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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Here's a big one.

In memory of the great sticker war of 24 where the once powerful stickers became worthless. Or some dumb shit like that...

...and there might be a Balldo in there too...

{22FE93AE-5B91-4B48-8BA3-7BE7EA39D34F}.png {7499ABE6-6105-4A31-BAAF-C11FB7DFEE6B}.png {F7C5A24A-3299-4EEF-B464-D52429DAEF68}.png
 

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Weird thing to say but this style of yours is seems suspiciously familiar.
What's weird about it? And yes it would be very strange if this does not look familiar. It's variations of the stock graphics made in Giger style.
 
I'd say it's okay, he does have a distinctive style that, however, was being wasted on such things like supplice.
 
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I'd say it's okay, he does have a distinctive style that, however, was being wasted on such things like supplice.
Eh I don't know. From checking out Supplice it looked a bit more cartoony and very polished. I can see why you said his talent was wasted though. The title screen alone says what kind of mentality that went into this game. (:_(
 
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Genuine question, how bad (or good) would a flesh wall texture based off SRS horrors be? it would be pixilated, bit-crushed, and limited pallet, but theres been some wonky images I could see blending well into the "flesh" theme
(Imagine replacing the eye switch with a dilator)

Here's a big one. Doom now has a new marine. The Doom Kiwi!™
While I DO like this one for the large part, readability gets a no from me. If you need, you could add more scuffs / damage to the armor to make the difference between 80+, 80-60, 60-40, 40-20, and 20-0 look more distinct.
Another idea is having a pixel version of kiwi emotes behind him to more readily display HP? Kiwi logo for max, thumbs up for slightly hurt, then thumbs down and MATI hat, or something.

I really don't DISLIKE the design, its great, but dooms face is IMPORTANT to be readable, which is always distinct in doom. Minor nose bleed and messed up hair for slight hurt, black eyes and more blood for worse, bleeding eyes for worse, and blood soaked face for dying. And honestly if you showed me an image and said "QUICK!!! HOW MUCH HP IS THIS?!" I don't think I could tell.

IF you choose blood, don't hesitate to make it notable, blood maybe leaking out the left and right ventalation vents on side of the mouth (that what that is right?) and maybe blood out the top (vent) of it. even one of the eye slots entirely bloodied, just to be readable. I wouldn't criticize this thing if readability wasn't an issue, just to be extremely clear.
 
Genuine question, how bad (or good) would a flesh wall texture based off SRS horrors be? it would be pixilated, bit-crushed, and limited pallet, but theres been some wonky images I could see blending well into the "flesh" theme
Wouldn't be too out-of-place. I remember reading somewhere (Masters of Doom maybe) that one of the guys at id got a wound on his knee during Doom's development, so they scanned that in to make it into a texture.
 
I am a sprite artist, and I want to contribute. What kinds of Cyraxx things should I make?
Anything you can think of. I just added some cows faces to regular textures, but if you can think of more creative things it would be great. Maybe even some hell themed objects?

Genuine question, how bad (or good) would a flesh wall texture based off SRS horrors be? it would be pixilated, bit-crushed, and limited pallet, but theres been some wonky images I could see blending well into the "flesh" theme
What @OneMillionRPM said, so go for it. As long as it fits with the hell-theme it's all good. I'm personally very biased for the flesh/tech mix textures.

(Imagine replacing the eye switch with a dilator)
Great idea.

While I DO like this one for the large part, readability gets a no from me. If you need, you could add more scuffs / damage to the armor to make the difference between 80+, 80-60, 60-40, 40-20, and 20-0 look more distinct.
Funny thing is, the original version was much more defined but I thought it was too much so I toned it down. The thing is that I don't want it to look too over the top. Too much gore does not really fit this site too well I think and more damage to the armor does not look too good either.

But I thought this didn't matter. Do people actually use the mugshot as a visual? I always thought about it more of an artistic detail since the health/armor is right next to it. I would rather make custom UI in the future there the health is more prominent.

But I hope you understand I'm a bit burned out drawing it, so I don't really feel like doing any changes right now. If you feel like doing it though, I wouldn't mind. I want this shit to be as good as it can.

Edit: I forgot to mention that I wanted to add some more details to the mugshot. Like some flashing lights on the visor that shows your health. It's just that I don't know how to using ZScript. But that's the plan.
 
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I made this code in ACS a while ago and I didn't use it for anything.
This is a pinata script that will spawn a bunch of monsters when the monster with the assign tag dies.
C-like:
script 1 (void)
{
    if (GetActorProperty(1, APROP_Health) == 0);
    {
        //Cosmetic effect
        str tele = "TeleportFog";

        // Creatures's tag number, it can be found in Edit Thing
        int tag = 1;

        // Get position of the creature,
        // in this case the creature with the tag of 1
        int x = GetActorX(tag);
        int y = GetActorY(tag);
        int z = GetActorZ(tag);

        // What monsters will spawn
        str monster[2] = {"DoomImp", "Demon"};

        // Drop
        str drop = "Soulsphere";
        Spawn (drop, x, y, z, tag);

        // Number of monsters to be spawned
        for (int i = 0; i < 500; i++)
        {
            Delay(5);

            // Spawn monsters in a circle randomly around the actor
            // you could also add a z value here
            // if you want to spawn them in the air
            int sx = x + random(-200.0, 200.0);
            int sy = y + random(-200.0, 200.0);

            // Get the angle of the player, in this case the Thing with tag of 0
            // this exists so the monsters spawn looking at the player
            int angle = (GetActorAngle(0) >> 8) + 128;
          
            // Spawn the cosmetic effect
            Spawn (tele, sx, sy, z, tag, angle);
          
            // Spawn monsters
            Spawn (monster[random(0, 1)], sx, sy, z, tag, angle);
        }
    }
}
 
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Gunt of Hell idea.

I have 0 experience with sprite art and I reckon a single sprite of an original enemy design will take me at the very least 30 minutes to make.
I won't be doing a full monster redesign but Godspeed to any autist that will actually try.
Yea that's the problem. There's lots of ideas but not enough time. Especially when it comes to monsters. They are the worst to make.
That's why I'm asking for help here, to divide the load a bit.

But I turned it into a statue.

gunth.png
 
I revisited the Gunt of Hell idea, this time instead of editing individual sprites I went with the technique of the original Doom devs.

Behold, a 3D, rigged Gunt Knight model;
GuntKnight3D.png
I know it looks like shit but it's not meant to be admired in full resolution but used as a sculpture for sprites so I just focused on details you could only see in the tiny Doom resolutions and it's not the final version.

I extracted sprites from the Doom WAD to use as reference. It's not a perfect recreation but it's close enough. It's definitely recognizable as a Hell Knight/Baron of Hell replacement in game.
The full model took me maybe 4 hours to make and rendering + converting all 8 angles takes around 20 minutes for each animation frame, much faster than doing every sprite by hand.

Here's 8 sprites of a walk cycle frame from every angle in the Doom palette just as proof of concept.
GUNT1.png
GUNT2.png
GUNT3.png
GUNT4.png
GUNT5.png
GUNT6.png
GUNT7.png
GUNT8.png
They could certainty use some post rendering work, and Ralph's tiny retard face is not perfect for a demon replacement. I will experiment with the textures and maybe some shaders later to try and make it look better.

As stated before, I'm not a sprite artist but if someone that knows what they're doing would like me to upload all the sprites from every angle of every animation and put finishing touches on them let me know and I'll do that.
If anyone has a request for another model of a demon concept or something else, let me know and I'll see what I can do.
 
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