[MONSTER] Gargantuan Horror & Piranha by Ozymandias81

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[MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Sun Jan 04, 2015 11:36 am

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 1:20 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
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Jan 08, 2015 11:11 am

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
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Wed Feb 18, 2015 3:59 pm

Adding them to my monter resource pk3
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DOOM NEMESIS / 3D MODELS / RESOURCE BACKUPS
 
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Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Wed Feb 18, 2015 6:20 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
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Thu Feb 19, 2015 4:31 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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DOOM NEMESIS / 3D MODELS / RESOURCE BACKUPS
 
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Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Feb 19, 2015 5:41 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
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby WARCHILD_89 » Thu Feb 19, 2015 11:48 am

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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Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Thu Feb 19, 2015 1:15 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
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby TheGrandGumby » Tue Aug 25, 2020 6:20 pm

Sorry to bump a 5 year old thread, but...

I found out about Gargantuan Horror and Piranha from Warchild_89's monster repository.

However, I found a bug in the brightmaps for Gargantuan Horror.

It should look like this (without the ".png" suffixes and limited to 8 characters only)

Code: Select allExpand view
brightmap sprite GAHOG1
{
map "BMGAHOG1"
disablefullbright
}
brightmap sprite GAHOG2G8
{
map "BMGAHOG2"
disablefullbright
}
brightmap sprite GAHOG3G7
{
map "BMGAHOG3"
disablefullbright
}
brightmap sprite GAHOG4G6
{
map "BMGAHOG4"
disablefullbright
}
brightmap sprite GAHOG5
{
map "BMGAHOG5"
disablefullbright
}
brightmap sprite GAHOO0
{
map "BMGAHOO0"
disablefullbright
}


I'm guessing that either previous versions of GZDoom were more lenient or this somehow just got missed, but it's really a shame to have brightmaps that are there but unused. :wink:

BTW, I'm adding this monster to my Oblige fork / mod once I work out a few bugs.

https://github.com/mridlen/Oblige_Realm667
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Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Ozymandias81 » Tue Sep 01, 2020 2:56 pm

You are welcome man, fact is that old GZDoom had some issues with auto folders for materials, so I had to write defs from scratch. Nowadays if you create a materials folder, adding brightmaps/auto nested folders and name your bmaps with same target sprite names, you won't ever need to define them. Also if an enemy has the BRIGHT property over its states or as flag, that may override the effect given by the bmap, vanifying the purpose of them. Feel free to do whatever you want with these creatures, maybe I will send a pull request with optimized actors, sprites and materials for consistency reasons.
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [MONSTER] Gargantuan Horror & Piranha by Ozymandias81

Postby Valken » Tue Sep 01, 2020 11:21 pm

Amazeballs! Can someone make a random replacer for the GARGANTUAN HORROR to one of the Doom boss monsters? So x% of the time it may popup?!
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