[Request] DoomRL Arsenal Contribution Thread

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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

_PLA2Ffull.png
Fire!

EDIT.
Feel the Pain!
_PLA2Gfull.png
EDIT x2
Feel the Xdeath! :D
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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

_Deathfull.png
At last, the end. For Now.
I think I'll start the mugshots for the scout now, just to take a break from heavy animations. :)
Spoiler:
Edit.. Never mind. The problems I had has been solved. I'll send you the sprites as soon as I can :)
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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

berretto.PNG
I was thinking of give the scout Doomguy standard face and to heavily modify it for Tecnician (and his wonderful moustache) and for Marine (making him a bit bulkier and a bit more dark-skinned). What do you think about?
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

SoloSpaghetti wrote:
berretto.PNG
I was thinking of give the scout Doomguy standard face and to heavily modify it for Tecnician (and his wonderful moustache) and for Marine (making him a bit bulkier and a bit more dark-skinned). What do you think about?
Well, I've already got mugshots for the Marine, so don't worry about that, but for the Technician, I was thinking it might be interesting to use Zrrion's awesome scientist face as a base.
Image

Only weird thing about it is the full health sprites, for some reason his brow becomes engorged for some reason, but that's easily fixed. XD

EDIT: Oh yeah, forgot to mention. I've actually made a folder in my DoomRL resource folder, called SoloSpaghetti's Workshop, specifically to store all your work. That's how much you've done.
Tomicapo
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Tomicapo »

I already want to help too. :D
But exactly what do you need at the time Yholl?
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

Tomicapo wrote:I already want to help too. :D
But exactly what do you need at the time Yholl?
Mostly? HUD Weapon edits and monster edits. Particularly hard ones, too.
If you're good at this sort of thing, I'd love any help I can get.
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Tomicapo »

I have some monsters ideas i will put here the sprites:
http://imageshack.us/photo/my-images/51/2mdf.png/
Chaingun revenant. Sorry i can´t submit the image.
Image
Artillery Tank. (UNFINISHED) this is a Jimmy Scorpion Tank edit.
Image
Techno Gladiator. This one is based on the Cyber Armor Mk of SoloSpaghetti.
Image
And this is from Ballistics wad of WoolieWool this guy is called Enforcer Guard.
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

Tomicapo wrote:I have some monsters ideas i will put here the sprites:
Ideas are nice, but most of the enemies I'll eventually make are already planned. Chaingun Revenant could be interesting, although horrifyingly deadly.
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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

Yholl wrote: Well, I've already got mugshots for the Marine, so don't worry about that, but for the Technician, I was thinking it might be interesting to use Zrrion's awesome scientist face as a base.
Image
Ok! Whena I'll have finished scout mugshot, I'll try to modify a bit Zrrion mugshot (with his permission), I would like the tecnician to be bald, or with something like a mohawk, I think he would have a more Albhed-ish (if you know what I mean) aspect. :)
Yholl wrote: EDIT: Oh yeah, forgot to mention. I've actually made a folder in my DoomRL resource folder, called SoloSpaghetti's Workshop, specifically to store all your work. That's how much you've done.
:wub:
Well, it's quite a fun to me making all of this frankenspriting. I'm glad to help. :)
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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

I've finished scout mugshots, I'll PM you the zipped archive. :)
Ah, I've taken a little freedom in making STFGOD0, but I think this way it may be a lot cooler then the classic yellow-eyes! ;)
STFGOD0.png
EDIT
Now you can see it better. ;)
GodOnHD.png
EDIT x2
Testa prova1HD.png
This was my idea of tecnician. :)
Ah, I've a big question. His clothes must be green in order to allow player's custom colors, right?
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

SoloSpaghetti wrote:I've finished scout mugshots, I'll PM you the zipped archive. :)
Ah, I've taken a little freedom in making STFGOD0, but I think this way it may be a lot cooler then the classic yellow-eyes! ;)
STFGOD0.png
EDIT
Now you can see it better. ;)
GodOnHD.png
EDIT x2
Testa prova1HD.png
This was my idea of tecnician. :)
Ah, I've a big question. His clothes must be green in order to allow player's custom colors, right?
Yup, the green section of the Doom pallette is translated to the chosen player color.

And that Technician head... That's aweeeeesome. Are the bands of his goggles supposed to disappear before they meet the goggles themselves though? Just curious.
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SoloSpaghetti
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by SoloSpaghetti »

Yeah, there are his ears! :)
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

SoloSpaghetti wrote:Yeah, there are his ears! :)
/facepalm

Now I feel stupid. :lol:
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Enjay
 
 
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Enjay »

Yholl wrote:Yup, the green section of the Doom pallette is translated to the chosen player color.
That's certainly true for the default Doom player. However, it's worth pointing out that the range of colours to be used for player colour translations can be specified in DECORATE using the Player.ColorRange property.

As a general rule, however, the green range (entries 112-127) in the Doom palette are probably the most useful ones to use for this function.
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Yholl
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Re: [Request] DoomRL Arsenal Contribution Thread

Post by Yholl »

Enjay wrote: That's certainly true for the default Doom player. However, it's worth pointing out that the range of colours to be used for player colour translations can be specified in DECORATE using the Player.ColorRange property.

As a general rule, however, the green range (entries 112-127) in the Doom palette are probably the most useful ones to use for this function.
Yeah, I know, I know. That's exactly why I'm sticking to the green range.

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