[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#871 Posted 19 November 2018 - 04:00 AM
Here's another one for the armory. This gun is entirely custom. 3D render in Max, Converted down and palette-ized for Duke.
It's supposed to be some kind of a battery powered energy pistol for space cops. It has a "bolt" on top that actions some kind of an energy mechanism inside which also actions the power cell backward on the rear of the frame. (My logic here was that every time the weapon cycles the firing system, all of the excess heat is shoved into a trench in the power cell and vented out of the rear of the weapon.) The power cells have to be swapped out and recharged, just like on a conventional fire arm, though they can handle firing far more shots than a conventional pistol before a reload, and have the added benefit of variable attack modes (IE: stunning or burning a hole through someone.)
This is from a side project i've been experimenting with for a few years on and off called "Executor." About a riot on a space prison where you basically play a riot guard named Neophyte 468.
Here's another work in progress sprite I made for it, called the "AssCan"
Feel free to use them, or if they inspire someone to make something elsewhere, by all means.
This post has been edited by Commando Nukem: 19 November 2018 - 04:10 AM
#872 Posted 19 November 2018 - 06:02 PM
Commando Nukem, on 19 November 2018 - 04:00 AM, said:
Even the base sprites are major edits comparatively.
Here they are blown up 4X for comparison.
#873 Posted 28 November 2018 - 03:44 AM
The Heavy Flamer. Based on/inspired by Jimmy's Immolator.
A personal friend of mine. Pulse Rifle. Borrowed from the Zdoom forums and repaletized/colored.
Slayer's RPG. Heavy edit of the D4D Rocket Launcher. It has a bit of an odd angle, and probably wouldn't work too well.
A retro/chunkier version of the chaingun. I was trying to recreate the look of the 2006 era DNF chaingun. The frame isn't really finished as the lower right of the gun needs to be.. Made. But it's something, I guess.
Based on various Shadow Warrior bits, this is the "fragger." I always thought a "Flak Cannon" ala the Unreal series would be fitting of The Dukester.
Wang's grenade launcher. Now in Duke's hands!
I don't know. A devastator edit. I call it the Boom Box.
Proximity "Shock Bombs." Again I always thought this would make not only a good Duke weapon, but a great piece of pseudo future tech for the LAPD to use in riots. Based on Lo Wang's sticky bombs.
An edit of the Duke 3D RPG to make it look a bit like the RPG featured in the ill-fated "Duke Nukem Cataclysm." Which had a reload animation every 5 shots where fresh payload would be loaded into the top section.
None of these are done, of course, but if anyone sees anything they like or is even just inspired then please help yourselves.
#874 Posted 30 November 2018 - 07:20 AM
Commando Nukem, on 28 November 2018 - 03:44 AM, said:
The Heavy Flamer. Based on/inspired by Jimmy's Immolator.
A personal friend of mine. Pulse Rifle. Borrowed from the Zdoom forums and repaletized/colored.
Slayer's RPG. Heavy edit of the D4D Rocket Launcher. It has a bit of an odd angle, and probably wouldn't work too well.
A retro/chunkier version of the chaingun. I was trying to recreate the look of the 2006 era DNF chaingun. The frame isn't really finished as the lower right of the gun needs to be.. Made. But it's something, I guess.
Based on various Shadow Warrior bits, this is the "fragger." I always thought a "Flak Cannon" ala the Unreal series would be fitting of The Dukester.
Wang's grenade launcher. Now in Duke's hands!
I don't know. A devastator edit. I call it the Boom Box.
Proximity "Shock Bombs." Again I always thought this would make not only a good Duke weapon, but a great piece of pseudo future tech for the LAPD to use in riots. Based on Lo Wang's sticky bombs.
An edit of the Duke 3D RPG to make it look a bit like the RPG featured in the ill-fated "Duke Nukem Cataclysm." Which had a reload animation every 5 shots where fresh payload would be loaded into the top section.
None of these are done, of course, but if anyone sees anything they like or is even just inspired then please help yourselves.
Very nice stuff, Commando Nukem! I'd love to see these in a mod one day, with the pickup sprites to match...the Boom Box especially looks like it'd be right at home in the DN universe.
#875 Posted 11 December 2018 - 09:44 PM
Slight edit of Commando Nukem's RPG sprite. Changed the perspective of the switch, and changed to the megaton edition widescreen extension. (Not sure if I like it more or less yet... may mix things up a little.)
EDIT 2:
Think I might like this better.
This post has been edited by Striker: 11 December 2018 - 11:09 PM
#876 Posted 14 December 2018 - 08:10 AM
This post has been edited by RichardStorm: 14 December 2018 - 08:10 AM
#877 Posted 15 December 2018 - 01:31 PM
#878 Posted 15 December 2018 - 02:13 PM
Spotted. Done.
// I also did a small polish on some pixels on loading screen
This post has been edited by RichardStorm: 15 December 2018 - 02:16 PM
#879 Posted 01 January 2019 - 08:01 PM
1. The walking animation of the LIZTROOP was incomplete with its diagonal view.
2. A small editing for the Flying Frosty, for a more fluid death animation. The animation was buggy because there was oddly "a tile-hole"
This post has been edited by Firefly_Trooper: 01 January 2019 - 08:02 PM
#880 Posted 02 February 2019 - 08:28 AM
This post has been edited by Besli: 02 February 2019 - 08:30 AM
#881 Posted 02 February 2019 - 03:50 PM
Besli, on 02 February 2019 - 08:28 AM, said:
Yay! Useful for a kind of poster display in a room
#883 Posted 04 February 2019 - 05:05 AM
MusicallyInspired, on 03 February 2019 - 11:43 AM, said:
It's kind of visible at certain angles of the original sprites. Or at least, when I waifu2x'd the sprites for the first time the eyes came out definitely cat-like:
#884 Posted 04 February 2019 - 08:06 AM
#885 Posted 04 February 2019 - 11:47 AM
#886 Posted 06 February 2019 - 05:43 PM
Besli, on 02 February 2019 - 08:28 AM, said:
This is absolutely in the wrong thread.
#887 Posted 02 May 2019 - 07:52 AM
#888 Posted 02 May 2019 - 10:03 AM
Firefly_Trooper, on 02 May 2019 - 07:52 AM, said:
someone could make it use the lizard as a base
#889 Posted 02 May 2019 - 10:59 AM
#890 Posted 02 May 2019 - 12:12 PM
That's a shame.
All that exists is an image posted on an archive wire of rare and unused sprites.
#891 Posted 02 May 2019 - 12:54 PM
#892 Posted 02 May 2019 - 01:31 PM
Thank you
#893 Posted 02 May 2019 - 01:59 PM
Firefly_Trooper, on 02 May 2019 - 01:31 PM, said:
Those already are, like all in-post uploaded resources just click on them once and/or do right click then Save Imag With Name. If you refer to the original images they are here (three under spoiler).
The only other material I have it's the not resized Iguanas, in case that you prefer to give it a different dimension.
#894 Posted 02 May 2019 - 02:55 PM
#895 Posted 02 May 2019 - 03:04 PM
This post has been edited by Fox: 02 May 2019 - 03:04 PM
#896 Posted 02 May 2019 - 03:13 PM
Fantinaikos, on 02 May 2019 - 01:59 PM, said:
The only other material I have it's the not resized Iguanas, in case that you prefer to give it a different dimension.
Iguana captain gun.png
Iguana captain catchnet.png
Yes, I agree with the non-resized images.
#897 Posted 02 May 2019 - 04:42 PM
Fox, on 02 May 2019 - 03:04 PM, said:
I thought they used the Enforcers for the Inflatable Sea Monsters. 90% of The Alien Remains is playable in vanilla Duke, and the Enforcers show up in place of the Sea Monsters.
#898 Posted 02 May 2019 - 07:23 PM
Fox, on 02 May 2019 - 03:04 PM, said:
It was for v1.3D compatibility.
#899 Posted 02 May 2019 - 08:28 PM
spitting enforcers were seagulls
fat commanders were fat commanders with inflatable seahorses