Doom 64 Sprite Rips (UPDATE 2)

Re: Doom 64 Sprite Rips UPDATED!

Postby printz » Mon Nov 07, 2011 12:04 pm

I'm curious how much alike those two look in Doom 64.
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Re: Doom 64 Sprite Rips UPDATED!

Postby TheDarkArchon » Mon Nov 07, 2011 12:08 pm

printz wrote:I'm curious how much alike those two look in Doom 64.


Identical aside from the trousers since to save space they are simply palette swaps of each other.
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Re: Doom 64 Sprite Rips UPDATED!

Postby Gez » Mon Nov 07, 2011 12:49 pm

And in some versions of the ROMs, the palettes are identical anyway...Talk about confusing!
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Re: Doom 64 Sprite Rips UPDATED!

Postby wildweasel » Mon Nov 07, 2011 12:50 pm

Gez wrote:And in some versions of the ROMs, the palettes are identical anyway...Talk about confusing!

That might explain why I don't remember them looking any different at all...
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Re: Doom 64 Sprite Rips UPDATED!

Postby esselfortium » Mon Nov 07, 2011 1:47 pm

Vader wrote:Meh, I never really liked the D64 artwork and seeing the sprites in sheet form only makes it worse for me... especially the death animations look like crap IMHO. The sprites also appear to be way too dark to use in regular Doom(2)!

I like a lot of the artwork in D64, but I'd agree that some of the death animations are badly lacking.

It's a pity there's no one around who could possibly touch up something like that... :P :lol:
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Re: Doom 64 Sprite Rips UPDATED!

Postby printz » Mon Nov 07, 2011 1:59 pm

I think the Doom 64 sprites are superior in ohmygod factor than the Doom counterparts, which look a bit cartoony in comparison (especially the pain elemental and mancubus). Only problem is the lack of some cornerstone monsters that make Doom 2 Doom 2 (chaingunners, revenants, archviles. Spiderdemons suck and aren't such losses though) and the excessive goat/camel noises. Other than this problem, I feel that Doom 64 is like how Doom 2 should have been. Not just this, but it also looks like halfway between Doom 1 and Doom 3.
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Re: Doom 64 Sprite Rips UPDATED!

Postby Enjay » Mon Nov 07, 2011 4:25 pm

Funnily enough, my opinion is almost exactly opposite to your one at least in the OMG factor of the enemies. For me, it's more of an ohmygod, look how blurry and indistinct they are (despite being larger graphics), and why is the cacodemon like a cartoon monster with its handcuff chains and over-sized vampire fangs and why is the pinky demon giving out teletubby "big hugs". As for the sounds, they sound very contrived to be "woooo scary" by being all echoey and bassy. The textures are grainy and messed up looking and I find many of the levels quite frustrating. The music... well, OK, I like that. :P

I'm not saying it is a bad game - far from it and it has some very good features, including coloured lighting, 3D effects and so on - but I just don't feel that it fares particularly well when being compared to the original and, personally, I don't like the graphical style anything like as much as the PC original.

I agree that it is a stepping stone between Doom and Doom3. Doom is one of the best games ever made. Doom3 is a pale shadow of its grandfather that failed to deliver on so many fronts. D64 being good, but not as good as Doom means it fits quite happily between them. ;)

[edit] typo - omission of a "not" [/edit]
Last edited by Enjay on Mon Nov 07, 2011 6:05 pm, edited 1 time in total.
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Re: Doom 64 Sprite Rips UPDATED!

Postby wildweasel » Mon Nov 07, 2011 5:52 pm

I wonder what kind of problems it'd cause to make a Doom64EX mod that restores Doom 2's monster sprites? =P

(I already kinda replaced the weapon graphics with Eriance's, at the cost of the shotgun animations unfortunately...if only Doom64EX had an equivalent to Decorate...)
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Re: Doom 64 Sprite Rips UPDATED!

Postby Eriance » Mon Nov 07, 2011 8:21 pm

The demon is an excellent pose reference for me. Thanks for the sheet. :D
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Re: Doom 64 Sprite Rips UPDATED!

Postby Marty Kirra » Mon Nov 07, 2011 11:27 pm

Excellent rips! :D

Seeing them out in the open like this though, it's a unique graphic style. While I don't share Enjay's opinion on the overall look, they are unique in that I don't think there's really any other place they'd fit other than Doom64. Same with sounds that originated in the PSX version of Doom, it all seems to fit the aesthetic of Doom 64 more to me.
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Re: Doom 64 Sprite Rips UPDATED!

Postby BlazingPhoenix » Tue Nov 08, 2011 1:25 am

wildweasel wrote:If only Doom64EX had an equivalent to Decorate...)[/i]

Kaiser had said that limited decorate support is planned.
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Re: Doom 64 Sprite Rips UPDATED!

Postby amv2k9 » Tue Nov 08, 2011 2:07 pm

The item sprites look like they'd be pretty useful, and the sfx sheet, once you get it done, should be useful too.
The enemy sheets reminded me of how the Arachnotron was pretty much the best evolution of an enemy from Doom 1 & 2 to 64. It has a more "purpose-built" look to it, as opposed to the original Arachnotron that looked like a brain hobbling around on top of an erector set.
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Re: Doom 64 Sprite Rips UPDATED!

Postby printz » Tue Nov 08, 2011 3:40 pm

wildweasel wrote:if only Doom64EX had an equivalent to Decorate...)[/i]
But can't it be emulated through GZDoom?
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Re: Doom 64 Sprite Rips UPDATED!

Postby Gez » Tue Nov 08, 2011 4:13 pm

To some extent, yeah. Keyword is "some". There are many signature Doom 64 effects that are not possible in GZDoom, at least for now.

Yeah, there's the Doom64 branch that goes part of the way, but it's very, very incomplete.
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Re: Doom 64 Sprite Rips UPDATED!

Postby esselfortium » Tue Nov 08, 2011 6:27 pm

printz wrote:
wildweasel wrote:if only Doom64EX had an equivalent to Decorate...)[/i]
But can't it be emulated through GZDoom?

I'm going to emulate punching you in the face if you suggest that again.
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