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[REJECTED] Recolored Health items


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 Post subject: Re: Recolored Health items
PostPosted: 13 Jun 2011, 00:25 
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Wraith  μῖσος
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Perhaps they could do with a slightly darker or more shades of red?
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 Post subject: Re: Megastim and Megakit
PostPosted: 13 Jun 2011, 05:43 
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Lost Soul  Lost Soul
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Jimmy wrote:
I like that idea, Captain. :) We can sort of circumvent the palette issue with those sprites by having them as PNGs, though that might still look a bit gaudy in software. An alternative is to bump the contrast up and use a more saturated Doom palette, like this:

Attachment:
ultrakits.png


(The top sprites conform to the hell_x.wad palette, the bottom ones use the same colors but conform to the ordinary Doom palette.)

I'm still in favor of using my original sprites for the megakits/stims. Partly because I'm best at recolors and nothing much more. :V


looks good hmm could try red on the cross :)


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 Post subject: Re: Recolored Health items
PostPosted: 14 Jun 2011, 10:37 
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Site Admin  Site Admin
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I still have a problem with the sprites. At the moment, the coloring simply doesn't make sense in the way of consistency to the original Doom and also to several additions we have already in the repository.

Just for a small example:
Red(white) Health go to max. 100%
Blue Health Bonus' go over 100%
Red Health Bonus' go over 100% and increase the max amount

There is no intuitive reason, why a red package with a white cross does exactly what you have coded. It's definitely good stuff, but it doesn't make much sense as it is now, you know?


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 Post subject: Re: Recolored Health items
PostPosted: 14 Jun 2011, 16:15 
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Arachnotron  Really?
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This seems like a case of recolors for the sake of recolors.


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 Post subject: Re: Recolored Health items
PostPosted: 14 Jun 2011, 17:24 
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Site Admin  Site Admin
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Not necessarily. Take a look at other stuff in the Item Store


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 Post subject: Re: Recolored Health items
PostPosted: 14 Jun 2011, 23:27 
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Demon  Demon
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*sigh* Sorry, I must protest... Does the color scheme of the megastim/kit absolutely have to make sense relative to some other arbitrary items in the Item Store?

I personally love their look - they could perhaps do with some extra contrast, as Cyanosis pointed out, but in my eyes, the inversion of the color just works. I see a megakit in-game from a distance (and I will spot them from further away than I would a normal medikit, due to their standout-ish nature), and immediately think "I must pick that up". The color scheme is there to proclaim the importance of the item in a combat situation, not to be representative of the exactitude of its healing properties - that's a waste of time in my eyes. Plus, as far as I know, the color scheme hasn't been done before (although I've spotted similar sprites a couple of times in the trailer for Russian Overkill, but that just goes to show that at least someone had the same train of thought as me).

Really, is the color theme that hurtful? Well, maybe. But I've not, as of yet, had the impulse to improve the sprites myself, chiefly because I thought they were at their best - however, I must concede that I'm not a grandmaster of recolors. Some of my early stuff definitely sucked. And I definitely can't do decent sprites from scratch. (Minor edits I'm "meh" at, at best.)

And let's face it, is the modder who downloads these items, whoever they might be, really going to be terribly disappointed that there's not much consistency between them and some other items in the Store (or indeed those in the original Doom)? Color is simply used in the case of the items in this pack to differentiate them from the regular ones - and in the case of the megakit, you can't go much further than inverting the entire color scheme of the original sprite (aside from maybe painting rainbows onto it).

To summate my thoughts, I'm simply submitting these to fill a void in the Item Store's vast inventory that I felt needed filling, both in purpose and in sprite color. Sorry if it turned out I was trying to fill it with an ill-thought-out, inconsistent, eye-hurtingly garish recolor for the sake of a recolor.
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 Post subject: Re: Recolored Health items
PostPosted: 15 Jun 2011, 00:53 
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Lost Soul  NULL ≠ TNT1
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I am really confused as to why this is now about consistency and pretty much agree with every argument Jimmy has made. I'm sorry Tormentor, but I think your reasoning is really weak. You made no mention of the quality of the recolor, so I'm going to assume that you believe it is decent enough. To be quite frank, when has Doom ever made sense?

Really, red seems like an appropriate color for super powered health pickups. Maybe the green isn't nearly as good, but it's good to know that its available in case someone wants to use it. What I like most about this recolor however is that its CLEAN looking.

I may be biased though, since I tend to use recolored sprites more often than ones made completely from scratch.

EDIT: I have an urge to add GLDEFS to the potions now.
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 Post subject: Re: Recolored Health items
PostPosted: 15 Jun 2011, 17:10 
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SSG Zombie  Addicted to Cacodemons.
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Joined: 14 Jun 2011, 22:19
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Dont know what the fuss is.. I like, and it would seem fitting in some hellish level. Say, the demons took one UAC's bases with them to hell in one invasion. It could be perfect there. plus 300%? Yay im not get pwned by the mastermind anymore (turns corner, dies) F*** stupid spider. Point is, this is acutally good.
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 Post subject: Re: Recolored Health items
PostPosted: 26 Jun 2011, 19:51 
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Hades Elemental  Grandmaster in Explosions
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I agree with you about earlier things. Why it should be so consistent with rest of stuff on Realm? It's modder's choice what he will add or not. ?-)

Jimmy wrote:
Plus, as far as I know, the color scheme hasn't been done before (although I've spotted similar sprites a couple of times in the trailer for Russian Overkill, but that just goes to show that at least someone had the same train of thought as me).


Funny enough, I had red medikits with white crosses, but it was only short-time replacements. I was looking for some techy-looking health pickups, think of ASMD ammo in UT2004 or UT3. Anyway, I've gone for more arcade style, making differently sized and colored health symbols. You can easily tell which gives what amount of hp, heh.
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 Post subject: Re: Recolored Health items
PostPosted: 27 Jun 2011, 22:28 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1543
How about this as a compromise?

The bright red is kept as a patch around the M symbol, while the rest is desaturated to fit better with the general Doom aesthetics. It should still be easy to spot, easy to distinguish from normal health packs and berserk packs, but it isn't eye-searingly bright and colorful by any stretch. What do you think?


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megahealth.png [ 1.24 KiB | Viewed 793 times ]
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