[Project]Hexen II Monsters

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Rolls
Posts: 132
Joined: Tue Feb 03, 2009 9:42 am
Location: Spain

Re: [Project]Hexen II Monsters

Post by Rolls »

:D Yes, it would be great. A room full of statues squirming in pain :twisted:
User avatar
Mr.Green
Posts: 518
Joined: Mon Jan 05, 2009 2:28 am
Location: Mexico

Re: [Project]Hexen II Monsters

Post by Mr.Green »

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.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: [Project]Hexen II Monsters

Post by Ghastly »

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.
User avatar
Dreadopp
Posts: 453
Joined: Sun Mar 23, 2008 3:42 am
Location: Wherever you want...

Re: [Project]Hexen II Monsters

Post by Dreadopp »

I think separating them might help with the consistency of the Beastiary.
User avatar
Rolls
Posts: 132
Joined: Tue Feb 03, 2009 9:42 am
Location: Spain

Re: [Project]Hexen II Monsters

Post by Rolls »

Ok, I´ll separate the movements of next monster :)
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: [Project]Hexen II Monsters

Post by Ghastly »

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.
Gez
 
 
Posts: 17836
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Project]Hexen II Monsters

Post by Gez »

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.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: [Project]Hexen II Monsters

Post by Ghastly »

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
User avatar
Tormentor667
Posts: 13534
Joined: Wed Jul 16, 2003 3:52 am

Re: [Project]Hexen II Monsters

Post by Tormentor667 »

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.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [Project]Hexen II Monsters

Post by ShadesMaster »

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!
User avatar
Tormentor667
Posts: 13534
Joined: Wed Jul 16, 2003 3:52 am

Re: [Project]Hexen II Monsters

Post by Tormentor667 »

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.
User avatar
Rolls
Posts: 132
Joined: Tue Feb 03, 2009 9:42 am
Location: Spain

Re: [Project]Hexen II Monsters

Post by Rolls »

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 :)
User avatar
Cutmanmike
Posts: 11338
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: [Project]Hexen II Monsters

Post by Cutmanmike »

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.
User avatar
Tormentor667
Posts: 13534
Joined: Wed Jul 16, 2003 3:52 am

Re: [Project]Hexen II Monsters

Post by Tormentor667 »

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.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: [Project]Hexen II Monsters

Post by Ghastly »

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.

Return to “Graphic/Audio Patches”