Silly Colormap Hacks (updated)

Experimented a bit with the colormap and tried what it looks like if the lightlevels were inverted. It looks rather strange.

I thought perhaps someone else might find this mildly interesting so I uploaded it to wadhost.

EDIT: New file with the old wad and 2 new ones of equal "value"
http://wadhost.fathax.com/files/chacks.zip

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This looks really cool, especially sice things that were fullbright like skies are now pitch black. Try playing E3M8.

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Haha, yeah. One thing I noticed is that it does not take to transparent stuff (most projectiles in Zdoom) kindly. They become virtually invisible :o

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I'm not sure, but it seem, it has too big contrast.

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Although this mod in itself is rather useless, it can give you some good ideas of unorthodox lighting patterns that looks really nice.

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Neat...

Edit: Okay, sorry, that's just too fucking cool. For some reason I get a really spooky feeling when playing with this, like I'm walking around with a flash light or something. Also, all the skies are black instead of full-bright which adds to the spook factor.

Really nice work here, I should definitely add something like this to Prisma's capabilities (sorry, no recent work on it).

I think this is something worth exploring further. I'm gonna be messing around with colormap inversion as well. Again, nice work.

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That's cool. I never messed with the colormap. Not sure if I'd know how unless you just save as bmp and edit pixels like normal textures.

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I was playing the first level of Doom 2 and it was really creepy. :P I like it.

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Heh, I am happy someone is enjoying this :)

Earthquake: If all goes well I will soon have a way to quickly convert stuff how I need to to make relative quick proper edits to the colormap, then I will go back to actually working on my colormap improvement plan.

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EarthQuake said:

I think this is something worth exploring further.

Keeping in mind that this trick isn't guaranteed to work on all Doom ports. A hardware renderer like GZDoom's doesn't use the colormap at all, for example.

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This is pretty awesome, and creepy with the "right" maps. You should upload this to the archives. :)

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If you say so :D

Just upped it to the incoming folder in /idgames

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Jodwin said:

This is pretty awesome, and creepy with the "right" maps. You should upload this to the archives. :)



But better modify it a bit first so that the 'fullbright' level is not completely black. I think that'd make it a bit more interesting if one could actually still see these parts. ;)

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Graf Zahl said:

But better modify it a bit first so that the 'fullbright' level is not completely black. I think that'd make it a bit more interesting if one could actually still see these parts. ;)

But isn't complete darkness supposed to be completely dark? :P

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Jodwin said:

But isn't complete darkness supposed to be completely dark? :P

In a computer game? No.

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Gez said:

In a computer game? No.


Well that depends, tho Graf Zahl is right.
I upped a txt file to tell them to delete it for now since I will make adjustments.
Those will be adding alternate colormap files tho.

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I've been playing this with PrBoom Mac and the spectres were all black and visible.

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Nothing that can be done about that.
I guess with this spectres are more effective in areas of the map which originally were light.

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Man I loved this. Spooky. The c_invert one especially.

Everything flashes dark whenever you get hit, and the chaingun makes everything go much darker when you fire. This made Doom scary again.

Liteamp goggles are a bad idea. Kinda obvious in retrospect.

At one point I had liteamp goggles on, and a rad suit at the same time, and that black-green color scheme thing going on there was pretty freaky.

Ptoing said:

Haha, yeah. One thing I noticed is that it does not take to transparent stuff (most projectiles in Zdoom) kindly. They become virtually invisible :o


I was wondering about this.

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How do you edit the colormap anyway? I've yet to find anything on how to do stuff like that.

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I really like the flashlight-eque effect this mod causes. I wish it would work more predictably with the Doom 2 maps, which are often not bright enough to be made very dark by this mod.

Kyka said:

Man I loved this. Spooky. The c_invert one especially.

Everything flashes dark whenever you get hit, and the chaingun makes everything go much darker when you fire. This made Doom scary again.


I really liked this. It's a little like the player is amateurishly closing their eyes when firing.

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wow, this is really cool.. you could make a level centered around this idea with the right design, it really is like you have a torch (FLASHLIGHT) in some places

awesome, thanks a lot! :D

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As usual with raw colormap replacements, sector light variation, fullbright sprites and gunflashes tend to look bad. Otherwise, cinvert makes the player resemble a Shadow Knight, shunnig light and with his darkness casting around him. clines is good probably for testing light diminishing. And cring is a middle of the line between original and cinvert.

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