[Sprites]NeoWorm Resources - Google drive link pg.1

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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby Phobus » Sun Nov 09, 2008 11:10 am

Play as D'Sparil eh? Sounds good to me. Best be able to summon Bishops and lightening bolt people though :P
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Sun Nov 09, 2008 11:51 am

Ok, I will think about possible weapons.
Right now, I have this done.
Image

Phobus wrote:Play as D'Sparil eh? Sounds good to me. Best be able to summon Bishops and lightening bolt people though :P

Bishops are Traductus' subordinates. D'Sparil's disciples from Heretic maybe...
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby Orangewaggs » Sun Nov 09, 2008 1:52 pm

D'sparil would be cool
but on an off note that every one has mentioned having Corvus in Hexen would be pretty cool too(including his sounds grunting, damage, etc,)
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby Cardboard Marty » Sun Nov 09, 2008 2:10 pm

I believe Neoworm was indeed working on something like that.

But I haven't heard of progress in awhile. D'Sparil DOES sound cool for Hexen.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Sun Nov 09, 2008 2:46 pm

Orangewaggs wrote:D'sparil would be cool
but on an off note that every one has mentioned having Corvus in Hexen would be pretty cool too(including his sounds grunting, damage, etc,)

Beta is done. I am still working on new character sprites. And it will need some more ballancing, maybe i will change the wand into staff.
Here is old thread http://forum.zdoom.org/viewtopic.php?f=19&t=15564.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby DoomRater » Sun Nov 09, 2008 7:48 pm

On Fighter plus:
-ability to toggle mana usage is awesome.
-new hammer doesn't seem to knock back very far. Also new hammer could use a little less gravity so it can fly a tad farther?
-fists now feel pretty nerfed, though it was tons of fun ripping through stuff with em. I'd suggest increasing knockback while also decreasing the rapid punch detection range (so the rapid fists knock them backwards into the pig punch range and KOs em)
-any reason the new axe now uses 3 mana?
-dude, BLUNDERBUSS!
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Mon Nov 10, 2008 5:07 am

DoomRater wrote:-new hammer doesn't seem to knock back very far. Also new hammer could use a little less gravity so it can fly a tad farther?

I can raise its knockback, but I wont change its gravity. That hammer is heavy, even imbued by magic its still heavy, so wont be able to throw it so far. You have new long range weapon - dragon claw. Hammer is something like granade launcher now. it does pretty damage and it can harm even centaurs with shield up.
DoomRater wrote:-fists now feel pretty nerfed, though it was tons of fun ripping through stuff with em. I'd suggest increasing knockback while also decreasing the rapid punch detection range (so the rapid fists knock them backwards into the pig punch range and KOs em)

They are not weaker in any way, they are only little harder to use. Unpowered axe is only a little stronger. But I will try to improve their knockback.
DoomRater wrote:-any reason the new axe now uses 3 mana?

Yep, now you doesnt have to use the mana with most weapons now. This will force you to save mana for harder situations.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby Cardboard Marty » Mon Nov 10, 2008 6:24 am

Hey Neoworm, I shot you off a PM regarding Hexen-stuffage :P
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby DoomRater » Mon Nov 10, 2008 11:35 am

Oh yeah! Original hammer didn't hurt you with its splash damage. As it is right now it's basically an impact version of the Flechette.

After playing with the fists a bit more I just have to tap the button and I can finish ettins off with 6 punches (basically two combos). However, if the detection for the combo was set to 80 and the heavy punches had a range of 90 it would seem just right, so you're knocking people right into the big punch range to end it.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Wed Nov 12, 2008 5:22 pm

Image

Complete Necromancer Staff sheet.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Sun Nov 16, 2008 10:43 am

A Squirrel with HUD graphics for a Polymorf spell. Modified Necrodome rat. HeXen palette.
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EDIT: Rat from Necrodome.
Image
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby XutaWoo » Sun Nov 16, 2008 11:26 am

Haha awesome.
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby Imp Hunter » Sun Nov 16, 2008 11:47 am

Dude, you're a genius :lol:
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby ShadesMaster » Sun Nov 16, 2008 2:34 pm

Alot of cool stuff here. Some of this would it in VERY well for my project. :D
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Re: NeoWorm Resources - An Idea - please comment (p3)

Postby neoworm » Tue Nov 18, 2008 1:00 pm

Ideas for D'Sparil mod

Starting Weapon - A Shock Touch - something like Heretic Gauntlets, only blue, quite weak but with higher range, maybe chance to paralyze enemy.

Blue mana Weapon - A Chaos Missile - three homing projectiles that will chaotically change directions, it will be useful in close combat and in large open areas, but useless in middle range in difficult terrain.

Green Mana - it should be something with fire damage, maybe a splash damage, maybe a variant of Maulotar attack (the floor-hugging one).

Final Weapon - D'Sparil's staff - projectiles from Heretic, but different behaviour, maybe paralyzing.

Flechette - D'Sparil will be able to drink Flechette to gain damage and resistance bonus. He's not human after all.

Comments and other ideas welcome.
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