ARACNOCIDE 2.8 (Updated 06/AUG/24)

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Dr_Cosmobyte
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ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Image

REIMAGINED. REBUILT. REVAMPED.

Still compatible with Raven games, load enemies after the mod if you wish to blast spiders.

2.0 TRAILER:


LINKS:

Enemies pack

Weapons pack

Which class should i play with today?

The Hives of Madness by Mosshopper
https://mega.nz/#!v8FC3SQK!Jtr1B-d1nuHZ ... gYb7Kg0weU

Infestation demo by Goaldude-00
https://www.mediafire.com/file/d95h7k4p ... O.wad/file

Addons to enhance the experience:
Looking for a monster pack to go with this? I'm pretty sure you'll find your favorite stuff here.

War Trophies
DamNums
Gun Bonsai
Live Reverb
Nashgore
Yamaha Overdrive
Doom SNES Jukebox - TetraPack
DOOM SNES Jukebox - UltraPack

HAVE FUN!!!
Last edited by Dr_Cosmobyte on Tue Aug 06, 2024 10:28 am, edited 157 times in total.
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chronoteeth
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by chronoteeth »

very nice! Though I have to admit that m60 sprite is starting to get overused
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by Dr_Cosmobyte »

Yeah, i agree. I tried to resize NAM sprites, but it became a mess. :P
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by chronoteeth »

its more just overused! I think a nice center aimed machine gun would be better tbh
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by Dr_Cosmobyte »

I dicarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)
a gatling gun (Overpowered and out of context) and some melee weapons (good for nothing).

About the SMG, i have my doubts about making a modern one or some classical ones, like the AK or the STG-44.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by chronoteeth »

I just think to keep consistency the m60 should have a sprite change to be center aimed, thats all! :o
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by YukesVonFaust »

GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)
oh, not the flamethrower!
maybe you should use the Reelism Burning states instead
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by wildweasel »

YukesVonFaust wrote:oh, not the flamethrower!
maybe you should use the Reelism Burning states instead
Just make sure you ask permission to use them first.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by Dr_Cosmobyte »

YukesVonFaust wrote:
GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)
oh, not the flamethrower!
maybe you should use the Reelism Burning states instead
Yes, killing spiders with fire would be amazing. I'll download reelism to see the burnin' states.
wildweasel wrote: Just make sure you ask permission to use them first.
Don't worry, i'll contact the creators :D

And, Here are some weapon sprites i discarded from this one or other projects (actually i considered using them on Aracnocide):
Spoiler:
Last edited by Dr_Cosmobyte on Sat Jan 02, 2016 8:16 am, edited 1 time in total.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by chronoteeth »

truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by Dr_Cosmobyte »

chronoteeth wrote:truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday
Thanks! I'm reconsidering them in-game :D
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Post by chronoteeth »

cause i enjoy the center aimed sprites a lot more (and to coax you to change the overused m60 to help keep center aimed sprites balanced and thematically consistent) heres cleaned up center aimed sprites for the two best guns so you can make em look better

Image
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

Game is finally released! See first post!
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Post by -Ghost- »

I'd say go for ammo drops, I've always hated infinite ammo stuff.
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Post by Zhs2 »

I would say that anything would nice over grinding away with the crowbar. Case in point: Doom 2's own MAP02. The map practically forces you to rely on dropped shotguns to survive, and without them you are very, very shanked. The pistol here wouldn't help much even if it did have infinite ammo, but the chainsaw would at least be a boon.

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