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ENDOOM Appreciation Thread


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On mercredi 11 octobre 2023 at 10:16 PM, Peccatum Mihzamiz said:

For OBZEN:

endoom_by_PeccaM.png?ex=6539774c&is=6527

"ENDOOM by Peccaum Mihzamiz"... You needed some more tea when making this! :p

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  • 2 weeks later...

I like the dinosaur, but it would need a very specific mod to fit in. The Other one is an awesome ENDOOM. I think your artwork would look better in a more dos-like font, but that's my personal preference. Keep em coming @t.v.!

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it blinks green from the mouth and eyes, idk how to upload it proper apparently. 

just something to put at the end of my xmaswad

 

Spoiler

endoomm.png

 

Edited by SupremeBioVizier

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  • 3 weeks later...

The dash in the D-30 makes me a bit uncomfortable, it looks a bit too much like a Roman numeral but IIII would properly be IV in that case.  Maybe the outer corners should use the right-angle symbols instead of the middle line ones?

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25 minutes ago, ETTiNGRiNDER said:

The dash in the D-30 makes me a bit uncomfortable, it looks a bit too much like a Roman numeral but IIII would properly be IV in that case.  Maybe the outer corners should use the right-angle symbols instead of the middle line ones?

Now that you pointed out the dash looking like Roman numeral IV but with this IIII. I can not unsee it now thanks lol.

 

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On 10/13/2023 at 1:11 PM, DoomGuy999 said:

That's so cool. The archvile is in some sort of ascii structure!

You can get it by pasting an image in EndEdit with "Use extended special character".

In my opinion, it is a cool effect and it looks good when the image is scaled down, however: in full screen it looks confusing because it breaks up the overall shape of things.

 

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On 12/7/2023 at 7:56 AM, ETTiNGRiNDER said:

The dash in the D-30 makes me a bit uncomfortable, it looks a bit too much like a Roman numeral but IIII would properly be IV in that case.  Maybe the outer corners should use the right-angle symbols instead of the middle line ones?

 

It's a ladder. Now you can't unsee it.

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Here's my own, kinda crappy in comparison with other, but it was fun to draw and I tried my best to make it look decent for my first time, =)

It will be presented in my first solo level, I wish to upload it sometime in late december - early january, but time will show, I always had problems with deadlines!(

 

space base shiver endoom v2.png

Edited by Vanilla+Unicorn

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I don't know which editor people use for this, but a lot of works don't use any of the half blocks. The character set in use has both a horizontally and vertically split block, allowing for much finer resolution. As long as you remember you can't use two foreground colors, you'll do fine. The imagery here doesn't do that apart from the white and bright cyan on the hooves. And that could just stay as it is in my opinion.

 

The biggest problem when doing line drawing style and not using half blocks is that horizontal lines are twice as thick as vertical lines. This is fairly evident on the hooves, face and eye.

I'll see if I can't hack together a quick remix of your work when I come home. It's usually better to show work than explain someone how to do it...

Edited by zokum

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  • 2 weeks later...
On 12/11/2023 at 4:07 AM, t.v. said:

You can get it by pasting an image in EndEdit with "Use extended special character".

In my opinion, it is a cool effect and it looks good when the image is scaled down, however: in full screen it looks confusing because it breaks up the overall shape of things.

 

I'm really into ascii art, how do you scale it down, and what's the point of scaling it down?

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What I meant to say was:

An ANSI screen usually has a resolution of 640400 pixels. Back in the 90ties this would fill the entire screen.

But on modern screens 640x400 is only a part of the screen. Technically it is not 'scaled down', but it is displayed smaller.  

 

It is kinda like a blurry photograph. If you put it on full screen, it is clearly blurry. But if you put it in a small window it looks sharp.

So the best way to 'judge' ANSI art is to put it on full screen. The 'extended special characters' look good when the image is displayed small, but look distracting in full screen. But that is just my opinion :-)

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On 12/29/2023 at 2:15 PM, t.v. said:

What I meant to say was:

An ANSI screen usually has a resolution of 640400 pixels. Back in the 90ties this would fill the entire screen.

But on modern screens 640x400 is only a part of the screen. Technically it is not 'scaled down', but it is displayed smaller.  

 

It is kinda like a blurry photograph. If you put it on full screen, it is clearly blurry. But if you put it in a small window it looks sharp.

So the best way to 'judge' ANSI art is to put it on full screen. The 'extended special characters' look good when the image is displayed small, but look distracting in full screen. But that is just my opinion :-)

I saw in alien vendetta an animated endoom. How is it possible?

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'Animation':

The screen is divided into cells. Each cell has a solid background (with 8 possible colors) and a foreground which can contain a character. The foreground of a cell can be set to 'blink'. So it switches between being displayed and not displayed. 

The 'animation' has 2 frames and is pretty basic.

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Ascii art is monochrome art with only the first 127 characters in most western character maps. The first 32 are non-printable things like bell, carriage return, line feed etc. So ascii art consists of only 96 characters you can see on the screen.

Ansi art means using ansi escape sequences to enrich the art, and usually on code page 437, which is the 96 characters from ascii and 128 more characters. Code page 437 is the on you would commonly use on us-english dos machines, the bios etc. It adds lower case characters, line drawing characters, many symbols, block characters to allow for a much richer tui (text user interface).

What Doom does is to write directly to the memory area that displays text, allowing for a full-screen 80x25 screen. But DOS would then instantly add the command line prompt, hiding the top row. Thus you only get 80x24. The format layout is really easy. One byte is the character from 0 to 255, and the next one are all the attributes you would usually use ansi escape sequences to set. Background color, foreground color, blinking. 4 bits for foreground color, 3 for background and 1 for blinking. Then another character etc. 80x25*2 = 4000 bytes. That is why endoom screens are always this exact size. It's a memory dump of what you would send to a vga card.

There is an unofficial extension used in the art community called ice colors, where they use the blink bit to instead mean a bright background color.

The classic doom 1.0 setup has a nice hack where it reprograms the colors used in the text mode. The blue is changed to a darker blue with a bit of green in it, the source code calls it funky blue. In Zokumbsp it's called Romero blue, since he was the one who I think coded the setup executable.

This trick most likely had compatibility issues and was removed in newer versions of the game. It would have been cool if we could have used that hack to have custom colors in endoom screens :)

In Zokumbsp you see this color when using it in Linux and using the color output parameter twice, which will send rgb-sequences for colors instead of the 16 common colors. I am probably the only one who ever uses that mode, but it looks cool on screenshots... Newer versions of putty supports these color sequences. I don't know of a good and easy way to get that kind of support into a Windows terminal window.

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  • 2 months later...
Just now, DevilMyEyes said:

I went with something simple for Anathema 2, what do you think?

image.png.bf7b87763b71fbd3557c3a3ab55738a3.png

That looks cool, but I personally am more of a fan of more linear and neat ENDOOM screens.

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On 3/11/2024 at 2:10 PM, DevilMyEyes said:

I went with something simple for Anathema 2, what do you think?

image.png.bf7b87763b71fbd3557c3a3ab55738a3.png

Not a bad attempt. Here's what I would suggest:

  • Make the letter sizes suit the wideness of the letter. Your a's are much wider than your m. Your n is much wider than your m.
  • Use half-height and half-width characters for much smoother gradients.
  • You could size things up, you got about 80x24 characters to play with.
  • The T sticks to the h, but no other letters do this, looks inconsistent and as if th was one letter.
  • The bottom box looks unbalanced. You could stick the '2' on top of it and have the credits work around this.
  • A bit too many colors on the people.
  • The shading on the 2 is unlike the other letters, and it is a bit undersized.
  • Since so many people have had multiple jobs and long names, you could also just list the persons and their contributions.
    • OceanMadman: Mapper, artista y dehacked
    • DevilMyEyes: Mapper y artista.
    • Hunted II: Mapper y compositore.
    • Vosolokovitch: Mapper y tester.
    • Pancrasio, Godzialox, Downcologo, Cutman99, The Genie: Mappers.
    • Venezolano Hambreado, Cactus y Yisue: Testers.
  • You could color roles instead of names, since you have 5 roles and a lot more names.
  • You could use some shading and other characters on the box outline to spice it up a bit.

What you have here is an excellent start though, and with a few touch ups it could look even better.

 

If you're interested, I could see if I couldn't do a few of those things when i get back from work.

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6 minutes ago, DoomGappy said:

@t.v. how exactly do you make these? Awesome work. 

I personally prefer to use PabloDraw and export it as a raw text buffer screen, which is what endooms are.

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