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

PostPosted: Wed Apr 11, 2018 3:22 pm
by NeuralStunner
XLightningStormL wrote:at this point your better of using community assets, instead of getting everything redone, you're going to have to get what you have available to you, otherwise this resource pack will be stagnant in two years
I dunno, if one is "just" going to reuse assets*, it starts to defeat the purpose of making something new. If everyone simply copies from one another the entire modding community is going to be stagnant in two years. (Not just talking out my ass here. I've practically never reused something in a mod without further editing it myself.)

You could also assume that other modders are entirely aware of a highly visible, very popular project and are still looking for assets from elsewhere because existing ones don't suit their needs. (Even if that need is as simple as "I don't want to just reuse stuff from another popular mod". Again, it's an entirely valid requirement.)


* And yes, folks, code is an asset too. This was brought up before.



Before anyone assumes I'm just soapboxing, Ghastly and I were actively discussing this, and he wanted me to back up this point.

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

PostPosted: Wed Apr 11, 2018 4:02 pm
by Ghastly
What he said, number one. Number two, the project is to try to remake these things in a way that fits in with the original Doom's powerups, monsters and things. If I used MetaDoom's Hologram like was suggested, I wouldn't have the current Hologram, which fits in quite nicely. So I'm trying not to cannibalize other mods to fill out this project if I can help it.

That said, I don't have a huge issue with using that Megahealth, but I think it needs a little work. I tried it out in-game, and it looks too static. If it had some animation like the lights in the middle pulsing I think it would fit in better. I also am not quite sure who to credit for that sprite.

Also, thanks! The boots and adrenaline work perfectly!

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

PostPosted: Thu Apr 12, 2018 4:12 am
by XLightningStormL
yeet

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

PostPosted: Sat Jul 07, 2018 8:57 pm
by whatup876
Hope i'm not making an useless bump, but since this is a thread about Doom modding content from the series' later games, are there going to be plans for Eternal?
So far, we only got a reveal trailer, but this QuakeCon, we might see a few more things, at least.

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

PostPosted: Mon Jul 23, 2018 2:57 pm
by Ghastly
Whoops, sorry for the delayed response. Been busy with work and other stuff. Yeah, I plan to add the truly new stuff from Eternal as well. I'll wait to see the full game itself before I add anything to the list though.

Speaking of adding things to the list, not sure why it was missing for so long, but added the Artifact from RoE to the list. Leaning towards just an inventory-stored timefreeze powerup for the Doom 2-style powerup, but as usual when I do something like that I'll include another version that's more true to the original. The reason for including two versions like that is the first "official" version for the project is something intended to work fine alongside Doom 2's own assets and the other RoE assets, and a more true-to-original Artifact would be pretty redundant with the Berserk. But I'll include a more true-to-original version as well for people completely redoing the item lineup.

On another note, I hate the name Artifact for it, since it's so generic and the word became a catch-all for powerups in Heretic and Quake. Both Doom wikis say it's also referred to as the Bloodstone, but is it ever called that in-game? EDIT: It's apparently called that in several places in the source code.

Also, Megahealth is done.

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

PostPosted: Sun Sep 30, 2018 4:22 pm
by Faceman2000
I made some Bruiser sprites from Eriance's Cybruiser a while ago, and you guys are welcome to them. I wanted to keep its aesthetic in-line with the original monsters, so I don't know if it's true enough to the original design for you guys. I found the television sprites on here years ago and don't know who made them, and I can't find the original post anymore. The death is modified from an alternate Cybruiser death in the Finished deaths collection from however long ago.

I'm too new to private message or post images, but here's a link:

https://drive.google.com/file/d/1JGOVQM ... sp=sharing

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

PostPosted: Tue Oct 23, 2018 8:30 am
by Ghastly
That looks pretty cool! Thanks!

Also, marked the grenade box, adrenaline and lateral thrusters as unfinished again, as the original author doesn't want them used here anymore.

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

PostPosted: Tue Oct 23, 2018 4:55 pm
by XLightningStormL
Don't count on that too much, you'll be able to use the sprites again when I release the Resurrected Nightmare "final public" demo for Doom's 25th anniversary.

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

PostPosted: Tue Dec 11, 2018 2:16 pm
by whatup876
XLightningStormL wrote:Don't count on that too much, you'll be able to use the sprites again when I release the Resurrected Nightmare "final public" demo for Doom's 25th anniversary.


Well... we're kinda past that day.

Also, just for curiousity, would anyone be interested in making a classic Doom version of the zombie slayer?

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

PostPosted: Tue Dec 11, 2018 2:56 pm
by Ghastly
whatup876 wrote:Also, just for curiousity, would anyone be interested in making a classic Doom version of the zombie slayer?
There's certainly room for it in the community, as a skin and/or monster.

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

PostPosted: Wed Mar 27, 2019 3:50 pm
by whatup876
We finally got new Eternal footage so i guess that could be my excuse to bump this thread.
https://www.youtube.com/watch?v=xPp0vZgN-F0
I noticed the RL's design changed a bit, making me wonder how this game's inflence for classic Doom mod stuff is going to be.

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

PostPosted: Wed Mar 27, 2019 4:23 pm
by Ghastly
whatup876 wrote:I noticed the RL's design changed a bit, making me wonder how this game's inflence for classic Doom mod stuff is going to be.
For this project, I'm not really going to be changing much in the way of classic resources, especially just visual changes. I already have enough on my plate trying to get the new stuff. The exception is the Chaingun, which behaves really differently between 2, 3 and 4, and Doom 4's Heavy Assault Rifle behaving really similarly to Doom 2's Chaingun leaves more justification for adding a more Doom 4 styled Chaingun.

Liking how Eternal looks so far, and I'm glad we see how the Extra Life powerup works. Was wondering how I would implement a life system a la Wolfenstein 3D, but looks like I don't have to. Not adding anything to the content list in the first post, though, until the game's release.

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

PostPosted: Fri May 31, 2019 6:44 pm
by Hidden Hands
I have an 76ish % finished Cherub and 80s percent finished Doom 3 style Imp I made. I couldn't get the imp to climb walls but he does leap and shoot fire balls and has full sounds. Cherub has full sounds and dashes the player with claw attacks rapidly but he sometimes "freezes" when close. Interested in helping finish these up?I need them for my Doom mod too so it helps us both.

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

PostPosted: Sat Aug 03, 2019 6:05 am
by DeltaDoom
https://imgur.com/0Qh9mCW

These any good? I imagine he's crawling around at mancubus speed.

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

PostPosted: Sun Aug 04, 2019 1:37 am
by Ghastly
Doom's engine doesn't typically work well with really small monsters (having enough trouble with that with the Trite so far, honestly, with the player able to run straight over them with any kind of elevation), so it would probably work better as a flying monster, Lost Soul style.