[WIP/NSFW] Diablo Monsters v22

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RV-007
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[WIP/NSFW] Diablo Monsters v22

Post by RV-007 »

Who said magic was weak shit? You don't know magic till you fight off these motherfuckers. Prepare for hell + prepare 4 shit! You b eyeballin' like no tomorrow, or defusing a C-4, lol. This monster wad is not ready for gameplay (not throughly tested yet). Okay, enough intro.

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:
n/a
Diablo1 Butcher:
n/a
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(Incomplete/Un-offical/Outdated) Monster Roster (also considered NSFW):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):
Spoiler:
Notes + Standard:
Spoiler:
Progress Summary:
Spoiler: Current Monster List:
Spoiler: Current Props List
Last edited by RV-007 on Thu Mar 26, 2015 5:28 pm, edited 152 times in total.
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RV-007
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by RV-007 »

I was about to do StarCraft sprites but the quality gets fuzzy and the perspective is too much of bird's eye to see a side.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by Bourbon Cowboy »

RV-007 wrote:I was about to do StarCraft sprites but the quality gets fuzzy and the perspective is too much of bird's eye to see a side.
Nah, of course those sprites from the original StarCraft are no good when speaking about using them in a Doom mod. It's easier to draw a StarCraft-themed enemy sprite from scratch (that's what I'm currently attempting to do), or you may try ripping 3D models from Project Revolution, an old WarCraft 3 TC.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by RV-007 »

The succubus sprite set will probably be the bulk of the wait time. I had to have some fashion walkway sense in matching the outfits w/ the body. This applied to animation-transition to each angle of each pose.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by Ravick »

Looks cool! Specially waiting/expectating for the Eye, the skullball, and the "spawn"! *-*
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by NachtIntellect »

I like the black spider, The Nakrul somewhat reminds me of resident evil.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by RV-007 »

I admit that editing the sprites was a boring chore. I even played a bit of StarCraft as a hope of motivation. That failed. I will make the upcoming monsters as doom/action-like as possible.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by Ravick »

Man, playing games takes motivation of others tasks. It does not give motivation. :(
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by RV-007 »

Time was wasted when I decide to play a little bit of doom online. Maybe a little too much time wasted. I post this up as a chance to at least shock me to finish the first sprite (the blended succubus in black) before I have to do other things (crunch time). After that, things should go much easier.

EDIT (24/03/2012):
I finally finished all angles the first pose (missile state animation) of the succubus sprite. Took longer than I expected b/c of the numerous quantity of frames. Not to mention that I have to tweak the pixels a bit to add more asesthetic value (mostly shadows) for the wing horns/barbs/hooks.

I also have the goatlord to do, which also have the wing horns. Both the succubus and goatlord will take more time to finish b/c of the black background and my antics about the wing horns.

In addition to the sprites, I will use certain themes about Discordianism b/c I think it looks cool that way. Image in spoiler. I think some music will help me keep focus on the sprite edits.
EDIT (27/03/2012):
I almost forgot how classical music help me with my first sprite work. This time,it is Unreal Tournament.
Last edited by RV-007 on Sat Jun 16, 2012 2:09 pm, edited 1 time in total.
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Re: [WIP/Under Production] Diablo1 Monsters Version 00

Post by RV-007 »

I have to put a three month freeze on this. I am losing more time to continue on with the sprites, but maybe I will have more time later.

I finally finished at least one of the sprites and have it in working order. The sprite is still in rough draft, thanks to the SLADE sprite renderer.I tried twisting the WeaponLevel2 to make use of weapons to hurt the player (this is supposedly what happened in the Diablo series), but it was all in vain. I did succeed in getting Diablo fonts online. The end result of it all made me cramp all frames into the few essential actor states. The cramping made the succubus move much slower so the nightmare difficulty might actually be fun. I think I ought to apply the +ALWAYSFAST flag and maybe use more medievial weapons to balance out the slow movie monsters. The succubus still make pretty good snipers (and dummies [that's Diablo lol]). I tried to put off any potential fetish with Diablo's gore stuff. So far, it looks cool. I wrote about the Discordia theme, but I am not yet a mapper so I will put out that idea for now.

The main things I need help with is Diablo fonts, making monsters regenerate health, and some other stuff about M_DOOM lump (etc). The current problem with my developing project is that it is not gonna be 2.5D the way Doom did (I can live w/ that) or the monster behavior is a bit slow on the difficulty. I'll make sure that the succubus will be able to summon goatlords or something like that.

Get the WIP on the first post of the first page for further information on Diablo fonts and testing.
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Re: [WIP] Diablo1 Monsters Version 01

Post by RV-007 »

Redid the succubus sprite to more full .png color (wings more blue). Some pixel edits here and there. The rest of the sprites should come along quickly despite a near 500 file image set for each monster. It's a lot of files, but I got other sprites I can do to take a break from the diablo quality.

I also got diablo2 monster sprites so let me know which ones are good. I never played this series before. I think I should also get some items or objects in the project as well.

EDIT (15/06/2012):
Okay, I finally got out a new monster added into the project. That new monster is the skullball. Its behavior is like a ghost. The animation is boring, but the monster behavior is fun enough. There's not much difference to the lostsoul, but there is invulnerability to projectiles on a direct hit (people usually resort to low-grade weapons for low-grade monsters anyways). From then now, I am on the 500 frames sprites, nothing lower. I also look forward to audio suggestions b/c I haven't figured that out yet (succubus and skullball). Spent quite a while testing the new monster so feedback/criticism is welcome on the skullball monster.
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Re: [WIP/Analysis] Diablo1 Monsters Version n/a

Post by ibm5155 »

RV-007 wrote:I was about to do StarCraft sprites but the quality gets fuzzy and the perspective is too much of bird's eye to see a side.
do a starcraft 2 so ^^
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Re: [WIP] Diablo1 Monsters Version 01

Post by RV-007 »

The SC2 units are 3D models and I hardly had any experience to make 3D models. Personally, I don't like about the aesthetics of SC2 images. Basically, it's a no-can-do for me.
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Re: [WIP] Diablo1 Monsters Version 02

Post by RV-007 »

New monster, spawns. Does not inherit from doom monsters. Use console command, "summon spawn" or "summonfriend spawn" to see the monster. You may notice that spawns do not emit diablo blood/gore. The reason for that is b/c it looks like a blood cell anyways. The real reason is b/c this monster utilizes a spawn-spam-possible multiplitude so to add diablo blood/gore would be VGA unfriendly.
Spoiler: Story fillers
The skullball now spawns at different heights for a bit of variable gameplay.
Last edited by RV-007 on Tue Jun 19, 2012 10:51 am, edited 1 time in total.
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Re: [WIP] Diablo1 Monsters Version 02

Post by Kinsie »

I'm not sure you could take screenshots that were any less inviting. That font is barely legible!
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