Hell-Forged (updated to v1.11 - development paused)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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.
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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.
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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.
Last edited by Amuscaria on Mon Apr 23, 2007 12:40 pm, edited 3 times in total.
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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.
3 other weapons are nearly finished, all i have to do is finish their projectile art and alternate ready/fire frames.
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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: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?
(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.