[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
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 »

some more progress, added a scope not sure if ill keep it like this, but I think if I coloured the lens red itd look nice, the problem lays in the aiming, would people feel uncomfortable with the scope being used to ads?

Image


Woolie Wool wrote:Reaper's rifle is just an H&K G36 with a plastic box over the handguard and barrel.

Edit: I'd suggest going easy on the sharpen/unsharp mask on your sprites, DoomNukem because the digital sharpening is really obvious. You're using too much of it.
Yeah because nearest neighbour is crap with scaling in photoshop rescaling with bicubic resampling tends to make the guns go a bit blurry so I compensate with the sharpening but I agree I think I did go overboard on the ar, above is a less sharpened approach I think is easier on the eyes.
doomer1 wrote:The shotgun and assault rifle look very similar
yeah they do have a similar profile, but its only really evident because your comparing it to the original brutal doom one, not the one I'm including in this pack, but you put the idea of a scope in my head, im only about 80% happy with it at this point
but and I dont like the idea of obnoxious sights filling up the screen.
ChaddyGibbs wrote:Do you plan on covering all the Brutal Doom weapons (like grenade launcher/rail gun) or just the basic Doom 2 weapons? I only ask because the quality of these sprites is beyond anything I've seen, ever. I am ridiculously pumped for when this releases. (Will bribe for ETA... seriously.)

When this eventually does come out, will it replace the majority of weapons for Brutal Doom or will we be able to replace weapons individually? There's just so much variety to your work, and I'm really looking forward to see what other weapons you'll do before release (In particular, I'm looking forward to seeing if/how your work on the more "electronic" appearing weapons like the BFG turns out in comparison to your stunning work on more traditional firearms).
I plan on covering every gun at this point, but grenade launcher, rail gun wont come till much later.
Doom Nukem wrote:SUPER WORK!!. Can you make a download link please? or you not finished?
sorry mate, Im not finished yet, and the damn profile settings wont let me make a new name.
User avatar
wildweasel
Posts: 21705
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 »

DoomNukem wrote:sorry mate, Im not finished yet, and the damn profile settings wont let me make a new name.
This "other" DoomNukem has been contacted about his name. Hopefully this confusion can be cleared up.
User avatar
Ghoul_RUS
Posts: 19
Joined: Thu Feb 21, 2013 9:57 am
Location: Saint Petersburg, Russia

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

Post by Ghoul_RUS »

Maybe u should add reflex scope?
Image
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 »

Image

some idea for different optics, might settle on a green version of the last one.
wildweasel wrote:
DoomNukem wrote:sorry mate, Im not finished yet, and the damn profile settings wont let me make a new name.
This "other" DoomNukem has been contacted about his name. Hopefully this confusion can be cleared up.
Thankyou, it just seems a bit sus.
Ghoul_RUS wrote:Maybe u should add reflex scope?
not going to add an or a standard reflex eotech, im not really going for tactical, and these honestly don't look good or add any character to the weapon.
User avatar
Hellser
Global Moderator
Posts: 2787
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

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

Post by Hellser »

DoomNukem wrote:not going to add an or a standard reflex eotech, im not really going for tactical, and these honestly don't look good or add any character to the weapon.
Really don't blame you. They're so over used in today's culture, it's not funny. Besides, having a 'reflex sight' or an EOTech holographic sights doesn't add to how the gun performs. It's just 'cool factor' that a lot of Call of Duty players seem to enjoy. But those sights look pretty nifty. I'm partial to the green one my self. Sort of Borderlands-ish in style.
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

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

Post by Minigunner »

I wonder why you started using black lines in your high-resolution base images. I like the SMG one a lot better because it lacked such very noticable lines, and it looked very Doom-like.
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:I wonder why you started using black lines in your high-resolution base images. I like the SMG one a lot better because it lacked such very noticable lines, and it looked very Doom-like.
ah the reason I started using black lines were to help with scaling down and keeping shape, i am going to minimize it where I can, the smg is still in it will replace the mp40
User avatar
Hellstorm Archon
Posts: 1176
Joined: Sun Oct 24, 2010 7:37 pm
Preferred Pronouns: They/Them
Location: 404 Error- Location of User Not Found

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

Post by Hellstorm Archon »

Hellser wrote:
DoomNukem wrote:not going to add an or a standard reflex eotech, im not really going for tactical, and these honestly don't look good or add any character to the weapon.
Really don't blame you. They're so over used in today's culture, it's not funny. Besides, having a 'reflex sight' or an EOTech holographic sights doesn't add to how the gun performs. It's just 'cool factor' that a lot of Call of Duty players seem to enjoy.
I agree, and it comes off as that "tacticool" bullshit that you'll find pretty much anywhere.
Minigunner wrote:I wonder why you started using black lines in your high-resolution base images. I like the SMG one a lot better because it lacked such very noticable lines, and it looked very Doom-like.
And yes, I am noticing those thin black lines.

Personally, I'd prefer the last optic sight. There's just something about it that looks very Doomy.
User avatar
Crudux Cruo
Posts: 1171
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

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

Post by Crudux Cruo »

Loving it! only thing is the crosshair should be the most colorful part, in neon something. the glass should be transparent and "background". love the first and third scope designs. i also like this in the black frame. also, bolt catch, perhaps a little bit bigger might make it more "assaulty".

soooo cool... the first optical sight rifle in doom!
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 »

doomer1 wrote:Loving it! only thing is the crosshair should be the most colorful part, in neon something. the glass should be transparent and "background". love the first and third scope designs. i also like this in the black frame. also, bolt catch, perhaps a little bit bigger might make it more "assaulty".

soooo cool... the first optical sight rifle in doom!
I dunno about the crosshair, I might try white, but there will be no transparency theres only so much detail you can add to sprites with such a small amount of pixels before they look bad and besides that, the perspective of the non ads' frames dont have the view look straight through scope, you cant use a scope when hipfiring. I will make the bolt a bit bigger however.

Of course when your aiming with it it will be transparent
User avatar
doomfiend
Posts: 526
Joined: Sun Aug 27, 2006 6:10 am
Location: some where

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

Post by doomfiend »

Personally I like the Acog look of the 2nd one, Not a fan of the first one at all seeing that box like scope feels out of place. the last one would be my 2nd pick. feels very... Doomish? The 2nd scope could use a different color, Maybe a green, red or maybe even a faint blue?
User avatar
xenoxols
Posts: 2134
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

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

Post by xenoxols »

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

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

Post by DoomNukem »

Update, here's a test version, check the first post for more information.


DOWNLOAD
User avatar
Max Dickings
Posts: 226
Joined: Thu Feb 28, 2013 12:27 am

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

Post by Max Dickings »

:O!

So much for studying! /immediately starts up game


e/

I didn't want to like the concept of the sights on the rifle, but they came out really really good! I'm glad you didn't go with the EOtech generic "floating reticule!" The effect looks just great in-game!
Last edited by Max Dickings on Tue May 07, 2013 9:52 am, edited 1 time in total.
User avatar
VICE
Posts: 405
Joined: Wed Mar 28, 2012 4:03 am
Location: The Shadow Realm (no cap)

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

Post by VICE »

Looking good. I'm a bit partial to the assault rifle but is does look better than the standard one either way.
Also, the pick up sprite for the sawed-off, shouldn't the barrels be a little shorter? They look longer than they are on the HUD sprite.

Anyway, I'm going to fire it up and kick some ass. Good stuff, can't wait to see the rest.

Return to “Abandoned/Dead Projects”