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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Fri Oct 18, 2013 10:51 pm
by Captain J
Mav3rick wrote:no need to show all the arm
see? that's the point. least cyber bruiser had that problem together with that sprite.

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Oct 19, 2013 3:47 am
by VICE
v 1.51 is ready. Most of the differences are balance work and a few minor touches. There is some new content however, in the form of several new ammo pickups and a lost soul replacement.
Check the first post for more info on those.

~ Download (v 1.51) ~

v 1.51 Changelog:
Spoiler:

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Oct 19, 2013 5:26 am
by Captain J
hey, thanks for made cyber brute in! and for an example about illegal surgery, here it is;
FATTG1.png
FATTG1.png (5.71 KiB) Viewed 1945 times
it needs recoloring also shading, but you get the ideas.

just like this, just pickup some demons that you want to upgrade it. and rip some mechanical parts from other games that i just told you before. and again, this is an example. i didn't say anything about made like this. you're free to surgery every demons. like a mad scientist, and don't forget for give a credits to original also.

interested about cybonatic-demons but big ass robot that has no bloods and guts? check those game's sprite. and maybe i'm pushing you around, but i though it's going to be a good idea for keep making new monster sprites either it's a franken sprite just like a realm 667, rather then picking up a over-used cybonatic-demon sprites...and i hope you're not busy.

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Oct 19, 2013 6:48 pm
by Mav3rick
i cant think of a name for that creature :P

about the new version...

Warden.... 3 RAPTOR BLAST TO DROP DEATH!?? seriously O.o (is the honest thing i can say about this caracter) it can eat more damage than a cacodemo, baron of hell, pain elemental, mancubus, revenant and even diabolist?? come on you're making this a joke with out been or sound rude of course

the lost soul look very cool yet the sprite seem lower making then seem half stuck in the floor and they sound effect are very high and i mean too high

the new sprite for the ammo look really nice, well done

oh and btw will be posible to resize the warden and the granadier? they are way bigger than the others and they look king of odd

about the widowmaker, didnt hear no new sound i just keep hearing the same revenant ones

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Oct 19, 2013 10:40 pm
by Captain J
maybe we need to leave grenadier and warden alone. because...well, bigger enemies good at makes good threats.

EDIT: i hope you can read this edited reply, i just finished clearing cyber brute's background 100% clean. i hope i was not too late.
http://forum.zdoom.org/viewtopic.php?f= ... 30#p724488

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Fri May 02, 2014 5:51 pm
by Shadez12
Yeah im having a problem...

Script error, "projectmsx_extrabadass_v1.51.pk3:actordefs/items/ammo.txt" line 8:
Unexpected 'Box of .50 AE ammo for Assault Pistol' in definition of 'pistol_ammobox'

Got this message in thus game failed to start

Im using GZDoom 1.8.2

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Fri May 02, 2014 6:13 pm
by Somagu
Use with Project MSX version 0.2a, make sure you load this mod after Project MSX.
You should probably read the first post a little before trying to play the mod, you know? Not to be rude, or anything, but it's right there above the DL link after all.

It loads up fine for me, loading after MSX. Drag-and-drop method might not work? Could anyone confirm that?

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Thu May 08, 2014 8:41 pm
by Shadez12
Can someone please help me?

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Thu May 08, 2014 10:21 pm
by Captain J
please read what Somagu said, and never bump on this thread unless you have some glitches in this wad's real gameplay, or pm the author would be better idea if he's on the forum. and getting fooled is not so funny, you know.

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Fri Feb 20, 2015 10:06 pm
by DoomKrakken
Could you also make a minor 4 shell pickup for the Nailshotgun, which could also spawn instead of 12-Gague magazines?

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Feb 21, 2015 7:39 am
by cem26
WW THATS LOOKS good.

BUT AM GETTING THİS ERROR THING

http://puu.sh/g6ncs/f8f97794e7.png

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Feb 21, 2015 8:27 am
by Captain J
did you dragged the original wad first to the mutator?

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sat Feb 21, 2015 1:34 pm
by cem26
my bad thx for halp

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sun Apr 12, 2015 7:45 am
by VICE
Spoiler:
What? Oh right. Here's a new version with a couple more dudes to point your guns at and a small raptor shell pickup.
Check the list in the first post for details on the new additions.

More to come later...(?)

v 1.6:
Changelog:
Spoiler:

Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Posted: Sun Apr 12, 2015 1:03 pm
by DoomKrakken
The Raptor Nailshotgun shell pickups should be a few shells laying around, similar to the original Doom, rather than in a magazine. Last I checked, the Nailshotgun had a built-in magazine, which one would load shells, one at a time... so I do not understand why the shells are inside of some magazine. I say the shells should be colored blue, like the Nailshotgun's shells are, and the sprite should increase in size (probably 1.25 to 1.5 times the size of the original Doom shotgun shell pickup sprite).

It's good that you finally made Nailshotgun shells spawn. :D