Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
User avatar
przndoom
Posts: 692
Joined: Sun Dec 23, 2007 12:22 pm
Location: Right behind you

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by przndoom »

lol that would be cool i cant wait to see some invasion

have the girl announcer voice, (3...2....1.. warning secuirity breach beep beep beep)

im hoping my ROE project would be hand in hand with this monster pack....

and if we have a good D3 mapping then damn put these, blood, bone, and everything bad ass..and but the professor added an extra ingredient...CHEMICAL ID! thus the D3 ROE WAD WAS BORN!

do do dooo dooo doo do do doooo doo!
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Blade3327 »

@PrznDoom: loooooooooooooooooooooooooooooooooooooooooooooool! :lol:

@Ghastly: An experienced mapper could probably do it; although I'm doin' my D3 project solo - no one seems to wanna help in any way... Same with the Gears of War TC.

@Vegeta: We don't need to have the objective of survival; we can literally have a "do-anything-you-want" game. Or... the objective could be something like "explore these hubs as much as possible." Iono.
User avatar
Vegeta(dw)
Posts: 365
Joined: Fri May 09, 2008 10:23 am

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Vegeta(dw) »

By survival I just mean a Skulltag game mod. It's like co-op, but if you die you die. Other than that you can add as many exploration you want, but taking care not to die. The maps of course can also be played on Co-op, dm, tdm, etc.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Blade3327 »

Huh, sweet idea; I gotta get SkullTag, lol.
User avatar
Ghastly
Spotlight Team
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Ghastly »

Blah, I'm back.

Laptop died on me for a while, but my dad got it working again. Apparantly, when the board that controls the power goes haywire, it can destroy a laptop battery, cause the hard drive to mess up it's boot sequence, and do a ton of nasty things that made it seem like the I/O chip was dying. I'm back in buisiness, but I don't have a laptop battery at all, for a while XD.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Blade3327 »

It's like this project is havin' some sorta technological curse on all of us; I hope I'm not next, lol...
User avatar
Dulle
Posts: 266
Joined: Thu Oct 02, 2008 10:11 am
Location: Deep in ass

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Dulle »

LOL Here isn't seen sprites in a long time. :lol:
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Blade3327 »

Y'know, I just noticed that! Where HAVE all the spriters gone? Doo-do, do, doo-do, do, doo-do, do, do...
User avatar
przndoom
Posts: 692
Joined: Sun Dec 23, 2007 12:22 pm
Location: Right behind you

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by przndoom »

okay, i tossed out the bruiser, because it look too sloppy and flat, and i think i can do better detailing so i sat down try to see what the bruiser have and collect a wider sprite resource to make 1 monster (think i added 4 monsters to the cauldron)

before i start and might have to retry again...anyone has a decent screen of the bruiser, side and back, and front in good light? cuz i kinda debate if theirs w/e there or here or there isnt any blah! i should make a credit of sprites i used,





yesterday i got them today i kinda slacked off and trying to make a sprite set of my fav, er thing, these whatchamacallit (there are no sprite set for these so im making them for ZA WARUDO!!
http://www.youtube.com/watch?v=X2KnNLlPaZs

its a cartoon fruit from JAPAN..yea, :cheers:
Last edited by przndoom on Tue Nov 25, 2008 3:50 pm, edited 1 time in total.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Blade3327 »

@PrznDoom: What? Your first Bruiser sprite was pretty sweet. All you had to do was add more shading to the horns! Noooooooooooooooooooo!
User avatar
przndoom
Posts: 692
Joined: Sun Dec 23, 2007 12:22 pm
Location: Right behind you

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by przndoom »

its the same concept as the first, just i didnt it being flat, got new horns so yea,,its a good pair
User avatar
Vegeta(dw)
Posts: 365
Joined: Fri May 09, 2008 10:23 am

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Vegeta(dw) »

Hey, I toyed around with the Archvile flames. I got this, but doesn't look as good as I expected, and I think it'd be odd when you dodge it and you see that it doesn't has rotation frames. Still perhaps it can be used for something else

Image
User avatar
Ghastly
Spotlight Team
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Ghastly »

Wow, looks very good, but yeah, it could use some rotation frames, and a trail.
User avatar
Vegeta(dw)
Posts: 365
Joined: Fri May 09, 2008 10:23 am

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by Vegeta(dw) »

Okey, I'll make the full animation. Perhaps adding more flames on the lower part could make it not to need rotation frames (which would be incredibly hard). If it doesn't fit, it can always be used for something else, D3 related or not.

BTW, I started a D3 in D2 decoration pack. At the moment I can't sprite, but I have ideas for a lot of stuff to add.

Edit: I was looking at Aerial's Hard DOOM patch, the monster that replaces the Lost Soul has a fire attack that with little scale could work for the Archvile attack if it's edited to move through the floor. As with all the creatures of it, you can get it from the bestiary.
User avatar
przndoom
Posts: 692
Joined: Sun Dec 23, 2007 12:22 pm
Location: Right behind you

Re: RoE Monster Pack - Doom 3 monsters in Doom 2

Post by przndoom »

i got a full sound and plus, but i think i liked it in this and you guys haz it :P but not the plus, weird breathing ect. im still trying to find that distinctive..EEEEEEEEr creepy noice when something moves just so subtly and it makes that sound...i need it

and for decoration, i can sprite, but is it full animation or still like that hanging man 1 sprite kind...right now im doing 2 sides but not really important

Also, i found the leap for the imp...just gotta match the recoloring and edit some spikes, scale it and then its ready...oh nvm i need death too

Return to “Resources”