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What the heck is this?
This is my attempt at making a really, REALLY lightweight cosmetic mod that'd stick very close to the vanilla aesthetic, both graphics and audio-wise. It is a tiny 2771 kilobytes total!
What's the point?
I wanted to make something as small as possible that'd give a new look to the original graphics, without straying too far from Doom's style. Then it evolved into something where I wanted to give doom a more... 1994 style, with streamlined weapon graphics, slightly different text, sounds, etc. All keeping with the vanilla aesthetic.
What does this work with?
Anything that uses the base doom graphics and sounds. Like my mod! /shamelessplug
Who made the resources?
Spoiler:
Weapons kit
Sgt. Shivers, Yholl, SoloSpaghetti, Blox & Lord Smash made all the weapon sprites. The sounds come from ARSENAL by Daniel, as well as AlandogunsX.
Items
Ammo pickups from HellcatX's Ammopile and Chronoteeth.
Sounds from ARSENAL by Daniel. Also, Megasphere.
Soulsphere and Megasphere from Russian Overkill.
Health pickups, Armor Pickups and keys modified from Zrrion the Insect's resources.
Backpack sprite by BloodyAcid.
Radsuit sprite by GAA1992.
Invisibility sphere by CaptainJ.
Invulnerability sphere from... Skulltag? I'm not sure who did it.
Computer Area map by Alando. Minor edits.
Hud
Mugshot: Nobody knows, please please tell us if you know!
HUD: Minigunner with edits from osjlatchford
Numbers: ACE Team
Sounds: ARSENAL by Daniel, Alandoguns X by Alando.
Bestiary
Zombies by Xim, Ghastly, and possibly others
Imp by ItsNatureToDie
Lost soul & Hellknight by Vader
Caco by Breadbagfly
Revenant by Eriance
Pain Elemental by Assmaster
Mancubus by CaptainVentris, Projectile by SoloSpaghetti
Baron by IMX
Archvile by Torm & Eriance
Arachnotron by CaptainToenail & Torm
Spidermind by Yholl and SoloSpaghetti
Cyberdemon by Wolfendoom
Sounds from Quake, Shadow Warrior, Doom64, Doom 3, Blood, Hexen 1 & 2, and probably a bunch of others I can't recall at the moment.
If you know the source of any resource in this mod that I did not list or listed improperly, please tell me!
Last edited by Tapwave on Wed Jun 27, 2018 6:52 am, edited 23 times in total.
Mikk- wrote:The chainsaw uses sounds that have been more often used for Chainguns and Miniguns. It's a bit jarring and my first reaction was "what the heck"
Ah, yeah, that makes sense. I tried to go for cleaner, less grating sounds for it since both that and the plasmagun get really painful on the ears sometimes. I don't have any good "1994 quality" chainsaw sounds around, though, but if you know of a resource that has one, I'd be more than happy to put it in.
Tapwave wrote:I don't have any good "1994 quality" chainsaw sounds around, though, but if you know of a resource that has one, I'd be more than happy to put it in.
Go nuts with the sample rate on any chainsaw sounds you can find. 11025 Hz might make it sound old enough, and it might not.
Updated with a new chainsaw set of sounds. Also, all sounds have the same-ish sample rate now, reducing filesize further (and making the knife hit and rocket launcher sounds less odd).
Boomstick wrote:I'm noticing that the chainsaw audio doesn't stop after you switch weapons unless you fire or wait a few seconds.
Oh wow. That's me being really stupid. I'm going to fix that right now. Can't believe I didn't notice this.
/edit It should be fixed now. Can anybody tell me if it is?
/re-edit Okay, seriously, it should be good now. JFC.
NullWire wrote:Could you improve more the knife animation? and maybe..and the bfg recoil animation, that looks better!
As much as I REALLY agree with this and am just dying to do so, I'm working with Doom's base animation limits, which means three frames for the fist and one for the BFG. The BFG actually has a recoil sprite in the IWAD, but it's never used. The knife swipe I did was the one that looked the least stupid and it was a nightmare to make with only three frames of animation.
NullWire wrote:Could you improve more the knife animation? and maybe..and the bfg recoil animation, that looks better!
As much as I REALLY agree with this and am just dying to do so, I'm working with Doom's base animation limits, which means three frames for the fist and one for the BFG. The BFG actually has a recoil sprite in the IWAD, but it's never used. The knife swipe I did was the one that looked the least stupid and it was a nightmare to make with only three frames of animation.
Use offsets to make a recoil, just move the sprite back and knock the view up a lil bit.
Really tho, use offsets, they're wonderful for getting the most out of sprites. Check out wildweasel's [Weapon Mod] Mixed Tape Vol.3 (Released!), it's got a ton of examples.