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Gameplay Mod wozniak's doom mod - version 3.0 out now!
cakeestation posted a topic in Mods & Resources
--wozniak's doom mod!-- meet wozniak! wozniak is a 7 foot tall anthro cat (so basically a furry) super soldier made by UAC labs. when he saw his human friends getting killed by demons on the remote facilities in phobos he put on one of the dead marine's armour, picked up a pistol and went on a rampage, killing all the demons in revenge of the death of his friends... --weapons-- pistol slow firing, low damage, it's a bad weapon, but you won't be using it for long... shotgun a good weapon to use, can one shot imps, kills 1-4 hitscaners, good firing rate for the damage output! super shotgun the best shotgun in the world, kills hordes of enemies, it has a slow reload but it packs a punch --and more!-- --items-- cat food if you are very hurt, you can eat cat food! it will make you feel like a new person...for a bit... water bottle if you want only a bit of heath, you can drink a nice cold water bottle, refreshing! --and more!-- -==DOWNLOAD & ITCH.IO PAGE==- https://www.mediafire.com/file/3kcpeaem3nxma6r/wdm.zip/file https://www.mediafire.com/file/jra1aeoa0m8vkhw/wdm_2.0.zip/file https://www.mediafire.com/file/mbagi0dm5s43lk2/wdm_3.0.7z/file https://cakeestation.itch.io/wozniak you will need one of these three source ports: gzdoom, zdoom or prdoom+. after you got one of these source ports you will need a doom 1, doom ultimate or doom 2 iwad. drag and drop the .pk3 (or .wad if you are using prdoom+) and boom! you are playing wozniak's doom mod! -
WELCOME TO PACMANHUNT!!! Welcome to PacmanHunt! PacmanHunt is a Doom 2 Wad where you use shoot Rockets at the ghosts from Pacman! Ghosts spawn across the map, along side Powerups such as Invulnerability, More Health, Invisibility, and more! In PacmanHunt, you can use 3 weapons to fend of the ghosts! The Rocket Launcher, The Chaingun, and The Chainsaw! Being chased by Tons of Ghosts? Jump through the portal to get to the side of the map! Are the ghosts getting repetitive? Well BAM, a Boss just spawned in the middle of the Arena! Ever Bored with your friend? Play PacmanHunt's Cooperative Survival mode, and Choose to either work together or compete to see who can live longer! Go Through Teleporters, Kill Bosses, and Play with your Friend in the Survival Co-op Mode Online! So what are you waiting for! Go click the link below this to download PacmanHunt!!! PacmanHunt!!!
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- Doom 2
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Sprite 01: Doom 64 Chaingunner with belt. Edit: Unmaker23 Credits: Craneo, Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim, Korp Sprite 02: Doom 64 Super Shotgun guy with belt. Edit: Unmaker23 Credits: Craneo, Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim, Korp, Skulltag Team Please don't ban me i not ask and without permission!
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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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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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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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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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This is it, the long-awaited Gerard Way cursed/joke wad texture pack. DOWNLOAD:GERARDTEX.zip GET IT NOW!!!!!!
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- Doom 2
- Texture Pack
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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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So I just remembered Thief666's HD Doom sprites thread and the super cool imho Cacodemon sprites it had, and thought "you know what, these would fit Doom 64 if they were downscaled and given darker colors...", so I went and compiled this lil thing, no need to credit me if you use it on your mods, I assume it should be free to use hopefully as it is non-commercial, this includes 2 files, the "assets" pk3 file that has some more sprites and is a modders resource, and the "addon" wad file that is meant to be loaded with the Steam Remaster of D64, but has some frames cloned or missing to properly fit the 64 Caco's animations Pic: Download: Classic Caco 64 Assets + Doom 64 Remaster addon.rar big fat fucking credits: Original "HD classic Caco" taken from Thief666's Doom 8x sprite project, credits to Charles Heathman & Thief666 Recolor, downscale, death sprites, alt palettes and a few extra tweaks by Craneo (tho I claim no ownership of these sprites) Projectile by DrDoctor paletted by Immorpher
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Hello there! If you are reading this, then chances are that you are a fan of Chex Quest and the sequels it has! Believe me, I can understand that! Now, you probably must have witnessed the Flemoids that are blown into green pieces when their health is gone, in mods such as High Noon Drifter, Samsara, or Cola3, and have probably wanted to use that for your own, but couldn't due to any number of reasons. Well, worry not! With permission given to me from TerminusEst13 himself, I am here to give you the resource of those very Flemoids, which can be used standalone for other Chex Quest-compatible mods, or for usage in other Chex-brand things! So, what are you waiting for? Get the resource here! And if you aren't convinced, here are some screenshots: https://imgur.com/a/47puqqV (Mod used is Spawn: Path to Damnation by Dr. Cosmobyte) (May or may not be a copy-paste from one topic posted in the other forum, but rest assured that I am the same person from there, just reuploading this resource here!)
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This WAD replaces ALL the music with Sega Genesis remixes, as well as turns Doomguy into Sonic, and that all the weapons sprites have white gloves. I believe this WAD will ONLY work in GZDoom, because it uses WAVs for the music, and PNGs for the sprites. The face sprites are off center because they're a bit bigger then they normally are, and I don't know how to center them without adjusting each sprite. The WAD is in a Google Drive link because it's 1 GIGABYTE. This is for DOOM 1 and Ultimate DOOM, and I hope you enjoy! https://drive.google.com/file/d/1_QPvW3ZbEtI6rcLaEIMLcTFMHY55k350/view?usp=sharing
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Hi, just sharing my take on the humble Doom Pistol - staying largly true to the original but with a modern feel. (The fire rate is balanced for the vanilla game, a faster, more exciting version will feature somewhere soon...) Two tone (Silver Barrel) Semi-Automatic fire (not insanely fast mouse clicks, but a good rate balanced for the other weapons) 3 round burst alt fire (not robocop fast, but a good rate balanced for the other weapons) Extra sprite frames added for smoother animation (all recoloured) Right handed grip Here is my DECO file used in Slade to get this working: (images and MAPINFO file attached in the .wad below also) Feedback always welcome. Enjoy! (Edit: added new zip file contents) SemiAutoDoomPistol.zip
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(character art by @floressas_) Hey everybody, I'm Cardboard Marty! If you haven't seen me around before or are unfamiliar with my stuff, I am an artist, voice actor, and musician who has been around the community since 2003. You've probably seen my work in a variety of projects. In this thread, I'm providing sprites for weapons, enemies, sounds, and other resources for the community to use! Neat! (Click the logo above to download Volume 1 via Google Drive) These are some of my earliest weapon sprites, some are even among my first. The quality is all over the place, but they've found their way into a bunch of projects over the years. I encourage you to edit them to your heart's content! Each folder contains updated credits with transparent .PNG files. Note that some of these are not made with the DOOM palette in mind. (The Works Volume 1 Preview Image) (Click the logo above to download Volume 2 via Google Drive) Volume 2 contains some of my more recent work and has been an ongoing project since 2009. This time around, I've got new enemy sprites, sounds, and hand templates in the mix! (The Works Volume 2 Preview Image) As a note, a lot of these sprites are based upon the works of others, so please make sure to read the credits file for each download and credit all authors if you use them. Thanks!
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Hello everybody! Most of you by now are aware of Revenant 100's excellent WAD called the "Doom 2 Minor Sprite Fixing Project". Such mod is a display of how much a person can love a game and want it to become the best it can be, in this case by fixing it up art wise! However Strife, has not received such love in the past years so as a gift from me to the Doom community here I decided to take up the mantle in that regard. The goals here are pretty much the same as the Doom 2 ones but with some more lax adjustments and assumptions due to Strife not having as many community WADs as other Doom engine games. Here are the general goals of the mod as follows: As for how to use this WAD it is fairly simple! Chocolate Strife - Using the -merge command line parameter along with the wad file name should be enough. Crispy Strife - Same setup as Chocolate Doom. Veteran Edition - Same setup as Chocolate Doom. (NOTE: Achievements will be disabled if you run any mod.) GZDoom - Drag & drop or use a launcher. Here is the download: https://drive.google.com/file/d/1pnH3_eY7q1oFKWqURU2VRXyNcEZMJ5Gu/view?usp=sharing (4.34 MB) Widescreen pack: https://drive.google.com/file/d/1UIt7b-eBLRiweSuCF-bv5IYnlFVgCwDT/view?usp=sharing (4 MB) SEHACKED patch: https://drive.google.com/file/d/1K0oTm3PWsJolaaqREKGPwqwyBa5rPufF/view?usp=sharing (1,25 MB) And here is the complete changelog: https://drive.google.com/file/d/1ht09BmeXcnuO5prGqL6rS-Vo9GOq4voh/view?usp=sharing This section has some pretty visuals to show off changes, expect more animated showcases like this in the future! Animation on the left is the original where as the one on the right is the Strife97 version. And as always this mod will always be a W.I.P as the community figures out new techniques or hidden content. I am always open to feedback and new changes on how to better achieve this mod's goals! Note: The sprite fixes and widescreen-friendly graphics are split into two WAD files. This is meant to provide compatibility for any future source ports. Make sure to load SFWIDE12.wad after STRF9712.wad mysourceport.exe -iwad strife1.wad -deh ANIMFIX.SEH -file(or -merge) STRF97XX.WAD SFWIDEXX.WAD
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So you probably know about the Doom 2 Minor Sprite Fixing Project (D2SPFX or DMSF for short). In my opinion, it's a HUGE improvement over vanilla Doom's graphics, but I wanted to change it a bit... so I did. As stated by Revenant100, author of DMSF, he attempted to be faithful to the Doom artists' intentions regarding the artwork. A truly respectable guideline, but not one whose results I'm personally fond of. Because of this, I'll disregard said guideline, which is why this exists separately from his project; my changes go way beyond it's scope. This should also make it clear that this is not necessarily better, but rather just my take, my approach. The majority of this custom version of DMSF consists of me taking its sprites and manually reworking their offsets without being as strict in terms of faithfulness. Generally, this means centering a sprite's bulkier region (for example, a sprite with an arm stretched sidewards will be centered around the rest of the body, ignoring the protruding arm), and attempting to achieve seamless rotations for the rest of its subsprites, as if the object were centered on a rotating plate, but also keeping the pivots. Keep in mind, however, that the sprite used as a base is generally one of the middle frames of an animation, which combined with the pivoting action, results in certain animations beginning off-centered. Here's an example, showing off the player's rotations. Left animation is my edit, while right animation is D2SPFX's: And here's another one, showing off the Arachnotron's chase animation: However, that's not all that this WAD has to offer: The offsets rework has been applied to pretty much every non-First Person sprite; that is, monsters, projectiles, effects, decorations and pickups. Due to the intrusive approach towards the latter two, some maps that rely on very specific placement of said elements might look wrong. A few First Person sprites have been slightly edited, however. Apart from the sprites which DMSF worked upon, sprites for the MBF Helper Dog, crouching Player and Pistol pickup have also been added and given handmade offsets, with sound effects for the Dog. Additionally, some new/redone sprites by @Korp have been implemented, most notably a new gibbing animation for the Imp. Regarding projectiles, a very notable change is that now, the projectile itself is centered, disregarding the trail. An example: Due to the removal of unmodified Doom 2 fullscreen menu graphics in favor of autoloaded widescreen graphics, the few Doom 1 fixes were included too, hence making this WAD suitable for both Ultimate Doom and Doom 2. Additionally, GZDoom's DSSECRET is also included for ports that make use of said sound. Some menu graphics have also been "fixed". Taking this further, however, many source port-specific menu graphics have been added. Expand the spoiler for a detailed explanation: To top all of this off, the WAD's lumps have been organized rather elegantly, making use of prefixed markers for easy navigation. Most of the testing was performed on Nugget Doom (my Woof! fork, so it pretty much applies to both), but some minor testing on vanilla Doom running through DOSBox and on Chocolate Doom showed no issues. Regardless, in theory it should work on most ports: let me know what ports you use it on to expand upon the list. So well, that's all I have to say. Here's the main file! DMSF_ALX-R3.zip "Untrimmed" version for modders (please read the details): If you do make use of this, be it during casual play or in your own mods, feel free to provide any feedback you might have. Hope you have fun!
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This is a mod that recreates the weapons from Doom 64 into classic Doom using DeHacked. As far as I know, it only works on limit-removing source ports. Do keep in mind that its obviously nowhere near accurate to the original game's weapons. To play it, just run the DeHacked and WAD file on the port of your choice (a few ways to run them are by dragging them to the executable, using the "-file" and "-deh" perameters in the command line, and using a launcher), and play! File info Changelog Download d64weapons.zip