[SUBMISSION] Last Rites Gory Props
Name: Last Rites Gory Props
Connection: LRGore_Base (internal)
Palette: Doom
Summon: LRGore1 to 8
Ambient Sound: No
De-/Activatable: None
Destroyable: No
Special Effects: None
ACS: None
Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sprites: Ocean Software
Sprite Edit: Ozymandias81
Idea Base: Gory props from Last Rites
Description:
Just some useful gore-ish props from Last Rites. Could beautify/zombify really cities and hellish themed maps.
Sprite:
Download Link: Last Rites Gory Props
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- Blue Shadow
- Administrator
- Posts: 1129
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- Blue Shadow
- Administrator
- Posts: 1129
There is another thing about them: the victims' suffering. It is being depicted rather strongly, I feel - it is a little on the grim side*. I don't get that feeling when I see the suffering victims found in Doom. Maybe because they are less "detailed" or less emphasized?
I do not know, man. I'm probably getting too old.
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- MagicWazard
- Moderator
- Posts: 808
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@Blue Shadow
Yep, thats seems definately a child... also the last sprite. If anybody dislike so much these lumps, I'll remove them.
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- MagicWazard
- Moderator
- Posts: 808
Also, it's only fair to point out that a lot of the existing Doom gore sprites have a bit of stylistic drift from the actual characters. For example...
These don't have the exact same visual style, either, but in fact they do come from the same game. So I think people are accustomed to a little bit of stylistic deviation as long as the assets themselves work.
EDIT: Oh, and I notice the props all have a Mass value set. Is that for any particular reason? I don't imagine it's necessary for something like this.
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MagicWazard wrote: ...they'd need to be Scaled a bit to fit in with the others physically...
...I notice the props all have a Mass value set. Is that for any particular reason?...
- Scaled to 0.9
- The mass is needed beacuse they are solid and when you hit them with a weapon it could happen something like A_RadiusThrust
OP updated, removed the child prop and updated the whole decorate with a new internal actor via inheritances.
Also changed the old "tag" word into a more modern //$Title for builders.
Now credits and info lumps are only inside the wad.
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