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Author Topic: Noir palette  (Read 1548 times)

Offline RSSwizard

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Re: Noir palette
« Reply #15 on: October 25, 2024, 10:44:32 am »
Hah seem like you know a lot more about DOOM modding than me!

No, the mod i'm talking to is a DOOM-themed mod for OpenXcom Extended. Basically we collected all the OG assets spread around the community into one, single mod.

I could make a Doom style palette for xcom/xp. If you're making custom tiles you don't need to rely on balancing to standard colors that are on built in tiles. Stronger reds, more peachy skin tones, the purple range can be repurposed for something else like ultraviolet. Ill whip up something and post it.

If you're going to do doom stuff it needs Revenants who are fast with strong melee damage, use the high quality doom sound pack for their punch sfx too. And a decently powered accurate ranged attack too with the right sfx. X-P doesn't have Revenants.

I think there needs to be a Cyber too but I don't know if it can be done without squishing it. But remember there is that cyberized Baron style thing from eviternity and realm667 and its head maybe can be replaced by a cyber's shrunk down.

Is Mancubus 2x2 monster possible with a low accuracy fireball burst spread? Id make them 1 radius spread explosions maybe 50ish damage.

My opinion is also among weapons...
Plasma Gun should do about 40ish equivalent damage because its like a battle rifle or machinegun in what it does, its just lightweight and easy to manage (40 ammo per cell makes the most sense, the gun pickup in game gives you 40 cells). Aimed burst 4 shots, Snap Shot burst 4 shots and Auto Shot 8 shots.

Also openxcom doesn't support BFG dymanics but the original alpha (bfg 2701) was a plasma blunderbuss on steroids, and the quake 3 version of it was like a plasma scorcher but less damage (id say bursts of 4 shots with maybe a 5 tile radius spread, make the damage do what you want it to).

Chaingun aimed burst 2 shots, snap burst 4 shots, auto shot 6 shots.

Make sure UAC rocket launcher takes down (tough) enemies in the equivalent number of shots like it should.

Imp fireballs should be piddly and only somewhat accurate (like overall 45-50% chance), remember they do less damage than a single plasma gun shot, but id give them a burst or auto(x3) attack available. Maybe give it good penetration compared to its (25ish) damage so it does chip damage.

Offline efrenespartano

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Re: Noir palette
« Reply #16 on: October 25, 2024, 10:58:40 am »
XCOM + DOOM is such a good addiction.  ;D

Offline RSSwizard

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Re: Noir palette
« Reply #17 on: October 25, 2024, 11:14:47 am »
XCOM + DOOM is such a good addiction.  ;D
dont consider this like an official thing but it makes some creative adjustments towards the colors from the original game and some things people have popped into various map packs. Mainly I increased the number of gray colors, added and changed the greens (doom 1 was known for having alot of green marble and nukage). Purple became pinky skin tone, and pinkish became flesh tone on the brighter colors. There's a good amount of browns available in xcom/xp pal so those weren't really modified.

Its not perfect but its an attempt.

edit (3:37am)
this one is much better, sampled skin tones from screenshots, yellow range is archvile fire, orange is slightly more orange cream
brightened darker tones, pure black is on index 255

one noteworthy issue may be paper doll style graphics for skin tones will look more oompa loompa because skin tone is now where that faded pink used to be, so a color replacer sorta thing can be done to recolor them if necessary (its more accurate for skin in any case).
« Last Edit: October 25, 2024, 11:43:17 am by RSSwizard »

Offline efrenespartano

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Re: Noir palette
« Reply #18 on: October 25, 2024, 11:02:43 pm »
If you're going to do doom stuff it needs Revenants who are fast with strong melee damage, use the high quality doom sound pack for their punch sfx too. And a decently powered accurate ranged attack too with the right sfx. X-P doesn't have Revenants.

Yeah, we must make the Revenant boi! I have all the ripped OG spritesheets, it's just a matter of converting it to the OXC format.

Quote
I think there needs to be a Cyber too but I don't know if it can be done without squishing it. But remember there is that cyberized Baron style thing from eviternity and realm667 and its head maybe can be replaced by a cyber's shrunk down.

The Cyberdemon lad would definitely require a resize. The dude is so tall it cannot fit the OXC unit size haha
We have this Hell Baron sheet, although the IDT boi who got it didn't recalled who adapted it, dunno if you know so I can properly credit them.

Quote
Is Mancubus 2x2 monster possible with a low accuracy fireball burst spread? Id make them 1 radius spread explosions maybe 50ish damage.


Possible, once I find the spritesheet hahah.

Quote
My opinion is also among weapons...
Plasma Gun should do about 40ish equivalent damage because its like a battle rifle or machinegun in what it does, its just lightweight and easy to manage (40 ammo per cell makes the most sense, the gun pickup in game gives you 40 cells). Aimed burst 4 shots, Snap Shot burst 4 shots and Auto Shot 8 shots.

Great idea, lad. I'll balance it around your thoughts.

Quote
Also openxcom doesn't support BFG dymanics but the original alpha (bfg 2701) was a plasma blunderbuss on steroids, and the quake 3 version of it was like a plasma scorcher but less damage (id say bursts of 4 shots with maybe a 5 tile radius spread, make the damage do what you want it to).

Hahaha we actually did a poll among the players and testers and everyone voted for making the BFG a big-ass shotgun.

Quote
Chaingun aimed burst 2 shots, snap burst 4 shots, auto shot 6 shots.

Make sure UAC rocket launcher takes down (tough) enemies in the equivalent number of shots like it should.

Imp fireballs should be piddly and only somewhat accurate (like overall 45-50% chance), remember they do less damage than a single plasma gun shot, but id give them a burst or auto(x3) attack available. Maybe give it good penetration compared to its (25ish) damage so it does chip damage.

Aye, good balance notes! Gotta implement them as well.

dont consider this like an official thing but it makes some creative adjustments towards the colors from the original game and some things people have popped into various map packs. Mainly I increased the number of gray colors, added and changed the greens (doom 1 was known for having alot of green marble and nukage). Purple became pinky skin tone, and pinkish became flesh tone on the brighter colors. There's a good amount of browns available in xcom/xp pal so those weren't really modified.

Its not perfect but its an attempt.

edit (3:37am)
this one is much better, sampled skin tones from screenshots, yellow range is archvile fire, orange is slightly more orange cream
brightened darker tones, pure black is on index 255

one noteworthy issue may be paper doll style graphics for skin tones will look more oompa loompa because skin tone is now where that faded pink used to be, so a color replacer sorta thing can be done to recolor them if necessary (its more accurate for skin in any case).

Oh my, this palette looks so damn nice! Thanks for making it, RSSwizard. Gotta try it ASAP.

EDIT: I just tested the palette! Here are the results:

First three screens are for comparison, the rest have your new palette. Some Martian terrains look better than others! But i definitely love the new Skyranger-gray, green and red scales. I think I must change the color of the UI windows to index 255, as the current color makes the bigObs look blurish. My pal Kiro Xei really liked it, he said it "seems to look like almost realism."
« Last Edit: October 26, 2024, 12:55:15 am by efrenespartano »

Offline RSSwizard

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Re: Noir palette
« Reply #19 on: October 26, 2024, 07:51:34 am »
Looks pretty good.
This is the final edit, dunno if you guys poured any work into it yet, rearranged some things in it pretty much (dark gray is a faded dark brown now). I don't think I can get the thing any better. A "noir" version of it could be made for the hell level.

How does a mod like this work with medi kits and research between missions ?

Offline efrenespartano

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Re: Noir palette
« Reply #20 on: October 26, 2024, 10:49:48 am »
Looks pretty good.
This is the final edit, dunno if you guys poured any work into it yet, rearranged some things in it pretty much (dark gray is a faded dark brown now). I don't think I can get the thing any better. A "noir" version of it could be made for the hell level.

Great, gotta try it as well! Not gonna lie, tho, I enjoy your dark gray a lot hahaha, I'm a bit hesitant to change it for brown.

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How does a mod like this work with medi kits and research between missions ?
Medikits are going to be self usable, I see no purpose of having a vanilla Medikit with UI. The research, in short, is a progressive understanding of the demon forces, with tougher enemies over the course of the game. The weapons are also available over the curse of the campaign (e.g. the Plasma Gun is going to be available in mid game)