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  1. New Xtra BLOODY graphics! Check out the new Double-bladed Chainsaw, or the gold Chaingun and Rocket Launcher. Beware of the new character-The Son of the CyberDemon. Check out that death scene! Blue Demons, hanging chains with meat on it's hooks, plus a whole lot more. No more wondering who those guys hanging from the ceilings are; they're easily disinguished as your fellow Space Marine Officers who just weren't as good as you. This is the graphics patch for CRINGE! Totally external; never touches any of your original DOOM files.

    23 downloads

    (18 reviews)

    Submitted

  2. This program takes the barrels from DOOM and converts them into 49er colored barrels. This is my first time I've converted graphics, so let me know what you think! Give to your family, friends, and enemies! Give me ideas and name and I will try to create them and publish with special thanks to idea distributer!

    9 downloads

    (8 reviews)

    Submitted

  3. Yes folks, the all new ACME Custard Pie Launcher is a marvel of modern technology. Capable of firing Custard pies at high velocity and deady accuracy at friend and foe alike, the ACME Custard Pie Launcher is a must for every Doomer's arsenal. Smother enemies in custard, or, if you miss, have them helpless with the giggles. The ACME Custard Pie Launcher features an Anti-recoil firing mechanism; lightweight carbon-fiber-titanium-aluminium body, Infra-red sighting (Helmet and visor not included) and non-automatic target aquisition.

    3 downloads

    (2 reviews)

    Submitted

  4. I couldn't resist this one! Here's me in DOOM. For those of you who want to shoot yourself (or someone else), scan a photo at 72 dpi, edit yourself for the only thing on a 100% blue/ 100% green background, then use dmgraph to import it in. See the batch file to get an idea of what needs to be changed.

    2 downloads

    (1 review)

    Submitted

  5. A patch wad to turn the rockets into... well, how shall we put it, Airliners!

    Your rocket launcher will now shoot A320 Airliners (with no engines unfortunately)....

    14 downloads

    (13 reviews)

    Submitted

  6. It replaces the former human death sequence with electrocuting skeletons.

    2 downloads

    (1 review)

    Submitted

  7. This PWAD contains new death scenes for the former human soldier (pistol guy), and makes them get electrocuted when you shoot them.

    3 downloads

    (2 reviews)

    Submitted

  8. 456 textures from Amulets & Armor.

    10 downloads

    (8 reviews)

    Submitted

  9. This zip file gives your seargants wings. I took special care to make the wings look as though they are flapping, It's a pretty cool effect. :) even though the seargants still don't fly.

    11 downloads

    (9 reviews)

    Submitted

  10. You are Wakko Warner. You looked out of the water tower window one night and saw that the land was infested with Power Rangers! AAAAH! So you decided to have a little fun. With the various weapons you just happened to have around the tower, you go down and hunt the freaks! This replaces EVERY enemy that appears in doom one, although it will work with either doom. It also changes a WEALTH of other graphics. Over 500 changed frames all in all.

    15 downloads

    (14 reviews)

    Submitted

  11. A new monster model for Doom and Doom II. This model replaces the Imp with the Anubis Warrior from The Mummy Returns. You can check it out easily on Doom's E1M1 or Doom II's MAP01.

    22 downloads

    (19 reviews)

    Submitted

  12. Lots of brown and gray textures to really liven up your wad! 100% build from scratch by yours truly. Use for whatever. Let me know if you do something cool.

    18 downloads

    (5 reviews)

    Submitted

  13. 4 downloads

    (2 reviews)

    Submitted

  14. These textures are by ..::DethteX::.. http://users.nac.net/schwenz/index.html I simply resized and recolored them.

    8 downloads

    (4 reviews)

    Submitted

  15. A simple graphics replacement for the Soulsphere in the game changed to the 'Awesome' 4chan smiley. No, I'm not a chantard.

    49 downloads

    (48 reviews)

    Submitted

  16. This small patch makes the rocket launcher shoot barrels! Cool!

    2 downloads

    (1 review)

    Submitted

  17. This is a free add-on to alter ID Software's Doom game. What it does is disguises all the Demons in the game as barrels, (and the Spectors as invisible/cloaked barrels). This is a surprisingly fun alteration and the best laugh you'll have had in ages. It is intended to be a temporary alteration that won't clog up your hard disk, so the program will alter doom, run doom and then restore the original monsters when you quit.

    6 downloads

    (4 reviews)

    Submitted

  18. A set of ten new skies for Doom. All of them 1024 pixels wide, divided in four pieces.

    The WAD archive contains a small demo map (re- peated ten times, each one with a different sky), so you can view how the skies can be applied in the game.

    There are also three folders. The named "truecolor" includes the original renders (256x192, 24 bpp). In "8bits-doom" you'll find the same graphics converted to Doom palette. And "8bits-128px-doom" contains the 128 pixel tall skies that I used in the demo WAD.

    I tried to create certain variety of atmospheres. So there are some earth-like skies, an "inferno" sky, a moon-space one, a Mars inspired sky..., among others.

    36 downloads

    (23 reviews)

    Submitted

  19. 5 downloads

    (4 reviews)

    Submitted

  20. Modifies the statusbar head slightly in order to make him not look like he's lost all his teeth when your health is low.

    Minor addition which is probably ZDoom-only: animated eyebrows when in God mode.

    11 downloads

    (5 reviews)

    Submitted

  21. I found some neat textures at www.freetextures.com so I thought I would build a texture wad and make a ZDoom level. This is the texture wad used in my level biolage.wad.

    13 downloads

    (10 reviews)

    Submitted

  22. Unused/unfinished Giger'esque sprites

    8 downloads

    (6 reviews)

    Submitted

  23. This is a simple graphics replacement that gives the Doomguy black gloves, much (or really exactly) like the ones Scuba Steve uses in a lot of his guns. They look quite badass, in my opinion. I made 'em all from scratch by modifying the regular gloves. I also threw in redglov.wad, just for laughs and giggles. It's the result of a mistake I made during the black glove thing. They're reddish-black, but it changes a lot from sprite to sprite. Enjoy everybody.

    61 downloads

    (39 reviews)

    Submitted

  24. Black sheep is a slightly-inserious gameplay mod that tries to get a Doom 3 feel into the classic games. It will work with any Doom IWAD and any source port, even in vanilla engine. It will also perfectly work with PWADs that use stock textures only. Warning, PWADs with custom patches and textures might not look right with this mod. When running PWADs, load this mod after the PWAD.

    This mod mainly changes Doom textures to be dark and grey (but not things, switches and some light source textures). Also, some sprites are changed (zombieman, shotgunguy, imp, demon, hell knight, nazi). Music is muted. No changes to weapons, no behavioral changes to monsters, no new palette, no DEHACKED. No levels, sadly, I couldn't get myself to make them.

    20 downloads

    (11 reviews)

    Submitted

  25. Doom-styled placeholder textures for map development.

    Make your mapping process efficient! Don't bother with texturing, coloring and alignment of details while making architecture. Design a good architecture first, then focus on texturing.

    These textures are all grey, and they come in variously sized, tiling or non-tiling variants. I've tried to keep their number as low as possible, but I think they're versatile enough, anyway.

    14 downloads

    (8 reviews)

    Submitted

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  • File Reviews

    • By Alfonzo · Posted
      *** Note: Levels were played in UV-continuous with pistol-starting upon death. No saves. ***   It may not be fair to say that a review for one Paul Corfiatis project is a review for all, but I would be hard-pressed to conduct similarly substantial articles for each of his major works without writing in circles. 2002: A Doom Odyssey seems like a good place to build a cornerstone review because it is considered by many to be the crowning achievement; a full four-episode replacement for Doom that, until the advent of Needs More Detail, DTWiD and other community-based efforts like Switcheroom, dominated the Ultimate landscape as one of the choice selections for nostalgia junkies. This, despite the fact that Paul's contributions amount to just one half of the set.   In fact, if there's an irony to this WAD's distinction, it is the story of its guest contributors — Chris Hansen, Rory Habich, Sam Woodman, Anthony Soto, Joe Pallai and Virgil the Doom Poet — and how their unique works offset and affect the evergreen standards of Paul and Kristian (the latter of whom I'm almost comfortable in naming as a guest, anyway: he mostly goes missing after E1). Throw a stone in any direction from 2002 and you're guaranteed to hit something Paul-shaped with levels that handle much the same as the ones here, or at least conform to a highly distinguishable set of tropes, and so a player that is somewhat familiar with his tendencies will search for differences to champion. In other words — by dint of familiarity — this is a WAD that is known to be Paul's and yet is renowned for its Others. Hansen, especially.   2002 paints itself as a pretty conservative take on Doom for themes and progression, yet with every episode the picture garbles and warps, eventually ending up as a very confused transmission that feels like the half-way point between different products; one good and one bad. Episode 1: Deep into the Code is like some customary re-run of an ABC mid-nineties sitcom; indistinct and far too comfortable in its skin. Its Phobosian skin. The combat is pedestrian, front-on and tied together with "hub-spokes;" the traps are betrayed by Team Paul's telltale design and are rendered useless; and the player is more likely to drown in the oceans of shells provided than be challenged by any one encounter. Identical in many ways to Knee-deep, as intended? Perhaps, but it is a dirge all the same, and continues uninterrupted until Hansen is brought in to upset the practice of using ammo and health as decoration. Throughout Episode 2: The Road to Eternity and Episode 3: The Evil Unleashed the introduction of more authors leads to some standout levels, even as the cohesion established between Paul and Kristian (there is an off-kilter charm to their pairing, for all grievances) begins to break down and the set loses some of its identity. The now pockmark entries by Paul are at least distinct enough on this scale, surrounded as they are, and some bolder design choices begin to appear in a few of them (Caves of Bosnia is perhaps his greatest departure, here), to his credit.   Stealing the show from right out of the hands of this weak-gripped megawad is the middle stretch of levels in Episode 4: Torment Ultima. Specifically, Anthony Soto's Back to Base X through to Hansen's Odious Grounds, although Paul's efforts in the new E4M1 and 8 aren't too shabby, either. These adopt from the Consumed handbook a crafty and devious dearth of ammunition and safe spaces; the tried and tested (and feared!) paradigm of peak difficulty in Ultimate Doom. They are the best maps by some ways, and also look a cut above the rest for their more intricate lighting and level of detail; the murky, latticed entrails of Pallai's Dementia a particular highlight.   Five years after the re-release of this acclaimed WAD, this review is not likely to change the mind of anyone who appreciates what is doubtless a nostalgic piece of work. It is, after all, a feeling around which the project was made. A less misty-eyed pass over what's on display, though, reveals a deeply inconsistent and — to a point — deeply ordinary Odyssey.   Bullet-points of Interest: Initially tedious but belatedly evolving into something more varied, challenging and interesting. An adherence to Ultimate Doom's progression and ideas that's somewhat muddled by the mix of guest contributors and conflicting new textures. Upstaging performances by Hansen, Soto and Pallai. A very enjoyable fourth episode, identity crisis notwithstanding. A hit-and-miss OST. Some great melodies, but a lot of tunes don't match up with the levels very well. Very poor end-of-episode levels/boss fights and super-secret levels.
    • By SP_FACE1 · Posted
      This is a four level mapset with mainly an alien base theme and a little bit of open sky caverns at the end. Detailing is top notch, texture choices please the eye, level design well thought and monsters are a plenty. First and last map are smallish or standard size but the two levels in the middle are large.   Map01 begins as a pretty straightforward techbase. You start in the middle and have to travel to both ends to finish the level. Detailing is modern and you'll immediately get a feeling of the author's style - the rest of the levels must be worth checking out too. The level has a nice outdoor opening at the eastern end but otherwise it's a closed base. There are a couple of secrets and they are quite logical to find. The size of the level is on the smaller side so finishing up doesn't take that much time.   Map02 is my favorite one. It's huge and non-linear. I see two themes in this level. One side of the map is rusty dark metal with lava and slime, the other side is more light with beige panels and desert rock walls. I'm not sure if the author has made some new textures or if it's just a mixture of the originals, the Darkening, and some others I don't recognize but the texture combinations are very pleasing. There's a lot of impressive detailing on this level. I think I stopped at least twice to just look at stairs, how the author used lighting and textures to make them stand out from just another set of regular DooM stairs. I also liked the rocky outdoor opening with the lavafalls. Had to stop again and just look at it. And there are other similar details almost in abundance. Some are not even visual details but functional ones. Like the way the blue key opens up. Or the dysfunctional crusher ceiling in one of the secrets. Speaking of secrets there are a whopping nine of them so that brings replay value to the level too. Even though the level is large and non-linear switches usually open something quite close and there's not much wandering around but you do have to travel from the other side of the map to the other end.   Map03 continues the base theme. Light gray is the dominating color here. This map like the previous one is large and non-linear. Though this felt much less straightforward than map02. I had to wander a while to find the door in the corner that leads to the first key (blue). But after that I didn't get lost again. This map has a few floors that you run up and down. The floors are connected by circular rooms that lead to stairways. In addition to the base theme there are some dark brownish caverns with hanging vines which is a hint to the next level. Overall this level was much darker than the previous one. There were several almost pitch black areas in the map. There are six secrets. I was not able to find them all. I liked the underwater crossing secret the most, it was a nice detail. Also I found myself often looking at the ceiling and sky for nice details - like in the previous level.   Map04 is an open sky cavern with watery floor and vegetation hanging here and there from the ceiling. There's a central area and the main action in this level is jumping through the center from rock formation to another to reach the blue key. I don't usually like platformer scenes in DooM because falling usually leads to frustration but everything was executed so well here that I didn't fall even once. The center hub leads to another descending area where there's a Cyberdemon fight and after that you can reach the exit. So this level is short like the first one and is a perfect relaxing ending to the WAD.   One remark about the skill level. It's noticeable harder than average. You should definitely lower your skill level by one when playing through the first time. Ultra-violence feels like nightmare because enemies are constantly teleporting to places you have already been to.   Also note that this is single player only. No multiplayer starts but despite that I was able to successfully play this in coop, i.e. no showstopper traps. However I think there are not always enough items for coop but it's manageable.   Overall this is a beautiful quality WAD and I definitely want to play more levels from the author.   My rating: 4.4/5
    • By leodoom85 · Posted
      This mapset has been fun to play with some variety for the difficulty. The maps are easy to navigate but hard to play and that's a +1 point to me. Modded gameplay is even harder. Great stuff Bonnie.
    • By Spie812 · Posted
      Long review incoming (map by map breakdown):   Map01: You know a speedmap is good when it could easily pass as a real map. This level looks and plays like it came straight out of Plutonia and it's awesome. Map02: AAAAH THE SKY IS FIREBLU! Other than that, this map has a cool switch puzzle and a horde of barons, hell knights, and cyberdemons at the end as a bossfight. Map03: Ehh, it's okay. I liked the TNT midi. Map04: This level is basically a giant platforming puzzle with a brief fight at the end. You'll either like it or hate it. Map05: This takes place inside a fortress or whatever. The map progression is nice, but I don't like the random arch vile. Map06: Fast-paced action defines this map. The level is fast from the beginning to the end. I'd recommend this one. Map07: This map, for the most part, isn't that good. The texture choice is really bland and monsters are generally placed wherever. However, there are some better parts such as the red key room and the really cool last fight, which takes place in several tiered stages. Map08: This level has you frantically running around pulling switches to gain access to the yellow key, then a rather unfriendly group of arch viles at the exit reveal. It was pretty good. Map09: You are thrown into a gauntlet of short, but brutal fights. I'm not good at it, but I generally like it. Map10: Oh dear. Enemies and things are scattered all over the place with no rhyme or reason. I could rarely survive the first 10 seconds of the opening clusterfuck. Other than that, it's just kind of boring and short. Map11: This has a lot of enemies and little ammo. Thankfully, the map is short and you can skip most of the enemies if you know where to go. Map12: You're basically in a large arena with a fortress in the middle. Most enemies are sniping from ledges, but there are two cyberdemons on the ground that force you to keep moving. This level is mostly a switch hunt but it was okay.   Overall, this was a really solid set of speedmaps. Almost all of the maps were fun, most of the bad maps were still okay, and the good maps were excellent.
    • By felgro · Posted
      This is the best thing I've stumbled upon in looooong time. Fantastic reworking of a classic map - feels like playing something brand new. Awesome, deserves classic status.