[Stopped for now] DN Brutal Doom Pack

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DoomNukem
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Location: 2km south of Копачи Village - Pripyat, Chernobyl.

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

Post by DoomNukem »

Thanks guys! i've been having quite some fun making this stuff.
Megaherz wrote: ... 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.
yeah the pick up sprite is the one from bingojohnsons pack along with his reload frames, for now, I'm not sure wether I should edit them to match the sprite or entirely remake them.

Max Dickings wrote::O!
...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!
yeah I went through several versions of that one sight, although if i change anything on the ar it will be improving the ads sprites.
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Master Of Metal
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Master Of Metal »

The Best Sprites Ever!!!!
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Trooper 077
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Trooper 077 »

VERY nice work you got here son, I'm quite impressed
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xenoxols
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by xenoxols »

great, although the ssg needs reloading frames.
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Ctrl+Alt+Destroy
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Ctrl+Alt+Destroy »

Yes, I agree. The SSG reloading frames are planned, right?
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Master Of Metal
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Master Of Metal »

I was saying the same thing. It needs little more work for the super shotgun.
And the other weapon sprites? Just to first three weapons?
Last edited by Master Of Metal on Tue May 07, 2013 3:37 pm, edited 1 time in total.
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Ghostbreed
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Ghostbreed »

This is beyond freaking awesome. Gonna keep my eye on this one for sure.
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Mav3rick
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Mav3rick »

Are you planning to add new kind of weapons?
Estopolis
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Estopolis »

Love the new sprites.
The shotgun's strap disappears during the reload animation though.

Really looking forward to seeing a playable version with the magnum and lever action shotgun.
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DoomNukem
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

Mav3rick wrote:Are you planning to add new kind of weapons?
Yes, my first post in the thread contains information regarding new weapons.
Ctrl+Alt+Destroy wrote:Yes, I agree. The SSG reloading frames are planned, right?
xenoxols wrote:great, although the ssg needs reloading frames.
Master Of Metal wrote:I was saying the same thing. It needs little more work for the super shotgun.
And the other weapon sprites? Just to first three weapons?

they are temporary, I have already discussed this at the top of the page, I have decided I will be making my own set of sprites for the reload, and there is only three weapons in this small release as I did state its an early version however I will be doing another test way further in to the project in 2-3 weeks and then that will be it until I think its ready to be released.

Estopolis wrote: The shotgun's strap disappears during the reload animation though.
yeah its supposed to hang down but its covered by doomguys fat hands which is why I removed it I thought the perspective didnt allow for it as with the shells, but ill see what I can do about it later should be an easy fix
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President People
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by President People »

Call of Duty wishes it had ADS that looked as cool as these.
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Crudux Cruo
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by Crudux Cruo »

The rifle is perfect, the shotgun is great except the disappearing strap, ssg is too incomplete to comment on. good job man, this is a really cool project.

also, i worked on your pistol a bit... cant get it to scale without looking shitty.
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Last edited by Crudux Cruo on Wed May 08, 2013 10:04 am, edited 1 time in total.
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wolf00
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by wolf00 »

exelent sprites,but some scratches on wood or metal can be great.[after some time using in combat] now looking like shipment brand new from factory...
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VICE
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by VICE »

wolf00 wrote:exelent sprites,but some scratches on wood or metal can be great.[after some time using in combat] now looking like shipment brand new from factory...
Really? I figure since Doomguy is constantly picking up new weapons he'd just keep the ones that are in the best condition...
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DoomNukem
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Re: [WiP/TestRelease] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

President People wrote:Call of Duty wishes it had ADS that looked as cool as these.
haha thanks man, I tried to get as far away from tacticool as possible but I think it will still need some adjustments

doomer1 wrote:The rifle is perfect, the shotgun is great except the disappearing strap, ssg is too incomplete to comment on. good job man, this is a really cool project.

also, i worked on your pistol a bit... cant get it to scale without looking shitty.
ahh nice changes man, the ejector port is spot on, not too keen on the colour I liked the old one, and the reason i didnt do night sites because they didnt scale well, hell the whole thing doesn't scale well I will probably redo it as I didnt know as much as I do now when I did the pistol.
Megaherz wrote:
wolf00 wrote:exelent sprites,but some scratches on wood or metal can be great.[after some time using in combat] now looking like shipment brand new from factory...
Really? I figure since Doomguy is constantly picking up new weapons he'd just keep the ones that are in the best condition...
I think he's referring to the ssg which way too clean ingame yet looked fine in photoshop.

Image

I basically just removed the black line, added some grunge and grain to the wood and changed the w-sprite to further match the gun.

also I suggested previously that I would do a lever action, but after playing some Far cry 3 blood dragon i've decided that I HAVE to do the spinny cock and I like how rex holds it, jill in resident evil 3 holds the the sawed off lever action in a similar fashion.

Image

Image

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