[Stopped for now] DN Brutal Doom Pack
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
That pistol looks a bit too big to fit that hand, unless it's intended to be a .50S&W.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Yeah, it's a little chunky but I like the overall sleek design.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
I just dont like the submachinegun. (I think that guns with sided magazines looks extremely 1910-1930s, you know, when gun designers had just found the automatic weapons and were trying every possible concept.)
Everything else is awesome and I strongly support this project.
Everything else is awesome and I strongly support this project.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Well, the submachinegun is based off of the one from Bioshock Infinite, and that takes place in an anachronistic 1912 as it is, so it's probably intentional in that regard.Sergeant_Mark_IV wrote:I just dont like the submachinegun. (I think that guns with sided magazines looks extremely 1910-1930s, you know, when gun designers had just found the automatic weapons and were trying every possible concept.)
Everything else is awesome and I strongly support this project.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
That was more or less accidental, I rushed it out to put up a preview but the pistol would be slightly slimmed down when I clean up the sprite after the resize, not to the same size as the bd beretta, it's a bit pee-shooter like.Minigunner wrote:That pistol looks a bit too big to fit that hand, unless it's intended to be a .50S&W.
Yeah I've been a bit lost on what to do for that, but now that you mention it I might as well go for it, on that note I don't intend to be touching the skulltag weapons you get through cheating, they could come later.zrrion the insect wrote:In your to-do list you haven't mentioned the BFG. Are there plans for that? A BFG in the same style as the pistol and assault rifle would be incredibly awesome.
Quoteception:
Thanks Sgt_Mark, bit unsure where to go with the assault rifle, but RikohZX is spot on, I always thought the original Doom's weapon design was very anachronistic, the pistol, shotgun and ssg (dare I say the chaingun too?) all felt antiquated in comparison to the setting, space marines, hell spawn on mars and what not. Which is something I liked, not a huge fan of tactical and futuristic type weapons but I've been trying to meet a middle ground aesthetically.RikohZX wrote:Well, the submachinegun is based off of the one from Bioshock Infinite, and that takes place in an anachronistic 1912 as it is, so it's probably intentional in that regard.Sergeant_Mark_IV wrote:I just dont like the submachinegun. (I think that guns with sided magazines looks extremely 1910-1930s, you know, when gun designers had just found the automatic weapons and were trying every possible concept.)
Everything else is awesome and I strongly support this project.
I'm still have six weeks until my uni mid semester break starts and things are getting a bit choc-full, so anytime between now and then for a test/base version, but something a little more final will come within the first week of my break.Uninstall wrote:I cannot wait for a release. When can we roughly expect it?
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Hey guys, update here, some more progress and a new concept I've decided to run with.
first ill start with the magnum:
and secondly the new concept, while originally I intended just to replace the weapons cosmetically, and not to worry that is still the core release however I'm also intending to release a sort of alternate version that does alter gameplay slightly.
the idea isn't too complex, Im sort of thinking half-life with the weapons slots basically this mini-mod will introduce the following features:
- Player starts with a handgun that functions identical to the mutator version, maybe a bit weaker.
- the magnum will have a low but almost random chance of spawning, it holds 6 rounds, lays the pain and doesn't afraid of anything.
- Zombies will still drop assault rifles.
- Assault Rifle moved to share the chaingun slot.
- machete and combat knife (also random spawn) dual wield will be its own weapon, it will do more damage than normal melee attacks and when used with a berserker pack will default to smash mode.
there will not be ANY more weapons added after this, I don't want to clutter or overpopulate the guns list, however I am open to better suggestions or ideas so shoot away with feedback.
first ill start with the magnum:
and secondly the new concept, while originally I intended just to replace the weapons cosmetically, and not to worry that is still the core release however I'm also intending to release a sort of alternate version that does alter gameplay slightly.
the idea isn't too complex, Im sort of thinking half-life with the weapons slots basically this mini-mod will introduce the following features:
- Player starts with a handgun that functions identical to the mutator version, maybe a bit weaker.
- the magnum will have a low but almost random chance of spawning, it holds 6 rounds, lays the pain and doesn't afraid of anything.
- Zombies will still drop assault rifles.
- Assault Rifle moved to share the chaingun slot.
- machete and combat knife (also random spawn) dual wield will be its own weapon, it will do more damage than normal melee attacks and when used with a berserker pack will default to smash mode.
there will not be ANY more weapons added after this, I don't want to clutter or overpopulate the guns list, however I am open to better suggestions or ideas so shoot away with feedback.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Damn that revolver looks sexy. I just wish it was a long-barrel, but still, probably the best front view revolver sprite I've ever seen.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
thanks man, I had a long front originally but the barrel came up to high making it almost as tall as mike12's chaingun, luckily I was able to recover my psd so im settling on these.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Looks better with a long barrel in my opinion. Makes more sense for it to have a long barrel for a round that size too.
I think the fact that the height is the same is fine, since Doomguy's holding the revolver higher and closer to his face than he does the chaingun.
I think the fact that the height is the same is fine, since Doomguy's holding the revolver higher and closer to his face than he does the chaingun.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
As a revolver nut, I absolutely approve of this. Very minor nitpick, but do you plan on adding dots, or perhaps a Glock 18-style bracket, to the rear sight as well?
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
not gonna lie, i think you might be prolly one of the best sprite artists around
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Yeah, that's easily one of the best revolver sprites I've seen for Doom so far.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
That looks absolutely incredible, you sure don't disappoint. I like the long barreled version better.
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
Just needs recoil sprites
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Re: [WiP] DoomNukem's Brutal Doom weapon pack
I'm not a fan of Brutal Doom, but your sprites are amazing. Keep it up, and don't be shy to submit your work to the resources thread! We could always use people like you.