I GOT AXE FOR JOO!jallamann wrote:So did I win yet?
Best Monster Contest
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact:
My entry (I'm really bad at naming my monsters)
EDIT: Redone
EDIT: Redone
Last edited by Doomguy0505 on Fri Oct 28, 2005 4:42 pm, edited 1 time in total.
- Inuyasha_989
- Posts: 612
- Joined: Thu Oct 16, 2003 2:51 pm
- Location: Player Connector
- Contact:
It was morbid curiosity that got me downloading that. I had to see what was so bad.
It's just an imp with explosive, plasma generating feet that, after being used, end into a fast imp style walk until it enters it's pain state. Nothing particularly special or good here, although the idea behind it wasn't too bad (barring the projectile choice and choice of base enemy that is).
It's just an imp with explosive, plasma generating feet that, after being used, end into a fast imp style walk until it enters it's pain state. Nothing particularly special or good here, although the idea behind it wasn't too bad (barring the projectile choice and choice of base enemy that is).
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact:
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact:
KillerImp (another crap name)
Recommended Environment: An area with things to use as sheilds (eg. pillars, obstacles)
Code: Select all
actor KillerImp : DoomImp 90
{
Obituary "%o was killed by a killer imp."
HitObituary "%o has tasted a lost soul missile."
+QUICKTORETALIATE
+BOSS
+MISSILEEVENMORE
+NORADIUSDMG
Health 2000
Speed 20
States
{
Spawn:
TROO A 3 A_Wander
TROO A 3 A_Wander
TROO A 0 A_Look
TROO B 3 A_Wander
TROO B 3 A_Wander
TROO B 0 A_Look
TROO C 3 A_Wander
TROO C 3 A_Wander
TROO C 0 A_Look
TROO D 3 A_Wander
TROO D 3 A_Wander
TROO D 0 A_Look
Loop
See:
TROO A 0 A_Jump(10, 13)
TROO A 3 A_Chase
TROO A 3 A_Chase
TROO A 0 A_CustomMissile("ImpGhostA", 0, 0, 0)
TROO B 3 A_Chase
TROO B 3 A_Chase
TROO B 0 A_CustomMissile("ImpGhostB", 0, 0, 0)
TROO C 3 A_Chase
TROO C 3 A_Chase
TROO C 0 A_CustomMissile("ImpGhostC", 0, 0, 0)
TROO D 3 A_Chase
TROO D 3 A_Chase
TROO D 0 A_CustomMissile("ImpGhostD", 0, 0, 0)
Loop
TROO A 3 A_Wander
TROO A 3 A_Wander
TROO B 3 A_Wander
TROO B 3 A_Wander
TROO C 3 A_Wander
TROO C 3 A_Wander
TROO D 3 A_Wander
TROO D 3 A_Wander
Loop
Missile:
TROO E 0 A_Jump(128, 5)
TROO E 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 3 A_CustomMissile("DoomImpBall", 30, -30, 0)
TROO G 0 A_CustomMissile("DoomImpBall", 30, 30, 0)
Goto See
TROO E 0 A_Jump(128, 15)
TROO E 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
TROO G 3 A_CustomMissile("PlasmaBall", 30, -30, 0)
TROO G 0 A_CustomMissile("PlasmaBall", 30, 30, 0)
Goto See
TROO E 0 A_Jump(128, 4)
TROO E 3 A_FaceTarget
TROO F 10 A_FaceTarget
TROO G 15 A_CustomMissile("Rocket", 30, 0, 0)
Goto See
TROO E 0 A_Jump(128, 5)
TROO E 3 A_FaceTarget
TROO F 20 A_FaceTarget
TROO G 10 A_FaceTarget
TROO G 30 A_CustomMissile("BFGBall", 30, 0, 0)
Goto See
TROO E 0 A_Jump(128, 18)
TROO E 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 0 A_PlaySound("chainguy/attack")
TROO G 3 A_CPosAttack
TROO G 3 A_CPosReFire
TROO G 0 A_PlaySound("chainguy/attack")
TROO G 3 A_CPosAttack
TROO G 3 A_CPosReFire
TROO G 0 A_PlaySound("chainguy/attack")
TROO G 3 A_CPosAttack
TROO G 3 A_CPosReFire
TROO G 0 A_PlaySound("chainguy/attack")
TROO G 3 A_CPosAttack
TROO G 3 A_CPosReFire
TROO G 0 A_PlaySound("chainguy/attack")
TROO G 3 A_CPosAttack
TROO G 3 A_CPosReFire
Goto See
TROO E 0 A_Jump(128, 4)
TROO E 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 3 A_CustomMissile("LostSoulBall", 30, 0, 0)
Goto See
TROO E 0 A_Jump(128, 5)
TROO E 3 A_FaceTarget
TROO F 30 A_FaceTarget
TROO G 3 A_CustomMissile("BaronBall", 30, -30, 0)
TROO G 0 A_CustomMissile("BaronBall", 30, 30, 0)
Goto See
TROO E 3 A_FaceTarget
TROO E 3 A_VileStart
TROO F 3 A_VileTarget
TROO F 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 3 A_VileAttack
Goto See
Melee:
TROO E 3 A_FaceTarget
TROO F 3 A_FaceTarget
TROO G 3 A_CustomMissile("LostSoulBall", 30, -30, 0)
TROO G 0 A_CustomMissile("LostSoulBall", 30, 30, 0)
Goto See
}
}
actor LostSoulBall
{
Scale 0.5
RenderStyle Add
Alpha 0.5
Health 1000
Radius 8
Height 16
Speed 16
Damage 12
Mass 200
SeeSound "skull/melee"
DeathSound "imp/shotx"
+SEEKERMISSILE
PROJECTILE
States
{
Spawn:
SKUL CD 3 Bright A_SeekerMissile(5, 20)
Loop
Death:
SKUL FGHIJK 3 Bright
Stop
}
}
actor MonsterGhost
{
Radius 4
Height 8
Speed 0
Damage 0
RenderStyle Translucent
Alpha 0.35
Projectile
+NoClip
States
{
Spawn:
NULL A 10
Stop
}
}
actor ImpGhostA : MonsterGhost
{
States
{
Spawn:
TROO A 10
Stop
}
}
actor ImpGhostB : MonsterGhost
{
States
{
Spawn:
TROO B 10
Stop
}
}
actor ImpGhostC : MonsterGhost
{
States
{
Spawn:
TROO C 10
Stop
}
}
actor ImpGhostD : MonsterGhost
{
States
{
Spawn:
TROO D 10
Stop
}
}
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact: