Page 7 of 333
Posted: Sun Apr 22, 2007 11:17 am
by Cutmanmike
All seems well so far, but some things in episode one just feel out of place. For example, the puzzle area where you have to hop from platform to platform in the order of the torches. Instead of just teleporting you to a damaging sector, why not just use damagething? Since you have so many zdoom features crammed into it, it seems pointless to use these old hacks. Also on the map after it has you teleporting onto barrels too, same thing.
Posted: Sun Apr 22, 2007 8:17 pm
by Amuscaria
Here's the finished "Dark Avatar" from Hellstorm (old abbandoned Doom mod on Doomworld) that i managed to finish last night. Nothing too special, mostly pixel editing. Edited from the Hexen"Heresiarch", I fixed some mistakes on the original sprites as well as added from missing injury frames of the original. Added bigger shoulder pads to make it look more bad-ass and intimitating. I also removed the skeleton from the guy, as i though it looked really outta place after i converted the colors. Otherwise, still a heresisarch overall.

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@Blazing Phoenix: This scripts fron work before there isn;t any monster to summon. As I add new monsters, I will add the scripts for them. I just went a head and listed the scripts so i dont have the number them later on.
@Cutman: DE-Ep1's maps are all in Doom2 format with some Boom enhancements. I didn't know how to make maps in Hexen format back then and I dont feel like converting the maps since i'll hav eto set up everything over again. I might, a very slim chance, remake all the maps in hexen format. Until then, i'll keep them as they are.
Posted: Sun Apr 22, 2007 8:21 pm
by BouncyTEM
HOLY SHIT!

My day just got a HORDE better.
Posted: Sun Apr 22, 2007 8:35 pm
by Shadelight
Wow, that looks awesome, I like the shoulder plates.
Posted: Mon Apr 23, 2007 7:32 am
by Ryan Cordell
Nothing to really praise here, looks a bit like a minor edit. I don't mind though.
Posted: Mon Apr 23, 2007 10:14 am
by Tormentor667
Blade Nightflame wrote:Nothing to really praise here, looks a bit like a minor edit.
That's what I thought, there are already better monster edits from you Eriance

That's what we're looking for

Though, very nice edit!
Posted: Mon Apr 23, 2007 12:24 pm
by Jimmy
Extremely awesome sprites. As usual.

Posted: Mon Apr 23, 2007 12:39 pm
by The NUtcracker
I like the sprite.

BTW the heresiarch was in hexen, not heretic.
Posted: Mon Apr 23, 2007 12:39 pm
by Amuscaria
The NUtcracker wrote:I like the sprite.

BTW the heresiarch was in hexen, not heretic.
Oops, lol.
Posted: Mon Apr 23, 2007 4:07 pm
by Virtue
totally blows my version from my Cult wad away

Posted: Wed Apr 25, 2007 11:22 am
by Amuscaria
Here's one of the finished weapons from DE-Ep3. I dont have a good name yt, so it's just the "goregun" for now. It's another organic weapon that regenerates ammo at all times. It;s bascially some worm-like animal with a large blood-filled sac that can swell up. The primary fire shoots power projectiles pretty quickly in short volleys, while the secondary fire is like that of a super-shotgun, and drains the enemies' blood and regenerates your armor. Not sure what the powered up forms will do yet, probably just a more powerful version of the normal forms.
3 other weapons are nearly finished, all i have to do is finish their projectile art and alternate ready/fire frames.
Posted: Wed Apr 25, 2007 1:26 pm
by Ryan Cordell
Everything else is fine (Try to stray away from the default brown/green color for weapons sometimes), but I'm not sure I like that inflatable flesh pocket for the weapon.
Posted: Wed Apr 25, 2007 1:54 pm
by Amuscaria
Blade Nightflame wrote:Everything else is fine (Try to stray away from the default brown/green color for weapons sometimes), but I'm not sure I like that inflatable flesh pocket for the weapon.
It was Pink before. Looked kinda wierd so I saturated the colors to brown instead.
Posted: Wed Apr 25, 2007 3:19 pm
by eliw00d
you may have brought this up at one time, but what is your method? do you model these, then fill in detail by hand? or are these scanned drawings? or what?
Posted: Wed Apr 25, 2007 4:52 pm
by Amuscaria
eliw00d wrote:you may have brought this up at one time, but what is your method? do you model these, then fill in detail by hand? or are these scanned drawings? or what?
The base colors are drawn in MS paint, either using a mouse or my tablet. Each part of the weapon is drawn with a different color, usually with the color that part will be later. It looks like this, as a plain-color layout:

(6x zoom).
This imag eis then pasted into Photoshop, where each part of the weapon is select based on it's color, and pasted to a new layer. The layers are placed one on top of another, as the weapon's parts are relative to each other. Textures, some shading and other effects are then added on to each layer. They layers look like this when it's done:
Then image is pasted to gether for checking. If it looks ok, the lines, shadows and/or highlights, and other effects are layered ontop of the weapon itself to finish the product. The Effects layers look like this:
Then all the layers that has to do with that weapon's particular frame are all made visable, while other layers are turned off. Then i use the "Copy Merged" option in photoshop to paste all the layers together and paste the image into a MS-Paint image that has the Doom-pallette already set (save the image from the Doom images, and it will limit all pasted images to use only those of the doom-colors). The colors are automatically converted to the closest avaiable colors in the doom-pallette.
The finished product is what you see on my sprite sheets. Some minor editing is dont in MS paint after that point. This particular weapon look about 30+ layers. Some dont nearly take as much, while others, especially the weapons that move alot or has a lot of changing effects has many more layers on. I do monsters similarly, though smaller monsters are better done by hand in MS Paint.