It has an explosive cock launcher. It must be Skulltag's fabled heat seeking wood!MONKET wrote:why does the cyberdemon hump out rockets daddy
cyberdemon player - third person [test]
- Woolie Wool
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Re: cyberdemon player - third person [test]
- Hellser
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Re: cyberdemon player - third person [test]
I'd post the classic Picard Facepalm, but I'll be spammed to hell and back, so.
Dude, the only thing I can really worth mentioning is.. nothing. Using a first-person view with a monster sprite for a weapon to achieve a third-person chasecam effect is.. *facepalms* I can't explain it. I just can't, and to agree with the other people that mentioned, it does look like he is shooting heat-seeking wood.
Now, as mentioned earlier, use ACS to achieve chasecam, or don't use chasecam at all and create some sprites to make it look like you're actually playing an imp, demon, zombieman, cyberdemon, which ever. I know there is a mod out there that has imp hands.
So, bottom line is; creative.. but dumb.
Dude, the only thing I can really worth mentioning is.. nothing. Using a first-person view with a monster sprite for a weapon to achieve a third-person chasecam effect is.. *facepalms* I can't explain it. I just can't, and to agree with the other people that mentioned, it does look like he is shooting heat-seeking wood.
Now, as mentioned earlier, use ACS to achieve chasecam, or don't use chasecam at all and create some sprites to make it look like you're actually playing an imp, demon, zombieman, cyberdemon, which ever. I know there is a mod out there that has imp hands.
So, bottom line is; creative.. but dumb.
- Woolie Wool
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Re: cyberdemon player - third person [test]
Creative? The whole play as a monster thing has been done many times before. Ever heard of DeiM? Doom Rampage Edition?
Re: cyberdemon player - third person [test]
I have to confess I simply don't understand the whole third person genre. Fine if it is completely third person where you control a sprite that moves around a world and the camera is some distance from the player (Crusader: No Remorse etc). That's a totally different kind of game. However, any game where the camera follows the player closely enough for the gameplay to basically be first person - but isn't - simply doesn't make sense to me. I mean, what's the point? It just makes it harder to aim or to see things from the player character's perspective, the player gets in the way, angles are harder to calculate, the camera swings arround disconcertingly... In some games that I have played with this kind of perspective (eg Rogue Trooper), I would find myself deliberately hugging walls to force the camera as close to inside my head as possible. Surprise surprise, when I did this, the game got much better. I hear people saying things like "it's fine once you get used to it" but that still doesn't make sense to me. I know that any game has a learning curve but "getting used" to a cock-eyed system doesn't change the fact that it is a cock-eyed system.
The only excuse I can see for this type of setup is that game makers want the people who play their games to see the "cool" character and all the uber 1337 animations that they have crafted for it. (Well, that and to allow repressed geeks to get their kicks by watching Lara Croft's ass.) Frankly, I'd rather not play a messed up illogical control system just so that a game maker can show off his modelling skills.
And in Zdoom, it is even worse than a game designed to be like this because, even though chasecam can be fine (and fun) for a bit, Zdoom simply doesn't work well in an over the shoulder/behind view.
The only excuse I can see for this type of setup is that game makers want the people who play their games to see the "cool" character and all the uber 1337 animations that they have crafted for it. (Well, that and to allow repressed geeks to get their kicks by watching Lara Croft's ass.) Frankly, I'd rather not play a messed up illogical control system just so that a game maker can show off his modelling skills.
And in Zdoom, it is even worse than a game designed to be like this because, even though chasecam can be fine (and fun) for a bit, Zdoom simply doesn't work well in an over the shoulder/behind view.
- Cutmanmike
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Re: cyberdemon player - third person [test]
I agree somewhat, and I say somewhat because I loved dead space so much. Some games seem to be able to pull it of (it seems), but most newer games have the damn "realistic" take cover syndrome, where it actually comes in handy. But yes, if there were an option for FPS mode in all these games I would go for it every time.
Re: cyberdemon player - third person [test]
a normal cyber demon delay to attack, personally I'mXim wrote:Yeah I know originally it looks like the cyberdemon's rockets shot from his crotch but you're taking it WAY to far in this mod. At first I thought you were just made a bad mod, but after this I'm starting to think that you're trolling.
Then again, you could just be unaware that it looks like he's literately humping out rockets, in which case you should fix that. Also fix the gun, it takes like five-ten seconds for him to shoot a rocket.
needing someone to help me, someone who can use decorate to make improvements and special effects
can someone help? someone that knows the problem and can help to fix!
Re: cyberdemon player - third person [test]
Okay, well that why not have it shoot a three-round burst then, like a normal cyberdemon. Or have it look like a normal cyberdemon instead of the Doom 3 one? Or why...oh nevermind...mathey bu wrote: a normal cyber demon delay to attack
Re: cyberdemon player - third person [test]
if you hold the fire button, he can fast fire more rockets!
Re: cyberdemon player - third person [test]
You guys seem a little hard on him.
lol, I almost can't believe all this happened in one day.
I'd say it's an okay start, but still could use lots of changes. I'd recommend using just a plain old rocket. Don't edit the rocket trail or anything like that, just use the classic rocket actor that the rocket-launcher fires out. You can use A_CustomMissile to edit the origin (where it shoots from) of the rocket. That should take care of the crotch issue, and the weird overly-dramatic trails.
Overall, the sprite looks interesting, and I think it's neat how it works in ChaseCam as well as in the normal view (much like Doomero's RE4 soldier). You've made some improvements, so the foundation's decent. Just fix those other issues and you should be fine.
One more thing -- it's clearly not the D3 Cyberdemon. Looks more like it's from Doom 64. In any case, it's not that bad. But yeah, it has its problems. Easy to fix, though.
lol, I almost can't believe all this happened in one day.
I'd say it's an okay start, but still could use lots of changes. I'd recommend using just a plain old rocket. Don't edit the rocket trail or anything like that, just use the classic rocket actor that the rocket-launcher fires out. You can use A_CustomMissile to edit the origin (where it shoots from) of the rocket. That should take care of the crotch issue, and the weird overly-dramatic trails.
Overall, the sprite looks interesting, and I think it's neat how it works in ChaseCam as well as in the normal view (much like Doomero's RE4 soldier). You've made some improvements, so the foundation's decent. Just fix those other issues and you should be fine.
One more thing -- it's clearly not the D3 Cyberdemon. Looks more like it's from Doom 64. In any case, it's not that bad. But yeah, it has its problems. Easy to fix, though.
Re: cyberdemon player - third person [test]
so, it's better to remove the trail and put doom64 sounds, i also made a homing effectBlade3327 wrote:You guys seem a little hard on him.
lol, I almost can't believe all this happened in one day.
I'd say it's an okay start, but still could use lots of changes. I'd recommend using just a plain old rocket. Don't edit the rocket trail or anything like that, just use the classic rocket actor that the rocket-launcher fires out. You can use A_CustomMissile to edit the origin (where it shoots from) of the rocket. That should take care of the crotch issue, and the weird overly-dramatic trails.
Overall, the sprite looks interesting, and I think it's neat how it works in ChaseCam as well as in the normal view (much like Doomero's RE4 soldier). You've made some improvements, so the foundation's decent. Just fix those other issues and you should be fine.
One more thing -- it's clearly not the D3 Cyberdemon. Looks more like it's from Doom 64. In any case, it's not that bad. But yeah, it has its problems. Easy to fix, though.
- DOOMERO-21
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Re: cyberdemon player - third person [test]
i tested the wad, well remember me my old re4 hunk, in a fact you make good work with the decorate but the attack animation of the cyberdemon looks strange, is like a pain animation.....
Re: cyberdemon player - third person [test]
My impressions of this wad: Its an interesting concept, but like some people have already pointed out: It looks like this cyberdemon fires rockets from his dick! he even thrust his hips forward when he does so. I found this was extremely hilarious when I fought another cyberdemon and the other cyberdemon was backwards all the time. I mean... FIrst cybie thrusts his hips and launches his explosive load into another cybie ass. ... Go figure...
Change the rocket origins, also I think you could switch the cyberdemon sprites from right to left, that way we can see his arm cannon, and it will look like he's actually firing rockets from his weapon rather than his dick. That's my two cents.
Change the rocket origins, also I think you could switch the cyberdemon sprites from right to left, that way we can see his arm cannon, and it will look like he's actually firing rockets from his weapon rather than his dick. That's my two cents.
- .+:icytux:+.
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Re: cyberdemon player - third person [test]
i actually thought it was pretty cool, just redo the attack frames, and make a new player class with -PICKUP or something so you cant pick up other weapons, its... kinda gay. (or replacing every weapon with nothing would be a better way since then you could also pick up health as with -pickup you cant)
also make it not take any ammo when shooting, as it obviously dosn't for the real cyberdemon.
and dont make it A_Raise, and A_Lower, when you start/die, it looks ridiculous.
also make it not take any ammo when shooting, as it obviously dosn't for the real cyberdemon.
and dont make it A_Raise, and A_Lower, when you start/die, it looks ridiculous.
Re: cyberdemon player - third person [test]
update 2.0
- three rockets launched at same time
- infinite ammo
- now you can beat the cyberdemon monster without bugs
- a_raising and a_lower are removed!
- death state
- jump state
- dynamic lights added!
- rocket height fixed
- added muzzle flash to cyber rocket launcher
link: speedyshare
next version will have:
- sounds
- pain state if possible!
- three rockets launched at same time
- infinite ammo
- now you can beat the cyberdemon monster without bugs
- a_raising and a_lower are removed!
- death state
- jump state
- dynamic lights added!
- rocket height fixed
- added muzzle flash to cyber rocket launcher
link: speedyshare
next version will have:
- sounds
- pain state if possible!
Re: cyberdemon player - third person [test]
sorry by double post
the cyber-altfire-light on gldefs is not used!
the cyber-altfire-light on gldefs is not used!