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Doneloud

A quick palette I made which adds a bit of blue and purple to the game, making it a little Quakish.



Feel free to use or edit without my permission, I won't be too cut up about it as it was like a 10-minute editing/testing job. :P

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This would make a night-time level look very nice. Looks great on the Earth levels of Doom II.

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The palette doesn't resemble Quake, it just throws away saturation, like Quake also does in its own way.

Seeing how the brown colour shades into purple and then quickly into a pitch black, while silver tends to oscilate between purple and green at low light levels, and how everything is dimmed, I'd say I prefer my classic palette. At least for a normal game. But I believe this palette could find its place in some kind of atmospheric or obscure mod, similarly as you've managed it with Jungle Spirits, Jimmy. Nice work.

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Sweet, I love alternate palettes. Though a minor thing, they're probably my favorite type of non-map addition to the game. I will give this a spin next time I play some no-frills vanilla maps.

Edit: Is this actually the one from Jungle Spirits, or is it a little different?

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seeing as Jimmy does not want the Jungle Spirits palette to be used ATM, and given the OP saying it was a quick 10 min job, i doubt this is that palette.

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Gonna have to try this out with my Xodus mod, which is influenced a bit by Quake. Looks pretty cool.

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This palette looks almost identical to the one I used in ZDM 14 and TheDevilzWork. Seriously, take a look: http://www.doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/v-z/zdm_14.zip

Don't listen to the naysayers, the purple palette is awesome and goes particularly well with a midnight sky or lots of water. This may be just over the recommended amount of purpleyness, though.

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I didn't try it out in a vanilla port, but tried it in gzdoom and it looks quite nice, actually.

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I don't know why but in GZDoom the sprites have a strange bright effect around them when I use this palette.:



Other custom palettes look fine and options such as smoothing sprite edges make little difference. The only thing that got rid of the effect entirely was setting filtering to "linear".

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1. I dislike this texture/sprite smoothing filtering and always disable it. (Texture filtering: None)

2. It appears like the filter assumes that the transparent colour is white, for some reason. I don't understand why. I guess the engine is confused because colours that are supposed to be grayscale are actually not accurately grayscale, or fade to such a colour at lower light levels (brighter than expected?). But it may be something completely else.

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