[WIP/NSFW] Animilation Monsters v06

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RV-007
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[WIP/NSFW] Animilation Monsters v06

Post by RV-007 »

Hello everybody,

I'm new at zdoom scripting, spent three months making a few doom wads in progress, and want to promote a [WIP].
This wad is a sprite wad and it is not original. I plan to change the monster and projectile data later.
The theme of this wad is manga/anime illustrations, where the doom marine must fight against these twisted monsteriousities of evil.

This wad may appeal to doomers who want to bring justice to manga/anime illustrations; of course, where the manga/anime illustrations roam, the innuendos follow. I consider those innuendos as NSFW.
This wad is designed to be against manga/anime illustrations so I expect some hell coming up soon.
I cannot comprehend how foul this wad is, but comments/feedback are welcome.

Animilation Monsters:
n/a
Animilation Skins (for the default DoomPlayer player class):
n/a
My suggested weapons wad to kill off monsters:
http://forum.zdoom.org/viewtopic.php?f=19&t=33973
Suggested maps wad to kill off monsters:
http://doomworld.com/idgames/index.php? ... mariko.zip
http://doomworld.com/idgames/index.php? ... akondm.zip

Monster Roster List:
Spoiler:
Screenshots:
Spoiler:
Notes + Standard:
Spoiler:
Last edited by RV-007 on Fri Feb 27, 2015 2:03 am, edited 52 times in total.
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TerminusEst13
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by TerminusEst13 »

Anime/manga? Oh, dear.

Tttttthose are some high-res models. Might I ask where they came from?
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DenisBelmondo
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by DenisBelmondo »

DOOMGUY-SAN... ITAI~
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by RV-007 »

TerminusEst13 wrote:Anime/manga? Oh, dear.

Tttttthose are some high-res models. Might I ask where they came from?
Yes, they are here.

TerminusEst13, the means of your curiousity will lead to a medium that touches beyond mature content (also mentioned in the readme note).
The answer depends on how determined one wants to know the origin of these high-res models or want to create customized manga/anime models.
Before I provide an answer, I have to figure out if disclosure would lead to a ban to my zdoom forum account. Then I have to see if anyone wants to press on towards the origin of these high-res models.

EDIT (04:14PM, 03/09/2011):
After careful reading of the Official Zdoom Forum Rules (Global Moderator wildweasel of http://forum.zdoom.org/, http://forum.zdoom.org/viewtopic.php?f= ... 44#p529167) I, RV-007, decide to refrain from objectionable posts (as stated in the "Mandatory Forum Rules" section) so that I can ensure that the doom1and2_animilation_sprites_scaled_v## wad will continue thriving. I regret to cause any grievances from this answer.
Last edited by RV-007 on Sat Sep 03, 2011 5:14 pm, edited 1 time in total.
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Mikk-
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by Mikk- »

AM I KAWAII UGUU~~
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LordTyphoon
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by LordTyphoon »

Why not just outright say it's from an h-game or something stupid like that, just don't link to the actual content or whatever, a name drop won't change much I think

Also do you get off speaking in such a diplomatic and formal manner about doom and animes?


EDIT: Also.. "a medium that reaches beyond mature content"

What the hell is that even supposed to mean..

is this the ultra-porn Futurama spoke of??

In which case I doubt you're 100 years old, thus too young to be browsing any of this
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wildweasel
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by wildweasel »

They look like screengrabs from 3D Custom Girl.
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TheDoomGuy
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by TheDoomGuy »

The auditory portion of this particular project stimulates my phallus in lieu of arousal caused by said WAD; as a result, a healthy erection is evoked.
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Matt
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by Matt »

TheDoomGuy wrote:The auditory portion of this particular project stimulates my phallus in lieu of arousal caused by said WAD; as a result, a healthy erection is evoked.
I am now considering trying to download this again.

Unless you are aroused by high-pitched Japanese porn chick squeaking.

EDIT: dammit it seems you are :(

and now i am being attacked by the 50 foot woman clone zombie army
it is like the greatest b movie ever except playing it makes me feel like one of those guys who collects huge pillows with cartoon girls on them
::removes one of his monster replacement autoloads and everything works as intended::

Suggestions:
- Possibly defining the sprites in TEXTURES so the scaling still works if you also have another thing running.
- Scaling the sprites even smaller - they're still way too tall right now.
- It seems the death sequences are incomplete? The "gib" animation looks fine but the "fall over" animation seems to end mid-fall.
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by RV-007 »

Vaecrius wrote:
TheDoomGuy wrote:The auditory portion of this particular project stimulates my phallus in lieu of arousal caused by said WAD; as a result, a healthy erection is evoked.
I am now considering trying to download this again.

Unless you are aroused by high-pitched Japanese porn chick squeaking.

EDIT: dammit it seems you are :(

and now i am being attacked by the 50 foot woman clone zombie army
it is like the greatest b movie ever except playing it makes me feel like one of those guys who collects huge pillows with cartoon girls on them
::removes one of his monster replacement autoloads and everything works as intended::

Suggestions:
- Possibly defining the sprites in TEXTURES so the scaling still works if you also have another thing running.
- Scaling the sprites even smaller - they're still way too tall right now.
- It seems the death sequences are incomplete? The "gib" animation looks fine but the "fall over" animation seems to end mid-fall.
Yes, the sprites are completely churned out in its actual size in the game until the scale attribute is implemented for each actor. Can I know which monster replacement autoload affects the doom1and2_animilation_sprites_scaled_v## wad?
|
I could define the sprites in the TEXTURES lump script, but I do not think that the zdoom wikipedia site helps too much for that lump. I do not know much about the DEHACKED lump either, but I been looking around the DECORATE lump and I could see that there are many things that could be done with this lump.
Should I use the DECORATE lump (with the #include statement) instead? I know I will have to define the classes/actors, but at least I am able to place custom names to the image and sound files (SNDINFO lump and Predefined_Sounds statements).

I could still make the sprites a bit smaller (current scale at 0.12), but the detail will get even fuzzier. I know that the images overlay under doorways (e.g. doomimp/temptor walking around the E1M1 exit for doom1) so I might make the image scale much smaller. This is not to make the doom marine look taller, is it?

I have the animation frames for "normal/fall over" death states, but it shows the sprites falling over to their side. I do not think that it is good enough for the death state. I could just reuse the same death animation frames for the death and xdeath state.

I also know that graphical placements is not much to doom wads, but I made this monster sprite wad anyways.

EDIT:
It looks like the scaling does not like a combination of wads in gameplay. I'm going to use the DECORATE and see if things get better.
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neoworm
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by neoworm »

wildweasel wrote:They look like screengrabs from 3D Custom Girl.
And they surely are. You can tell bacause of the characteristic peach shaped bodies and the absolutelly identical face.
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v10

Post by RV-007 »

Wad updated.

+Scale + DECORATE lump script change: Finished

+Challenging Sprites: Finished
The sprite are like robots in a way so they strafe/dodge from time to time.
The temptor (aka doomimp) will now be able to fly and shoot poisonous seekermissile doomimpballs that spew fire so stay away from the front.

+Death/XDeath State Change: Finished
The sprites will now spew fire (which damage player or monster) and then explode (no A_Explode) or burst into flames. Either way, they stay dead.
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Dynamo
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by Dynamo »

Oookay... What am I seeing? Stuff that appears to be rips of terrible anime 3D models that have /nothing/ to do with Doom at all. Swan Fox already showed us time ago that doom and anime (maybe because anime is terrible but that's just my opinion) do not go together well, but at least swan fox had some.. well it tried to retain the original doom's feel in a way. This does not.

Do people seriously think that anime and their favourite videogames should go together no matter what? There is a reason if Doom doesn't have any anime content - it is not suited for it.

I really don't want to offend you, but if you spent 3 months working on this, I highly suggest you halt this project and contribute to HacX 2.0, Killian Reed and other actually good projects for the next three months.
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LilWhiteMouse
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by LilWhiteMouse »

CKeen wrote:just my opinion
If a project's content doesn't appeal to you, then move on. There's no need to try and tear down someone elses work because you don't like it.
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Dynamo
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by Dynamo »

LilWhiteMouse wrote:
CKeen wrote:just my opinion
If a project's content doesn't appeal to you, then move on. There's no need to try and tear down someone elses work because you don't like it.
I merely stated my opinion. If the projects I mentioned will never speed up because people waste their time with model rips we'll know who to blame.

Then again, it's his mod so he can do whatever he wants with it. Sorry if I sounded too harsh. But half naked anime girls in wolfenstein 3d levels? I'm not amused.

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