[Project]Hexen II Monsters

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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

@CodenniumRed: Noticed that when I was putting the Shadow Wizard in ToTL. I just fixed it.

@Toenail: Lower limit, or remove the limit?
Vegeta(dw) wrote:Not sure if it's a bug, but the wizards barely teleport now, and when they do they teleport right near the place they were.
The Skull Wizard teleports a third of the time as a missile attack, and sometimes when it enters the pain state. The Shadow Wizard never teleports as an attack, but has a very high chance to teleport in the pain state (and since it isn't shootable when it starts teleporting, unlike the Skull Wizard, it's more annoying). There's no way I can get them to teleport when they detect a projectile coming at them, unfortunately. :?

Them barely moving while teleporting is an old ZDoom bug that Skulltag 97d3 still has. A_Wander doesn't move for a little while, after being damaged.
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Chii
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Re: [Project]Hexen II Monsters

Post by Chii »

Ghastly_dragon wrote:
Special thanks to my little brother for the new death animation: Image
[/img][/url]
Thats very impressive! sorry to be offtopic but is he another user on here, I need some one to make a good Baron of Hell gib set sorta like his where it falls to little chunks. doki
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

Chii wrote:Thats very impressive! sorry to be offtopic but is he another user on here, I need some one to make a good Baron of Hell gib set sorta like his where it falls to little chunks. doki
Unfortunately, no he can't, for reasons I'd really rather not get into...
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ShadesMaster
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Re: [Project]Hexen II Monsters

Post by ShadesMaster »

Good for a bump, though. Critters like the Medusae need to be in the bestiary!!!!
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

Once the entire pack is done, I'll submit them to the Beastiary. I already talked to Tormentor about it, a few months ago.
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The Ultimate DooMer
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Re: [Project]Hexen II Monsters

Post by The Ultimate DooMer »

Did you include the giant imp (summon stone)?

(there is a set of those sprites in Fury, might be worth asking Ichor if you can use them)
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

I don't really want to use model rips for this, unless they're hand-edited so they fit. They clash too much with all of the other sprites.
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Fury3
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Re: [Project]Hexen II Monsters

Post by Fury3 »

Well I like to see a Hexen 2 sprites about "WereLeapord". But it's suppose to be named a "WereJaguar".

It's made by decision.
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rollingcrow
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Re: [Project]Hexen II Monsters

Post by rollingcrow »

Fury3 wrote:Well I like to see a Hexen 2 sprites about "WereLeapord". But it's suppose to be named a "WereJaguar".

It's made by decision.
Wait, what?
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ETTiNGRiNDER
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Re: [Project]Hexen II Monsters

Post by ETTiNGRiNDER »

I hope you plan to do Eidolon at some point. It would be nice not to have to see a crappy model rip of him in every "all serpent riders get together" type mod.
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wildweasel
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Re: [Project]Hexen II Monsters

Post by wildweasel »

Fury3 wrote:Well I like to see a Hexen 2 sprites about "WereLeapord". But it's suppose to be named a "WereJaguar".

It's made by decision.
Excellent bump, my friend.
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Fury3
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Re: [Project]Hexen II Monsters

Post by Fury3 »

It'll take to more a screenshots for that bosses from sprite. And so is from Chaos Sphere.

Image
Image
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

Fury3, I wasn't going to do the four horsemen. They would be almost impossible to sprite and code properly.

EttinGrinder, a friend of mine was making Eidolon, at one point, but he hasn't mentioned it in a while.
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Fury3
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Re: [Project]Hexen II Monsters

Post by Fury3 »

So you never heard about The Four Horsemen of the Apocalypse with Pestilence, War, Death and Famine here before?

Not even riding with D'Sparil.
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Fury3
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Re: [Project]Hexen II Monsters

Post by Fury3 »

All except for one...
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