Okay - after fixing the weapons still
were a small issue with the switching speeds.
Thats now fully optimized in version 8 and also
the unbalanced lostsouls and painelementals
are now more like original in version 7.
You see - totally optimized for some
fastmonster challenge.
P.S.: Many thanks to all of you great guys
who helped me punch this masterful stuffs
through were it with resources or hints!
P.S.2: The weapons also work great with Xims Duke ยด
monster replacer - added in my SkyDrive folder!
QRangerV09
Posted: Thu Apr 11, 2013 4:48 pm
by Kaal979
Last minute update:
QRangerV09 now with all weapon HUD sprite
placements arranged to fit together and all!
Hexen/Heretic/Doom
Posted: Tue May 21, 2013 5:35 pm
by Kaal979
I now think i wanna put the DN3D/D64 RMX on ice.
Therefore im planning a Hexen/Heretic/Doom replacer
without normal firearms more the space fantasy way.
But also still ultra modern not with the old minotaurs
for example - stay tuned!
P.S.: Maybe the classes can be abit ...
changed to better reflect their counterparts.
Then we could experience Doom and many
MegaWads completely different!
I think not - the selectected characters not only represent the
combat styles imo they actually even look like their doom twins.
Only i made a small change - the arachnotron
is now disciple instead of disparil himself.
P.S.: Lets see what the ZDoom Wiki knows
about the animations and check the collection
for already complete doomifications.
P.S.2: I also changed former
human from ettin to golem.
Re: Kaal979's Doom64 replacers [V07]
Posted: Thu Aug 15, 2013 3:19 pm
by Kaal979
News guys - in order to make a most doom comparable remix i wanna first make another replacer with
selected monsters from shadowwarrior - duke nukem - hexen/heretic and maybe even original doom.
This shall then be a standalone doom monster replacer but dont expect unseriousity like pigcops while
on the other hand chaingun dracos be in it - just scary but less beefy. But not a single doom64 variant
because this new replacer shall later be merged into one randomizer with the doom64 monster replacer.
This will probably become the coolest monster replacer in the video game modding/ripping history so
dont expect it before xmas 2014 - see you up then!
Re: Kaal979's Doom64 replacers [V07]
Posted: Thu Jul 02, 2015 5:07 am
by Kaal979
I think i must someday remix the Hexen/Heretic monsters
with some from original Doom only those without cyberstuffs.
New Plan:
Spoiler:
FormerHuman:
ZombieSergeant:
ChainGunner:
DoomImp:
Demon:
Spectre:
CacoDemon:
HellKnight:
BaronOfHell:
LostSoul:
PainElemental:
Revenant:
Mancubus:
Arachnotron:
SpiderMasterMind:
ArchVile:
CyberDemon:
Re: Kaal979's Doom64 replacers [V07]
Posted: Tue Jul 21, 2015 4:58 pm
by Dr_Cosmobyte
I thought just about that these days, and thought the opposite: doing a humans-only pack. You got a great idea over here, but, IMO, you should change some things:
- Swap the Arachnotron for the Hell Knight. He's very big, and might not fit the situations of HK appearances. Moreover, he's on the sprite for the Spider Mastermind. Having two really different enemies for the same sprites wouldn't fit. But this is just my opinion, don't take me wrong.
-The Baron of Hell is the only 3D in the party, feels strange.
Well. This and i'm just gonna ask you quickly: Do you still have the katana and mace mods listed on the 1st page of this thread? The links are off, and i'm curious to play with them.
Keep up the good work!
Gretel Grosse Player V01
Posted: Sat Aug 12, 2017 1:56 pm
by Kaal979
When i saw this handsome wolfenstein meanie named gretel i couldnt resist making her into a player character for coop play! Fortunately i could find all the missing rotation anim sprites on the ZDoom forums - many thanks for this guys! Overall in new colours and with coop bot mod included this is the definitive package to give your Doom play a new face-over. Happy Fragging!