DOOM hi-res 4x project

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wildweasel
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Post by wildweasel »

GZDoom already applies filtering on the fly, technically. And ZDoomGL has the HQ2X filter and such. Really, though, I think it's all just a waste of time and resources. If you want high resolution, you might as well just use models, providing that there are actually any good ones - last I looked, they all looked really dumb, with really low-quality animations and blocky meshes.
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Electronic Samurai
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Post by Electronic Samurai »

Bouncy wrote:Image
Whoa! That's my map!
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Post by BouncyTEM »

Indeed. :P

(when I need a background for a GIF I usually just take a picture of the level most convenient. yours happened to be that. :P)
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Post by Gez »

Enjay wrote:The archviles mouth looked too wide to me. (I think this standee is in the id offices http://www.doomworld.com/sda/id/0.JPG )
I always thought this:
Image
was a portrait of an arch-vile's face. This guy's head looks quite different.
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Phobus
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Post by Phobus »

I'd say that's what it is, but a lot of things are open to interpretation.
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Nash
 
 
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Post by Nash »

If I'm not mistaken, that texture has been around since Doom (or was it Ultimate Doom?), which was most probably before Doom 2 (and consequently, the Arch-Vile) was in development.

Or did they just went "this face looks cool, let's turn it into a real monster for the second game"?
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Dancso
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Post by Dancso »

Hey, i've just found out how useful the smudge tool is! ;)

Here is my first try with it on the marine sprite:
Here
It needs some more detailing work on the weapon, and needs the smooth edges cut down, but i think it's not that awful. I didnt use any filters.
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Phobus
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Post by Phobus »

It looks like a young childs cartoon...
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Dancso
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Post by Dancso »

Phobus wrote:It looks like a young childs cartoon...
1. I AM 13 years old.
2. First try, and im not too good with photoshop anyways.
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Skutarth
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Post by Skutarth »

1. It looks horrible.
2. It, surprisingly, looks even worse than a filter.

Just because you did it manually doesn't make it better.

For the proper way to do this, look at the difference between Wolfenstein 3D for PC and for Macintosh:
http://www1.linkclub.or.jp/~clubey/othe ... cwolf.html
Go down to "2) Different Graphics".

Another good example, except with music, is this scenario:
If you take the original music lumps and convert them to midi, open them in FrootyLoops, add random effects to the instrument channels, and export them to mp3/ogg/etc, it unanimously can't be called a proper high quality music remake/replacement.
On the other hand, listen to the 3DO version of Doom's music. It explains itself.
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Post by Gez »

Nash wrote:If I'm not mistaken, that texture has been around since Doom
Yup, but so was the Icon of Sin's face; both had textures in Doom that only got their full signification in Doom 2.

MARBFACE (MWALL4_1): Icon of Sin
MARBFAC2 (MWALL4_2): Arch-Vile
MARBFAC3 (MWALL5_1): Baron
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Dancso
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Post by Dancso »

Constructive criticism ftw! Nevermind.
MrBig101
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Post by MrBig101 »

Looking at these made me wonder how Doom would work with all watercolor-like sprites, make it kind of a artistic stylized doom. It could work, right?
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Tokyo Mew Mew
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Re: DOOM hi-res 4x project

Post by Tokyo Mew Mew »

That big skullface i always looked at as a Mancubus but nope it was in Doom and theres two theories
1 - it was just one of many demon/gargoyle faces in the doom games
2 - ive seen this on another game so perhaps it was a domain picture they used

Enjay, on that image you posted.. its good so we get a better look at the Baron... but seriously i know it was drawn based from a clay model, but what is that grey thing under its chin? its teef? goatie beard? giant ring? i never really knew how to look at the baron but i do know that they were the creepiest... just look at their faces any one remember back in the original doom in the 90's being low on ammo and one of those pops up?
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Re: DOOM hi-res 4x project

Post by JonayaRiley »

Whooo! One year old thread with tons of broken links ressurrection!
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