[GZDoom] Hell-Forged - (On hiatus until December - school)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby PlayerLin » Tue Jan 23, 2018 11:06 am

osjclatchford wrote:he's a Templar in training. its his basic weapon.


Uh, the player character's gender hasn't decided yet...I hope it still female, for some reasons...:P

Looking forward this mod, I just played a bit and I don't have any to say(as others already pointed out), the HF1M1 just hard but I don't have problem with Hexen's beginning style so I'm OK with that, just needed more health items I guess?
User avatar
PlayerLin
 
Joined: 11 Nov 2007
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Tue Jan 30, 2018 7:38 pm

Still wondering about that. Leaning towards male character for the initial release. Might add a female skin for some later up-date.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby SamVision » Tue Jan 30, 2018 10:45 pm

Since the player character is not a marine like 99% of Doom mods, how about developing an actual character instead of just a player avatar? They would not have to speak or anything, but just have a more defined presence than just Generic Space Marine #4512.
User avatar
SamVision
 
Joined: 13 Apr 2010
Location: Behind You

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Thu Feb 08, 2018 6:35 pm

SamVision wrote:Since the player character is not a marine like 99% of Doom mods, how about developing an actual character instead of just a player avatar? They would not have to speak or anything, but just have a more defined presence than just Generic Space Marine #4512.


What do you mean? More like Duke Nukem and Shadow Warrior? I've always thought strength of Doom is that the player is largely characterless - you are the character. Right now, I'm just just focusing on the amount of work necessary to make the sprites. I think adding a female skin or vice versa would be a significant investment, one I might not make. Making the the player female would be more novel (when it comes to Doom anyway), but a male player would be more relatable to most of the audience.
Last edited by Amuscaria on Sat Mar 03, 2018 9:14 pm, edited 1 time in total.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Captain J » Fri Feb 09, 2018 12:27 am

Why not make the character with ambiguous gender? Like covering the whole character with some kind of brand new medieval armor... Yeah, what i mean is making the new player sprite would work.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Dragonfly » Thu Feb 22, 2018 8:55 am

Hello Amuscaria.

I was looking to see what sprites are usable in other projects. While looking through your credits, I noticed that the word "graphics" was mis spelt several times as "grpahics". Just thought you should know.

Also any confirmation of if I'm correct with the below would be hugely appreciated:

"I can use all Hell-forged monster sprites EXCEPT those belonging to the Sentinel"

Is the above true?

Thanks.
User avatar
Dragonfly
 
Joined: 26 Jun 2008
Location: United Kingdom
Discord: Dragonfly#5094
Twitch ID: dragonflyos

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Sat Feb 24, 2018 4:38 am

Josh wrote:"I can use all Hell-forged monster sprites EXCEPT those belonging to the Sentinel"

Is the above true?


That is correct.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Dragonfly » Sat Feb 24, 2018 5:11 pm

Thank you ever so much for the quick reply. I'd like to reiterate more clearly that I think your sprite work here is especially fantastic, so thank you for being willing to share it! :)
User avatar
Dragonfly
 
Joined: 26 Jun 2008
Location: United Kingdom
Discord: Dragonfly#5094
Twitch ID: dragonflyos

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Sun Apr 29, 2018 11:30 pm

Took a break today to sculpt the new Hellsmith. Will be converted to sprites when time allows.

Spoiler:


Approximate final scale:

Image
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Arctangent » Mon Apr 30, 2018 12:59 am

Feel like he could be a bit chunkier. Right now he looks a bit lanky for a Doom monster.
User avatar
Arctangent
squawky
 
Joined: 06 Nov 2014
Discord: SquawkyAtan#2371

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Captain J » Mon Apr 30, 2018 1:42 am

Amuscaria wrote:Took a break today to sculpt the new Hellsmith. Will be converted to sprites when time allows.
Gotta be honest, i wasn't a big fan of existing Hellsmith sprites because he used maulotaur body as a base and it never looked demonic and threatening with that bull visage.

... However you definitely nailed his head design! Looks more sinful and amazing. And i see you got some inspiration from icon of sin, no? And if his tail looked sharp or armed with some kind of mace, that would be rad.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Mon Apr 30, 2018 2:11 am

@Arctangent: Will fix. I kinda forgot how squat the Doom sprites with the use of tall-pixels. Will also enlarge the head.

@Captain J: The head is actually based on a bull's skull. Not sure what Icon of Sin is based on, goat or bull. But hercine and bovine skulls are pretty similar.

Seems like I put too much detail in the model, seeing as I can see nothing in the scaled down version. :P
Last edited by Amuscaria on Fri May 04, 2018 5:32 pm, edited 1 time in total.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Captain J » Mon Apr 30, 2018 2:18 am

Yeah, i guess their skull looks the same and got confused. Based on bull's skull? Why that's retrospectively great! Hellsmith is also bovine-based, so.

And the overall model looks fine and detailed in compilation img between cyberdemon you posted. No need to improve/decrease more!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby neoworm » Mon Apr 30, 2018 3:36 am

Latelly I was really strugling with the different pixel aspect ratio of DooM that kinda twists some of the sprites I make. I don't know if you take this into account but I kinda fear that with new Hellsmith it will skew him se he will seem even higher and thinner.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: [GZDoom] Hell-Forged - (new alpha test up)

Postby Amuscaria » Mon Apr 30, 2018 4:16 am

@neoworm: I've accounted for this for the boss monsters (since they're big enough to make it really noticeable), but not the regular ones, or the ones where are edited from original sprites. I've also had that problem with my old DE weapon sprites looking skinny. It should be easy enough to widen the Hellsmith in ZBrush before spriting. I intend to sprite it at double res, then scale it down to right dimensions with the 20% reduction in height accounted for.

I generally play Doom in widescreen windowed mode, without the stretching/tall-pixel, so I kinda forgot it was there.

@Captain J: I haven'ted added any armor to the Hellsmith yet. He will have some armor of his shoulders, chest and legs.
Last edited by Amuscaria on Tue May 01, 2018 12:54 pm, edited 1 time in total.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Conmeister and 10 guests