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Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Sun Jun 08, 2008 7:43 pm
by Ghastly
I'm hoping all these monsters'll be Doom 2-style, so they'll mesh well with the existing Doom monsters. These monsters would be available for anyone who wants to use them, so you could use them for Redemption of Evil, if you want.

I'm hoping, at some point, to use this to remake Doom 3 for ZDoom, GZDoom and Skulltag. I realize that Fabio is doing the same thing, but it's OpenGL only and almost certainly won't be multiplayer compatible :P.

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Sun Jun 08, 2008 9:35 pm
by przndoom
ill try to get a zombie set

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Mon Jun 09, 2008 9:35 am
by CaptainToenail
Thanks for calling my hard hours work on that Lost Soul as
yeah that was just a 5 min edit...
:lol:

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Mon Jun 09, 2008 4:11 pm
by przndoom
CaptainToenail wrote:Thanks for calling my hard hours work on that Lost Soul as
yeah that was just a 5 min edit...
:lol:
:lol: you made a joke that scared me for being a dick?? lol


im talking about my hell knight...lol

():)

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Wed Jun 11, 2008 3:10 pm
by Ghastly
So, who's working on the Forgotten One? :P

@Toe: If you can continue it, that'd be great. I won't need it for a while, so when you start getting bored of the copypasta, just take a break from it for a few days.

I also have a few good ideas of making the Maledicts attacks. Just simple fireballs, a ripping projectile with an exploding trail, and random-offset/random-angle projectiles for the meteors. It won't be able to fly along a set path like it usually does (Inheriting from the Death Wyvern won't work, I don't think.)

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Wed Jun 11, 2008 7:34 pm
by Grimm
Apparently the Death Wyvern moves entirely via path nodes.

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Wed Jun 11, 2008 11:21 pm
by Nightmare Doom
What about doing new sprites from scratch rather than altering existing ones?

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 6:43 am
by Ghastly
That takes a lot of time and skill to do. Several monsters will need whole from-scratch sprites, like the maggot and cherub, though.

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 7:15 am
by Orangewaggs
If you want to have fun making sprites try making the spider master mind concept that id had im sure you can find it on google

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 7:19 am
by Grimm
After playing through the Hell section of Doom 3 over again for the first time in awhile, I personally vote you leave the Cherub out. Most annoying, ridiculously overpowered enemy ever. I hate those damn things.

Having said that, squishing down the sergeants head and some other creatures upper torso would probably be a solid start for that bastardly creature. (Or scaling it down, for that matter.)

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 7:45 am
by Ghastly
I won't leave the cherub's out, but they should be a lot easier in the Doom 2 engine (and if they aren't, I'll tone them down).

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 7:48 am
by .+:icytux:+.
maggot lol, ettinheads :P

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Thu Jun 12, 2008 9:18 am
by CaptainToenail
Just what I was thinking Icy, you would have to scale them down a lot though :lol:

Edit: a bit like this? I drew it from memory :lol:

Image

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Mon Jun 16, 2008 12:54 pm
by przndoom
churub is mine! that baby is all mine *Squent and act like its the wild west.* wa wa waaaaaaaaaaaaaaaaaaa

Re: Reincarnation of Evil Monster Pack - Betas pg4

Posted: Mon Jun 16, 2008 5:44 pm
by Captain Ventris
Problem with the maggots is that they crawled on all fours, IIRC.