[Stopped for now] DN Brutal Doom Pack

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lizardcommando
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by lizardcommando »

I'm liking the new version so far. I love the sprites and animation for the Minigun and the SSG. The Hammer is an interesting new weapon, although I'm not a big fan of the primary function animation. It doesn't look like you're swinging outwards into space, into the distance. It looks more like you are swinging the hammer in front of your face. Not sure how else to explain it. Also, the animation plays a little fast. It looks like the hammer is made out of a really light material. If it's supposed to be such a heavy hitting weapon, shouldn't the swinging animation be a little slower, to show that there's a lot of weight to the weapon?

Aside from that nitpick, I'm loving it so far! I can't wait to see what else you have in store for this.
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Woolie Wool
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Re: [WiP/TestRelease_2] DoomNukem's Brutal Doom weapon pack

Post by Woolie Wool »

-Ghost- wrote:You could go the Doom 3 route. A lot of the weapons had flecked and slightly tarnished paintjobs, like they were somewhat old or well-used, compared to the shiny and newer looking BFG and Plasma RIfle. It made sense since the UAC are cheap bastards who aren't going to buy new gear for their guards.
I never interpreted the Doom marines as being UAC employees, but rather government troops sent in to clean up the UAC's mess.
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Ghostbreed
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Ghostbreed »

What's the difference between prim and alt fire on the six-shooter?
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Mav3rick
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Mav3rick »

well for some reason i just realice that your sprites mmm stand out from all in the screen lol no idea why but when u see the sprite of other weapons they no "shine" in that sence, as when the weapon is held in hands

and the chaingun look amazing great job :D
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by wildweasel »

I feel I should weigh in on this project, having downloaded and tried it today.

DN, your sprite artwork is amazing. I love what you're doing with the graphics here. But I really think your guns should be in a mod of their own, and not mere drop-in replacements for Brutal Doom's. The sprites are amazing, I love how they look, but the animations need some spit-polish, as they seem jerky or too "robotic" in places.

Perhaps sometime I should make a copy of your weapon replacement and make it stand on its own, because I feel that something like this shouldn't need to ride on Brutal's coat tails. It should shine by itself.
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Ghostbreed
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Ghostbreed »

What the Weasel said
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lizardcommando
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by lizardcommando »

I gotta agree with Wildweasel as well. I'd love to see this become its own mod now.
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Hellstorm Archon »

I'd concur with Wildweasel, but at the same time, I'd honestly like to see this finished.
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DoomNukem
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by DoomNukem »

The people have spoken! the revolution is at hand I must break the shackles of brutal doom, haha.
wildweasel wrote:I feel I should weigh in on this project, having downloaded and tried it today.

DN, your sprite artwork is amazing. I love what you're doing with the graphics here. But I really think your guns should be in a mod of their own, and not mere drop-in replacements for Brutal Doom's. The sprites are amazing, I love how they look, but the animations need some spit-polish, as they seem jerky or too "robotic" in places.

Perhaps sometime I should make a copy of your weapon replacement and make it stand on its own, because I feel that something like this shouldn't need to ride on Brutal's coat tails. It should shine by itself.
Thankyou, yeah some of the animations could do with a lot more polishing, as I said below it's something I haven't entirely got the hang of yet.

I would love to have this project stand on its own, i've had quite a few suggestions regarding that and if that's the direction I can take I'd love to.
I'd like to change things up a bit, I'm only using brutal doom as a base because I sort of like the pacing, blood and other little enhancements, I wouldnt mind doing away with the taunting, fatalities and some of the more rediculous gore / having the enemies suffer (that way I could make some enemies too). If it was to turn into a project of its own I'd probably add sleeves to the hands, and change the weapons perspectives to a off-center view like these little concepts:

Note: Leather jackets and eye-patches = badass, kurt would be proud.

Image

Image

Image

I understand that's a big undertaking making it standalone but if that's something you would be interested in doing i'd be thrilled and id probably have a crack at seeing how far I can take this without being over-ambitious.
Ghostbreed wrote:What's the difference between prim and alt fire on the six-shooter?
The alternate fire shoots a trick shot bullet that ricochets around the room off walls, floors and ceilings, does slightly more damage can pass through up to two enemies but has a good chance to not hit anything.

Blue Shadow wrote:
DoomNukem wrote:- need to Fix Pistol Ammo counter
Removing the duplicate BDPistolAmmo actor (Brutal Doom already has this actor. You don't need to define it again in your mod) from your add-on seems to fix the issue.
ahh perfect, thanks for that :)
lizardcommando wrote:I'm liking the new version so far. I love the sprites and animation for the Minigun and the SSG. The Hammer is an interesting new weapon, although I'm not a big fan of the primary function animation. It doesn't look like you're swinging outwards into space, into the distance. It looks more like you are swinging the hammer in front of your face. Not sure how else to explain it. Also, the animation plays a little fast. It looks like the hammer is made out of a really light material. If it's supposed to be such a heavy hitting weapon, shouldn't the swinging animation be a little slower, to show that there's a lot of weight to the weapon?

Aside from that nitpick, I'm loving it so far! I can't wait to see what else you have in store for this.
Yeah, it looks quite strange, i'm more of a 3D guy when it comes to animation so alot of this stuff is new to me, but I can see that aside from needing some weight, it needs a better perspective for the primary swing and some nice sounds.
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Ghostbreed
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Ghostbreed »

Awesome!
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Ghoul_RUS
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Ghoul_RUS »

DoomNukem wrote:I'd probably add sleeves to the hands, and change the weapons perspectives to a off-center view like these little concept
Then why the hell just don't do that in that weapon pack? In BrutalArsenalPack it have new weapon perspective, and I think everyone gonna love it! Why? CUZ THIS LOOKS AERSOME! Oh, and I hope that idea what I give to you with Russian weapons, gonna be in Brutal Doom too, cuz looks like I suck at artwork
Urizen
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Urizen »

DoomNukem wrote:Image
:wub:
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Snarboo
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Snarboo »

I actually prefer the centered weapons, mostly because you hardly see that perspective used for weapons these days. I have no qualms with this being for Brutal Doom either, but I'd definitely love to see you tackle a separate weapon mod. :)
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Enjay »

wildweasel wrote:DN, your sprite artwork is amazing. I love what you're doing with the graphics here. But I really think your guns should be in a mod of their own, and not mere drop-in replacements for Brutal Doom's. The sprites are amazing, I love how they look, but the animations need some spit-polish, as they seem jerky or too "robotic" in places.
I agree with all the points made above. The sprites are amazing and I have no idea how you managed to turn out a bunch of good looking sprites in such a short space of time. I have faith that you will work on the animations and get them up to snuff as well.

I also very much agree that it would be great to see your work in a stand alone mod. There's nothing wrong with BD (quite the reverse: it's great fun) but I'd love to just load up your weapons and play through a few levels with them without all the BD stuff going on too. The weapons are easily good enough to stand on their own merits.
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Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME

Post by Bitterman »

This project is truly amazing. Such a set of new sprites is refreshing, since resources for Doom are a little finite (personally). A suggestion: it would be way cooler if the pump shotgun was one-handed, you'd fire it with one hand, lift it, magically cock it, and ready to fire. Like in action movies or something. I dunno what you could do with spare hand, maybe wield a chainsaw like in Army of Darkness.
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