[WIP] Demonicron (v. 0.3.3 -IDK Edition-)

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Matt
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Matt »

Y'know, playing this just now on Map03 was the very, very first time I've ever gotten a proper "zombie" vibe off of the Doom zombies. The look is delightfully creepy.
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iSpook
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by iSpook »

Vaecrius wrote:Y'know, playing this just now on Map03 was the very, very first time I've ever gotten a proper "zombie" vibe off of the Doom zombies. The look is delightfully creepy.
You know, I'd totally suggest remodeling HD's zombies off these ones, even if they probably be out of place. :P
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Captain J
 
 
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Captain J »

Also, takes a lot of times.
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Matt
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Matt »

I actually thought of that! But one of things about that vibe was the slow, jerky movement in vanilla, which doesn't really carry over too well, so the ragged, broken look ends up looking more post-apoc raider-like with more human movements... which, come to think of it, might not be a bad thing...
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Carbine Dioxide »

This is cool, it reminds me of Free Doom.
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Kostov
 
 
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Kostov »

This stuff is nice. I'll consider pairing this with Droplets & Dark Doom in my next playthrough.

My first suggestion is that you use a blank graphic as a fake brightmap on all of the zombieman's, shotgun guy's and imp's sprites which ensures that other mods with brightmaps for those characters loaded before Demonicron won't take effect. See, I'm using this, and that brightmap pack adds brightmaps to the eyes of the characters I mentioned, which does not go well with this mod.

I've actually made a file that does what I just suggested myself, so if you want, incorporate it into your mod. Heck, even add your own brightmaps in the future that are optimized for the frames in this mod, because they're awesome. I could do that, if you want.

The second suggestiquestion is, can you make more frames for Demonicron to accomodate the full rotations John Romero recently released? :D

EDIT: I took the time to make a brightmap file to fit this mod, enjoy! It uses an empty graphic as a brightmap for non-brightmapped monsters in Demonicron to block out brightmaps from other files, if loaded after them. IMX, add it to the mod if you will! https://www.dropbox.com/s/88yku0iuzrigm ... s.pk3?dl=1

EDIT 2: Change the dl=0 at the end of the download link to dl=1 to allow people to download your file instantly.
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by IMX »

Thanks for the suggestions undead! And yes. Agh! :blergh: The brightmaps subject was bugging me a couple of months ago because I KNEW I was going to mess up some monsters really bad by omitting their eyes and/or other stuff that is supposed to be bright in the original monsters' design.

So, in regards to that, my main focus as of right now is to implement the new sprite designs and nothing else; the brightmaps are going to wait in the meantime as I get every monster's new look down to the T first (because it wouldn't made sense if I create brightmaps for temporary monsters), so I think I should implement those empty files you provided as a temporary fix. Thanks for them!
undead003 wrote:The second suggestiquestion is, can you make more frames for Demonicron to accomodate the full rotations John Romero recently released? :D
That's another thing that was bugging me since their release. Literally every variant out there has been "obsoleted" and the community in general might need a dedicated and skilled sprite artist to create different edits to every single custom trooper out there. It is still too early but I can see every other graphic mod having to step up because, quite frankly, we're in 2015 and you just can't afford having the outdated looks when we obtained the extra graphics literally straight from the source, for free, and we have sourceports that support said implementation.

But here's the deal. The ONLY monster that I can see getting those full rotations is the Imp, and here's why. Sooner or later, I just have to implement a new design for Doomguy. And the former troopers, in one way or another, use that same design. If I change him, I just have to change all of them too. Being completely honest, I can see myself designing a completely new spriteset from scratch for him; I mean, sure, it's going to be inevitably based on the original design just like the rest of the cast but it would be better in the long run to have a different look for him than just a recolor and edit.

In short, and once again, it's not going to make sense if I do the rest of the rotations in Demonicron's style if I'm inevitably going to change the sprites themselves in a latter update. As for that new design goes, I might start with it in February or so.

Once again, thanks for the suggestions!
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Kostov
 
 
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Kostov »

Thank you aswell for reading and giving a nice long answer.

Yeah, it's best you implement the empty brightmaps. And I can understand your viewpoint on the rotations: but in my opinion, and many other's opinions, they are a "should have been included at first release" thing for Doom. It's good if you will consider making further rotations in the future, but it's actually better that you sharpen up and set the Demonicron designs in stone.

Again, good job, I will make use of this and other mods to a horror-style playthrough.
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Big C
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Big C »

Vaecrius wrote:I actually thought of that! But one of things about that vibe was the slow, jerky movement in vanilla, which doesn't really carry over too well, so the ragged, broken look ends up looking more post-apoc raider-like with more human movements... which, come to think of it, might not be a bad thing...
You *could* use Demonicron's new sarges as a special sprite for Jackboots when they get revived, maybe. It'd be fitting. And cool. On the other hand they would require new modifications because HD's zombiemen and shotgunners are using ironsights when they fire.

Also, the DooM 3 security zombies could move like humans despite having visible injuries, so I think it'd make thematic sense.

Either way I think there's potential here. It'd fit given that HD's pinky replacement is already using a Demonicron sprite.
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Kostov
 
 
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Re: [WIP] Demonicron (v. 0.3.3 -IDK Edition-)

Post by Kostov »

Hey IMX, how's progress on Demonicron? I'm playing through Plutonia with it aswell as a heap of other mods that make up a horror experience, but with my currently beefy computer I have so many games to play and media to watch, so it's going slowly... :P

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