Glad to see that you're still kickin'.
Will you do the burning frames too (edited to be the size of doom's monsters also)?
Code: Select all
-Abobo sprites (duh), both first and third person;
-a fully functional grappling script, that allows you to grab enemies and yeet them against the walls and each other;
-a fully coded Shun Goku Satsu move that kills all enemies around you and heavily damages bosses (uses code from ZombieKiller's third person camera).
Code: Select all
-Enemy code based on the modern Doom games, including but not limited to:
-Summoner that can, well, summon monsters as it moves. There's very rudimentary checks performed for every summon to see if the monster would fit in that area, which works for the most part;
-Archvile that can also summon buffed enemies, and also put up shields and such like in Doom eternal. Archvile has a higher summon cap than the summoner;
-Shield Zombie that can spawn his trusty riot shield to block all attacks from the front. Said shield changes color based on health, and can be overloaded by plasma weapons (provided they have the proper damage types defined);
-Fully functioning Marauder, who can only be damaged during a specific opening during his mid-range attack, like in Doom Eternal, but also not as bad and annoying like in actual Doom Eternal;
-Pain elemental who can summon 3 lost souls to protect it. The code on this one "works" for the most part but is prone for bugs and shit I never got around to fixing;
-Various other neat lil things.
Code: Select all
-Code for a shoulder-mounted weapon that can be fired alongside your main weapon;
-A variety of fun grenades, like a cerebral bore-esque sphere based on the movie Phantasm (or I guess it could work as a Turok refrerence if you're not cool like me /j ), a Trioxin bomb that revives monsters as zombies who will fight for you, a bee grenade that releases deadly bees, among other things.
Code: Select all
Various cool sprite edits, and dehacked monsters. I used several sprites as base, made by several modders such as Osjclatchford, Virtue, LilwhiteMouse, NMN, Mark Quinn, Vegeta, Xim, Ghastly_dragon, MagicWazard, Captain Toenail, CaptainJ, Vice, Vader and Skelegant. As well as stuff I nabbed from Duke 3D and Necrodome.
Code: Select all
-A rudimentary stealth system. Enemies have a 45 degree cone of vision, and coming close to them will make them suspicious. Stay long enough in this suspicion range, or come even closer still to them, and they will be alerted proper. Same thing for sounds, but sounds have a much farther area of effect. Enemies can also lose track of you if you break LOS, and they will eventually become dormant again;
-An ACS script that applies a fog to maps. Doesn't work all that well, but it's moody and spooky when it does work.
Code: Select all
-Fully functional lives system like in ROTT! After you get a certain amount of "score" points from the life coins, or you grab one of the extra life powerups, you gain an extra life! If you die with one of these in your inventory you are teleported to the beginning of the map;
-A number of ROTT weapons fully coded, and even a Doom stick weapon, based on the ROTT 2013 weapon of the same name. It pushes enemies back, and has a decent amount of ammo for a ROTT weapon. Sprite used for it is the centered Shadow Warrior riot gun made by Mike12, with minor edits by me;
-Wacky ROTT powerups! You can become a god and smite down your enemies, or a dog and bark at them to death. There's also functional healing basins, and key tables;
-A frankensprite of a Triad riding a hover turret. It looks really funny and is based partly on the Arachnophyte enemy sprited by Xaser and Quasar.
Code: Select all
-Chainsaw script that recharges a single pip if you have none. Also takes into account monster health to define how many pips you need in order to use it. Enemies with 100 hp and under require 1 pip, enemies with less than 500 hp, but more than 100 require two pips. Enemies with over 500 hp but less than 1000 require 3 pips. Enemies with over 1000 hp, or enemies with the BOSS flag are considered Super Heavy, and are thus immune to the chainsaw;
-Flame belch script that sets enemies on fire, and makes it so they drop ammo shards when damaged, and a small shower of armor shards when killed;
-BFG that works closer to how it is on Doom Eternal. It is actually the same code I used for the Fission Cannon in my other mod Iron Bound. I was going to change it around a little so it works more like it does in Doom eternal but I never got around to it.
HorrorMovieRei wrote: ↑Wed Feb 08, 2023 5:17 pm And here's a Tyrant I was toying aroudn with:
>>download<<
If it already has those animations in place, it should be quite simple to put those attacks into action.Nightsentinel wrote: ↑Wed Aug 09, 2023 10:09 amHorrorMovieRei wrote: ↑Wed Feb 08, 2023 5:17 pm And here's a Tyrant I was toying aroudn with:
>>download<<
Hey, is there a chance that you can include in the Tyrant WAD the tracer of the Blade attack and the Targeted Rockets mark on the ground?
Thanks!
Yup. What I really meant was that it'd be great if he not only included the tyrant sprites but also the sprites of the Blade attack and the Targeted Rockets mark on the ground that were shown in the tyrant showcase video.DoomKrakken wrote: ↑Wed Aug 09, 2023 4:10 pmIf it already has those animations in place, it should be quite simple to put those attacks into action.Nightsentinel wrote: ↑Wed Aug 09, 2023 10:09 amHorrorMovieRei wrote: ↑Wed Feb 08, 2023 5:17 pm And here's a Tyrant I was toying aroudn with:
>>download<<
Hey, is there a chance that you can include in the Tyrant WAD the tracer of the Blade attack and the Targeted Rockets mark on the ground?
Thanks!