Threading from the sirens wad, I saw that there are potential doom monsters in the Diablo franchise. The resources I etched are from the original Diablo1, Diablo1: Hellfire, Diablo2, and Diablo2 : Lord of Destruction titles. There's not much to say about this monster replacement project (unless I make some Diablo-themed map project).
The release will take a while to finish b/c I am under the stage of editing sprites (starting w/ the first [succubus]) w/ colors blended w/ the background color. I also am making any smooth fixes between sprite frames. Thought I should post up information as a little diversion from the monotony of sprite work. If there is anything that could make the project fail/disappoint is due to the the design of the ported sprites.
Diablo Monsters:
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Diablo1 Butcher:
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Diablo Skins (for the default DoomPlayer player class):
n/a (b/c there's damn 2 many sprite frames to pick from [unless I just pick the 1 idle sprite frame as walk animation and just some frames for the attack/pain/death states {that works out enough for me!}])
Icon of Sin boss fight for doom2 (optional [might be more/less difficult]):
http://forum.zdoom.org/viewtopic.php?f=19&t=31674
Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]):
http://forum.zdoom.org/viewtopic.php?f=19&t=31715
(Incomplete/Un-offical/Outdated) Monster Roster (also considered NSFW):
Spoiler:Screenshots (NSFW):
+Monster Mash List:
-bubba, horkdemon, and nakrul somehow can't convert into .bmp during the conversion process so color loss is possible in .gif.
blackspider (demon) will walk around upside-down, shooting stuff. If walking in the sky, I just say that they are walking on webs. Will fall off when dead.
missile state will shoot webs.
melee state just bites + poison.
bubba (revenant) will be some macho man. Will be quick to retaliate.
missile state is nothing (maybe except yelping).
melee state is pummeling.
eye (cacodemon) acts like the regular cacodemon, only much silent in its see state.
missile state shoots something.
melee state is a continous missile state until distance is too far.
goatlord (baron) will be flying around and stuff.
missile state will reduce target's constitution to receive twice the damage than summon more goatmen sex slaves lol.
melee state will also reduce target's constitution to receive twice the damage.
http://zdoom.org/wiki/Classes:PowerProtection
goatman (hellknight) will leap at target and do spinning attack during mid-air until it touches ground. Said to be horne for masta!
missile state will most likely skullattack.
melee state will pound away + cause fear (morphs player to coward or emit coward item).
http://www.zdoom.org/wiki/Actor_flags#FRIGHTENED
horkdemon (pain elemental) will not fly, but can defend itself. Can hurt nearby player by sight cuz its ulgy/smelly.
missile state will fire spawns.
melee state melees.
see state try to emit damage radius if target is in range.
lich (archvile) can fly. Can do archvile things. Will become transparent in pain state.
missile state is regular archvile fire.
melee state non-existent.
nakrul (arachnotron) will shoot out actor-passable eggs (no renders) that will hatch tentacles.
missile state is actor-passing eggs that will spawn forth tentacle monsters :O.
melee state is whipping melee.
skeletonaxe (shotgunguy) are the strongest of the skeleton crew. They feel no pain.
missile state will be some kind of (fast!) thor-like seekermissile axe.
melee state will be 4 axes instead of one (missile state can ocassionally jump to melee state).
skeletonbow (zombieman) are the weakest (and slowest) of the skeleton crew. They make this up by occassional ambush b/c they might as well make the first shot count.
missile state will be an poisonous arrow.
melee state will not be available. The skeletonbows will attempt to avoid melee.
skeletonsword (chaingunguy) is like a freakin' ninja! They would usually warp in on target and if they get stuck on a sector, they will temporarily +NOCLIP. Uses A_Warp (zdoomv2.6.1)
missile state will fade/warp near the target's vincinity for a melee attack.
melee state will block, slash, attempt numb, warp, warp, and slash.
http://zdoom.org/wiki/Classes:PowerSpeed
spawn (projectile -> monster) of horkdemon. Will act like a non-flying lostsoul, but really is a potential blob unit.
only melee state, but can multiply during pain state.
can also multiply on misses of target.
succubus (doomimp) will shoot red flare thing to reduce target's damage with normal damage.
missile state will reduce target's damage, inflict normal damage and cause RADIAL ammo drops (during projectile's spawn state!).
melee state will make succubus retreat at a distance and start blasting.
Sometimes, the ammo drops onto a unreachable condition so I compensate the loss by restoring dropitems to the skeleton crew.
Remember to keep track of extra ammo b/c you might need to save them for later. Whether the succubus wants enemies to play fair (you with lower ammo) or is just cruel (you with no ammo!), prepare to use the chainsaw or cover more often.
http://zdoom.org/wiki/Classes:PowerDamage
V Possibly NSFW VSpoiler:^ Possibly NSFW ^
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skullball (lost soul) was originally a projectile, but it will be a charging monster. In fact, it is truly like a ghost unlike the original lost soul monster. The plus side is that skullballs goes thru you. However, contact with the skullballs with cause immediate damage to its target (this is not A_SkullAttack statement). The worst scenario is facing a angry swarm that races to bleed out your life. Try using projectiles against these ghostly things and you will miss 100%. The only things that could kill/stop them are area-of-effect damage with help of walls/floors/ceilings and any bullet weapons. That means monster infighting with these ghosts are limited to the possessed and cyberdemon. At least you don't have to risk getting a rocket blown up in your face.
Spoiler:Notes + Standard:
v12+
Bow1 takes aim! Fires!
Bingo!
Axe1 pulls back a swing...
There goes the cleaver!
Ouch! That hurts! Time out!
The Succubus w/ her pimpin' balls of red light.
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The Psycho Orb, what you lookin' @? Don't get close!
Lich is a posing!
Hot stuff!
v13+
Baboon demon makes a rush!
And misses!
No cover! That means it's punchy time!
Baboon demon retaliates! What a huge setback! OMG!
Ok, it's time to finish this! Here is where it all ends.
*Whump!* Baboon demon wins.
v14+
Corrupted rogue archer makes a scene!
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Make a fling!
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Bam!
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v15+
Corrupted rogue flailer flings a heavy pair juggling @ ya! (har har, bad joke)
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v16+
The werewolf sings a tune!
Werewolf takes my criticism personally!
Ouch! (Seriously, the claws barrage is not to be trifled with)
v17+
BLOOD GOLEM!
Its acidic blood forever strains thy soul and I wonder why what awaits me after my demise. Gothic-ness! Ahhh!
v18+
IRON GOLEM! ZZZ!
Only melee while missile state? Ha!
Something's falling out of the sky!
I wonder what it... ah!
It's raining diablo bulletpuffs (supposed to be toxic metal rain, but whatevers)!
v20+
Three colorful buzzsaws for your groin-skewering experiences!
v22+
Now for each 1st map start/entry/breach, you get some ally monster kits, but watch out, it's quite a rude entrance!
Here comes the Las Vegas line dancers! I mean, line archers! Fire @ will!
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v21+
What the! It's the belated images of v21+! Something is killing off my archers, with a bang!
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It just killed off my last defender!
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Fuccck! I died.
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Watch out kiddies, the Goatman is here.
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Spoiler:Progress Summary:
+Full requirements:
-ZDoom v2.7.0+ (just for maintaining updated code, of course v2.6.1 was necessary)
-Doom2 iwad (for dialogue script implementation [which will be done later])
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
+Stuff for show-and-tell:
-Diablo Music Remixes! (this is extra media in case you are wondering)
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-Use crouch, and jump; it's not cheating, it's for gameplay
-Corrupted_Rogue_Archer shoots (only) 1 arrow projectile; ready fire when target is not visual; can dodge on See, Missile, Reload, and Area_Secured state (see ZombieMan)
-Corrupted_Rogue_Flailer shoots (only) 1 flail; flail is a rocket type projectile derivative so be careful; can dodge + shield (might shield bash) on See + Missile state (see ZombieMan)
-Bow1 shoots 3 arrow projectiles; ready fire when target is not visual; can warp on See, Hold_Arrow, and Missile state (see ShotgunGuy)
-Axe1 throws seeker axes, just like Bow + can sometimes shield itself (see ShotgunGuy)
-Succubus shoots ammo-stealing projectiles; projectiles can reduce damage on contact (see DoomImp)
-Werewolf claws + breathes streams of poisonous smog; can self-heal 2 (see ChaingunGuy)
-Baboon Demon is a real melee monkey!; knows to keep its toes on its goal! (see Demon)
-Psych Orb emits electric current + shoots electric magnetic (really, it magnetizes) ball (see Cacodemon)
-Lich A_VileTarget 5 Lich_Smokes (that A_RadiusGive resurrect to monster corpses) before A_VileTarget fatal and sticky Brazier_Flame (see Archvile)
-Blood Golem sprays acid blood, bleeds acid blood, + A_Warps (prepare for hell [on A_Warp + Melee, you will not be trapped {just yet! (if you got hit (well you're dead anyways)} due to certain death scenario of Blood Golem bleeding acid blood]) (see HellKnight)
-Iron Golem rains down toxic metal liquids/etc like chocolate rain, bleeds toxic metal liquids/etc (also known as diablo bits), + A_Warps (prepare for hell [on A_Warp + Melee, you will not be trapped {just yet! (if you got hit (well you're dead anyways)} due to certain death scenario of Iron Golem bleeding/raining diablo bits]) (see BaronOfHell [obviously its nature in offense is so radically different that it should be placed as a different monster role until further notice]).
-Blade Sentinel directly charges at target and if within melee target range (which is a bit beyond MeleeRange), it will adjust course towards the slow unlucky target. Contact will allow blade sentinel to dive down and begin surgical operation below the target's beltline. (see LostSoul)
-Ally_Rogue_Archer, ally range monster who comes in 4 summon/spawn kit in each 1st map start/entry/breach.
-Gameplay is quite difficult and I don't frown on multiplayer survival game session w/ respawning items option (you got to watch for the skeleton crew [they are that good]) // I might change these lines
+Stuff yet/never done:
-Not all proper monster sounds are available due to difficulty of access and extraction
-Not all monster images are correct due to some error(s) in the extraction process (this is true for the wielder of some weapons, but I try to go for the weapons that don't sync out of whack [exception are minor inconsistencies])
-Some of the Psycho Orb's frames are cut off
-Sticky Brazier_Flame actors are not sticking nor damaging golems possibly due to radius size or something like that
-WARNING: +DONTHARMCLASS/+DONTHARMSPECIES becomes +NORADIUSDMG for any received actor that A_Explode (thru A_VileTarget, A_RadiusGive, and the like [potential lag issue])
-2 ACS script lumps impossible w/o execution conflict of ACS scripts (thankfully, it's not a fatal error [clumped ACS script blocks into one lump])
-Intermission cast animation interfered w/ itself (cannot be much fixed for some reason).
-Analyzing lag vs coolness factor (w/ lag in mind)
-Analyzing the utmost gameplay difficulty w/ target identity tracking code (hehehe)
+Stuff currently in progress:
-Crew/species-based random monster generators to replace monster roles when applicable
-Have barely scratched the surface of Diablo2 : Lord of Destruction resources
Spoiler: Current Monster List:
+ZombieMan Placement
-Corrupted_Rogue_Archer (DoomImp stat)
-Corrupted_Rogue_Flailer (DoomImp stat)
+ShotgunGuy Placement
-Bow1 (ZombieMan stat)
-Axe1 (ShotgunGuy stat)
+DoomImp Placement
-Succubus (DoomImp stat)
-Werewolf (ChaingunGuy stat)
+Demon + Spectre Placement
-Baboon Demon (Demon stat)
+HellKnight Placement
-Blood Golem (HellKnight stat)
+BaronOfHell Placement
-Iron Golem (BaronOfHell stat)
+LostSoul Placement
-SkullBall (LostSoul stat)
+Cacodemon Placement
-Psych Orb (Cacodemon stat)
+Archvile Placement
-Lich (Archvile stat)
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+Revenant Placement
-Goatman (Revenant stat; Can resurrect monster for the lulz [he's goatman, dumbass!]. Do some flashy scythe attack, which rips thru things, projectile + melee wise. Flash might cause poison damage.)
+PainElemental Placement
-Roman Arena Spinner Trap (? Placement; A evil buzzsaw that A_PainAttack sentient ninja star monster [? stat]. It knows no pain.)
+Arachnotron Placement
-Frog Demon (Arachnotron stat; shoots a [buckshot-] volley probability of poisonous globs. Globs leave a random lingering poisonous smoke. Obviously immune to poison.)
+Fatso Placement
-Thorned Hulk (Fatso stat; Can reel in target/passerbys and start in melee. Shoots a volley probability of explosive cannonballs. Might be able to burrow itself + walk thru walls.)
+WolfensteinSS Placement
-Griswold (WolfensteinSS stat; some stupid melee dumbass [Baboon Demon human equivalent]. Might shoot a melee poison projectile [will be immune to poison if necessary {same will be applied to Flesh Golem then}]. -SOLID.)
+SpiderMasterMind Placement
-Giant Spider (SpiderMasterMind stat; behavior not completed)
+Cyberdemon Placement
-Blood Lord (Cyberdemon stat; behavior not completed)
Spoiler: Current Props List
+BigTree + TorchTree Placement
-BigTree + TorchTree (? stat; may spawn Thorned Hulk [Fatso stat])
+EvilEye Placement
-Fire Tower (? stat; stationary guard, shoots poisonous/explosive arrows. Is sentient.)
+Stalagtite Placement
-Some plant dude. (? stat; A_PainAttack some vines that start spraying acid [w/ the use of rails + maybe poison]. Might use its own vine to start similar attack.)
+FloatingSkull, HeadCandles, HeadOnAStick, HeadsOnAStick, HeartColumn, + SkullColumn Placement
-FloatingSkull, HeadCandles, HeadOnAStick, HeadsOnAStick, HeartColumn, + SkullColumn (? stat; may spawn Bone Tenacles [Fatso stat {due to the wide width}; they are like worms, they pop out of places + try to draw the target w/ A_RadiusThrust {should the target be close enough} for a piercing. Can A_Warp so switching between -SOLID + +SOLID will happen. Too happen if if happens to ensnare you.])