Pistol muzzleflash, fixed.

I made a quick update to the pistol's muzzle flash graphics, fixing the original's overlapping point of impact.

Original:


Mod:


muzzle.wad

EDIT: broken link fixed

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Yeah, I'm not really keen on this rounded look. With a shameless plug, I believe my fast pistol does a better job, and it only changes sprite offsets (+ the firing speed).

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It's always nice to see more sprite edits to choose from, but the rounded look does seem a tad unnatural. I believe the point of the flame is meant to act as a primitive crosshair. That said, don't let this discourage you from making more sprite edits.

Actually, it would be cool of the pistol had 2 flame animations like the shotgun. This would make for a good initial flare sprite.

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Seems unnecessary, imo it will only bug the hell out of the player since it's different from what they are used to since 1994. But then again I feel the same about perkristian's improved sounds and everyone seems to like them...

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Memfis said:

Seems unnecessary, imo it will only bug the hell out of the player since it's different from what they are used to since 1994. But then again I feel the same about perkristian's improved sounds and everyone seems to like them...


Yeah, yeah - I know I'm treading on holy ground touching the original pixel constellations. I once dared to try and improve the imp fireball (crazy, I know), and the failed work-in-progress attempt ended up getting shipped as finished content against my wishes before the megawad was done, so maybe I should just leave well alone.

Playing a map that required a lot of pistol fire though, got the original thing bugging me, is why I changed it. Especially on today's high resolutions, the original muzzle fire's pixels become easily visible against faraway zombiesoliders/imps.

Anyhow. I'm not gonna over-rationalise this little wad. If you don't need it, don't use it.

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Hmm, can't say I've ever really noticed the issue impacting my play before. The one I usually notice (not that it impacts play, either) is that frame miscue in the SSG's fire/reload animation.

Pragmatics aside, sometimes a little aesthetic dalliance is enjoyable, even if it's something as small as a modified muzzle flash or the like--indeed, sometimes it's the smallest things that make the biggest impression. When the DWMC played Realm of Chaos I used the optional sprites the whole way through, even though I didn't really like most of the major sprite edits (armor vests, helmets, radsuits, etc.); one of the minor changes was that shotshells were recolored as well, and I found it endlessly enthralling seeing Doomguy shove blue shells into the SSG instead of red, for a change, let me tell you.

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Demon of the Well said:

Hmm, can't say I've ever really noticed the issue impacting my play before. The one I usually notice (not that it impacts play, either) is that frame miscue in the SSG's fire/reload animation.

Pragmatics aside, sometimes a little aesthetic dalliance is enjoyable, even if it's something as small as a modified muzzle flash or the like--indeed, sometimes it's the smallest things that make the biggest impression. When the DWMC played Realm of Chaos I used the optional sprites the whole way through, even though I didn't really like most of the major sprite edits (armor vests, helmets, radsuits, etc.); one of the minor changes was that shotshells were recolored as well, and I found it endlessly enthralling seeing Doomguy shove blue shells into the SSG instead of red, for a change, let me tell you.


This year's caco award winner changed the colour of the eyes on the Cacodemon, and suddenly it felt like a brand new creature... Might just be true what they say about devils and details.

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everamzah said:

Your muzzle.wad link is to a screenshot.


My bad. Link now improved.

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What I'd like for muzzleflashes is like a dozen or more different flashes, randomly chosen each time you fire.

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Gez said:

What I'd like for muzzleflashes is like a dozen or more different flashes, randomly chosen each time you fire.

Yeah, it's a shame that vanilla DEHACKED doesn't support any equivalent of A_Jump(), I mean jumps between states (and different sprites) depending purely on random numbers.

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Soundblock said:

Pistol muzzleflash, fixed.

I didn't know it was broken. :P

Seriously though, I'm afraid that, like quite a few others, I'm not really sold on the rounded look of the "fixed" version.

Randomised flashes like Gez mentioned would be cool though.

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I think the flash should be a lot smaller. I never liked the original pistol flash sprite.

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