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yes, for my art I use google slides, it's a unique skill but quite useless. S.T.A.L.K.E.R. Weapons has a cool concept but with no sprites I just can't play it. this is a monumental task considering how many weapons are in the mod and the legwork of shittily doodling all of them with at least two sprites, and my motivation comes and goes tons, but I decided I'd log my progress here so that if I give up it wasn't all for nothing. https://docs.google.com/presentation/d/1SsTD462hd_B1TY-ajjC0QMBZl8qstiKJ1MhC2UOP-Cg/edit?usp=sharing hopefully this is the right forum for this.
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- Doom
- Gameplay Mod
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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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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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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
- Doom 2
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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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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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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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Salutations, Doomworld! Here's a little texture set I've been working on for the past few days. It's not fully finished yet, so expect edits to come. If you find any bugs (and better yet, fixes for them,) please don't hesitate to drop a report down in the replies. I'll do my best to fix it. [flavor text] From the title of this post, you'll be correct to assume that this is a texture pack about the belovedly default wall texture STARTAN2. An inconic one-off member of the STAR texture series, its appearances throughout the classic Doom games have helped set the standard for any techbase. I, for one, am a devout STARTAN2 newgen. And I'm sick of people calling it "default". How dare they have the audacity to slander such a beautiful and careful arrangement of pixels as "default"? Have you any idea how perfect it is? I could go for hours on end about the color theory behind it, the golden ratio, and how it singlehandedly predicted the downfall of humanity, and you call it "default"? Curse you, Doom Builder. And your descendants. To combat the disgraceful behavior the Doom Builder family shows on a daily basis, I have created a set of textures focused on bringing back the glory of STARTAN2. It's about time someone makes a texture set like this. Unless it's been made before. In which case...screw it, have another! [cast] Contains edits of STARTAN2, FLAT14, TANROCK8, ZIMMER2, STEP1, SUPPORT3, and FIREBLU. [what's in it?] The texture set contains—as of rc1—the following: 53 new textures, 42 of which are STARTAN edits 11 new flats, all of which contain STARTAN The zip file contains said texture set and a texture showcase wad, compatible with vanilla doom. (tested on PrBoom+, GZDoom, and DSDA-Doom) It uncompresses to a size of under 750kb. This is only compatible with the Boom map format or more advanced. It does not work properly with vanilla Doom. [where's the file?] Below. [can i see what it looks like?] Absolutely. [what'd you do?] Here's the changelog: [any last words?] Please keep the texture set updated in your maps. Older versions (especially the first) tend to be worse. New textures are probably on the way! Thank you plenty for reading. Valedictions! MSTLNSDA_v1_01.zip
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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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A wad that removes all gore, gory textures, and gibs. This is the first wad i've ever released, so it will be a bit amateurish. anyway here are some screenshots Name: Kid friendly doom Ports tested: GZdoom only IWAD: doom 2 (it does work for doom 1, but some textures are missing) Gameplay: only tested in singleplayer, but would work for co-op and deathmatch download: kidfriendlydoom.zip credits:
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I decided to create a topic before finishing this project because I want some input from the community and some help with the creation of the other sprites. I realized that doing things alone, I might be missing some important basic stuff. For example, I just realized I need to make doors, which I hadn't taken into account before. I also think I might not be fully aware of how the doom engine works, so help would be appreciated. So, I'm proud to announce Gempackd - A Colorful Doom Project. Introduction You know, I really like wood. And metal. And stone. So I decided to create a pack of textures for doom based on this theme. It started with a single image. Only one. But then It spiraled out of control. The majority of these textures were made using this image as a source. There are more than 4000 of them and still counting. I still am not really sure why I did it. I just know I did. The ideas couldn't stop coming and so I just gave way to them. What's in this pack? Many new textures. Combinations of 4 colored frames, 16 gem stones and 62 frame types, plus liquids, liquids with grids, bars, hatches, flats, and many other things. Might as well try to create a community mod based on this, because now I really want to see what people can do with it. I'll update the count and this section later with more info. How to use it? Textures follow naming conventions better explained down below. The basics are the materials, Bl (Black), Gd (Gold), Sl (Silver) and Wd (Wood), and the material inside the frame. They are Am (Amber), Ct (citrine, Em (Emerald), Gn (Granite), Op (Opal), Pk (Pink Sapphire), Rb (Ruby), Sm (Salmonite), Sp (Sapphire), Wh (White Stone), Lm (Light Marble), Mm (Medium Marble), Dm (Dark marble), Lw (Light Wood), Mw (Medium Wood) and Dw (Dark Wood). Then, for borders, for instance, which are the largest part of the pack, the last two characters define the type of the texture. Is it a side border or corner frame? Each of those has a number, and it never changes between textures. The number 00 always represents the straight square box, the number 07 always represents the squarish texture wiith nails on the corner, and the number 04 is always the grid with 9 holes. Here are some examples: BlAm00 BlEm07 BlRb04 Texture naming The texture names follow many patterns. Below you can see them in detail. (Work in progress) Texture numbering (UNDER REVISION) The numbers on the frames are, admittedly, not so orderly. I started working with 64x64 textutres, then had ideas for 32x32, 32x24 and then 128x64. But then I also had new ideas for 64x64, and so some of the latter numbered frames are also squared ones. Still, There is some logic to the numbering here. Expand for detailed information. Changing textures Screenshots Videos How was this pack created? I made the textures using gimp in indexed mode with the doom palette, made the frames using the same method, and then I manually activated and deactivated layer by layer and exported them according to the naming conventions. It was a long and arduous process, there were some mistakes, but I finished it. The project files are also on the zip file if anyone wants to do anything with them. Inspiration I didn't base this mod on any previous work, but to say that I wasn't inspired by anything would be a lie. The strongest one is probably Refracted Reality, with its colorful and vibrant environments. If you haven't checked it yet, please play it! I also drew some inspiration from other colorful megawads like Ancient Alens (all time favorite) and Sunlust. Adventures of Square probably also played a role. Many thanks to all those who worked so hard on these mods and provided the community with so much joy. I also want to thank the community itself. Doom was one of my first games ever, and my passion for FPS games has only grown ever since. It feels good to finally be able to contribute back to the community in some way. I hope this can also make people's lives better and more entertaining. Releases: 12/08/2023 - V 0.6 and showcase map Usage and credits Feel free to use, distribute, modify and, of course, create maps using these. I would be really glad if I ever saw something I made being in someone else's WAD. If possible, you can credit me as Jo2ukeGappy or just Gappy in the .txt file somewhere. If you would like to contact me, you can reach me here or through the email jo2ukegappy@gmail.com. I would also love to play all the submissions, so please send them to me or post them on this thread! Cheers, and happy Doomin'!
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These textures bring the classic look of Hammer Editor blockouts back into 1994! In addition to good looks, Hamtex is built from the ground up to assist in various aspects of map development. =============================================================== HAMTEX.WAD ===============================================================
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So, in between projects, I've decided to start compiling some custom textures. There's a lot of work ahead, but here's a first test screen. What do you think? Any tips? What kind of textures do you think need more variety in the community?
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If you're familiar with the Games Repainted channel (unfortunately they've been inactive for a couple years now) then you'll know exactly what this is. Many years ago, back when I went under an entirely different moniker, I published this silly mod that replaces almost every texture - as well as other changes - with absolute nonsense. Now in present day I've decided to hit this mod with defibrillators and make it a bit less aged and cringy. No need for some big introduction, just play this for like 10 minutes then never touch it again idfc abandon all hope...
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After trying to create a Cell Shader and failing I went the rocky way. Credits: AND Fred Weinhaus Cartoon Shader Settings: cartoon.sh -p 1 -e 8 -n 8 -s 110 Download: Textures Weapons Items Tested with GZDoom 4.10