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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 10:46 am
by Captain J
Sounds interesting. I do wish she appears in this mod with heavily armed!

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 11:54 am
by YukesVonFaust
GAA1992 wrote:Actually, only the Spider Mastermind is not replaced. It uses DOOM's standard sprites, my bad laziness since always. But i'm thinking on putting the Kilmaat Queen instead. Would do it some good.

seems nice. will it spawn Kilmaat Wasps too?
also, when's the third class with the akimbo Uzis and a BFG9000?

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 12:08 pm
by Dr_Cosmobyte
777Doomer777 wrote:Man, I Love This Mod.
I Played It On D-Touch And The HUD Is Pretty Cool, Remind Me Back Of Old Japanese Video Game.
Very Retro And Cool SFX.

For Me, I'm Also Fear The Insect Like Wasp And Spider.
So For Me, I'm Very Have Great Time To Kill Bastard Crap That Make Me Scare Me Every Time. XD


Sorry, only saw it now. Thanks a lot! Which game it resembles to you? I've made this HUD using Carmageddon and Redident Evil parts.

She'll be Heavily armed, sir. And, at the same time it could spawn wasps too. This game lack some enemy adjustments :D

Well, i'm still organizing the other weapons, you know. Looking back in the old files, there are so many discarded weapons that i believe it could even generate a third class. o_o

But you can expect the old teef grenade launcher, the first games Nailgun pairs, the coming back of the plasma rifle, and some unused/unseen stuff. :)

I don't know if i already told you guys this, but it was supposed to have three classes in the game, but it didn't go right due to (the irony) lack of weapons. Now i'm plenty of them.

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 1:50 pm
by YukesVonFaust
GAA1992 wrote:But you can expect the old teef grenade launcher, the first games Nailgun pairs, the coming back of the plasma rifle, and some unused/unseen stuff. :)

I don't know if i already told you guys this, but it was supposed to have three classes in the game, but it didn't go right due to (the irony) lack of weapons. Now i'm plenty of them.

Maybe the Upgraded Automatic Shotty (the Alraune RF-110)? or the SPAS-12 from the first version will work, i don't know about the pistols. maybe a heavy machine gun, or an Indoor Airstrike?

oh, i know! a Sniper Rifle! (rather than the Karabiner 98, why not the SVD Dragunov, or a Barrett M82A1, or a Heckler & Koch PSG-1?)

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 2:46 pm
by Dr_Cosmobyte
Yes yes, the auto-shotty too! It will be mainly composed of discarded/unused/weapons that didn't make into last builds. The only i'm thinking of not redoing were the crossbow and nitrogen upgrades, those sucked spider balls.

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 7:56 pm
by Deii
...oh boy, a new class? You really are the gift that keeps on giving. Can't wait for more details.

EDIT: Will this one be a girl? It's starting to feel like a sausage party in here!

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 8:21 pm
by Dr_Cosmobyte
HAHAHAHAHA

I know, truly it is. But the main problem here, is to make them hands look delicate like women hands. I swear i would do it if i could. Unless i do it with doomguy hands and use mostly eriance stuff.

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Mon Dec 19, 2016 8:30 pm
by Deii
That's exactly what I was thinking (if I'm not mistaken, Demon Eclipse's protagonist was a female at a point), though I believe it wouldn't be too difficult to build a class centered on those but...yeah, I know nothing of spriting so who am I to say things would be easy or difficult?

One thing I think you could do about the forearms is covering them with sleeves but then again, franken spriting Eriance hands and sleeved arms seems like quite the task.

I guess we'll just have to wait to see what you cook up, yeah?

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Tue Dec 20, 2016 6:36 pm
by Dr_Cosmobyte
Just updating to say that the "Gaming Room" Forum made a little video of Aracnocide!



Also, just something you can thank to Dynamo, 90 sprites of pure awesomeness i'm working:

Image

Also, what position, which monster should this giant ant substitute?

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Tue Dec 20, 2016 9:27 pm
by Captain J
If you want it to be small, i'd say put it into the spectre; it's dark and look like able to run faster.

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Wed Dec 21, 2016 10:26 am
by Deii
Or if you want it to be big, maybe a melee replacement to big ugly green spider currently replacing the mancubus.

Also, congrats on getting your mod exposed. :D

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Wed Dec 21, 2016 3:40 pm
by Dr_Cosmobyte
Thanks a lot boys, really appreciated!

The sprite is big, and very scary! I think i shouldn't hide it's beauty. Putting it on the mancubus would be a good exit; and i also want to move that purple scorpion somewhere; it's not working as a bruiser replacer. Maybe the spectre. We don't have a spectre scorpion...

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Thu Dec 22, 2016 1:17 am
by Captain J
Scorpion for Spectre sounds good, then! They can be one sneaky hunter, also!

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Thu Dec 22, 2016 11:05 pm
by Dr_Cosmobyte
Copy from Flakes doom: Well, i think there's no better place to do it than here; tomorrow night i'll go on a looong 8 hours trip to my hometown, spend my days with the family, old friends i haven't seen in a long-ass time, and all those stuff.

The thing is that i'll unfortunately will be far away from my machine. I won't stop coming in here(and won't stop working on slade in the free time), but bugfixes, news and stuff will be given a really long pause before i get back to my house.

This is the time to start noting down your suggestions and ideas so i can have lots of work to do when i come back!

Happy holidays everyone!

Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

PostPosted: Thu Dec 22, 2016 11:48 pm
by YukesVonFaust
GAA1992 wrote:Copy from Flakes doom: Well, i think there's no better place to do it than here; tomorrow night i'll go on a looong 8 hours trip to my hometown, spend my days with the family, old friends i haven't seen in a long-ass time, and all those stuff.

The thing is that i'll unfortunately will be far away from my machine. I won't stop coming in here(and won't stop working on slade in the free time), but bugfixes, news and stuff will be given a really long pause before i get back to my house.

This is the time to start noting down your suggestions and ideas so i can have lots of work to do when i come back!

Happy holidays everyone!


well, good luck on your trip!
also, what about the dual colts for the third class?