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About XLightningStormL
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Whadayatalkingabeet
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A (somewhat) quick concept using the sprite sheet; proper Jumpsuit (aka Maintenance, Engineer, etc) Worker zombies, to theoretically replace osj's attempt using the lower quality Wolfenstein ones. General art design ideas: - Replacement of the olive military belt with a more standard normal brown belt - removal of knee pads - boots are recoloured black - player coloured jumpsuit for ez translation - shrinking + blending of former armour pauldrons, extension of sleeves, replacement of breastplate with zipper (basically make it look less like marine armor and LOOK like jumpsuits) - a "weapon template" variant so artists can edit their own weapons over the sprites easily (hammers, wrenches, etc) rather than just one or two static sprite sets probably won't finish it (too much work for my ADHD, and bigger, better fish to fry) [yes that means I am aware of the funny lighting on the left arm] so do with this concept what you will (will YOU be the one to add actually fitting doom civilian zombies?) original size here:
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Nice Fallout Guns 1. Combat Shotgun 2. AK112? 3. R91 4. Service Rifle 5. Assault Carbine
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Yes, one of the textures loose files were overwritten, resolved now.
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Assorted Office Cabinets (and portfolios) based and extended from a Unused Doom assets dump. As always, enjoy and provide credit.
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Generally speaking Processing is either referring to Industrial Processing (as you mentioned) or the other kind of processing, the processing of persons, goods, etc that are imported and exported.
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Originally Doom 1's exit areas had two doors, representing airlocks before it was later settled to just remove the second airlock doors (likely due to a mix of optimisation and to prevent confusion) so it does add credence to your theory. However, realistically bases and colonies are interconnected so most likely Doomguy's downtime is spent hiding in underground tunnels and such, and due to obvious game design reasons (you shoot demons in dark halls) these moments of downtime aren't represented.
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CEIL5_1 and CEIL5_2 variants of the FLAT17 texture. Enjoy, and give credit.
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Why doesn't the military just close the portals in Doom 1?
XLightningStormL replied to Shikamaze's topic in Doom General
Most likely before the invasion the demons had no method of gaining the location of the "human Doom universe" Once the portals punched through, incorporeal hell priests likely snuck through during a later experiment, made some beacon, caused minutes amount of chaos (i.e full body explosions) and waited (before an invasion there is always recon, it's tactically stupid to jump a massive invasion based on a hunch) for another experiment whilst the "borders between spaces were closest" From there on, shutting down any man made gates were pointless, the demons already had the location of where to go (like a stalker finding where his victim lives) throw in some old information from the middle ages (i.e old Doom 2016 lore before the rewrite stated they were floating about circa 1316) and they know where Earth is too. It's most likely there is some sort of master portal the demons set up some where, or they are just keeping the "borders between spaces" as close as possible through some fucked up shenanigans...as long as that is open, they can easily keep setting up portals. -
Clean SPACEW2 since the original was more for grimy Industrial-Tek Areas. Technically the textures are 64x64 (since I didn't bother with the first 64x64 sector's unboxed vents) Including an update on TNT's TVSNOW (I think?) though it might just be someone's reinterpretation of a D64 Computer texture (that was used over a SHAWN/AG128 backing) as well as a Robocop-inspired UACTV and OFF textures.
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https://www.mediafire.com/file/l8fyp5xz615yidu/FloodLamps.pk3/file No destructions though yet.
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2D Flood Lights From memory, based off of a really basic sprite from an Aliens Mod that was made by ContraCommando (IIRC) I more or less overhauled it and gave it rotations. Will eventually release it with BRIGHTMAPS and code (featuring Spotlights) on realm667 one day.
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Using Neoworm Fire Axe as a base. I disdain most Sledgehammer sprites in the community, either the SH is too ugly, the animations don't really worth for Doom (or make sense) or it's just not rendered/made right.
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Quick palette-ification and tint to resemble Martian mountains, more for curiosity dawned from a palette conversion then any sort of use.
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Current WIP, but here's a concept sprite of a (possessed) Cyberdog, that would be akin to the Military Cyberdogs from New Vegas (i.e ranged attack is a psionic bark) that would be a Deimos project pre-invasion (hence the cybernetic demons) Wanted a proper cyberdog that would fit Doom's artstyle without relying on similar concepts using the ancient lower scale/smaller pallete Wolf3D German Shepherd, opting instead for Captain Toenail's excellent Rottweiler as a base (and callback to Quake) Will *eventually* finish it, unless someone else does it first. I did also want to work on a third tier Hellhound based on the ancient Greek Orthus, the cut Doom 64 Hellhound enemy, and Stopsignal's Pyropork; being a demonic two headed furless red dog that is basically a walking flamethrower/short range chaingunner, however I am not that skilled or patient to pull that off, so someone can steal the idea.
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But wait, you ain't seen nuthin yet. Psychoposting aside. Cooked up some proper-Techbase style BROWN1/STARTAN/etc Metal flats since the dark steel fit Brick and Mortar Industrial settings better than shinier UAC colonies like the Martian Moon ones. Also Doom-Style CRT Televisions based on the COMPSPAN texture that aren't the sucky in wall SPACEW2 CRTs (will admit the screens are too dark)