Monster Resource Wad
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- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Monster Resource Wad
I've been working with this for a while, and I think the bugs are finally gone, so it's worth a small demo release.
Get the wad here. (It is updated periodically as new monsters are added.)
Current monsters include:
* My original Dark Imp (heat seeking fireball)
* Void's Dark Imp (two fireballs used at random)
* SkullTag's Dark Imp (x2 speed fireball)
* Stone Imp, by Espi
* Arachnophyte, by Quasar
* Imp Warlord, by Espi
* Bat Familiar, by Espi (spawned by Warlord)
* Dragon Familiar, by Espi (spawned by Warlord)
* Snake Imp, by Cyb
* Satyr, by me
More information on each of the monsters is in the DECORATE lump, at the top of the file.
The monsters I plan on including next are:
* The new imp, new hell noble, and new cacodemon from TNT3, coded slightly differently so their mass and pain states and such things are more appropriate.
* More monsters from SkullTag, if possible, like the blood demon and belphegor (slayer) and super shotgun guy.
* Espi's pistol zombie.
And because it's appropriate, suggestions and bugs are welcome, but keep in mind:
* None of the monsters will be inherited from others. This is supposed to be a stand-alone resource wad, so although it would make for shorter code if a lot of the monsters (like the dark imps), had a parent monster, it's possible not all of them will be used in a wad. The intent is for instant copy and paste use in wads.
* The arachnophyte's flames don't animate much, but that's the way Quasar submitted it, so I doubt it'll change.
There, now doesn't everyone love lists? If you have any monsters you want included in this, feel free to post them here or e-mail (Kara@xfury.net) them to me. It will most likely still be a while before I upload this to the idgames archives.
IMPORTANT NOTE: I no longer head this project, or have a part of it. This project was released to the general public some time ago and it may change hands in the future. I had a good time working on it, but am no longer responsible for what might go into it! Thanks to all who participated and may participate in the future.
Get the wad here. (It is updated periodically as new monsters are added.)
Current monsters include:
* My original Dark Imp (heat seeking fireball)
* Void's Dark Imp (two fireballs used at random)
* SkullTag's Dark Imp (x2 speed fireball)
* Stone Imp, by Espi
* Arachnophyte, by Quasar
* Imp Warlord, by Espi
* Bat Familiar, by Espi (spawned by Warlord)
* Dragon Familiar, by Espi (spawned by Warlord)
* Snake Imp, by Cyb
* Satyr, by me
More information on each of the monsters is in the DECORATE lump, at the top of the file.
The monsters I plan on including next are:
* The new imp, new hell noble, and new cacodemon from TNT3, coded slightly differently so their mass and pain states and such things are more appropriate.
* More monsters from SkullTag, if possible, like the blood demon and belphegor (slayer) and super shotgun guy.
* Espi's pistol zombie.
And because it's appropriate, suggestions and bugs are welcome, but keep in mind:
* None of the monsters will be inherited from others. This is supposed to be a stand-alone resource wad, so although it would make for shorter code if a lot of the monsters (like the dark imps), had a parent monster, it's possible not all of them will be used in a wad. The intent is for instant copy and paste use in wads.
* The arachnophyte's flames don't animate much, but that's the way Quasar submitted it, so I doubt it'll change.
There, now doesn't everyone love lists? If you have any monsters you want included in this, feel free to post them here or e-mail (Kara@xfury.net) them to me. It will most likely still be a while before I upload this to the idgames archives.
IMPORTANT NOTE: I no longer head this project, or have a part of it. This project was released to the general public some time ago and it may change hands in the future. I had a good time working on it, but am no longer responsible for what might go into it! Thanks to all who participated and may participate in the future.
Last edited by Nanami on Fri Dec 29, 2006 1:51 pm, edited 1 time in total.
Well, the graphics are actually decent (edited cyberdemon frames to remove cybernetic parts and then recolored orange. I painstakingly made sure it looks good. It's not a cheap hack (aside from maybe the attack frames)), and the monster itself is quite cool. However, it's a bit too big to post up here. Could I e-mail it to you?
Here you go. I got the Belphegor, Cacolantern and Blood Demon from ST.
This is from my DECORATE lump in my project, so the doom ed num may not be correct, neither may be the projectile names heh.
It could use some work, espicially since you said no parenting. Just presenting what I got so far. I could also get the original monster decorate info from doom and doom2 if you aren't doing that yourself already.
Code: Select all
PROJECTILE CacolanternBall
{
SpawnNum 255
Sprite BAL8
Frames "5:AB"
DeathSprite BAL8
DeathFrames "CDE"
Radius 13
Height 8
Speed 20
Damage 9
NoBlockmap
NoGravity
ActivatePCross
ActivateImpact
NoTeleport
SpawnSound "monsters/fireball"
DeathSound "monsters/fireballdeth"
DoNotHurtShooter
}
ACTOR BloodDemon : Demon 32181
{
Health 300
Speed 12
Meleedamage 5
REACTIONTIME 8
MONSTER
HitObituary "%o Was chewed up and spat out by the Blood Demon."
//$Category monsters
States
{
Spawn:
SRG2 AB 10 A_Look
Loop
See:
SRG2 AABBCCDD 2 A_Chase
Loop
Melee:
SRG2 g 0 A_PlaySound ("Demon/Attack")
SRG2 E 8 A_FaceTarget
SRG2 F 8 A_FaceTarget
SRG2 G 8 A_MeleeAttack
Goto See
Pain:
SRG2 H 2
SRG2 H 2 A_Pain
Goto See
Death:
SRG2 I 8
SRG2 J 8 A_Scream
SRG2 K 4
SRG2 L 4 A_NoBlocking
SRG2 M 4
SRG2 N -1
Stop
Raise:
SRG2 NMLKJI 5
Goto See
}
}
ACTOR Cacolantern : Cacodemon 32182
{
Health 800
Speed 8
Meleedamage 6
REACTIONTIME 8
MONSTER
Missiletype CacolanternBall
HitObituary "%o admired the Cacolantern's teeth."
Obituary "%o couldn't take %h eyes off the eye."
//$Category monsters
States
{
Spawn:
HED2 A 10 A_Look
Loop
See:
HED2 A 3 A_Chase
Loop
Missile:
HED2 B 5 A_FaceTarget
HED2 C 5 A_FaceTarget
HED2 D 5 bright A_MissileAttack
HED2 C 5 A_FaceTarget
HED2 D 5 bright A_MissileAttack
Goto See
Melee:
HED2 B 7 A_FaceTarget
HED2 C 7 A_FaceTarget
HED2 D 0 A_PlaySound ("Imp/mAttack")
HED2 D 7 A_MeleeAttack
Goto See
Pain:
HED2 E 4
HED2 E 4 A_Pain
HED2 F 5
Goto See
Death:
HED2 G 8
HED2 H 8 A_Scream
HED2 I 8
HED2 J 8
HED2 K 8 A_NoBlocking
HED2 L -1
Stop
Raise:
HED2 LKJIHG 8
Goto See
}
}
ACTOR Belphegor : HellKnight 32183
{
Health 1500
Speed 8
Meleedamage 15
DeathSound "Baron/death"
REACTIONTIME 8
MONSTER
Missiletype BelphegorBall
Obituary "%o was incinerated by a Belphegor."
HitObituary "the last thing %o saw was the Belphegor's abs."
//$Category monsters
States
{
Spawn:
BOS3 AB 10 A_Look
Loop
See:
BOS3 AABBCCDD 3 A_Chase
Loop
Missile:
BOS3 E 8 A_FaceTarget
BOS3 F 8 A_FaceTarget
BOS3 G 8 A_MissileAttack
BOS3 F 8 A_FaceTarget
BOS3 G 8 A_MissileAttack
BOS3 F 8 A_FaceTarget
BOS3 G 8 A_MissileAttack
Goto See
Melee:
BOS3 E 8 A_FaceTarget
BOS3 F 8 A_FaceTarget
BOS3 G 0 A_PlaySound ("Imp/Attack")
BOS3 G 8 A_MeleeAttack
Goto See
Pain:
BOS3 H 2
BOS3 H 2 A_Pain
Goto See
Death:
BOS3 I 8
BOS3 J 8 A_Scream
BOS3 K 8
BOS3 L 8 A_NoBlocking
BOS3 M 8
BOS3 N 8
BOS3 O -1
Stop
Raise:
TRO2 ONMLKJI 8
Goto See
}
}
PROJECTILE BelphegorBall
{
SpawnNum 255
Sprite BAL7
Frames "5:AB"
DeathSprite BAL7
DeathFrames "CDE"
Radius 13
Height 8
Speed 20
Damage 10
NoBlockmap
NoGravity
ActivatePCross
ActivateImpact
NoTeleport
SpawnSound "monsters/fireball"
DeathSound "monsters/fireballdeth"
DoNotHurtShooter
}
It could use some work, espicially since you said no parenting. Just presenting what I got so far. I could also get the original monster decorate info from doom and doom2 if you aren't doing that yourself already.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Excellent! This should be very useful. I'll need to make a few changes (like taking out the "PlaySound" codepointers and simply defining monster sounds), but most of it looks like it's there.
By the way, I'm almost afraid to ask, but what's your project? It's not "SkullTag for ZDoom" is it? Because if it is, I was going to do that, heh. I'd be glad to help you work on it if so.
And to Xaser, yes, feel free to e-mail it.
By the way, I'm almost afraid to ask, but what's your project? It's not "SkullTag for ZDoom" is it? Because if it is, I was going to do that, heh. I'd be glad to help you work on it if so.
And to Xaser, yes, feel free to e-mail it.
This WAD is cool. Good Job Nanami (et al). Nice to see some of the beastiary creations coming to life.
Going to grab Bouncy's WAD now.
Oh, and Bouncy, this may interest you.
http://groovetown.co.uk/songs/reddwarf/ ... =22&id=338
Going to grab Bouncy's WAD now.
Oh, and Bouncy, this may interest you.
http://groovetown.co.uk/songs/reddwarf/ ... =22&id=338
Nanami: The Doom Twilight Chronicles. (link : http://www.megareviews.com/index.php?id=dcmain )
Actually, it was supposed to be for Skulltag, but since it doesn't have actor support in decorate, I moved to zdoom. I really do want to use runes and powerups and weapons it has though. I am actually going to emulate the minigun and railgun once .64 is out.
On another note, i'll begin on the normal doom2 monsters.
Actually, it was supposed to be for Skulltag, but since it doesn't have actor support in decorate, I moved to zdoom. I really do want to use runes and powerups and weapons it has though. I am actually going to emulate the minigun and railgun once .64 is out.
On another note, i'll begin on the normal doom2 monsters.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Nice stuff Bouncy. The height seems wrong, but I'll fix that (with autoaim off and mlook you can shoot him in the chest and hit the wall behind him with no damage done).
Yeah, Enjay, I wanted to create some of the Beastiary stuff, but unfortunately nobody is really willing to make any of them. I had to beg and beg Espi to do the warlord. There are a lot of them I'd love to see though.
Yeah, Enjay, I wanted to create some of the Beastiary stuff, but unfortunately nobody is really willing to make any of them. I had to beg and beg Espi to do the warlord. There are a lot of them I'd love to see though.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Oops, I'll fix that. I'll also lower the health on the marine zombie (I also don't think he should drop a chaingun, since the weapon he uses is much unlike the chaingun).Janizdreg wrote:Excellent set of monsters, though the Satyr has Imp Warlord's obituary message.
I added all three SkullTag monsters. The sounds were used a little oddly (with codepointers rather than defined normally), and I had to add in some things like size and mass and such.
A few additions for the next version (so far):
* Stone imp puffs instead of bleeds, and uses a different sound for scratching
* Espi's made some changes to the arachnophyte's torches
* Blood Demon, Cacolantern, and Belphegor added
* While looking for better sprites of the Belphegor (which I seem to have lost), I found a monster by Lil White Mouse that she made for an abandoned project of mine. I've added it to the wad (it's a Scorpion Mastermind with 2000 health, which shoots both a chaingun and rockets at random)
By the way, I used the +BOSS bit for the scorpion, but this doesn't seem to include immunity to splash damage. I didn't see any bits that gave this property. Is there one?
Next on my list is to add Bouncy's marine and rip the new monsters from TNT3, rename them, and code them.
What I'd yet like to see included is marines using the sprites from the Marine Skin Pack. Also, IMO, it'd be best to implement them pretty much like Enjay's Marine Assault did, not the way they currently are in ZDoom itself (in which especially the rapid-firing & suicidal RL marine is just silly).