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This pack contains 33 new sky graphics for the Doom 64 Remaster. All skies were created by Rhodenris and were made Doom 64 compatible by Immorpher. Load the ExampleWAD.wad into the Doom 64 Remaster to see how these skies work in-game. Open the WAD in a program like Slade to see how these skies can be setup for use on your maps. Included are two folders of the sky graphics: LoRes folder contains skies compatible with Doom 64 Remaster, and the HiRes folder contains higher resolution skies if you wish to use them in another engine. If you use these skies in your map set be sure to credit Rhodenris! Download it here: https://www.dropbox.com/scl/fi/keg9p22e7np7byo565gaw/Rhodenris-Immorpher-Rhodenris-Skies-64.zip?rlkey=2jw7913u4wuoumh149thnsoiz&dl=1 Credits:
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DOOM: CLASSIC REDUX is a mod that aims to reimagine the vanilla DOOM experience and provide a lot of consistency fixes and changes to specific in-game behaviors, such as an updated Spider Mastermind and some rebalanced weapons! This mod can run in DOS too, and aims to be as mod compatible as possible! Go crazy with a mod list, I'm sure a good chunk of them will work with this one! (Not sure if it can run on age appropriate software, but if it can run in DOS-BOX, should run in real DOS, right?) Unlike my other mod "Vanilla +", I didn't go crazy with all of the features and sprites and things like that, too the untrained eye, it will most definitely look like normal DOOM, so don't worry! If you want an idea of what to play this mod with, here's a few suggestions!: -DOOM 64 for DOOM 2 (added support) -Nostalgia 1&2 -Zone 300 -Final DOOM -Stickney Installation -No Rest for The Living Just to name a few! Additional info can be found in the RTF README in the mod and more! If you want to see what it looks like, here you go!: Install DOOM-CLASSIC REDUX here! With love, WorldMachine
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This is a completely unorganized list of HUD mods that I have found either on ZDoom Forums and ModDB. So here you go! Widescreen Statusbars by NightFright Dae's Fullscreen HUD by Daedalus Mimic HUD by Delfino Furioso Simple Immersive Visor HUD by iamthemithras2 Good Ol' HUD (v3) by tehvappy50 HXRTC HUD 7.0 by Hexereticdoom Box Party HUD for Doom by IdiotBitz [v1.3.3] FDHUD by dastrukar Ultimate DoomVisor by saegiru [HUD] Piter's Quake64-Styled HUD by DOOMPiter CRT HUD/Statusbar by Lippeth Peter's Sexy HUD by DTDsphere Hud Visor Doom V3.0 by Dreagonait Mini ZDoom HUD Pack by Wally0222 [WIP] HXRTC HUD Platinum v0.60 by FelesNoctis Community WAD Autoload by Tarvis Any suggestion of HUD mods I may have missed or you want to be added to the list, will be updated to this post when I feel not extremely lazy. Which is rare, honestly.
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Hello, everybody! I'm happy to present to you a texture pack that I've been compiling mainly out of hyperfixation known as PyddTex. It is a compilation of almost every texture ever posted on the Post Your Doom Textures thread. The original criteria I went by was that it had to be specifically Doom styled (so no Heretic / Hexen / doodle style textures are here), the textures had to be still downloadable / viewable somehow, and the textures were only put in if the author did not state anything regarding limiting usage. There are over 8,000+ textures and flats from over 160+ contributors packed into this WAD. It's a bit difficult to show such a large scale of textures, so I have provided a couple of screenshots showing just a small selection. You can download PyddTex here (152.7mb). Currently this pack has almost every texture going up to Page 140 (last updated 06/09/2024). However, sharing this compilation is not the main reason I am making this thread. When going through the thread, there were several posts that only had dead links. As the main goal of this project is to save these textures in a usable format for many to use past the original posting date, it is also here for historic purposes. I have managed to get most of the old textures from the previously posted MISCTEX by an_mutt, and @DoomGappy has also been a huge help putting together a spreadsheet of members and the missing textures, but this is a big endeavor for just the two of us to take on. Through this thread, I wish to have this as a holding space for these "lost textures" and to have a complete, comprehensive archive of the artistic contributions from the Doomworld community specifically. TLDR: I'm making this public now for historic interest and collection. Having these textures usable is a fun side effect of said project and ensures that these textures are actually being noticed and used! I did my best with using SWANTBLS, but do let me know if I missed any quirks with importing!
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Mid textures always seemed to present an issue for me whenever mapping. Sometimes I’d remember something I wanted to use, but I couldn’t remember where I saw it; other times I’d be stumped on finding something to fill a very particular need – or, I’d simply miss good options while skimming through packs because I’m blind, and there’s no way to filter for "mid textures" specifically. I ended up solving this problem by gradually compiling a 'mid texture resource'. Over time it became a bit of a hot mess, so I recently decided to recreate it properly. The end result is a rather lovely Mid Texture Repository, and I thought I’d share it here, in case other mappers found it useful! To be clear, I did not make any of these. Download Repository (.pk3 version) (google drive) Download Repository (.wad version) (google drive) This pack contains over 1400 mid textures sourced from a variety of places, including R667, Afterglow, community projects, and texture threads. Using a UDB config file, they’ve also been sorted into categories – Animated, City, Decoration, Fences, Flags, Foliage, Tech, Windows, and Other. This compilation does not include any type of step or support/beam texture, only ones featuring transparency that are clearly designed to be used as mid textures (or in some cases, as patches or sprites). - The pk3 includes all of the original truecolor PNG versions that many of these textures came in. This file is intended for any port that handles PNG textures. - The wad file has had the PNGs converted into Doom graphics (and consequently palletized), and all of the textures added to a single TEXTURES lump, for use with boom/limit removing ports. Some of the textures didn’t survive this process – roughly 70 turned to rubbish, mostly from Kingpin, Doom 3, and Doom 64 variants – and many of them got a little washed out looking, but still very usable in the right context. - Both files contain the UDB config (as well as a README explaining how to install it), and I strongly recommend using this. The vast majority of these textures kept their original names, so the full, uncategorized clump is a bit of a nightmare to look at. Obviously a lot of these textures work best with their respective resource packs. This was intended to be a “pick and pull” to help flesh out the mapping/texturing process, and features wildly varying styles. There’s a handful of textures still on my list to add, but in a lot of cases they were still part of a sheet and (to be honest) I couldn’t be arsed to cut them up. I'll probably get around to that at some point in the future. A few examples include zrrion the insect's incredible mid textures here, a lovely quake edit marble arch by CherryPoptartzzz, some absolutely sexy arched windows by Nootrac4571 (that don't actually seem to be in demonastery.wad?, unless I'm super blind), and I still want to poke Insane_Gazebo about some of that delicious grass he has in Sunder. === F A Q === Q: How do I know who to credit for each texture? A: The textures are categorized by source in both files (within folders in the pk3, and divided by markers in the wad). The categories are laid out in the CREDITS text lump, with details including source, author, and a download link to the original file (or where to find it). Ultimately, the onus is on each mapper to look through the file and credit appropriately, but short of doing that, at least include the CREDITS lump in your release (please). Q: I see one of my textures, and I don’t want it included in this. A: Shoot me a message and I’ll remove it immediately. Q: Do you plan to add more? A: Yes! This will likely be a work-in-progress forever. If you find anything (or make anything) that feels like it belongs here, drop a link or a suggestion and I’ll add it to the list. Q: Does this work for DBX? A: Well.........I think? The config file does seem to work (although the installation is a bit different, because DBX doesn’t appear to have a Game_Doom.cfg). But, actually loading the resource in DBX was throwing up an error for me and refusing to load, so, until I figure out why that is, I can’t guarantee compatibility for this editor yet. Q: Should I use mid textures in my maps? A: Yes, always. Silly question. Thanks for stopping by, and happy mapping!
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VanillaPSX is an audio-visual mod for near-vanilla ports that brings the Doom PSX aesthetic to PC Doom as much as possible. The mod replaces all sprites, sounds (95% in high quality, thanks to Doom 64 Remastered), menu and interface graphics. There is an additional addon that replaces the game's palette with one that is closer to Doom PSX, but it is not recommended to include it together with WAD, which contain their own palette. The mod does not contain DEHACKED files, which means it does not affect gameplay or balance and will not conflict in any way with other WADs that may contain their own DEHACKED file. The mod is compatible with most ports except Chocolate Doom and DOS. At a minimum the following ports have been tested by me: - DSDA - prBoom+ - ZDoom - GZDoom - Doom Retro - Woof! - Nugget Doom - Cherry Doom - Rude Doom - Eternity Engine - etc. If you need assets to create a Doom PSX-inspired map, feel free to use VanillaPSX and include it in your wad/pk3/pke, making sure to specify credits beforehand. If you want the same way music from Aubrey Hodges, there is one wonderful big music randomizer created by @Big_Dorbo. But it only works on ZDoom, RZDoom, GZDoom and other ZDoom-based ports. A small video demonstration (thanks to @RastaManGames): Screenshots were taken in different ports (1 - Rude Doom, 2 - DSDA, 3 - GZDoom, 4 - Doom Retro, 5 - Eternity Engine, 6,7 - prBoom+, 8 - Nugget Doom)
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Graphics D64Graphx.wad - Doom 64 graphics/sounds for Doom [1.1]
Craneo posted a topic in Mods & Resources
a small, hopefully compatible with most sourceports D64 graphics pack inspired by DBP64 - The Vast Silence. includes full and lite versions, full changes textures, music, as well as the wolfss, bossbrain, keen doll and MBFDog. lite lacks these features, as it's intended to be loaded with mapsets that have way more custom resources or clashing artstyles. both full and lite include support for the ancient sourceport Skulltag, specifically for it's monsters, weapons, most powerups and props. this also comes with two addons: EvilMarine4SS, which replaces the WolfSS sprites with Footman's old zombie marine, and his sounds with Quake 1's enforcer. MeatballCacos, which replaces the D64 Cacodemon design with a 64-styled version of the classic Doom Caco (armless, spiked) using Thief666's HD sprites as a base. !! does NOT come with custom maps, this is a graphics/sounds ONLY wad !! I've tested this with Nugget Doom, Woof! and Zandronum, I've been told it works with Crispy too, hope it works with as many ports as possible. Feel free to use this as a resource in your own projects as long as full credit is given to me AND the contributors listed below: known minor issues: - offsets are a bit bad, but it's so minor idrc enough to fix that. DOWNLOAD: https://drive.google.com/file/d/1leUVsYPkxbI4UEGIVajmWZK6KEwAg_9C/view?usp=sharing SCREENSHOTS: GENERAL CREDITS: - Midway: D64 assets - HorrorMovieRei: original D64 skinpack used as a base, made the 'live stick' sprite - DrDoctor: misc. custom assets used for textures and props - Craneo (Me): many custom graphical assets, compiling, frankenspriting the Mastermind, Chaingunner, WolfSS and player crouching + a lot of props GRAPHICAL CREDITS: - BigStronk: DeathMachine D64 fonts, D4T blood edit, polishing shotgun, supershotgun and plasmarifle sprites a bit - DBThanatos: D4T blood - NMN: Radsuit sprites - WildWeasel: I used his abandoned/incomplete Doom 64 patch as a base for Patch64 - Cage: Weapon reloads, some textures, stained glass motherdemon sprites - DrPySpy: Revenant and ArchVile sprites - Stefano: porting DOOM ETERNAL D2Guy (used for mugshot), D64Guy, Daisy (used for menu) models to Gmod - Freedoom: some similar-yet-different textures used to replace base Doom ones - Ittrav: Icon of Sin texture base - Scalliano, Gez, fenderc01: PSX Doom fireskies - Ceeb: Quake 1 textures rip - Formgen: Wolfenstein Lost Episodes textures - Nash Muhandes: Dog sprites - OSJCLatchford: new TNT/AV DOBWIRE texture base - BLASPHEMER: new flag/banner base - DrDoctor: new SP_FACE texture, bald shotgunguy base - Immorpher: Morph64 Bald Shotgunguy edit - AtomicFrog, Immorpher, Nevander, Molecicco: skybox texture pieces - BLASPHEMER: new flag/banner base - ItsNatureToDie: stained glass base - Zrrion the Insect: stained glass demon key texture - Mark Quinn: fists Marine used on the D64 marine stained glass - Amuscaria: hanging tyrant, used for the hanged cyberdemon in AV - DooMAD: StalungCraeft Knight Sentinel mural texture SOUND CREDITS: - GEC Team: Icon of Sin sounds - ZioMcCall: BDv22 Brutal Wolf SS sounds - Snaxolotl: Absicion OST - Jay Reinchard: Title, Intermission and D_E1M1 themes - Marty Kirra, DrPyspy: ArchVile sounds - Secret found sound from Quake 1 FRANKENSPRITE SPECIFICS: Commando Credits: Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim, Korp Mastermind Credits: Midway, 3DRealms, Immorpher, Sgt_Mark_IV, DrPyspy WolfSS Credits: Id Software, Midway, UnTrustable, Captain J, Revenant100, DoomJedi, ItsNatureToDie, PSTrooper, Immorpher, ringman, clubey Crouching player credits: Id Software, Midway, TommyGalano5/TG5 SKULLTAG-SPECIFIC CREDITS: - DrDoctor: blind pinky, nubaron, imp with mouth, many prop bits, railgun, timesphere - DrPyspy: skull on haste sphere, archvile statue sprites - AtomicFrog: Invisibilitysphere sprites BFG10k credits: Midway, TypicalSF, Amuscaria, JuninhoRPG, Craneo GrenadeLauncher credits: Midway, Amuscaria, OSJCLatchford, Yukiherz, Craneo Minigun credits: Craneo, Midway CREDITS MAY BE INCOMPLETE OR INNACURATE, PLEASE NOTIFY ME FOR ANY MISSING NAMES. ADDON CREDITS: Classic Caco Credits: Thief666, Charles Heathman, Midway, Craneo, Immorpher D64 Evil Marine made by Footman/SteelPH, sounds from Quake 1's Enforcer. CREDITS MAY BE INCOMPLETE OR INNACURATE, PLEASE NOTIFY ME FOR ANY MISSING NAMES.- 20 replies
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This is a graphics overhaul which attempts to make Doom look closer to its peers of the era (DN3D, Blood and Shadow Warrior) without using assets from any build engine games and keeping to dooms original aesthetic this is built off of the Doom Complete mod so this graphics overhaul covers Doom 1,2 and all the expansions but due to how the code works it doesn't work with doom complete itself you would need to port over the assets by hand A lot of textures are either taken from other id games (mostly Doom RPG 1&2) but some are fan-made full credit is given in the credits txt document attached if you see any of your work uncredited reach out to me for a correction please be patient because I can quite slow if you have any suggestions please share them this should work with all boom derivatives even though I've only ever tested this with GZ and LZ Doom i will also bundle the brutal doom asset expansion pack (btw im manhackney_ARCADE this is a updated version of my past work) heres the download link (https://drive.google.com/file/d/1wv5xYpLKLXdWJEjxlqa8TtkE-rUGtgAI/view?usp=sharing)
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(okay, there is a bit of python holding everything together as well) The mission objectives are simple: 1. tint playpal ranges to look exotic 2. make palette ranges fade to blue when low and orange when high 3. generate a colormap that uses hand-picked ranges 4. and most importantly: make it automated so we can iterate fast. (objective one is skippable if you’re boring) (also I won’t be describing how to do objective one) Repository Link If there was anything else to the introduction, I’ve forgotten it, SCREENSHOTS! Hello Doomworld! The ability to modify the colormap and the palette allows for so much control over the general look and feel of a wad that I’m surprised more projects don’t do it. Granted, it can be hard to modify certain palette ranges in such a way that some textures don’t get weird, but even just hue shifting the blue, as at least a couple of wads do (at least that I know of), can go a long way. Going deeper So, raven colormaps (and strife) use hand-picked ranges for colormap fades. That means that the color red, for example, can only fade to black trough the shades of red, hand-picked, NOT brown. Usually, when you generate your colormap in Slade, all of the colors in the playpal are available for generating this red range. This allows for those weird brown areas in the red part of the default doom colormap for example. And I don’t like those brown areas in the red colormap. Because of that, I wrote a script that assembles the whole colormap from the provided color sets for every range on the playpal. That is the python script you can see in the repo. Cutting up the playpal and selecting ranges takes some painstaking effort, and I’m pretty lazy so I made Blender do it for me. It took quite a while but now we can all experiment with this stuff and fast. Here’s the comparison between the default PLAYPAL and COLORMAP (left), and my edits. Going even deeper This cuts up the palette. Don’t worry, the messiness is normal. Let me introduce you to the intricacies of operating my constructs. First open up the .blend and just render (this should just work), it will create a directory where the outputs are stored and that should be in the directory of the .blend. Then, move the python script into this new directory and run it with the number of ranges as the only argument. The number of ranges in the default doom case (according to myself) is 22. This depends on how you cut up the palette. You should then end up with a PLAYPAL and the top part of the COLORMAP (to which you should append the additional rows for invuln and whatever else). Put the stuff into a wad, name it accordingly and convert the COLORMAP into a flat so it becomes an actual colormap and then you’re set. Going to the very bottom of things Unfortunately, in order to edit this stuff (apart from the python script) you need to have some knowledge of Blender’s node systems. Though depending on your background some of this might be intuitive for you. The material for the plane handles palette colorization, didn’t get to organize the stuff terribly well, so tweak it and see what happens. The compositor handles cutting up the palette, you’ll figure out the naming scheme from there and the method of assembling the color sets, I’ve provided the BTSX example as well so that you can see how the approach works in general. The doom (my edited version) and btsx palettes come packed with the file, you can select which one you want to render by connecting it to the node tree. The python script also takes up the second argument which describes the lightness falloff curve’s curvature (not a mathematician, don’t know what its called) and the default is 1.4, here's a graph. So you can see that 1 represents a linear falloff and everything below 1 represents a bad fallofff. You can go up to 2. Keep in mind that color choices are about as subjective as one can get, and therefore you yourself can probably achieve more pleasing results by tweaking these parameters. Thats all for the first post, I’m interested in your results and am here to help if I’ve made a mistake somewhere. Good luck!
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Finally, after years of development, a definitive version of the terminator mod has arrived for Zandronum 3.2 Alpha (and future 3.2 versions)! This is a deathmatch mod geared towards Terminator fans. This mod is a quick TTK fast paced mod with extremely lethal weapon set. It includes two playerclasses such as the T-800 and future resistance, custom bots, Skulltag compatibility, and also 22 maps for deathmatch. This mod also includes modifiers such as InstaGib and Buckshot. Special thanks to @Kaapeli47 for the help with this mod and @Bloo for contributing a few maps to the roster! almost forgot to thank @Proxy-MIDI for contributing to map TMAC17's midi rendition of "Trust Me" from the Terminator 2 soundtrack. Now on IDgames Archive! Moddb Download. Download Zandronum3.2 Alpha here to play the mod, it won't run on any version lower.
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Here is my latest texture pack for everyone who loves BIGDOORS in different sizes plus some other textures. This is a collection of textures for DOOM from me, Meerschweinmann, that focuses on DOOMs mighty BIGDOOR texture :) For me personally the BIGDOOR is THE DOOM door. It was the first door everyone opened as the DOOM shareware was released in the 90s. In the "32in24-15 Tex" ressource pack i found a 256 pixel wide gray BIGDOOR named BIGDOORC. Because i wanted it in green and brown too, i made them from this as template and my BIGDOOR journey began. THANKS TO THE PERSON WHO MADE BIGDOORC as it inspirated me to make this BIGDOOR WAD. Not everything is made by me from scratch. Nevertheless, i invested many hours in it. There are 3 versions of this WAD file included in the .zip file. The HC (highcolor) version includes some textures as 32bit PNG for ports like GZDoom. The PAL version includes all textures as paletted variants for ports like Eternity Engine. The VE (vanilla enhanced) version includes a Crispy DOOM/International DOOM/Woof compatible Texture1 lump. Crispy-DOOM/International-DOOM and Woof can use textures higher than 128 pixels with no problem. The 384/576 and 512/768 pixel wide BIGDOORs are made out of 192 and 256 pixel wide tiles (left, right, center). So they can be extended like everyone wants. If you are only interested for the BIGDOORs, the following is not relevant for you. It is recommended to use a colorpalette like ColdPal for the paletted versions (PAL,VE), because the blue of the big-screen textures and the blue planet on PLANET2B texture look too oversaturated with the original DOOM palette. You can download ColdPal from ReaperAA here: https://www.doomworld.com/idgames/graphics/coldpal The two ColdPal files can simply copied in the WAD file with SLADE3. But you can use every other colorpalette that uses desaturated blues. DOWNLOAD V1.13a: MSM-Textures113a.zip Some BIGDOOR size-variants in Woof. The gray door is the default 128x128 BIGDOOR for comparision purposes: A 320 pixel wide BIGDOOR and some warning sign textures in International-DOOM 7.4 (spectator-mode): A 512 pixel wide and 160 pixel high BIGDOOR in Eternity Engine: Servers and bigscreens in International-DOOM 7.4 (spectator-mode): Some truecolor bigscreen textures in double resolution for GZDoom: A 320 pixel wide BIGDOOR and some warning sign textures in GZDoom: A 256 pixel wide and a 80 pixel wide BIGDOOR in Eternity Engine:
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Texture Pack DECOTEX - a texture resource for mappers [v1.3.4]
Craneo posted a topic in Mods & Resources
Hi everybody! I released this new thing, I said if I updated that Build thing more I would give it it's own thread so here it is! It compiles many of the Build Engine edits I posted, as well as some Doom paletted Raven Software edits too, has a custom palette tho it's not necessary, and custom decorations, as well as old textures I made and remakes of them! you may recognize some from the Obsidian level generator for Doom, for now it's ZDoom based ports only, due to it being a PK3 and having AnimDefs and Decorate, but maybe in the future I can make a official port for other engines (I lack experience with other Doom sourceports so) More pics: Credits: Make sure to credit the other artists too as this wouldn't be possible without them, if I forgot anyone as always, please do notify me. Feel free to use. Download: https://drive.google.com/file/d/1dnmjH5hes8VO5Uisrfn7ogfkPpjsEMSK/view?usp=sharing- 13 replies
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This mod randomised ettin monstes in Hexen and make gameplay more diverse. (Working with brutal hexen mod) At my channel you also can found differend mods. Video - Download link - https://www.mediafire.com/file/lbcwdxzwzasi714/EttinManiaForBrutalHexen.pk3/file Screens:
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The MENAGERIE A thread for uploading finished sprite sheets for perusal and use by the community. This thread is meant as a compliment to "Share Your Sprites", as a place where those searching for pixel art to use in their mods can more easily search through the finished work available, as well as a place for franken-spriters, pixel hackers, and real proper "artists" to keep their completed spritesheets in one place. Below you'll find my work that I consider complete and ready for others to use. I'd encourage other artists to upload their finished spritesheets here too. I'm using a format that includes credits, usage status (does it contain/is it based on commercial works?), and permissions - although it should be assumed that anything posted here is available to use with proper accreditation. (if you don't want it used by others, don't post it here!) You don't have to follow my format, but try to include credits at a minimum. This top post will probably contain some more context or rules or guidelines or w/e, but for now I'd just like to post my stuff and have anyone else interested to join me in doing so. Once the mods, posters, and users have had a chance to take a look, I'm sure the best way of doing things will become apparent. I'll edit this post to reflect that later. The only thing I would ask is that we try to keep this thread for posting finished spritesheets first and foremost. Don't post works in progress, concepts, or other incomplete stuff - just finished sprite sheets. This thread is for works that can be implemented into a wad "as is". Keep compliments to reactions ( etc...), and don't offer critique - the "Share Your Sprites" thread is the proper place for that stuff. Double-posting here and in "Share Your Sprites" is fine, as they serve different functions. DO NOT REQUEST COMMISSIONS (everyone kinda hates those posts anyhow, send a private msg instead) For now posts about how best to organize this thread are a-okay and encouraged. Feel free to msg me if you prefer. Hope y'all find this thread useful! Now, scroll down and enter... The MENAGERIE!
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It seems as though there's no end to the kinds of misadventures I get involved in when it comes to Doom. In the past 5 years alone, I've gotten into speedmapping, speedrunning, community projects (both participating in them and hosting my own) and - most recently - palette editing. Ever since I made my first custom palette for an as-of-yet-unannounced WIP project, I've found a new kind of fascination for the Doom palette. It's no secret that custom palettes often work wonders for establishing a distinct visual identity for a wad, but making a good-looking custom palette is an art form of its own. With that said, I figured I'd share some of the palettes I've made over the past few months that turned out decent enough to be worth pushing out to the public. So far, 10 palettes are included herein, all with distinct vibes and degrees of extensiveness with which I made the edits. The palettes are as follows: Aether: Brightens the entire palette slightly and applies a subtle yellowish tint to some ranges. Ansible: Remotely inspired by Axiom Verge 2. Tints some ranges with hints of blue. Candyland: Gives the grays a greenish tint and makes the pinks pinker. Cold War: Gives the grays a slight blue tint and applies subtle desaturation elsewhere. Also brightens up the blue range. Depression: Darkens and desaturates almost the entire palette except the reds. Desert Heat: A rather heavily saturated palette that gives off an impression of scorching warmth. Nocturne: Inspired by cold winter nights. Darkens the entire palette slightly and gives things a midnight-ish tint. Old York: A mostly grayscale palette with a subtle blue tint and slightly darker reds. Rorschach: An experimental 21-color palette that turns most of the palette black and white, with hints of color acting as accents. Strength: Heavily desaturates almost all color ranges except a few, namely the blues and reds. See the spoiler below for previews. Permission is whole-heartedly granted to use any and all of these palettes in your own projects. Credit is appreciated but not mandatory. PREVIEWS (spoilered for space) INDIVIDUAL PALETTE DOWNLOADS aether.zip ansible.zip candyland.zip coldwar.zip depression.zip desertheat.zip nocturne.zip oldyork.zip rorschach.zip strength.zip OTHER LINKS GitHub repository: https://github.com/MFG38/DoomPalettes
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I realized I've never actually posted this mod on here, since I made it back when I had been banished for a year and exiled to the Doomer Boards. (A dark age indeed...) So, after more than a year (Considering I originally released it in December 2022), I'm putting it up on here too! With the then-recent release of Baldi's Basics Classic Remastered (A very nice remaster of the original Baldi's Basics game, I highly recommend it.) a cool new "Authentic Mode" was introduced, which makes the game look more '1999', including a Baldi head that looks left and right constantly...Seems familiar, doesn't it? Well, it gave me the idea (After people had ported Doomguy into Baldi's Basics, with even myself having ported the gameplay of the game into SNES Doom) to put Baldi in Doom!!! So welcome, to Baldi's Basics in Doom & Education and Learning! (THAT'S HIM!!!) This isn't some super cool gameplay mod, all this does is replace items with items from Baldi's Basics and replace Doomguy with everyone's favorite bald math teacher, Baldi. Although unlike in the original Doom where all you got to hear of Doomguy was the iconic UNF and him screaming when dying, Baldi will talk a lot with some of his most iconic lines such as: "Welcome to Baldi's Basics in Education and Learning! That's me!" "A shiny quarter!" "WOW!!!" This mod has been designed for and playtested with Zandronum, however any Z-family source port will work (And I suspect prBoom+ would work as well, although the custom text for the items obviously wouldn't work due to DECORATE not being compatible.) Here are all the changes! Baldi replaces Doomguy. He is essentially just a reskin, so no crazy cool new strategies. Also due to this only really being a joke mod, the only weapon sprite replaced is the fist to be his iconic ruler (Albeit much weaker against demons than students, although it can be boosted with a notebook filled with bad math) He also appears on the new and "improved" status bar, albeit unlike Doomguy he doesn't bleed when he is more hurt. He will also pretty much always say a voiceline when picking up something, so have fun with that! (His shirt being green means he can also be recolored with the color changer that Zandronum provides, if you feel like playing in third-person...For some reason.) Items have all been reskinned to be Baldi's Basics-themed! Stimpack = Quarter, Medikit = Energy Flavored Zesty Bar, Soulsphere = BSODA, Megasphere = An Apple For Baldi (YUM!), Invulnerability = Golden Apple (YUM OVERLOAD!!!), Invisibility = Dirty Chalk Eraser, Backpack = Camping Backpack, Berserk = Bad Math Notebook (Black), Green Armor = Camping Hat, and finally Blue Armor = Green Camping Hat (Confusing on purpose!) The ending pictures are changed, but not the text itself. The title screen, intermission and ending themes are changed. So yeah, that is pretty much it! Despite being pretty much just a meme, I did put a lot of effort into this mod, and I hope you enjoy it! Now, have fun blasting demons while being Baldi Baldimore from Baldi's Basics in Education and Learning! DOWNLOAD: www.mediafire.com/file/8fim9ff8478irqo/bladi.wad/file ALTERNATE DOWNLOAD (my personal WAD depot): http://chord-book.com/DARE/Roebloz/doom.html Terribly Lazy Trailer made in a Few Minutes in Movie Maker as a meme: And of course, screenshots!!!
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//Edit: This thread contained a series of textures for skies that were created by me by modifying AI generated images. I have deleted them all because I no longer feel comfortable with their mere existence. I understand that no one is forcing me to do this, no one has asked me to do it, and I do not demand anyone to do it in their content, even more considering that we do this as a hobby without any commercial purpose. However, the gross theft of the works of tens of thousands of artists, without any consent or retribution, which has made possible the existence of image generating software forces me to do this and raise it as a reflection for anyone who reads me.
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A simple HUD config I made for DSDA-Doom source port. Goal was to make a simple HUD with no clutter in the middle of the screen. Obviously only works with DSDA-Doom and no other source port. Tested with 4:3 and 16:9 aspect ratios but should work with any aspect ratio in theory. Health/Armor and Current ammo is shown in big text on the bottom left. Kills secrets and map time is shown above them. I wasn't sure if I wanted to add items in this HUD cause personally I barely ever care about getting full items in any run. If people want to I might make a version with items. Keys, Total ammo and acquired weapons are compact together in the bottom right. How to Use: Screenshots: (The altered colors are from using my custom palette mod) Grab the HUD config Here
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Basically a w.i.p for an intermission screen for Sigil II that is similar to the original 3 doom episodes. Since thy flesh consumed and Sigil I already have custom ones, I might as well complete the set. Here is a basic photo shop of what the map will look like. Help would be appreciated.
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I know, this concept's been done before. Previous takes, such as the one deathz0r has in the idgames archive, were way too dark, presumably because they weren't intended to be seriously playable, which is the main difference I wanted to tackle. and then there's @NihalRahman123's which looks very aesthetic but isn't intended to be faithful to the 4-color format. earlier this week while watching a dev stream for The Crimson Diamond, a point-and-click game being made with an EGA palette, I got inspired to finally try this. you might be thinking turning the entire palette into 4 colors is quick and easy, and maybe it very well would be if you were already very familiar with Doom's palette, but for me this was a lot of trial and error. I did use Nihal's palette as a base before converting everything, I hope that's alright. to deal with the previously mentioned issue of being too dark, I made the COLORMAP almost entirely the same as the PLAYPAL on every row, which gets rid of the engine's diminishing lighting; well, except for the last layer, I left that black so that sector effects like the dark room at the end of E1M5 would still work, and of course I had to make the invulnerability layer different. one thing that isn't completely faithful is the damage indicator/item pickup flashes and rad suit overlay, however, I tried to make them unobtrusive by tinting the damage pink instead of red, and the item pickups and rad suit cyan instead of yellow and green respectively. also, because of how spectres are affected by layer 6 of the COLORMAP, they were very hard to see, so I put in a dehacked marker that I found in a @plums post to make them visible because I couldnt figure out a way to edit layer 6 that would actually make them look better, no matter what I tried they always looked the same. admittedly this is unsatisfying, if anyone knows something more interesting I could do with them, feel free to make a suggestion. the dehacked is included in the wad, but on the very off chance someone wants to try this in a port that doesnt read internal dehacked files, plums' file is here. but enough blabbing, here's the actual mod! does it look good? debatable!! is it actually playable unlike previous true CGA attempts? it should be, I think! screenshots taken from DSDA-Doom in software mode, though OpenGL mode looks almost exactly the same, only difference I noticed is it handles the single layer of black colormap slightly differently
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Texture Pack Doom Christmas: Enhanced (Resource Pack) v1.3
Arsinikk posted a topic in Mods & Resources
After 8 months since the beta was used in 100 Line Christmas, the full fledged resource pack is finally here! You may ask: “why does this exist?” or “Doesn’t a Christmas resource already exist?” While the Doom Christmas resource pack does exist, I’d describe some of its assets as being subpar. When compiling a Christmas resource for my community project, I decided that the Christmas resource pack was in need of a refresh. And so here is the brand new resource pack refresh by @Arsinikk, with help from @ThatKidBobo, @Cacodemon187, and @NinjaDelphox. You can download the resource below and scroll down to see the changes included in the resource pack. For Players: Like the original Doom Christmas, you can actually load this directly with Doom / Doom 2 / TNT / Plutonia and it’ll work right out of the box. Make sure to download XMASPACK.zip and not the resource (XMASPACK-Resource.zip). It’s recommended to also load the Dehacked file (DEH) for full compatibility. Loading the resource without it will work, but some things may be wonky. For Mappers: This is a resource that is meant to be an updated version of the Doom Christmas resource that everyone uses for Christmas WADs. I really do hope that people will start to use this one instead, as it includes many fixes and refinements to the original resource pack. Make sure to download XMASPACK-Resource.zip and not XMASPACK.zip. Links: XMASPACK WAD (for players): Download XMASPACK Resource (for mappers): Download Hopefully this resource will be useful for anyone who wants to make future Christmas Doom WADs! Regarding some things that could be added to the resource, we are still missing some things: Christmas sprites for the Spider Mastermind Still missing some Christmas versions of Vanilla Doom textures If you would like to contribute to the resource pack, please message me on my Slotter Sanctum Discord! We are a friendly bunch and would love your contributions! Thanks for reading! Arsinikk- 14 replies
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Many of you may be familiar with Patch-Tex by Gothic, a texture pack that only uses Vanilla patches and doesn't add any new graphics. Well this is a Doom 1 compatible version. It includes textures from the original Patch-Tex that can be created from only Doom 1 textures. New patch arrangements were put together by me to fill in the blanks of missing Doom II patches. This is a great way to spice up your maps without adding any new textures... And now you can do it in Doom 1 as well :) Google Drive: Download Doom 1 PatchTex It's pretty simple. You just copy and paste all the lumps in the WAD file into your WAD and you'll have access to the new texture pack! Here is a taste of some of new textures (patch arrangements): @NinjaDelphox was basically my guineapig when it came to testing this texture pack with his Subsistence project: Check out the Subsistence here! Original Patch-Tex by Gothic Additional Doom 1 patch arrangements and conversion by Arsinikk Hopefully your Doom 1 WADs can look a bit nicer Happy DOOMing! Arsinikk
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Alright, so. I trained 3 LoRAs based on doom and freedoom textures: doom-archival-v1, doom-v1 and freedoom-v1 https://civitai.com/models/156261 For basic explanations of what is what you can check here: Some examples (gens use revAnimated as base model, images are gen + nearest neighbor downscaled down to 128x128 and upscaled back side to side comparisons): (also check image posts attached at civitai page, richyrich515 did a decent comparison breakdown with better prompts) The purpose of this is obviously not for direct use, because textures come out mostly blurry, but instead to permutate and downscale them, author via pulling the elements, mixing and matching and probably applying palette. Keep in mind that only doom-archival-v1 has switch image data in it, other two were authored more thoroughly with flats being tiled 4 times and 64x128 walls being tiled twice horizontally, so that after upscale - whole dataset was 512x512 images, for sake of training. As for usage rights - the freedoom LoRA can be used to generate commercial images, just don't forget to chuck BSD license alongside whatever you using them in, as per terms and conditions of freedoom's BSD license. Other two are strictly noncommercial, for sake of obeying idsoftware licenses. Now, with some grunt you can get unlimited textures. 😁
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I was in a bit of a conflict one day, I never liked how doom looked in high bitdepth rendering/ Hardware rendering, but also with software rendering, the limited color palette gave it a charm but I didn't like some of the aesthetic choices made. So, wanted to make my own palette. Which lead to making many different palettes. soon. I plan on making a wide collection of creative but practical palettes. These are available as either a mod to swap the palette or modder resource for WADs or maps, but if you are using these in your project Remember to Credit. This should work in any sourceport (maybe except OpenGL ones that doesn't use palettes). Even works on GZdoom with limited support (only uses the first palette, item and damage flashes are hardcoded values). I personally tested with Prboom+, GZDoom and DSDA Doom. Let me know any issues are things that you dislike about these palettes, I will take a look at them and update. I also do palette requests, you can ask in this thread or take it up to DMs. If it is for a commercial/paid project, it will have to be a paid comission, otherwise, Free! [ Changelog ]
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Hi!) That is me again!) I make 3d monster pack for doom. Hope you enjoy it! I get this monster from Chasm, Quake, Hexen2 and Harry Potter games. Also some of them i edited by myself (for example frost giant). You can found and download them on my channel PLEASE SUBSCRIBE TO MY CHANNEL! LIKE AND COMMENT THIS VIDEO! THANK YOU!)
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