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Haaslok

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About Haaslok

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    Warming Up

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  1. Haaslok

    Tweaking Freedoom guy's face

    I kinda preferred my own. I put a lot of effort into defining every little detail within a small canvas of pixels. Not easy to do. There's a lot of information in the old one that is unclear or misleading on the structure of his face. Also his face feels kinda fat and I prefer my version's cheekbones. Sorry I haven't been updating my thread lately, I have other personal projects as well as my job.
  2. Haaslok

    Haaslok's Art Thread

    I've been thinking about solutions to better simulate the spinning motion in just two frames. I wasn't pleased with the method they were using before. Unfortunately I can't show you guys on what I am working on b/c I am having internet problems at my personal computer. I am stuck using a different computer currently.
  3. Haaslok

    Haaslok's Art Thread

    Long tradition or not, I still don't feel it works. Lava flats, gargoyle faces, and decorative skulls heavily invoke Hell. Freedoom simply won't embrace it. It just attempts to sidestep these obvious motifs and everybody sees it. It doesn't exist in a vacuum. I am not talking about a storyline, I am speaking about a broad narrative basis from which all of the artists and mappers can jump off of. More of a backstory. It needs strong tone and theme. The impression I get is, "kinda Doom, but not quite confident about it" Again, I am not surprised. What's there to be excited about? Freedoom views itself as a resource IWAD. Freedoom should have had grown a soul first; then the creatives will come and build its body.
  4. Haaslok

    Haaslok's Art Thread

    My main strike against this project is that there is no solid narrative basis for artists to bite into. So I'm not surprised there are few artists on the project. There needs to be creative direction prior to creative produce. A narrative summary that composes of just a single sentence can go a long way. If you want Freedoom to continue limping along, then keep doing what you are doing. It may eventually become finished, but it will be a patchwork of creative ideas and it won't be as enjoyable as it could be. Freedoom seems to go wherever the wind blows. One of the first things the project should have done is make creative demands. If you have an interesting narrative foundation then artists (and others) will flock to the project like bees to honey. I know there were some attempts at building a narrative structure, but it seems nothing came of it. I'm sure a lot of contributors entered the project with the idea that you could get away with a full creative replacement, but you can't. First of all, we need a narrative that satisfies all of the requirements that the Doom narrative offers. That being: Sci-fi military environments Demonic monsters Hellscape Ritualistic temples I feel like the Freedoom project is reluctant to lean into the Hell mythos (as if Doom has a monopoly on this). Everyone is being too overly cautious. The solution is not to replace the demons with mutants and Hell with "Horizon", but to take the Doom narrative and add another layer on top of it. My narrative solution is this: Satan has gained control of a high-advanced AI on a planetary human colony. Satan is now building an army of digital-demon-cyborgs to expand its realm. We can lean into the Hell mythos by looking at it through the lens of a computer virus. In the form of digital satanic influence invading our meatspace. Satan becomes a hellish version of Shodan, holographic demons stalk the hallways, the soul sphere is replaced with a floating file folder containing "dark knowledge", etc... This way we don't have to tip-toe around the Doom narrative requirements. Its Doom - but with a spin. I feel like this would make the tone and theme more harmonious with itself.
  5. Haaslok

    Haaslok's Art Thread

    Wool Ball? Sorry, I'm new to the Doom modding scene. I'm like a baby.
  6. Haaslok

    Haaslok's Art Thread

    So the Circular Saw badly need an improvement. Here's a small preview of what I am working on. I plan on adding more details and cleaning it up. Its fairly difficult make it feel like its spinning with only two frames.
  7. Haaslok

    Haaslok's Art Thread

    I'm new to Doom modding scene so expect me to ask a lot of newbie questions. With that said, I am well versed as an artist so I feel like I have a lot to offer. I like the idea behind Freedoom and the Doom community deserves an IWAD to call its own. I'll link my work here, so keep an eye on this post NARRATIVE CRITIQUE HUD FACE I remade the HUD face, yah! previous thread WEAPONS Circular Saw [WIP] ENEMIES [stay tuned]
  8. Haaslok

    Doom 64 for Doom II - /idgames link is up

    Would this work well with Smooth Doom?
  9. Haaslok

    [GZDoom] Diabolus Ex v1.1

    This is really beautiful wad.
  10. Haaslok

    Tweaking Freedoom guy's face

    I understand your concern. For the "clip", I did take some inspiration from D64. However, with that said, I don't believe Doom has a monopoly on the video game representations of pistol magazines. I made the effort to make it distinct from the D64 sprite (red band, witness holes on the side, flipped the direction that the magazine is facing). I feel like your case holds even less water with the other two sprites. You're drawing parallels with fully 3D items. The small armor is meant to be a military battery (It has a pulsing white light). I suppose I did take some inspiration from it, but again your comparing a 2d sprite to a 3d model. The small health is indeed supposed to be an injector of sorts. However making the comparison between the D3 injector never crossed my mind. Does Doom have a monopoly on red/white medical injectors? I don't believe so. I just wanted to make a smaller version of the medium health.
  11. Haaslok

    Tweaking Freedoom guy's face

    Thanks for the help guys. I took GuyNamedErick's advice and simply nuked my entire branch and started over. The pull request looks like its up. I made some changes to the faces and I optimized the images using PNGGuantlet. I was was thinking of starting my own art thread; similar to Raymoohawk. I'll also make some pretty heavy criticisms of the game's creative direction as well. It will all be done in good faith, I promise. Is there an agreed upon story for Freedoom yet? Anyways, I've been messing around with the pickups. Here's the clip, small armor, and small health.
  12. Haaslok

    Tweaking Freedoom guy's face

    OK, I see how to make a pull request, but my "pull" is full of these commits that I don't want. It looks like a mess. Can I still make the request? Can you just discard my bad commits? Graphics: New HUD faces should be the one you want
  13. Haaslok

    Tweaking Freedoom guy's face

    I was uploading the sprites through my web browser. Should I commit them through the desktop app instead from now on? I was initially going to do that, but I was worried about messing with other's work. Thanks. The documentation was right there, I should have been more observant.
  14. Haaslok

    Tweaking Freedoom guy's face

    I made a fork, uploaded the files, and made a pull request. Here's the link I believe that should do it. I was afraid of overwriting anything I shouldn't have. OK, I am am not familiar with this. Is there a resource that elaborates on this further?
  15. Haaslok

    Tweaking Freedoom guy's face

    OK, I see. I made my own wad and it works in Chocolate Doom. Nice. I uploaded my sprites to the github, or at least I think I did. I hope you guys see it on your end. A bit off topic, I've been trying to mod the enemies and weapons. I don't know what I did wrong. I dumped the pngs into Slade, copied the offsets from the original sprites, and converted the pngs to Doom gfx. I loaded the wad up in Chocolate, but the modified frames are simply missing. However, the same process works for the HUD face. Is there something special I have to do for weapons and enemies?
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