Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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ramon.dexter
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by ramon.dexter »

Wow...I'm missing words...just wow... :shock:
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StroggVorbis
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Re: [GZDoom] Hell-Forged - (Director sprite set - P. 286)

Post by StroggVorbis »

I can't quite put my finger on it, if it's the lighting, shading, or choice of colors, but the behemoth looks like something from Fallout 1 & 2 :D
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neoworm
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by neoworm »

I am missing some color variation on the Behemoth. Maybe some bloodstains to keep it in line with stock DooM monsters? Or some other way to incorporate a one more color to the scheme.
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by Hellstorm Archon »

neoworm wrote:I am missing some color variation on the Behemoth. Maybe some bloodstains to keep it in line with stock DooM monsters? Or some other way to incorporate one more color to the scheme.
To further add to this, the tanks on the back look way too clean to the point of looking blank, and the folds of fat on the back frames look kind of weird.

On a more positive note, you should definitely consider putting up a tutorial on how to create monster sprites out of models by rendering them, posing them, digitizing them, etc. Not only do these recent works show a surprising amount of faith to how the original Doom monsters look, the OG monsters themselves were actually created by digitizing models.
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Amuscaria
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by Amuscaria »

@Neoworm + Hellstorm Archon

Will fix. Adding some pink bloody regions around the mouth and the joint between the guns and the upper arm, like the corpulent. Will add some stripes on the back and arms as well, like the Mancubus, since it looks a bit blank atm. I'll also changed the tusks to another color since they just disappeared when I converted to the Doom palette.

Already working on a tutorial. Started it a month ago here on the forums, but then it became too much of a pain in the ass to keep going back and forth between Imgur and the BBCode just to rewrite and correct the images. Will be doing it in InDesign and converting it to PDF when it's done. Will finish these whenever work schedule allows. Probably by the end of the year.

@DabbingSquidward

Everything Zbrush renders out tends to look plastic for some reason even with non-plastic materials. :P
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neoworm
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by neoworm »

I thought you would know how to improve it. Looking forward to seeing the finished version.
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TheDoomGuy
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by TheDoomGuy »

Egads, incredible.

Just out of curiosity, do you still use the same methods from your old spriting tutorials? I need to get like you, man.
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Amuscaria
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by Amuscaria »

TheDoomGuy wrote:Just out of curiosity, do you still use the same methods from your old spriting tutorials?
Which ones? Do you mean how I draw out the silhouettes prior to coloring? I still use that method when drawing from scratch, although I lay down the major color and shadow/highlight regions then just blend. I made a tutorial on Doom-style explosions some time back, that's basically how I do monsters when they're not made in 3D.
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TheDoomGuy
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by TheDoomGuy »

Amuscaria wrote:Which ones? Do you mean how I draw out the silhouettes prior to coloring? I still use that method when drawing from scratch, although I lay down the major color and shadow/highlight regions then just blend. I made a tutorial on Doom-style explosions some time back, that's basically how I do monsters when they're not made in 3D.
Well, basically. Your old tutorials have dead links now so I can't really see, but from what I remember that was it. :P So for some monsters you do 3D and sprite-ify them?
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Amuscaria
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Re: [GZDoom] Hell-Forged - (Behemoth animation - P. 287)

Post by Amuscaria »

TheDoomGuy wrote:
Amuscaria wrote:So for some monsters you do 3D and sprite-ify them?
All of the 4 boss monsters I did recently was made from 3D sculpts using ZBrush. The smaller ones are easy enough not to use 3D.

EDIT:

Here are the sprite-sheets for the Hellduke, Director, and Behemoth (with the bare-minimum needed to be functional). Play with them if you want, but don't release it to the public until December this year. I'll be adding the additional attack animations by then to complete the monsters' additional attack functions.

I'll be going on a 8-12 week hiatus for school later in the week, so no major updates will be made for this time.

Hellduke:
Spoiler:
Director:
Spoiler:
Behemoth:
Spoiler:
Last edited by Amuscaria on Wed Dec 26, 2018 1:08 am, edited 2 times in total.
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YukesVonFaust
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Re: [GZDoom] Hell-Forged - (mid-boss monster sheets up - P.

Post by YukesVonFaust »

These are straight-up fantastic! also good luck in school too!
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Re: [GZDoom] Hell-Forged - (mid-boss monster sheets up - P.

Post by Captain J »

Every sprites where they die are obviously engulfed with hellfire, with pure quality and awesomeness. I really love the way you followed one of the vanilla doom rule and i quote; Boss monsters should explode upon death!
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Tango
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Re: [GZDoom] Hell-Forged - (mid-boss monster sheets up - P.

Post by Tango »

the sprites all look excellent, really well done. love the look of the director in particular. thanks for always being open about sharing your work; you do a great service to the community.
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Re: [GZDoom] Hell-Forged - (mid-boss monster sheets up - P.

Post by Gez »

Looks like the Behemoth ought to still be a blocking obstacle after death. Perhaps the back of his armor could look more damaged from the explosion of the three tanks? Those white tubes could be melted away at least.

I feel like the monsters are shinier than the original. The Behemoth nearly looks to me like it'd fit in Duke 3D. That said, they're still the best sprites I've ever seen made for the game, with more-than-professional quality.
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Hellstorm Archon
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Re: [GZDoom] Hell-Forged - (mid-boss monster sheets up - P.

Post by Hellstorm Archon »

Gez wrote:Looks like the Behemoth ought to still be a blocking obstacle after death. Perhaps the back of his armor could look more damaged from the explosion of the three tanks? Those white tubes could be melted away at least.
I'd have to agree with Gez in regards to the Behemoth, in regards to how the corpse should look more damaged so it doesn't look like a blocking obstacle after death. Perhaps have the armor jutting into the Behemoth's soft flesh while showing a spinal cord blasted into pieces while more of its organs are slowing oozing out of its new exit wound on its back?
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