Monster Resource Wad

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Graf Zahl
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Post by Graf Zahl »

One little bug:

The chainsaw zombie uses an incorrect sprite in its Raise: sequence.
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Graf Zahl
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Post by Graf Zahl »

I have to admit I found the NightmareCaco rather lame. How about this version (which will give you true nightmares! ;) ) You can add this as an alternative version (as with the various dark imps)

Code: Select all

//******************************************************************************************

ACTOR RealNightmareCaco 19982
{ 
   Health 700
   Speed 8 
   Radius 31
   Height 56
   PainChance 96
   Mass 400
   Meleedamage 7
   REACTIONTIME 8 
   MONSTER
   +FLOORCLIP
   +NOGRAVITY
   +FLOAT
   +GHOST
   RENDERSTYLE Add
   ALPHA 0.5
   SeeSound "caco/sight"
   PainSound "caco/pain"
   DeathSound "caco/death"
   ActiveSound "caco/active"
   Missiletype CacolanternBall 
   HitObituary "%o was snuck up on by the Nightmare Cacodemon." 
   Obituary "%o couldn't dodge the Nightmare Cacodemon's fireball." 
   States 
   { 
   Spawn: 
      HED3 A 10 A_Look 
      Loop 
   See: 
      HED3 A 1 A_Chase 
      Loop 
   Missile: 
   Melee:
     HED3 B 3 A_FaceTarget
     HED3 B 3 A_FaceTarget
     HED3 C 4 A_ComboAttack
     HED3 B 3 A_FaceTarget
     HED3 B 3 A_FaceTarget
     HED3 C 4 A_ComboAttack
     HED3 B 3 A_FaceTarget
     HED3 B 3 A_FaceTarget
     HED3 C 4 A_ComboAttack
     Goto See
   Pain: 
      HED3 E 3 
      HED3 E 3 A_Pain 
      Goto See 
   Death: 
      HED3 G 8 
      HED3 H 8 A_Scream 
      HED3 IJ 8 
      HED3 K 8 A_NoBlocking 
      HED3 L -1 
      Stop 
   Raise: 
      HED3 LKJIHG 8 
      Goto See 
   } 
} 
Notice the +GHOST flag. With 2.0.64 you can create weapons that will go right through a monster that is a ghost! If you want to try you can insert a Phoenix Rod from Heretic and try to attack this one with it. ;)
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Nanami
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Post by Nanami »

I sort of didn't like the caco either, so I used yours instead. However, even if he's supposed to be a nightmare, I toned him down some. I lowered his speed slightly and threw

Code: Select all

HED3 B 0 A_Jump(128,1)
     Goto See
into his attack animation so he doesn't just constantly attack. Granted, I still think he moves too fast and shoots too fast, but I'll leave it that way.

I thought changing his renderstyle looked bad, but after tossing him in a couple levels I saw that he looks really good in dark light levels. The darker it is, the clearer he is up close, but the fast he disappears when you step back! Pretty neat.
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Post by NiGHTMARE »

I just found this on my hard drive. It's a possessed guy with a shotgun, but it looks rather different than the original possessed guys.

Unfortunately I have no idea who the original artist is, but I'm sure someone out there knows...
Last edited by NiGHTMARE on Thu Jul 22, 2004 12:08 pm, edited 1 time in total.
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Post by NiGHTMARE »

Oh, and how could we forgot Scuba Steve's zombie from Ghostbusters Doom 2? ;)
Last edited by NiGHTMARE on Thu Jul 22, 2004 12:08 pm, edited 4 times in total.
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Post by NiGHTMARE »

Finally (for now at least), there's Mark Klem's Cyberdemon/Marine hybrid from Cringe!
Last edited by NiGHTMARE on Thu Jul 22, 2004 12:09 pm, edited 3 times in total.
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Graf Zahl
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Post by Graf Zahl »

Nanami wrote: Granted, I still think he moves too fast and shoots too fast, but I'll leave it that way.


That was the whole point of it. This monster can be a real challenge but even though he seems extremely aggressive I always found him more challenging than annoying. This is supposed to be a tough monster!

And I am not one of those who like their monsters ultra-tough!

The basic idea for this came from the Doom64 TC, btw.
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Nanami
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Post by Nanami »

Graf Zahl wrote:That was the whole point of it. This monster can be a real challenge but even though he seems extremely aggressive I always found him more challenging than annoying. This is supposed to be a tough monster!

And I am not one of those who like their monsters ultra-tough!

The basic idea for this came from the Doom64 TC, btw.
I found the monsters in Doom 64 TC annoying. ;)

I'll look at that stuff after class NiGHTMARE.
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Post by Tormentor667 »

The last one of Nightmares monsters looks nice but the rest is a bit ... well ... "under-quality" :(
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Post by NiGHTMARE »

Personally I prefer that shotgun guy to the one in the original Doom :).
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Post by Enjay »

NiGHTMARE wrote:Personally I prefer that shotgun guy to the one in the original Doom :).
Woh! I've never seen that sprite before. It's very good. I like it. Image
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Espi
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Post by Espi »

Heh, he goes through the effort of putting a helmet on while being gibbed.

But yeah, that's a good sprite. Just his right arm could use a little tweaking in the walking animation.
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Post by Nanami »

The first one's really nice. I think I'll put it in.

As for the second one, I assume his arm comes off after being killed but he still fights, and you have to kill him again? Or something? I'm not entirely sure how these frames should be put together. =P
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Post by Tormentor667 »

Nanami wrote:As for the second one, I assume his arm comes off after being killed but he still fights, and you have to kill him again? Or something? I'm not entirely sure how these frames should be put together. =P
Indeed, acutally it is two monsters in one ;)
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Nanami
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Post by Nanami »

Tormentor667 wrote:
Nanami wrote:As for the second one, I assume his arm comes off after being killed but he still fights, and you have to kill him again? Or something? I'm not entirely sure how these frames should be put together. =P
Indeed, acutally it is two monsters in one ;)
Yeah but I'm not sure how to put them together exactly.

Also, watching the shotgun soldier resurrect is really entertaining.

EDIT: By the way, does anyone know the angles used by the Mancubus attacks (in order)? Isn't it:

-45, 0
0, 45
-30, 30

? I may be way off but that's what I thought it was.
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