=========================================================================== Primary purpose : These are just some miscellaneous Doom graphic wads to mess around with based mainly on Alpha version graphics with many additional frames I worked on. This includes some extra frames I couldn't use in alphaskn.wad with both green color swapped and original color versions. =========================================================================== Files : ap.wad = mix of the best alpha and pre-beta graphics plus additional gib deaths I made. ag.wad = version of ap.wad with many enemies turned green for making skins improve.wad = normal doom2.wad gfx with additional points of view and death frames added from alpha gfx and additional projectile gfx restored that were removed from doom.wad after v1.2. Also swaying body animation fixed by switching frames A and B. betasoul.wad = skua* is all the graphics from Alpha v0.4 and skul* is all the graphics from the Press Release Pre-beta. gsoul.wad = green version of betasoul.wad gsarg.wad = green version of Pre-beta demon gfx which otherwise seem the same as normal Doom. Release date : 7/3/03 Author : Gokuma Site Address : gokuma.neocities.org Other Files By Author : alphaskn.wad - Alpha skins for Legacy or ZDoom composed of graphics from these wads Additional Credits to : id Raven software (I think a tombstone is from Hexen) Lee Killough creators of editors used =========================================================================== * Play Information * ap.wad, ag.wad, and improve.wad are wads designed to just run with Doom. You'd have to add sprites to use them with normal doom.exe or doom2.exe. betasoul.wad, gsoul.wad, and gsarg.wad are resource wads and are not designed to animate right when run with Doom. * Construction * Editor(s) used : Deutex, Win95 Paint, New Wad Tools, Wintex, Kege's colremap.exe, SB Live Recorder and Wave Studio, dmaud * Copyright / Permissions * You may do whatever you want with these files. Just be sure to credit me if you use any of the following frames I did work on: playR0-W0, bossP0-W0, sargW0-X0, sar2*, skulL0-M0 in ap.wad playR0-W0, troo*, boss*. sarg*, head*, skul* in ag.wad skulV0-Z0, bossP0-W0, sargW0-X0, sar2* in improve.wad sku2* in betasoul.wad everything in gsoul.wad and gsarg.wad Disclaimer: You use these files at your own risk. Blah blah blah. * Where to get these files * http://pit.condemned.com * Additional notes * I tried to make some sense of Alpha Lost Soul animation. The graphics are originally in Alpha v0.4 while the isn't actually implemented until the Press Release Pre-beta. In that is has touched up graphics but is missing some frames and points of view. And it doesn't make much sense how it animates in action. These are some notes I took while setting up ap.wad, ag.wad, and alphaskn.wad and making it animate how I think looks alright. 0.4-PR normal frames A B C D attack frames E F pain frames (not sure if both are used) G-loses other views H-loses other views death frames (not sure if all these are used) I-loses other views - J K-J - L M-K N-L O P-M Q-N -O -P -Q (remains) unknown frames R S T replacement normal lost soul A= -B B= -C C= -G with other views from G D= -I with other views from I E= S with other views from A F= -K G= -L H= -M I= -N J= -O K= -P player skin = alpha/pre-beta lost soul A= -A B= -B C= -C D= -B E= -G with other views from G F= -I with other views from I G= S with other views from A H= -K I= -L J= -M K= -N L= -O with -Q pasted in M= -P with -Q pasted in N= -Q O= J P= K Q= L R= M S= N T= O U= P V= Q W= -Q