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Monster Resource Wad

Posted: Mon Jun 28, 2004 8:42 am
by Nanami
I've been working with this for a while, and I think the bugs are finally gone, so it's worth a small demo release.

Get the wad here. (It is updated periodically as new monsters are added.)

Current monsters include:

* My original Dark Imp (heat seeking fireball)
* Void's Dark Imp (two fireballs used at random)
* SkullTag's Dark Imp (x2 speed fireball)
* Stone Imp, by Espi
* Arachnophyte, by Quasar
* Imp Warlord, by Espi
* Bat Familiar, by Espi (spawned by Warlord)
* Dragon Familiar, by Espi (spawned by Warlord)
* Snake Imp, by Cyb
* Satyr, by me

More information on each of the monsters is in the DECORATE lump, at the top of the file.

The monsters I plan on including next are:

* The new imp, new hell noble, and new cacodemon from TNT3, coded slightly differently so their mass and pain states and such things are more appropriate.
* More monsters from SkullTag, if possible, like the blood demon and belphegor (slayer) and super shotgun guy.
* Espi's pistol zombie.

And because it's appropriate, suggestions and bugs are welcome, but keep in mind:

* None of the monsters will be inherited from others. This is supposed to be a stand-alone resource wad, so although it would make for shorter code if a lot of the monsters (like the dark imps), had a parent monster, it's possible not all of them will be used in a wad. The intent is for instant copy and paste use in wads.
* The arachnophyte's flames don't animate much, but that's the way Quasar submitted it, so I doubt it'll change.

There, now doesn't everyone love lists? If you have any monsters you want included in this, feel free to post them here or e-mail (Kara@xfury.net) them to me. It will most likely still be a while before I upload this to the idgames archives.

IMPORTANT NOTE: I no longer head this project, or have a part of it. This project was released to the general public some time ago and it may change hands in the future. I had a good time working on it, but am no longer responsible for what might go into it! Thanks to all who participated and may participate in the future.

Posted: Mon Jun 28, 2004 9:07 am
by Xaser
Yes! This is 1337! <3

Heh. Sorry. Anyway, this is pretty damn cool. Is there any way I can add a monster to the list? My monster is pretty cool, although a bit strange. :P
:P

Posted: Mon Jun 28, 2004 9:13 am
by Nanami
If it's good I'll add it (that is, graphics that weren't drawn in MS Paint, something people would actually use in a wad). Post it here and I'll take a look.

Posted: Mon Jun 28, 2004 9:55 am
by Xaser
Well, the graphics are actually decent (edited cyberdemon frames to remove cybernetic parts and then recolored orange. I painstakingly made sure it looks good. It's not a cheap hack (aside from maybe the attack frames)), and the monster itself is quite cool. However, it's a bit too big to post up here. Could I e-mail it to you?

Posted: Mon Jun 28, 2004 9:57 am
by Xenaero
Here you go. I got the Belphegor, Cacolantern and Blood Demon from ST.

Code: Select all

PROJECTILE CacolanternBall
{
	SpawnNum 255
	Sprite BAL8
        Frames "5:AB"
        DeathSprite BAL8
        DeathFrames "CDE"
        Radius 13
        Height 8
        Speed 20
        Damage 9
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
        SpawnSound "monsters/fireball"
        DeathSound "monsters/fireballdeth"
        DoNotHurtShooter
}

ACTOR BloodDemon : Demon 32181
{
	Health 300
	Speed 12
	Meleedamage 5
	REACTIONTIME 8
	MONSTER
	HitObituary "%o Was chewed up and spat out by the Blood Demon."
	//$Category monsters
	States
	{
	Spawn:
		SRG2 AB 10 A_Look
		Loop
	See:
		SRG2 AABBCCDD 2 A_Chase
		Loop
	Melee:
		SRG2 g 0 A_PlaySound ("Demon/Attack")
		SRG2 E 8 A_FaceTarget
		SRG2 F 8 A_FaceTarget
		SRG2 G 8 A_MeleeAttack
		Goto See
	Pain:
		SRG2 H 2
		SRG2 H 2 A_Pain
		Goto See
	Death:
		SRG2 I 8
		SRG2 J 8 A_Scream
		SRG2 K 4 
		SRG2 L 4 A_NoBlocking
		SRG2 M 4
		SRG2 N -1
		Stop
	Raise:
		SRG2 NMLKJI 5
		Goto See
	}
}

ACTOR Cacolantern : Cacodemon 32182
{
	Health 800
	Speed 8
	Meleedamage 6
	REACTIONTIME 8
	MONSTER
	Missiletype CacolanternBall
	HitObituary "%o admired the Cacolantern's teeth."
	Obituary "%o couldn't take %h eyes off the eye."
	//$Category monsters
	States
	{
	Spawn:
		HED2 A 10 A_Look
		Loop
	See:
		HED2 A 3 A_Chase
		Loop
	Missile:
		HED2 B 5 A_FaceTarget
		HED2 C 5 A_FaceTarget
		HED2 D 5 bright A_MissileAttack
		HED2 C 5 A_FaceTarget
		HED2 D 5 bright A_MissileAttack
		Goto See
	Melee:
		HED2 B 7 A_FaceTarget
		HED2 C 7 A_FaceTarget
		HED2 D 0 A_PlaySound ("Imp/mAttack")
		HED2 D 7 A_MeleeAttack
		Goto See
	Pain:
		HED2 E 4
		HED2 E 4 A_Pain
		HED2 F 5
		Goto See
	Death:
		HED2 G 8
		HED2 H 8 A_Scream
		HED2 I 8
		HED2 J 8
		HED2 K 8 A_NoBlocking
		HED2 L -1
		Stop
	Raise:
		HED2 LKJIHG 8
		Goto See
	}
}

ACTOR Belphegor : HellKnight 32183
{
	Health 1500
	Speed 8
	Meleedamage 15
	DeathSound "Baron/death"
	REACTIONTIME 8
	MONSTER
	Missiletype BelphegorBall
	Obituary "%o was incinerated by a Belphegor."
	HitObituary "the last thing %o saw was the Belphegor's abs."
	//$Category monsters
	States
	{
	Spawn:
		BOS3 AB 10 A_Look
		Loop
	See:
		BOS3 AABBCCDD 3 A_Chase
		Loop
	Missile:
		BOS3 E 8 A_FaceTarget
		BOS3 F 8 A_FaceTarget
		BOS3 G 8 A_MissileAttack
		BOS3 F 8 A_FaceTarget
		BOS3 G 8 A_MissileAttack
		BOS3 F 8 A_FaceTarget
		BOS3 G 8 A_MissileAttack
		Goto See
	Melee:
		BOS3 E 8 A_FaceTarget
		BOS3 F 8 A_FaceTarget
		BOS3 G 0 A_PlaySound ("Imp/Attack")
		BOS3 G 8 A_MeleeAttack
		Goto See
	Pain:
		BOS3 H 2
		BOS3 H 2 A_Pain
		Goto See
	Death:
		BOS3 I 8
		BOS3 J 8 A_Scream
		BOS3 K 8 
		BOS3 L 8 A_NoBlocking
		BOS3 M 8
		BOS3 N 8
		BOS3 O -1
		Stop
	Raise:
		TRO2 ONMLKJI 8
		Goto See
	}
}

PROJECTILE BelphegorBall
{
	SpawnNum 255
	Sprite BAL7
        Frames "5:AB"
        DeathSprite BAL7
        DeathFrames "CDE"
        Radius 13
        Height 8
        Speed 20
        Damage 10
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
        SpawnSound "monsters/fireball"
        DeathSound "monsters/fireballdeth"
        DoNotHurtShooter
}
This is from my DECORATE lump in my project, so the doom ed num may not be correct, neither may be the projectile names heh.

It could use some work, espicially since you said no parenting. :p Just presenting what I got so far. I could also get the original monster decorate info from doom and doom2 if you aren't doing that yourself already.

Posted: Mon Jun 28, 2004 11:04 am
by Nanami
Excellent! This should be very useful. I'll need to make a few changes (like taking out the "PlaySound" codepointers and simply defining monster sounds), but most of it looks like it's there.

By the way, I'm almost afraid to ask, but what's your project? It's not "SkullTag for ZDoom" is it? Because if it is, I was going to do that, heh. I'd be glad to help you work on it if so.

And to Xaser, yes, feel free to e-mail it.

Posted: Mon Jun 28, 2004 1:01 pm
by BouncyTEM
here's something that could help out in that monster resource wad...
TEH ZOMBIE MARINE!
[normal marine except with blood stains and a more pale green armor]

Posted: Mon Jun 28, 2004 1:30 pm
by Enjay
This WAD is cool. Good Job Nanami (et al). Nice to see some of the beastiary creations coming to life.

Going to grab Bouncy's WAD now.

Oh, and Bouncy, this may interest you. :)

http://groovetown.co.uk/songs/reddwarf/ ... =22&id=338

Posted: Mon Jun 28, 2004 2:56 pm
by Xenaero
Nanami: The Doom Twilight Chronicles. :) (link : http://www.megareviews.com/index.php?id=dcmain )

Actually, it was supposed to be for Skulltag, but since it doesn't have actor support in decorate, I moved to zdoom. I really do want to use runes and powerups and weapons it has though. :p I am actually going to emulate the minigun and railgun once .64 is out.

On another note, i'll begin on the normal doom2 monsters.

Posted: Mon Jun 28, 2004 2:59 pm
by Nanami
Nice stuff Bouncy. The height seems wrong, but I'll fix that (with autoaim off and mlook you can shoot him in the chest and hit the wall behind him with no damage done).

Yeah, Enjay, I wanted to create some of the Beastiary stuff, but unfortunately nobody is really willing to make any of them. I had to beg and beg Espi to do the warlord. There are a lot of them I'd love to see though.

Posted: Mon Jun 28, 2004 3:04 pm
by Graf Zahl
If you add Bouncy's marine zombie you should give it lower health. 350 is too much for a human.

Posted: Mon Jun 28, 2004 3:28 pm
by Janizdreg
Excellent set of monsters, though the Satyr has Imp Warlord's obituary message.

Posted: Mon Jun 28, 2004 4:24 pm
by Nanami
Janizdreg wrote:Excellent set of monsters, though the Satyr has Imp Warlord's obituary message.
Oops, I'll fix that. I'll also lower the health on the marine zombie (I also don't think he should drop a chaingun, since the weapon he uses is much unlike the chaingun).

I added all three SkullTag monsters. The sounds were used a little oddly (with codepointers rather than defined normally), and I had to add in some things like size and mass and such.

A few additions for the next version (so far):

* Stone imp puffs instead of bleeds, and uses a different sound for scratching
* Espi's made some changes to the arachnophyte's torches
* Blood Demon, Cacolantern, and Belphegor added
* While looking for better sprites of the Belphegor (which I seem to have lost), I found a monster by Lil White Mouse that she made for an abandoned project of mine. I've added it to the wad (it's a Scorpion Mastermind with 2000 health, which shoots both a chaingun and rockets at random)

By the way, I used the +BOSS bit for the scorpion, but this doesn't seem to include immunity to splash damage. I didn't see any bits that gave this property. Is there one?

Next on my list is to add Bouncy's marine and rip the new monsters from TNT3, rename them, and code them.

Posted: Mon Jun 28, 2004 5:31 pm
by Graf Zahl
Nanami wrote: By the way, I used the +BOSS bit for the scorpion, but this doesn't seem to include immunity to splash damage. I didn't see any bits that gave this property. Is there one?
+NORADIUSDMG

Posted: Mon Jun 28, 2004 5:48 pm
by Janizdreg
What I'd yet like to see included is marines using the sprites from the Marine Skin Pack. Also, IMO, it'd be best to implement them pretty much like Enjay's Marine Assault did, not the way they currently are in ZDoom itself (in which especially the rapid-firing & suicidal RL marine is just silly).