[Project]Hexen II Monsters

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Re: [Project]Hexen II Monsters

Postby Rolls » Sun Feb 08, 2009 12:26 pm

:D Yes, it would be great. A room full of statues squirming in pain :twisted:
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Re: [Project]Hexen II Monsters

Postby Mr.Green » Sun Feb 08, 2009 12:28 pm

Great work. :D
Oh,and also :
B-E-A-S-T-I-A-R-Y!

B-E-A-S-T-I-A-R-Y!

B-E-A-S-T-I-A-R-Y!

B-E-A-S-T-I-A-R-Y!

B-E-A-S-T-I-A-R-Y!

B-E-A-S-T-I-A-R-Y!
Last edited by Mr.Green on Sun Feb 08, 2009 12:32 pm, edited 1 time in total.
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Re: [Project]Hexen II Monsters

Postby Ghastly » Sun Feb 08, 2009 12:30 pm

After it's done, I'll try to work something out with Tormentor to get the entire package on the Beastiary. I'm not sure if they should be seperate, or altogether, since they're all remakes of monsters from the same game. If they're entered seperated, someone trying to use all of them might miss some, and there's always the chance some monsters might get rejected.

I'll do the same for the RoE Monster pack.
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Re: [Project]Hexen II Monsters

Postby Dreadopp » Sun Feb 08, 2009 12:35 pm

I think separating them might help with the consistency of the Beastiary.
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Re: [Project]Hexen II Monsters

Postby Rolls » Sun Feb 08, 2009 12:38 pm

Ok, I´ll separate the movements of next monster :)
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Re: [Project]Hexen II Monsters

Postby Ghastly » Sun Feb 08, 2009 1:14 pm

Rolls wrote:Ok, I´ll separate the movements of next monster :)

He meant me seperating the monsters into seperate wads, when I submit them to the Beastiary.

@Dreadopp: Like I said, I'll work something out with Tormentor, about that.
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Re: [Project]Hexen II Monsters

Postby Gez » Sun Feb 08, 2009 5:30 pm

Ghastly_dragon wrote:The original Hexen 2 Medusa doesn't have any arms. Though, it does temporarily turn you to stone (freezes you, while other monsters can beat you up).

@Rolls: Thanks! Very nice sprite-set! Fits in perfectly with the other monster sprites I have. :D

Now, I just need to find a way of getting it to freeze you without dipping into ACS. I wonder if speed powerups can take negative integers...

What about a morph power up? (Would be more of a power down...) You get turned into a class with 0 speed.
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Re: [Project]Hexen II Monsters

Postby Ghastly » Sun Feb 08, 2009 8:30 pm

Actually, just whipped up a constant low-damage hitscan attack (for the damage) with an invisible bulletpuff that constantly spawns a 20x20 +NoGravity, +Solid, -Shootable (hitscan) and +NonShootable (projectile) actor. Works perfectly for freezing players (and monsters, too) in place, but has the added size-effect of letting the target look around and shoot (which isn't that serious, since it'd be unfair, otherwise).

I just need to whip up a nice visual effect for the homing acid projectile and it's done. :D

Edit: Medusa's done! :D
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Re: [Project]Hexen II Monsters

Postby Tormentor667 » Mon Feb 09, 2009 1:14 am

Ghastly_dragon wrote:After it's done, I'll try to work something out with Tormentor to get the entire package on the Beastiary.

As you have already proven several times, that your work is quality work, I most likely will add each of them, but only in seperate packs, that's what the Beastiary is there for :) Same goes for the RoE pack btw.
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Re: [Project]Hexen II Monsters

Postby ShadesMaster » Mon Feb 09, 2009 1:54 am

imo the Bestiary should have a seperate catagory for Heretic / HeXen series monsters, since there are already alot up there that fit into those games as well. Of course you could use said creatures in ANY game....

That Medusa is some nice work!
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Re: [Project]Hexen II Monsters

Postby Tormentor667 » Mon Feb 09, 2009 3:19 am

CodenniumRed wrote:The Bestiary should have a seperate catagory for Heretic / HeXen series monsters

That will never happen, most of the monsters are "cross-game" monsters as they fit in all kind of doom engine games.
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Re: [Project]Hexen II Monsters

Postby Rolls » Mon Feb 09, 2009 7:00 am

I´m glad you like the medusa ;)

I think that the idea of a Heretic/HeXen bestiary is very interesting.

Will be cool to put a section for Heretic/HeXen (only with the medieval creatures), one for DooM (with all the demons or with almost all the monsters), and one general section with all the resources

I know that the monsters can work in all the games with DooM engine, but I think that it´s a interesting idea :D

Ghastly_dragon, what you think of this?
Even if you seems well, I can handle this on a website about the Serpent Riders armies :)
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Re: [Project]Hexen II Monsters

Postby Cutmanmike » Mon Feb 09, 2009 7:09 am

CaptainToenail wrote:
Now, I just need to find a way of getting it to freeze you without dipping into ACS. I wonder if speed powerups can take negative integers...


Don't be too afraid to use ACS libraries, :P


I made a medusa monster which does this. If you still haven't worked out how to do it drop me a PM to remind me to upload it.
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Re: [Project]Hexen II Monsters

Postby Tormentor667 » Mon Feb 09, 2009 7:41 am

Well... I am not sure, it's kinda difficult to categorize some monsters in the Beastiary to Doom, Heretic or anything else, and General doesn't fit for them as well so just leaving out the categories is okay for me. Considering the information each monster gets (Difficulty and stuff like that), it's already enough info to get an idea bout each monster.
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Re: [Project]Hexen II Monsters

Postby Ghastly » Mon Feb 09, 2009 8:45 am

Maybe something like a "Recommended Game" feature, next to some of the monsters. Several, like the Satyr, would work well in Doom, Heretic and Hexen, but the Rail Arachnotron is pretty Doom-specific, and the Knight Archer fits Heretic and Hexen better.

Of course, people (like CodenniumRed did) could just go through the Beastiary and decide for themselves whether or not a monster fits in whatever game.

@Tormentor: You haven't seen all of the monsters, yet. I'm afraid some, like the Fire and Ice Imps from Hexen 2 monsters, are pretty bland, even though they emulate the original monsters perfectly.

@Cutty: Already worked it out in Decorate-only (I hate using ACS in monster resources :lol:), though thanks for the offer.
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