Nice monster replacement the sprites are well done
Re: Legion of Bones [1.0]
Posted: Sun Aug 11, 2019 1:19 pm
by SpaceyStrife
Version 1.01 is up:
- Flipped the way that monsters are loaded so that instead of loading vanilla monsters by default and replacing all difficulty settings to spawn in their undead variants, the undead variants are loaded by default and Double Death forces vanilla monsters to spawn back in. This means that the new monsters will spawn regardless of load order, but Double Death only appears if the mod is loaded after your gameplay mod.
- Double Death now appears as three distinct difficulty settings, to allow players to use easier spawns under its ruleset. Ammo drops give 1.5x ammo for all three settings, down from 2x.
- Skull Zombies now drop bones when gibbed.
- Dragon Souls now drop bones when killed.
- Imp and Arachnotron projectiles now have decals defined.
- Slayer Knights now have a unique melee sound.
mrtaterz wrote:This is a absolutely lovely set of monsters. Do you mind if I use the Slayer Knight for my Dead Marine Redux mod?
Sure! Just make sure to add proper credit for any resources that you use.
Captain J wrote:And that's about it. Superb and good designing. And the whole Bone genre is just impressive! Looking forward to the update!
Thanks for the feedback! Answers to specific questions below.
Spoiler:
- Imp turns into a big red goop when gibbed. I know it has a bit of organs and blood, but has no muscles to bleed that much. Right? I wanted to get this pack out in a reasonable timeframe so I had to cut corners with some sprites.
- Lost Soul does not drops bone bits upon death. And is that Chinese Letter 死 on its forehead? I wonder how you know this? :O This was part of the original sprite that I used from Shades of Doom. I just reverted the flame color from the ugly neon orange it had back to its vanilla colors.
- 1st Rotation of Revenant's melee animation shows 2nd one. Otherwise, the rotation order is incorrect. Unless it was intentional. I'm not sure I understand what this means. I did flip the direction of the sprites on the Revenant soul for some animations but I also renamed those sprite so that they rotate properly.
- I can't tell the difference of between Revenant's Homing and Normal Projectile. Homing one has smoke, yeah... But it's barely visible. Would be nice if it has sound effect that makes the recognition super easy. Would this be enough of a visual distinction between normal and homing?
- Mancubus doesn't play preparing sound effect anymore. I guess that was intentional? I think it really is! It was! Good catch.
- Bone version of Cyberdemon is not finished yet, yeah? I would like to see its awesome revival! Yeah, the Cyberdemon is a little too ambitious for me to tackle right now, but I agree that it would be a welcome addition.
- Also this is not a feedback, but am i seeing Army of Darkness Skeletons as Wolfenstein SS replacement? Really cool and clever!! XD Nice touch. I swiped those from Freedoom's Archvile, actually. I wanted something quick to put over the Wolfenstein SS so they weren't left human.
Re: Legion of Bones [1.01]
Posted: Sun Aug 11, 2019 4:13 pm
by Gezzdt
I think you forgot to name the difficulty settings. They are there but invisible.
*edit*
I am using GZDoom g4.2pre-323-gbe0478972, tested it without any other mod and without autoload stuff.
If i add the line for e.g. : Name = "Double Normal" in the mapinfo i can see the text.
Re: Legion of Bones [1.01b]
Posted: Sun Aug 11, 2019 7:56 pm
by SpaceyStrife
Ah, I see now. It shows up fine when graphics are used but it's invisible when the skill menu uses small fonts. I've updated the download again, hopefully that fixes it.
Re: Legion of Bones [1.01b]
Posted: Sun Aug 11, 2019 7:58 pm
by EddieMann
AW SWEET hell YES! I've been itching for a mod that'll rattle me down to my BONES!
Re: Legion of Bones [1.0]
Posted: Sun Aug 11, 2019 9:08 pm
by Enjay
SpacemanStrife wrote:- Also this is not a feedback, but am i seeing Army of Darkness Skeletons as Wolfenstein SS replacement? Really cool and clever!! XD Nice touch. I swiped those from Freedoom's Archvile, actually. I wanted something quick to put over the Wolfenstein SS so they weren't left human.
Someone correct me if I'm wrong, but I'm pretty sure the AoD skeleton was the source of the sprites for the FreeDoom archvile. If so, you're both right.
Re: Legion of Bones [1.0]
Posted: Mon Aug 12, 2019 12:01 am
by Captain J
Army of Darkness TC was released 5 years before Freedoom. Freedoom took the Skeleton sprite from the TC and other sprites like that Big mouth ghost one from Ghostbusters TC. Freedoom had quite a lot of sprite replacements throughout the time. But they recently, for some reason, stopped the whole re-spriting project so that Skeleton sprite is still there. People often mistake that the sprite was originally from Freedoom.
So now you know! It's a shame that Freedoom is presumably dead for the next couple of years.
SpacemanStrife wrote:I'm not sure I understand what this means. I did flip the direction of the sprites on the Revenant soul for some animations but I also renamed those sprite so that they rotate properly.
When you encounter Revenant, try activate God Mode and let it beat you for a moment. Turn on the Chasecam and move the camera to the left a little bit. Then this rotation error happens.
Would this be enough of a visual distinction between normal and homing?
That should be enough. Thank you!
Re: Legion of Bones [1.01b]
Posted: Mon Aug 12, 2019 3:34 pm
by SpaceyStrife
Oh, I see what's going on - I forgot to call A_FaceTarget at the start of the punch. I've uploaded a new version that fixes this and adds the separate homing sprites:
Made the mistake of playing this at 12:30 in the morning, right before bed. 3spooky5me/10.
Okay, but seriously, this is a really fun monster replacement. Spritework is really well done, and the concepts behind some of the monsters are really cool. Favorite monsters are the Hell Knight and Spectre replacements. My god, the Spectres look beautiful. All in all, this set would really fit in with something along the lines of Cheogsh 2.
Really nice work on this, Strife. Spotlight team, I hope you're looking at this one.
Might just have to borrow those hitscan tracer effects, those are really nice.
Re: Legion of Bones [1.01b]
Posted: Tue Aug 13, 2019 1:31 am
by EddieMann
"though zombies only drop vanilla weaponry"
Like, just vanilla doom guns? I thought there was some in-mod weapon they were supposed to drop.
The two weeks I spent drawing that monster was all worth it just for this moment. Glad you're enjoying it!
EddieMann wrote:"though zombies only drop vanilla weaponry"
Like, just vanilla doom guns? I thought there was some in-mod weapon they were supposed to drop.
What I meant by this is that unlike DoomRL's monster pack where some monsters would drop DoomRL-specific weapons like handguns and battle rifles, this monster pack only gives DoomRL's shotgun and chaingun from the Skull Shotgunner and Skull Chaingunner respectively.
Re: Legion of Bones [1.02]
Posted: Tue Aug 13, 2019 12:54 pm
by Brohnesorge
So I'm playing this with Soldier Z and I can't seem to get the Double Death mode to come up. I'm wondering if there is anything I can do on the development end to get the two mods to work together. This really is a wonderful monster mod so I want my stuff to work with it at max capacity.
Re: Legion of Bones [1.02]
Posted: Tue Aug 13, 2019 1:05 pm
by dljosef
I found that Legendoom and Champions, used with this mod, makes it so that the revived monsters in Double Death mode have a chance to become legendaries and champions, respectively. Is that intentional?
Loving the 1.5x extra ammo, by the way. Definitely feels like a much less frustrating equivalent to Nightmare.
Edit: Speaking of Champions, the two mini-monsters spawned by the indigo champions, assuming the champ in question's in the Vanilla Monster form, also have the reviving thing applied to them, essentially becoming two extra monsters of their own.
Re: Legion of Bones [1.02]
Posted: Tue Aug 13, 2019 1:43 pm
by Squirb
Brohnesorge wrote:So I'm playing this with Soldier Z and I can't seem to get the Double Death mode to come up. I'm wondering if there is anything I can do on the development end to get the two mods to work together. This really is a wonderful monster mod so I want my stuff to work with it at max capacity.
Did you try loading Legion of Bones after Solider Z? I tried that and got several options for Double Death at the end of difficulty list.