- Joined
- Jan 22, 2021
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Well, there's a map idea.In memory of the great sticker war of 24 where the once powerful stickers became worthless.
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.Weird thing to say but this style of yours is seems suspiciously familiar.
Is that good or bad? I haven't been active with Doom for maybe 10y. Do you have a link?I do catch some heavy Cage vibes there.
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.I'd say it's okay, he does have a distinctive style that, however, was being wasted on such things like supplice.
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.Here's a big one. Doom now has a new marine. The Doom Kiwi!™
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.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
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?I am a sprite artist, and I want to contribute. What kinds of Cyraxx things should I make?
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.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
Great idea.(Imagine replacing the eye switch with a dilator)
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.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.
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);
}
}
}
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.View attachment 6166237
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.