II version had more of a generic futuristic machine pistol look to it).
User avatar
Lolo_is_cool
Posts: 399
Joined: Sun Oct 19, 2008 12:07 pm
Location: italy
Contact:

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Lolo_is_cool »

where did u get those sprites?? they look pretty cool 4 meh :D
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Project Shadowcat »

Instead of taking sprites from another resource project, why don't you try making your own based on the models? Now I don't mean model rips, but original sprites using the models as a reference.
User avatar
MetalPapat
Posts: 56
Joined: Sat Jul 21, 2007 6:19 am
Location: France

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by MetalPapat »

I agree with Project Dark Fox , you have just rip weapons from other project , nothing more to say is just a waste of time. Do something creative like Wild Weasel do.
User avatar
Chii
Posts: 86
Joined: Sun Jan 04, 2009 10:50 am
Location: Japan

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by Chii »

Project Dark Fox wrote:Instead of taking sprites from another resource project, why don't you try making your own based on the models? Now I don't mean model rips, but original sprites using the models as a reference.
Thats a great idea! in fact i already said that above :shock:
User avatar
FANADICALCOWHEAD
Posts: 125
Joined: Mon Jul 14, 2008 10:13 pm
Location: On Sniper 109's computer
Contact:

Re: Quake II Weapons for Doom (Latest Beta Released)

Post by FANADICALCOWHEAD »

Project Dark Fox wrote:Instead of taking sprites from another resource project, why don't you try making your own based on the models? Now I don't mean model rips, but original sprites using the models as a reference.
I've already done that In another wad.Called UQ-CTF for skulltag.
http://skulltag.com/forum/viewtopic.php?f=12&t=15954
Although the sprites only appear in software mode (3dmodels for GL users)
Locked

Return to “Abandoned/Dead Projects”