[MONSTER] Gargantuan Horror & Piranha by Ozymandias81

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[MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Sun Jan 04, 2015 12:36 pm

I'm so happy to "donate" these two creeping monsters from my project GORE, where sprites were ripped from Powerslave (aka Exhumed). PLEASE, IF YOU USE THEM GIVE ME CREDITS INSIDE YOUR PROJECTS OR JUST COPY CREDITS.txt FILES AS THEY ARE INSIDE THEM!
These will be listed below like r667 repository form:

GARGANTUAN HORROR
Infos:
Difficulty: Very Hard
Connections: BishopFX from Hexen Bishop
Summon: GHorror
Melee: No
Distance: Projectile, Homing Projectile
Type: Demon, Giant
Brightmaps: Yes
Added States: None
ACS: None

Credits:
Decorate: Ozymandias81
GLDefs: Ozymandias81
Sounds: 3d Realms
Sprites: Lobotomy Software, 3d Realms
Sprite Edit: Ozymandias81

Preview:
Image

Description:
This mountain of muscles is a challenging giant boss monster, incredibly tall and really noisy. It spreads randomly wall of fires, homing horrorballs and, only when is near death, a giant homing orb called Sentence, with very small chances to dodge it. It is best if you use it inside open spaces, because it is very large and tall. PNG Truecolor format only, best view with GZDoom.

Download Link: GHORROR.zip

===========================================================================================================

PIRANHA
Infos:
Difficulty: Easy
Connections: None
Summon: Piranha
Melee: Yes
Distance: None
Type: Animal
Brightmaps: None
Added States: None
ACS: None

Credits:
Decorate: Ozymandias81
Sounds: 3d Realms
Sprites: Lobotomy Software, 3d Realms
Sprite Edit: Ozymandias81

Preview:
Image

Description:
I was tired to see only sharks/humanoid-sharks inside forums, and this creepy Piranha from Powerslave seems to be the right answer for me. Easy to kill all alone, but hard when chomping your butt in many. Useful ONLY underwater. PNG Truecolor format only, best view with GZDoom.

Download Link: PIRANHA.zip
Last edited by Ozymandias81 on Thu Feb 19, 2015 2:20 pm, edited 2 times in total.
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Jan 08, 2015 12:11 pm

Please, if you have downloaded these monsters and you are familiar with decorate scripting, send me a reply to this post including which codes do you think I must change/optimize for them... for example I need some clue about the Gargantuan's Sentence Orb, I think that's gross and it could be much much much better than that. Thankx! :-)
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Wed Feb 18, 2015 4:59 pm

Adding them to my monter resource pk3
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Doomed to fight doomed creatures that doom those who get in their doomed way...
 
Joined: 17 Nov 2013
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Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Wed Feb 18, 2015 7:20 pm

WARCHILD_89 wrote:Adding them to my monter resource pk3

Feel free to add them inside... Also if you've got some ideas/improvements for GHorror, just drop them in this thread and I'll take a look...
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Thu Feb 19, 2015 5:31 am

The Piranha is nice I´ll see how it works when in swimmable sectors. I wanted to add fish to my cliff area where I have already put sharks in, your Piranha could be a great addition.

I tested GHORROR on Map01 of original doom 2 at the secret outside area where you find the shotgun for the first time. Works fine, but I had the strange feeling that it got more and more aggressive while I decreased its health with incoming rockets and Bullets hehehe...
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WARCHILD_89
Doomed to fight doomed creatures that doom those who get in their doomed way...
 
Joined: 17 Nov 2013
Location: MIA between doomed dimensions

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Feb 19, 2015 6:41 am

WARCHILD_89 wrote:The Piranha is nice I´ll see how it works when in swimmable sectors. I wanted to add fish to my cliff area where I have already put sharks in, your Piranha could be a great addition.

I tested GHORROR on Map01 of original doom 2 at the secret outside area where you find the shotgun for the first time. Works fine, but I had the strange feeling that it got more and more aggressive while I decreased its health with incoming rockets and Bullets hehehe...

Piranha beast has a simple decorate trick through "A_JumpIf(waterlevel<3[...])" + fakeinventory actor FishLimit, that prevents monster to go out from swimmable sectors... BTW I think I must scale a bit that fish, adding some randomly translated spawned copy of it + rotating swim anims/chew attacks with new A_Roll stuff...

GHorror is meant to be more aggressive when it reaches 2000hp, while QUICKTORETALIATE/MISSILEMORE/MISSILEVENMORE and final Sentence floating orb makes it reeeeeaaaaaalllllyyyyyy hard to beat. BTW, it's a Boss.
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Thu Feb 19, 2015 12:48 pm

Your Piranha works awesome in 3d water sectors but is still able to jump onto land sometimes... I have no idea how to fix this... but it could die when getting out of water after jumping around a bit because it got stranded.... :idea:
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WARCHILD_89
Doomed to fight doomed creatures that doom those who get in their doomed way...
 
Joined: 17 Nov 2013
Location: MIA between doomed dimensions

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Feb 19, 2015 2:15 pm

WARCHILD_89 wrote:Your Piranha works awesome in 3d water sectors but is still able to jump onto land sometimes... I have no idea how to fix this... but it could die when getting out of water after jumping around a bit because it got stranded.... :idea:

This jump stuff depends from how tall your 3d water sector is, it could be fixed using MAXSTEPHEIGHT special property through decorate. Here's my Gore example:
Code: Select allExpand view
ACTOR Piranha 12512 //new monster from Powerslave
{
//$Category My Monsters
Tag "Piranha"
Game Doom
SpawnId 168
obituary "%o was chewed by a piranha."
health 100
gibhealth 35
mass 300
speed 16
Radius 32
Height 64
seesound "piranha/sight"
deathsound "piranha/death"
activesound "piranha/active"
MONSTER
+FLOAT
+FLOORCLIP
+NOGRAVITY
+LOOKALLAROUND
+QUICKTORETALIATE
MaxStepHeight 1 //only if near sector is tall this=climb so jump on land
scale 0.8
States
   {
   Spawn:
   PINH ABCD 6 A_Look
   loop
   See:
   PINH A 0
   PINH A 0 A_JumpIf(waterlevel<3,2)
   PINH A 0 A_SpawnItemEx("Bubble",random(4,8),0,random(52,60),0,0,2,random(0,360),SXF_TRANSFERTRANSLATION,random(4,8))
   PINH ABCB 4 A_GiveInventory("FishLimit",1)
   loop
   Melee:
   PINH E 0 A_JumpIf(waterlevel<3,2)
   PINH E 0 A_SpawnItemEx("Bubble",random(4,8),0,random(52,60),0,0,2,random(0,360),SXF_TRANSFERTRANSLATION,random(4,8))
   PINH E 6 A_FaceTarget
   PINH F 0 A_JumpIf(waterlevel<3,2)
   PINH F 0 A_SpawnItemEx("Bubble",random(4,8),0,random(52,60),0,0,2,random(0,360),SXF_TRANSFERTRANSLATION,random(4,8))
   PINH F 6 A_FaceTarget
   PINH GGHH 4 A_CustomMeleeAttack(random(3,6)*5,"CHOMP","SWIPE")
   PINH F 0 A_JumpIf(waterlevel<3,2)
   PINH F 0 A_SpawnItemEx("Bubble",random(4,8),0,random(52,60),0,0,2,random(0,360),SXF_TRANSFERTRANSLATION,random(4,8))
   PINH F 6
   PINH E 0 A_JumpIf(waterlevel<3,2)
   PINH E 0 A_SpawnItemEx("Bubble",random(4,8),0,random(52,60),0,0,2,random(0,360),SXF_TRANSFERTRANSLATION,random(4,8))
   PINH E 6
   goto See
   Death:
   PINH I 0
   PINH I 0 A_Scream
   PINH IJKLMNO 5 A_SetFloorCLip
   PINH O -1
   Stop
   XDeath:
   PINH PQRS 3
   PINH T 0 A_SpawnDebris("NashGore_Gib11",0)
   PINH T 0 A_SpawnDebris("NashGore_Gib11",0)
   PINH T 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
   PINH T 0 A_SpawnItemEx("FishGib1",random(4,8),random(4,8),random(4,8),random(3,8),random(3,8),random(3,6),random(0,-359),SXF_TRANSFERTRANSLATION)
   PINH T 5 A_Scream
   PINH U 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,2)
   PINH U 0 A_SpawnItemEx("FishGib2",random(4,8),random(4,8),random(4,8),random(3,8),random(3,8),random(3,6),random(0,-359),SXF_TRANSFERTRANSLATION)
   PINH U 5 A_NoBlocking
   PINH V 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,4)
   PINH V 0 A_SpawnItemEx("FishGib3",random(4,8),random(4,8),random(4,8),random(3,8),random(3,8),random(3,6),random(0,-359),SXF_TRANSFERTRANSLATION)
   PINH V 5
   Stop
   Crush:
   TNT1 A 1 A_SpawnItem("NashGore_CrushedSmall",0,0,0,0)
   stop
   Raise:
   PINH O 5 A_UnSetFloorClip
   PINH NMLKJI 5
   Goto See
   }
}

ACTOR FishGib1
{
Radius 8
Height 8
Speed 8
Mass 192
+CORPSE
+DROPOFF
+DOOMBOUNCE
+NOTELEPORT
+MISSILE
scale 0.8
States
   {
   Spawn:
   PING A 4 A_Countdown
   Loop
   Death:
   PING A 8 A_FadeOut(0.06)
   Stop
   }
}

ACTOR FishGib2 : FishGib1
{
States
   {
   Spawn:
   PING B 4 A_Countdown
   Loop
   Death:
   PING B 8 A_FadeOut(0.07)
   Stop
   }
}

ACTOR FishGib3 : FishGib1
{
States
   {
   Spawn:
   PING C 4 A_Countdown
   Loop
   Death:
   PING C 8 A_FadeOut(0.08)
   Stop
   }
}

Actor FishLimit : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
   {
   Spawn:
   TNT1 A 1
   Fail
   Use:
   TNT1 A 0 A_JumpIf(waterlevel<3,"GoDown")
   TNT1 A 0 A_Chase
   Stop
   GoDown:
   TNT1 A 0 ThrustThingZ(0,4,1,1)
   TNT1 A 0 A_Chase
   Stop
   }
}
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars


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