[Stopped for now] DN Brutal Doom Pack

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Minigunner »

That pistol looks a bit too big to fit that hand, unless it's intended to be a .50S&W.
User avatar
-Ghost-
Posts: 1776
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by -Ghost- »

Yeah, it's a little chunky but I like the overall sleek design.
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Sergeant_Mark_IV »

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.
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by RikohZX »

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.
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.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

Minigunner wrote:That pistol looks a bit too big to fit that hand, unless it's intended to be a .50S&W.
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.
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.
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.

Quoteception:
RikohZX wrote:
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.
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.
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.
Uninstall wrote:I cannot wait for a release. When can we roughly expect it?
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.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

Hey guys, update here, some more progress and a new concept I've decided to run with.

first ill start with the magnum:

Image

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.
User avatar
VICE
Posts: 405
Joined: Wed Mar 28, 2012 4:03 am
Location: The Shadow Realm (no cap)

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by VICE »

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.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

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.
Image
User avatar
VICE
Posts: 405
Joined: Wed Mar 28, 2012 4:03 am
Location: The Shadow Realm (no cap)

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by VICE »

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.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by wildweasel »

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?
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by chronoteeth »

not gonna lie, i think you might be prolly one of the best sprite artists around
User avatar
-Ghost-
Posts: 1776
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by -Ghost- »

Yeah, that's easily one of the best revolver sprites I've seen for Doom so far.
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by JimmyJ »

That looks absolutely incredible, you sure don't disappoint. I like the long barreled version better.
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by insightguy »

Just needs recoil sprites
User avatar
Hellser
Global Moderator
Posts: 2725
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Hellser »

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.

Return to “Abandoned/Dead Projects”