Thank you all for the replies! They're greatly appreciated
SoloSpaghetti wrote:Nice stuff!

Now the only thing left is a custom HUD, you should really think to add one to your mod in my opinion.

Probably; actually one of my goals is to develop
a different HUD and a different face. I have this concept for Demonicron's Doomguy which I should probably try
Woolie Wool wrote:I like some of the monster edits but the grime is way overdone on the textures, it looks like cheap Photoshop filters instead of being a natural part of the texture, and the new color scheme often completely messes up the way certain maps use color (for instance, in E1M6, the room with the computer walls and the pinkies, basically everything looks wrong because the whole architectural theme of that room revolved around the gray and blue colors).
I can see your point. You see, I wasn't expecting to use the custom texture pack for the whole project, since I was just experimenting a little bit with the "dark/lugubrous" aspect which I'm trying to achieve. The texture pack won't be, by any circumstance, an integral part of this graphic mod, and after collecting the feedback expressed in this very thread I am leaning towards putting a download link to it but
just as an optional thing.
ArielBoss wrote:Also, you have in mind replacements? Like edits of this monsters, like hair, or a dammaged suit. Or in case of the demons some scar or a different shape of mouth or eyes. Dont lose the vanilla spirit, but make it more deep for the player, and less linear.
Thanks for the suggestion! And yes, I am leaning towards taking advantage of ZDoom capabilities and randomize the look (and just the look) of certain monsters. It would probably be something minimal, like a smaller spike or a missing chunk of rotten flesh, who knows?
-Ghost- wrote:Are you going to change the monster sounds as well to go with the darker sprites?
There's a high chance of revamping some sounds for certain monsters, but nothing too big. Once again, a "sound" addon would probably be conceived for this project, since I want to keep the core of this project as a graphic replacement mod and nothing more.
SerbianDoomer wrote:Also regarding the devourer, some people (myself including) play with sv_fastmonsters set to 1. Since the devourer is just a sped up demon if fastmonsters speeds it up even more it will be impossibly fast and if it doesn't then it will be the same as the regular demon. Might I suggest that you give him some unique ability, such as charging from a distance or jumping at you instead of just a speed upgrade.
Thanks for the suggestion; and yes, somehow I expected this to become a huge annoyance for those who are accustomed to -fast, I should put myself into solving this,
there must be an option to disable +ALWAYSFAST on a monster when playing on -fast; any DECORATE/ACS masterminds out there that can help me to fix this?
Hellstorm Archon wrote:Also, I can PM you a PLAYPAL called contrast3.wad to add finishing touches.
Thanks! I wasn't planning on messing with custom PLAYPALs,
buuut if I like what I see, I will think about it. Also, thanks for the suggestions for the Doom 2 monsters!
Valherran wrote:These sprites look like Doom 2 versions of the Doom 3 monsters. Interesting.
Some designs are inspired by how the regular monsters looked on D3, I can't deny that. I am going with a mixed approach, combining both official/fanart renditions of the monster plus a few things collected from many surreal artists.
Once again, if you guys can suggest me some ideas and concepts regarding the monsters, it'll be greatly appreciated
Vaecrius wrote:- the demons' death animations and corpse frames still look very much like they've still got eyes.
- maybe add a little beige blotches or something to the zombiemen?
I'm tempted to ask if I can use the SRG2 sprites for Hideous Destructor's demons.
Thanks for the suggestions (I'll keep those in mind), and also feel free to pick whatever you like, man!
Also, I should mention that I modified the OP with some minor things I forgot to add yesterday, plus some grammar fixes. Once again, thank you all for the feedback!