Kiwi Farms Community Doom project: Custom Assets thread - Not only for graphical artist, but for sound and music makers, or even coders too. Come and share content from your favorite cow, or other parts of this site, even if you have no interest in Doom itself.

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Got voice line variations to work. If anyone has any suggestions send a clip or link.
Any thoughts on whether the voice should be made more demonic using effects?
Even though that's pretty awesome work there, I'm always worried about playing voice clips on monsters. There's always the chance that it will be annoying hearing the same clips over and over and with a clump of 20+ monsters it could get really dumb.
But if you can make them sound more like Doom monsters it might blend better. But then it's the problem that you might not hear or recognize voice. It's a tough choice but I leave it to you. Personally I think you should make them a bit more demonic.
 

Here's a demonic version, this time I used only short voice lines and gunt monster noises.
It doesn't quite fit in with other demons but the problem is that most Doom enemies use slowed down animal sounds, and slowing down Ralph's speech makes him even more unintelligible than he already is + it makes the voice clips too long.

I will comb through some more clips to find good source material and later I will post a pack of edited voice lines and I guess we can just pick the ones that work and put them in.
 
View attachment 6215074
Here's a demonic version, this time I used only short voice lines and gunt monster noises.
It doesn't quite fit in with other demons but the problem is that most Doom enemies use slowed down animal sounds, and slowing down Ralph's speech makes him even more unintelligible than he already is + it makes the voice clips too long.

I will comb through some more clips to find good source material and later I will post a pack of edited voice lines and I guess we can just pick the ones that work and put them in.
Wow, that sounded really creepy. The volume was much lower than the gun/fire ball so it was a bit hard to hear, but it was really good otherwise. Excellent work. 👌
 
Alright here's the first version. Adjusted the sound levels and converted every file to match Doom's sounds for a nice crispy quality and low file size.
Each sound has at least 3 variations for 15 total. There's a folder with just the sounds in the zip and a simple WAD with a box test level and a decorate + sndinfo script that replaces the hell knight sounds.
 

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I'm putting serious thought into making the next project happen in August, ending September. There's still a bunch of minor technical details I've yet to decide. Things like do we want to keep gameplay wad compatibility, do we want to allow jumping, etc. I'm tempted to just throw it in a poll and let the forum sort it out.

Speaking of which, I'm thinking of having two chapters. One will be an open, anything goes as the previous project. The other would have a theme. There are two themes I'm considering. First is tower theme, with a play area 2048x2048 in size, where each map is a floor of KF tower. The second is a brutalism theme, mainly inspired by the Quake map packs.


But, assets.
On my todo list I have a title screen, and pride flags.
For general purpose textures, I have two stock texture options and would like your opinions on what (if any) I should go with.

First option is MutantLeg's LAB texture set. They are a bit cartoony and cover areas Doom already cover, but were made for a Wolfenstien 3D clone and thus are known to be good.
labtexture_preview.png
As seen in the trainer, there's also some decorate items we can use if people want that.

Second option is the Screaming Brain Studios texture set. These are more realistic and general, but might help with the more urban themes other maps went with.
texcover_51.pngtexcover_50.png

All of these previews just show a selection. While for LAB I could likely include the full set, for Screaming Brain I'd have to select some from the set that are usable. There are Doom texture packs out there like OTEX, but they bring up no end of autistic slapfighting.
 
I'm putting serious thought into making the next project happen in August, ending September.
That's great. I've been thinking about this recently, but now you brought it up. But, I hope to finish the Gunt Knight before you start and that will probably take 2 weeks at least unfortunately.

Things like do we want to keep gameplay wad compatibility, do we want to allow jumping, etc. I'm tempted to just throw it in a poll and let the forum sort it out.
Yea, I have some thoughts on this. But it's better to take this discussion in a project thread rather than here.

Speaking of which, I'm thinking of having two chapters. One will be an open, anything goes as the previous project. The other would have a theme. There are two themes I'm considering. First is tower theme, with a play area 2048x2048 in size, where each map is a floor of KF tower. The second is a brutalism theme, mainly inspired by the Quake map packs.
I'm a bit partial to a HUB map. That lets people do what they want and there won't be a problem with progression or difficulty since you can play in any order. But if you have a already have a plan let's go for that.

But, assets.
On my todo list I have a title screen, and pride flags.
For general purpose textures, I have two stock texture options and would like your opinions on what (if any) I should go with.
Can you elaborate a bit? Neither of those looks very Doom'y but is that the theme you want for the project? What about the stuff from this thread?
And about custom packs, will that work if you have a theme in mind? I don't follow exactly here.
 
Things like do we want to keep gameplay wad compatibility, do we want to allow jumping, etc. I'm tempted to just throw it in a poll and let the forum sort it out.
You could go the path of dump3, which had a weapons pack which randomized various weapons, but otherwise was a separate files from the maps. Just to keep max compatibility. I wouldn't be against a full zdoom kiwi experience, but unless you have a LOT of content to warrant it, I'd stick with keeping compatibility. You could also have custom boss stuff with its own scripts and still generally keep vanilla monsters as a nice middle ground.
As for jumping and crouching, I'm personally of the mind that forbidding them is stupid in general so I'd say just allow it, even if maps aren't designed for it.
 
Alright, I started on player Rekeita. I'm going to be honest, it might be more than I can handle, since the shading is very specific, but I'm confident it'll be fine the more I work on it.
My idea is to make his nose more red, and maybe his skin paler, and maybe his hairline recede with lower health.
ballDOOMplayerWIP.png
 
Alright, I started on player Rekeita. I'm going to be honest, it might be more than I can handle, since the shading is very specific, but I'm confident it'll be fine the more I work on it.
My idea is to make his nose more red, and maybe his skin paler, and maybe his hairline recede with lower health.
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That's really good pixeling skill/style there. Much better than mine. But it's hard to see who it resembles though. Maybe the cheeks should be narrower? Also, his beard is missing?

But there is already a mugshot replacement made. If you think this is too much work, maybe your effort would be better used for an enemy? Just a suggestion.
 
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Maybe the cheeks should be narrower? Also, his beard is missing?
Yeah, I think his brow ended up too heavy, and the straight-ahead shot looks Asian. I'll touch him up when I go back.
It's not too hard, it's just mapping out what colors they used for the shading was hard, so I made this...image-2.png
...after I had finished his face.
The middle column are the flesh tones used, the column to the right are the replacement colors (left is unused, too hard to read). There's 33 colors, so I did even groups of 11, and swapped them to see what was used where. I was mostly guessing in Rekeita, so this might help for future work, and any other Kiwi that attempts to make faces.
 
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Got a Doom soundfont and tried making We Love Our Cops in it, don't think it's gonna go anywhere because it's such a godawful song not even Doom music can save it.
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Anyone got any lolcow related songs that would fit in Doom?


just out of interest in the process i looked into AI mp3 to midi converters and ended up with this. the magic REALLY begins at the 37 second mark



so if anyone needs music for their russell greer-themed level they have this option i suppose

do midis need to be converted to .mus or is it not an issue because of source ports?




Yeah, I think his brow ended up too heavy, and the straight-ahead shot looks Asian. I'll touch him up when I go back.
It's not too hard, it's just mapping out what colors they used for the shading was hard, so I made this...View attachment 6290582
...after I had finished his face.
The middle column are the flesh tones used, the column to the right are the replacement colors (left is unused, too hard to read). There's 33 colors, so I did even groups of 11, and swapped them to see what was used where. I was mostly guessing in Rekeita, so this might help for future work, and any other Kiwi that attempts to make faces.

i was wondering how much effort sprite swapping is in doom. bless your autism




Version 1 of Hell Gunt. Any thoughts?

View attachment 6192189

only one: NOT FAT ENOUGH

mancubus is also a good template for ralph. it even comes with a gunt preinstalled

4056207-mancubus-doomii.jpg
 

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Got a Doom soundfont and tried making We Love Our Cops in it, don't think it's gonna go anywhere because it's such a godawful song not even Doom music can save it.
The fuck you are you talking about? That was great. :lol:

Anyone got any lolcow related songs that would fit in Doom?
All I can think of is Ram Ranch, but it's the lyrics that makes those.

just out of interest in the process i looked into AI mp3 to midi converters and ended up with this. the magic REALLY begins at the 37 second mark
Is this what AI is capable of currently? Sounds like some indie Japanese horror game music.

do midis need to be converted to .mus or is it not an issue because of source ports?

only one: NOT FAT ENOUGH

mancubus is also a good template for ralph. it even comes with a gunt preinstalled
I thought of merging the mancubus with the cyber to get "The Cyber Gunt". But this is @Hax1337 design so that's what I'm doing now.
 
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the doom re-release has new/unreleased assets that can be obtained


oh by the way they re-released doom

i got it for free on steam because i already owned them i guess

newolddoom.png


ummm you can just straight up upload wads from the client lmao. this means at least some of the kiwi maps could be uploaded with some custom assets intact custom assets get replaced by default doom textures *sigh*

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