QuakedoomNukem Cz wrote:For enemies i meant placeholders.
Several, not sure what the exact amount is, but for the most part it's stuff I can fix myself. (Such as the final boss sprite)
However, there is a sprite that I tried to do myself but I can't sprite to save my life, such as...
[spoiler=Don't click unless you've passed level 3]
This here is basically suppose to be a ''super'' version of the jetpack revenant. This version won't use a jetpack though.
What's missing is the shoulder cannons (tried to use doom64 mancubus cannons, looked bad), the extra arms (check the death sprites, you'll see), and some frames have part of an arm missing.
What I was thinking of was the shoulder cannons were connected to the mega revenant's back in a similar way of the mancubus.[/spoiler]
Anyhow, just updated the first post with version 1.1 with some minor fixes.
[spoiler=1.1 Changelog]-ADDED: Fixed some bloodcolors on some enemies, such as blue blood on cacodemons.
-ADDED: Several new props were added to map03.
-CHANGED: Pistol altfire is stronger, both on normal and berserk mode.
-CHANGED: Fusionar sprites
-FIXED: Several texture mistakes and misalignments here and there.
-FIXED: Melee revenants were slower on harder difficulties.
-FIXED: Map05 had a script that did not execute, thus making it impossible to continue on.
-MISC: Added some forgotten credits, such as Paul Corfiatis. (Map04 was built off of here --- https://www.doomworld.com/idgames/level ... -9/0scraps