Vampire: Bloodlines has some cool-looking, if somewhat small and low-res, maps and resources. You might want to use them to make cool SFM stuff in a dingy, dark city that isn’t made out of Half-Life 2 resources. However, the version of Source used by Bloodlines is an old, beta version unsupported by SFM. Luckily, a small team called Bloodlines Resurgence set to work a while back to try and port the game to the modern Alien Swarm engine, along with a port of the game’s resources to SFM for us lucky ducks to mess with.
Unfortunately, the Bloodlines Resurgence mod decided to take down all their Source-related info in favor of porting the game to UDK or Unity or BUILD or whatever unmoddable C&D-fodder they’re chasing this week, and in addition decided to cancel their near-finished model port for SFM because what’s the point of releasing something cool now when we can release nothing later? This is what we in the business call “a bit of a shame”.
Luckily, there’s a way you can get a good chunk of this done yourself. The primarily missing feature from this way is characters - they won’t be converted. Maybe one day if we’re all really good boys and girls, Vampire support will be added to Crowbar, so maybe in time (lots and lots of time - there’s a lot of models!) you’ll be able to take care of this yourself. In the meantime, you can grab a few here from the project lead’s GMod Workshop, if he hasn’t taken them down by the time you read this.
From the aforementioned efforts to exhume 3D Realms’ archives: A voxel-based Pig Cop from 1997, attributed to artist Dirk Jones and presumably planned for Duke Nukem 3D: Atomic Edition.
The humble original “brick” Game Boy turned 25 today. I went spelunking to see if I could find my old one… sadly, it no longer worked, but I did find this - the first Game Boy game I ever owned… a pirate multicart from Hong Kong! It’s taken a beating over the years, but the fact I still have it speaks volumes. Probably negative volumes.
I’d love to tell you exactly what’s on it, but sadly I no longer have anything capable of playing this that still works. There was a ton of stuff on it that I otherwise would have never seen, though, like Karateka, a weird boxing game by Tonkin House, and the fantastic GB port of Elevator Action.
Strangely, I’ve never seen any documentation of this exact cart online. One day I’ll try and grab an old Game Boy to give this a spin (and hope it still works!) and make a nice big list of its contents to fill the gap.
"Red Demon" by Julie Bell, circa 1995.
This was produced as the box art and title screen image for a very early, more serious (and less Mickey Rooney-ish) version of Shadow Warrior.
This is a shot of the gargoyle being redone with a new body and better skeleton. […] I digitized all the models in my office. I had a sweet setup with a small blue screen and video camera. That’s how we did most of the weapons too as well as the disembodied hand (I just used my own hand for that).
A reminder than many of the greatest, most memorable enemies and NPC sprites were digitized, palletized pictures of handcrafted clay sculptures and models.
These days the whole process usually takes place inside expensive modeling software, takes weeks and months to complete, yet often results in finely crafted, super-detailed but ultimately forgettable characters.
A computer is just a tool, it requires an artist to produce art
This. It’s worth noting that all of Duke Nukem 3D’s characters, who were also impressively memorable, were all 3D models touched up in Deluxe Paint. It’s not the tool, but the result.