Reincarnation of Evil - Remaking Doom 3/4 Content in 2

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Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Postby NeuralStunner » Wed Apr 11, 2018 3:22 pm

XLightningStormL wrote:at this point your better of using community assets, instead of getting everything redone, you're going to have to get what you have available to you, otherwise this resource pack will be stagnant in two years
I dunno, if one is "just" going to reuse assets*, it starts to defeat the purpose of making something new. If everyone simply copies from one another the entire modding community is going to be stagnant in two years. (Not just talking out my ass here. I've practically never reused something in a mod without further editing it myself.)

You could also assume that other modders are entirely aware of a highly visible, very popular project and are still looking for assets from elsewhere because existing ones don't suit their needs. (Even if that need is as simple as "I don't want to just reuse stuff from another popular mod". Again, it's an entirely valid requirement.)

* And yes, folks, code is an asset too. This was brought up before.

Before anyone assumes I'm just soapboxing, Ghastly and I were actively discussing this, and he wanted me to back up this point.
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Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Postby Ghastly » Wed Apr 11, 2018 4:02 pm

What he said, number one. Number two, the project is to try to remake these things in a way that fits in with the original Doom's powerups, monsters and things. If I used MetaDoom's Hologram like was suggested, I wouldn't have the current Hologram, which fits in quite nicely. So I'm trying not to cannibalize other mods to fill out this project if I can help it.

That said, I don't have a huge issue with using that Megahealth, but I think it needs a little work. I tried it out in-game, and it looks too static. If it had some animation like the lights in the middle pulsing I think it would fit in better. I also am not quite sure who to credit for that sprite.

Also, thanks! The boots and adrenaline work perfectly!
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Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Postby XLightningStormL » Thu Apr 12, 2018 4:12 am

Projectile and Pickup sprites for the Siphon Grenade now done.

EDIT: Added BFG Cell (using DBThanatos' D4T BFG Cell as a base) didn't add the rotating ring since Doom ammo sprites aren't animated.
BFGCE0.png (3.02 KiB) Viewed 332 times
SIPHA0.png (575 Bytes) Viewed 336 times
SIPHX0.png (552 Bytes) Viewed 336 times
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Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2

Postby whatup876 » Sat Jul 07, 2018 8:57 pm

Hope i'm not making an useless bump, but since this is a thread about Doom modding content from the series' later games, are there going to be plans for Eternal?
So far, we only got a reveal trailer, but this QuakeCon, we might see a few more things, at least.
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