YouAreTheDemons Posted April 4, 2017 On 3/19/2017 at 3:26 AM, Voros said: The maintainers are against replacing the IoS sprites because its meant to be an injoke (unfortunately). That is so stupid. 0 Share this post Link to post
Ralphis Posted April 12, 2017 Chiming in to agree that the player sprites are one of the most "iconic" aspects of Freedoom, as well as one of the best sprites. Would hate to see it go and seems like a wasted effort when there are so many other things that could be focused on 2 Share this post Link to post
Ferk Posted April 15, 2017 (edited) On 4/12/2017 at 0:51 PM, Ralphis said: the player sprites are one of the most "iconic" aspects of Freedoom, as well as one of the best sprites. Iconic, yes. But it has a very awkward animation. I 100% agree that it should not be replaced by a new concept... but it could do with some tweaks / "remastering". Even it being bigger is not a problem, I do like those shoulder pads. It's just the animation, specially in the front view.. it's like his tights are bound or holding his pee. The rotations are inconsistent too, if you rotate around him it feels like he's moving all the time. 0 Share this post Link to post
Wereknight Posted August 20, 2017 (edited) Found those ones on my desktop today. I totally forgot to post them in May. Now I do it. Those wall patches are "wolf3d" alternatives. Whole set wasn't even done. 3 Share this post Link to post
Doctor Nick Posted August 23, 2017 oh, neat! I like those better than the current ones. 0 Share this post Link to post
Wereknight Posted October 17, 2017 So, here comes a bit more. One set is done. One more to come. - this one isn't ready yet. 3 Share this post Link to post
Voros Posted October 17, 2017 If anything, the colors look a bit washed out and flat. How about using some darker colours and some basic shading to compensate? 0 Share this post Link to post
uhbooh Posted October 18, 2017 17 hours ago, Voros said: If anything, the colors look a bit washed out and flat. How about using some darker colours and some basic shading to compensate? I agree with this, though the painting looks alright with his style, it's supposed to be flat. 0 Share this post Link to post
Wereknight Posted October 19, 2017 (edited) Got this one done Some more WOLF replacers: EDIT: another one set done. Edited October 20, 2017 by CWolf 4 Share this post Link to post
Wereknight Posted October 21, 2017 (edited) Well, uh, ZZZWOLF replacers have been finished. Spoiler 2 Share this post Link to post
MrFlibble Posted October 21, 2017 Those are all very nice! I think the redbrick wall texture could use some details like dirt, scratches, unevenly laid bricks, chipped off edges and/or other irregularities to make it look more natural. Unless of course you're aiming for that clean look in the first place. 0 Share this post Link to post
Wereknight Posted October 21, 2017 I'm aiming for something looking clear, even 'new'. It works in right way with my concept. 0 Share this post Link to post
Wereknight Posted October 23, 2017 We're moving forward. Some of SHAWN and SILVER textures. 3 Share this post Link to post
Doctor Nick Posted December 13, 2017 On 10/23/2017 at 6:53 PM, CWolf said: We're moving forward. Some of SHAWN and SILVER textures. These look really good. Could you submit a PR for these? 0 Share this post Link to post
Wereknight Posted December 17, 2017 On 14.12.2017 at 2:18 AM, Doctor Nick said: These look really good. Could you submit a PR for these? Sorry, I can't do that due to tech issues with my PC. Last thing I did before those issues come to my machine were those ones. 5 Share this post Link to post
Blastfrog Posted December 19, 2017 I really like those. I've said before, radically changing the style and appearance of the textures (without going too far, still has to fit for the purpose) would help to give Freedoom a more unique look. Many textures are "different enough" clones of the id set without taking any chances on a truly alternate design. 1 Share this post Link to post
MrFlibble Posted December 23, 2017 The new textures are pretty cool, can someone please throw together a quick test WAD to show what they look like in-game? 0 Share this post Link to post
Deleted User Posted April 6, 2019 i've noticed that there aren't than much of enemy sprites so i made this :) 3 Share this post Link to post
Deleted User Posted April 7, 2019 (edited) made walking frames and rotating 1 and 2 i might have to do 9 frames because of the hole on his shoulder :/ 1 Share this post Link to post
Deleted User Posted April 7, 2019 (edited) done :D not really much changes, i just made it look more zombish if you guys wonder whats that yellow-looking string, well its supposed to be bullets and i've made the final 2 death frames way cooler because the helmet breaks and the splatter sprites like the 2 other zombies EDIT: i made some touches to the splatter sprites Edited April 8, 2019 by D4RKP1G 3 Share this post Link to post
Ferk Posted April 7, 2019 (edited) Nice work @D4RKP1G (maybe you should have made a new thread since this is for CWolf's submissions). Note that the front and back walking animation for the player was improved in latest Freedoom development versions: https://github.com/freedoom/freedoom/pull/546 I wonder if it would be better to use the new walking also for the chaingunner, since it's a re-skinned player. Or if it should be left with the old animation to make it different. Your call. 0 Share this post Link to post
Wereknight Posted April 7, 2019 (edited) 8 hours ago, Ferk said: since this is for CWolf's submissions Not anymore since I don't work at its resources. Kinda busy, irl. Plus, I have something in mind with better outcome in terms of artistic freedom. 0 Share this post Link to post
Ferk Posted April 7, 2019 Just now, CWolf said: Not anymore since I know you won't be making more submissions, but that's a separate topic. If what you mean is that this thread has some other purpose than posting your submissions then the title and first post should be changed, I guess. 0 Share this post Link to post
Deleted User Posted April 8, 2019 17 hours ago, Ferk said: Nice work @D4RKP1G (maybe you should have made a new thread since this is for CWolf's submissions). Note that the front and back walking animation for the player was improved in latest Freedoom development versions: https://github.com/freedoom/freedoom/pull/546 I wonder if it would be better to use the new walking also for the chaingunner, since it's a re-skinned player. Or if it should be left with the old animation to make it different. Your call. i already knew it, but the legs on the edit look really skinny, and this minigunner needs to be different, that's why i made his helmet break and have a way different splatter sprite the and i know i shouldn't post this here, it's just that i don't know how to make new threads :/ 0 Share this post Link to post
Deleted User Posted April 8, 2019 (edited) also I made a new shotgun, is it ok? Edited April 25, 2019 by D4RKP1G 1 Share this post Link to post
RonLivingston Posted April 18, 2019 (edited) I love the look of the techno lamps and the undead marine 0 Share this post Link to post
P41R47 Posted May 19, 2019 I like the edits made to the chaingunner, but, why make it soo color plain? Seems like a puddle of gray. Don't know if you like this, guys, but, since the chainguner and the saviour of humanity uses the same sprite recolored, i change the chaingunner sprite with the player's sprite and made a total translation of it (here, two variants, but i usually use the one with the gray shoulders). Hope you like it, guys. Al so, i keep the color of the original Doom 2's chaingunners to make it easy to recognize. Tried to give em a blacker color, like the others zombies have, but this is the darker i can go with translation without ruining the sprite definition. 1 Share this post Link to post
MrFlibble Posted May 25, 2019 The chaingunner looks like Samus Aran in the second shot. Also it's kinda hard to judge sprite quality when you have xBRZ scaling on IMO. 0 Share this post Link to post
fraggle Posted May 25, 2019 Closing thread since CWolf is no longer contributing to Freedoom. 0 Share this post Link to post