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MrFlibble

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  1. MrFlibble

    Haaslok's Art Thread

    Best of luck resolving these issues ASAP! Waiting for your updates ^_^
  2. MrFlibble

    Haaslok's Art Thread

    Come to think if it, there are lots of themes that are left completely unexplored by Freedoom Phase 1, which AFAIK are perfectly doable since there's not hard limit to what textures may be used. For example, why not have Episode 1 use an urban setting with appropriate textures from Phase 2? There's already a precedent set with E4 (Double Impact) largely using the techbase theme traditionally reserved for E1. I think that the skies may be similarly altered if needed, like E4 uses the starry sky unlike its Doom counterpart. I will repeat my earlier statement about the value of the levels themselves telling a story. It seems that for a considerable period of time in Freedoom's development, many maps were made to be vaguely similar to Doom's maps, if not in layout or appearance then in general design leaning towards abstractness. Yet for example, no level appears to show Freedoomguy escaping from somewhere, although that would be kind of an appropriate theme if only as a form of name dropping. You don't need to do this Duke Nukem style either, Hell to Pay for instance starts with what is clearly the protagonist escaping from a prison cell. Actually, yes, yes I can, even three of them (one being a sequel though): Cube, Cube 2: Sauerbraten and Shadow Warrior (the data are not FOSS but the game is free and the source code is available). Personally I have no problem with an alien in high-tech armour walking around a medieval castle. In fact, I can make up a justification for that off the top of my head: the Pestmeister represents a technologically advanced alien race which at some point reverted to their old occult rituals, and some eldritch horrors answered their calls... So these guys use high-tech weaponry and can create cybernetically augmented mutants to serve them but monsters from beyond also fight alongside them. In fact, IIRC Lovecraftian mythos (and Raymoohawk admitted at some point that Lovecraft was kind of an inspiration) does combine advanced space-faring alien races and eldritch horrors so there's no contradiction IMO.
  3. MrFlibble

    Haaslok's Art Thread

    This has been discussed before, here's what fraggle said on the subject, and I think this still stands as a guideline for project development (emphasis added):
  4. MrFlibble

    Haaslok's Art Thread

    To be fair, Raymoohawk created some highly original and internally consistent monster designs, without relying heavily on a richly defined backstory. In fact, there were attempts to invent a backstory based on existing designs, not vice versa, and I don't think there's anything wrong with that. At any rate, Raymoohawk had some strong opinions about what monster design should be, regardless of the story, and held to them. I wish they'd come back and complete at least those monsters that are already partially done (Octaminator, Nukeptyle). The maps are an entirely different thing in this respect. There's a perfect possibility of telling a story through map design alone, as proven by many megawads out there. Of course, mappers have to work with something to put level progression into a single framework, otherwise the project may end up with many maps that are individually well done and internally consistent but fail to combine into a smooth narrative.
  5. MrFlibble

    About freedooms zandronum edited sprites

    The sprites are very blurry, did you resize them with some filter like Bicubic?
  6. MrFlibble

    Haaslok's Art Thread

    I love this! Getting a Quake axe vibe from your design :) I'm not really sure I would agree. For example, Raymoohawk's Pestmeister has very good design on its own, and so far I cannot tell how its being an alien creature in high-tech armour makes it not a good replacement of the Baron/Knight, based solely on its appearance. Generally I don't feel that there is any overt clash of styles between Freedoom and PWADs created with Doom in mind, unless you count assets that are in need of improvement. I agree with your analysis generally, but it should be noted that at this point, the project's already long history cannot be simply written off, whatever creative decisions might be made in the future. For example there's a long tradition I would say of attempting to steer clear from the Hell theme. This is not something taken arbitrarily but a result of extensive discussions within the community, for example, here. I would say that in practice this kind of discussion actually concerns two very different topics: a) there are assets in the Freedoom IWADs that must function as counterparts of assets from the Doom IWADs; b) Freedoom needs its own story, setting and generally identity that does not copy or mimic that of Doom. In my opinion these are two very different objectives. For the most part, the first one can be said to be more or less accomplished. For example, when I started playing Freedoom (that was v0.7) I mostly used it for PWADs as I did not really like the level design of the official IWAD levels (I can tell you why: I perceived a clash between the rather simplistic art style and the amount of detail put into maps). Some assets felt incomplete or in need of quality improvement but the PWADs were all playable. The thing is that while achieving objective (a), you can actually more or less ignore objective (b) altogether. There have been rather extensive discussions concerning the art style and story of Freedoom here over the course of the project's history, and none really arrived at any concrete solutions. I cannot find this post now but one participant suggested that much like Freedoom, the original Doom also cannot be said to have a single consistent art style, which assets coming from different sources (digitised and hand-drawn, photos and clay models etc.). The fact that you have lava flats and stone wall textures with eerie gargoyle faces doesn't with necessity entail a Hell theme, or any other theme for that matter. It is the story/narrative that provides context for any elements found in the game, not vice versa. The truth is that Doom, and by extension Freedoom as well, narrates its story primarily through gameplay itself, that is, through the levels. And levels is what I'd say is Freedoom's weakest point ATM, because so far there has been very little coherent effort to create a fluid level progression sequence, as opposed to individual map contributions from various authors. As far as I can tell the "czar" development model that was proposed a while ago has not been particularly successful thus far. I mean that you can actually go with any narrative you want (Horizon, Hell invasion, whatever), but unless there's a solid mapset to support this narrative the story will remain as detached from actual gameplay as it was.
  7. MrFlibble

    The Doom Movie is Canon?

    The question of canonicity of certain material within a franchise is certainly legitimate (even though in practice it might be largely irrelevant), but considering that the plot of the 2005 movie is absolutely incompatible with the plot of any of the games it can hardly be canon even by the most lax definition of the term.
  8. MrFlibble

    Tweaking Freedoom guy's face

    I like the clip. The other two are also nice but I think Raymoohawk's armour and health pickups don't need replacement. I had to look up what the Doom 64 pistol clip ammo looks like because I don't remember, and honestly I don't think there's such a strong resemblance that we should get concerned.
  9. MrFlibble

    Your thoughts on the Wolfenstein series

    Wolfenstein 3-D was one of the first FPS games I played (back then we called such games what could be translated into English as "roamies" because you roam around the levels :)). For this I have some very string nostalgic feelings about Wolf3D, although I never played the entire game through, and probably can't be bothered to do so. However apart from this I'm quite impressed at the number, quality and variety of community made expansions, add-ons, custom episodes and total conversions for the game. Operation Serpent is probably my favourite currently, but there's also other very interesting stuff like Trench Warfare, which is nothing short of a completely new game that is ways beyond the original Wolf3D. I've never played any newer games apart from a demo of RTCW, which did not really impress me much. I do however count Blake Stone titles as part of the franchise, and consider Blake Stone in some ways better than Wolf3D, with more variety of, well, everything while still keeping the original gameplay. TO me there's quite a lot of fun in looking for secret pushwalls :) Haven't player Super 3D Noah's Ark though, but I heard it's pretty good (at least, according to a review by LGR)
  10. MrFlibble

    Post Your Doom Picture (Part 2)

    I'm guessing it's Doom Wars on the Stratagus engine? But at first I thought about GSC Game World's DoomCraft project but that was never completed IIRC.
  11. MrFlibble

    Tweaking Freedoom guy's face

    Thanks, I also wanted to point out that Haaslok's face seems to not take aspect correction into account (it's quite noticeable on the comparison pic where Doomguy's face looks definitely wrong without correction.
  12. MrFlibble

    Tweaking Freedoom guy's face

    Please go ahead, that's very nice! Just make sure it looks just as well in-game with aspect ratio correction on.
  13. MrFlibble

    Tweaking Freedoom guy's face

    Or you could just throw together a small PWAD only containing the face sprites, that would be way easier I suppose. Personally I've always found it appealing that Freedoomguy's face is decidedly unheroic. For me this evokes sympathy for what would otherwise be just a placeholder "hero" type of character. And come to think of it, he must be pretty badass if he's single-handedly taking on an entire army of eldritch spawn and alien minions while apparently suffering from a permanent hangover :)
  14. MrFlibble

    Tweaking Freedoom guy's face

    Could you please post a screenshot of how this looks in-game?
  15. MrFlibble

    Tweaking Freedoom guy's face

    I like it! I think it's a very nice improvement that, while not a radical change of the original design, indeed makes the face more proportional.
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