[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
AlphaSoraKun
Posts: 409
Joined: Fri Feb 10, 2017 2:17 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: [SPRITES] Spriting Carnival!!

Post by AlphaSoraKun »

Combined the Valve Half-Life 1 HD Beretta with the Doom Pistol Pickup, this is the result that came from it.
Pistol Pickup Sprite.png
You do not have the required permissions to view the files attached to this post.
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Silent Hill 1 Final Boss
in sprite form.
I use Arch-vile sprites, and the wings are from Ragnarok Online Owl,
and i use other 3d models to mix mash this together.

https://mega.nz/file/t6pzzI5J#KtwOInbGi ... WoK8y0jfb0
mirror link
https://cdn.discordapp.com/attachments/ ... te_Fin.png
Warning semi nudity

The left sprite is the one I edited the one, on the right original concept image from the game.

What she mostly does is flies hovering in place, and being a bullet sponge,
as she shoots down these red rust colored lighting strikes at you, at least four times.
and these lighting strikes follow your walk patterns and does at least 20 to 30 to 40 percent damage each,
in the original game.

But if anyone ever want to use her, maybe can make her more interesting as a boss by...
like let her able to teleport behind the player few feets away,
and summing enemies or bringing them back from the dead?
Able to dodge to left or right?

Kinda like a mixer pattern and behavior of the Silent Hill 1 Final Boss and House of Dead 1 Final boss attacks and abilities.
Last edited by r&r on Tue Mar 29, 2022 7:38 pm, edited 1 time in total.
User avatar
Ganbare-Lucifer
Posts: 86
Joined: Sun Apr 07, 2019 9:18 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [SPRITES] Spriting Carnival!!

Post by Ganbare-Lucifer »

r&r wrote:Updated Werewolf weapon and UI sheet.

Now with the werewolf head face hub, edited and from the Werewolf the last warrior game.

The grey rings are the howl shock waves projectiles sprites.
I would love if somebody did this an add-on.

By the way, Doom 64 monsters need more monsters, I asolutely love to fight and kill demon variants. I would love to see the bulky 64 Mancubus in PC Doom style.
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Ganbare-Lucifer wrote:
r&r wrote:Updated Werewolf weapon and UI sheet.

Now with the werewolf head face hub, edited and from the Werewolf the last warrior game.

The grey rings are the howl shock waves projectiles sprites.
I would love if somebody did this an add-on.

By the way, Doom 64 monsters need more monsters, I asolutely love to fight and kill demon variants. I would love to see the bulky 64 Mancubus in PC Doom style.
Yeah would be a Nice weapons/ability add on,
like a devil trigger for doom guy but as a werewolf form.
with a dash of a rpg elements, more kills more you can upgrade the werewolf,
like increase defense, speed, damage, increase healing factor and how long you can stay in that form upgrades, stuff like that.

Yeah Doom 64 Monsters are interesting only thing i can think of if you create color swaps with interesting gimmicks with them
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Updated Silent Hill 1 Final Boss Sprite Incubus
On the left is Original using achvile and other sprites, on the right is pixlated version of the monster game's image.

recolored the body and head and re-pixlated the wings to looks more gothic colors
https://cdn.discordapp.com/attachments/ ... te_Fin.png
User avatar
DOOMPiter
Posts: 223
Joined: Sun Nov 03, 2019 6:01 am

Re: [SPRITES] Spriting Carnival!!

Post by DOOMPiter »

Holy mackerel, a D64-Styled Beta-SSG?! Yes! Yes that's right! Use this for WHATEVER DOOM64 Inspired project you want, as long as you give credit to me, and some others listed below!
BetaSSG_D64Styled_Sheet.png
(Credits: Cage, Nevander, Super Piter/Doom Piter, Ravage, Midway)
You do not have the required permissions to view the files attached to this post.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [SPRITES] Spriting Carnival!!

Post by TheRailgunner »

peewee_RotA wrote:That looks really cool. Just wanted to mention that the Dark Bishop is a monster in Hexen in case that causes any name collision. It is listed as "bishop" in the scripts, but just in case.

https://doomwiki.org/wiki/Dark_bishop
I'll try to keep a note of that - speaking of, some progress:

ImageImage
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Werewolf Doom Guy Sprite sheet update version 3
Now with Werewolf doom guy sprites and blue moon sprites

the werewolf heads I use is from a game Phantom Brave but modified.

The smaller blue moons is the concepts like Devil May cry Blue Orb Fragments.
the smaller moon sprite would be drop sprite and they be randomly drop by enemies and collecting all 7 to create a full moon
on the hud level you making you stronger, faster, etc etc and reset the moon again restarting the process again.

and werewolf doomguy have no death animation as my thought would be
you won't die as a werewolf but just turn back as doomguy with 25 percent health
not if you got upgrade turning back with 50 or 100 health.
You do not have the required permissions to view the files attached to this post.
User avatar
Orka
Posts: 261
Joined: Tue Apr 30, 2013 11:51 am
Location: Lost in the backrooms.

Re: [SPRITES] Spriting Carnival!!

Post by Orka »

smg shield zombie.png
Started this edit years ago. Maybe 6 or so... Took me a while to force myself to finish this thing. At least it took a weight off my shoulders.
EDIT: accidentally left out ItsNatureToDie from the credits. Gonna update the sheet soon.
EDIT2: fixed the credits.
You do not have the required permissions to view the files attached to this post.
User avatar
NathanSilver
Posts: 9
Joined: Thu Dec 30, 2021 9:08 pm
Location: Brazil

Re: [SPRITES] Spriting Carnival!!

Post by NathanSilver »

Always had an idea to make this a fun easter egg for a Doom 2 map PWAD I'm working on, like how Duke Nukem 3D did with other characters like Indiana Jones and of course, Doomguy

though I did this for that reason, not to make fun of the fans of FNF at all.

[imgur]http://i.imgur.com/voD9wDx[/imgur]
User avatar
Dr_Cosmobyte
Posts: 2802
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: [SPRITES] Spriting Carnival!!

Post by Dr_Cosmobyte »

Orka wrote:
smg shield zombie.png
Started this edit years ago. Maybe 6 or so... Took me a while to force myself to finish this thing. At least it took a weight off my shoulders.
EDIT: accidentally left out ItsNatureToDie from the credits. Gonna update the sheet soon.
EDIT2: fixed the credits.
Looks pretty good!!!

Really awesome!
User avatar
UnTrustable
Posts: 758
Joined: Wed Jan 31, 2007 11:34 am
Location: The Netherlands

Re: [SPRITES] Spriting Carnival!!

Post by UnTrustable »

Imperial Commando shooting rotations...
Im trying to make a resource wad with Dark Forces content.
I found some good resource wad out there...one was from Lex Safonov.
But he replaced most fire-state sprites into walking-state sprite... and that does not work for me.
So slowly i make one by one...
You do not have the required permissions to view the files attached to this post.
User avatar
Ganbare-Lucifer
Posts: 86
Joined: Sun Apr 07, 2019 9:18 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [SPRITES] Spriting Carnival!!

Post by Ganbare-Lucifer »

r&r wrote:Werewolf Doom Guy Sprite sheet update version 3
Now with Werewolf doom guy sprites and blue moon sprites

the werewolf heads I use is from a game Phantom Brave but modified.

The smaller blue moons is the concepts like Devil May cry Blue Orb Fragments.
the smaller moon sprite would be drop sprite and they be randomly drop by enemies and collecting all 7 to create a full moon
on the hud level you making you stronger, faster, etc etc and reset the moon again restarting the process again.

and werewolf doomguy have no death animation as my thought would be
you won't die as a werewolf but just turn back as doomguy with 25 percent health
not if you got upgrade turning back with 50 or 100 health.
I have made Werewolf sprites that I posted on the forums ago, mind if I post them again so you can take a look and see if you can edit them to Doomguy.
You do not have the required permissions to view the files attached to this post.
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Ganbare-Lucifer wrote:
r&r wrote:Werewolf Doom Guy Sprite sheet update version 3
Now with Werewolf doom guy sprites and blue moon sprites

the werewolf heads I use is from a game Phantom Brave but modified.

The smaller blue moons is the concepts like Devil May cry Blue Orb Fragments.
the smaller moon sprite would be drop sprite and they be randomly drop by enemies and collecting all 7 to create a full moon
on the hud level you making you stronger, faster, etc etc and reset the moon again restarting the process again.

and werewolf doomguy have no death animation as my thought would be
you won't die as a werewolf but just turn back as doomguy with 25 percent health
not if you got upgrade turning back with 50 or 100 health.
I have made Werewolf sprites that I posted on the forums ago, mind if I post them again so you can take a look and see if you can edit them to Doomguy.
That actually a awesome job be good to be like full rage werewolf mode
but i'm not a modder, just spritter and idea person.
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Phantom cultist sprite
Alittle edit that I use the Blood cultist
and the Doom's revenant's skull heads.

Mostly trying to give another version of that
ghost style enemy type.

Able to walk through walls,
can throw homing ghost skulls,
like the Phantasm can do from Blood.
They are non hit-scanners so they shoot fast bullet projectiles.
and when they die they fade away or bust into flames die.
You do not have the required permissions to view the files attached to this post.

Return to “General”