Hell-Forged (updated to v1.11 - development paused)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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Anakin S.
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- Location: A long time ago in a galaxy far, far away...
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eliw00d
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- Location: Duluth, MN
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Vicarious
- Posts: 28
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Amuscaria
- Posts: 6635
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
As i've mentione before, it would be a while before Episode 3 will become anything coherent. I'll make a list of things do to and a little info about them.
Graphics:
-Monsters: Right now, i have to edit and draw a few monsters from scratch. It's pretty time consuming, designing both on paper or using latex and then spriting them. Here's a list of monsters i will need. Each Plane will use only it's unique set of monster, preventing any monster-cramping of a bunch of "me-too" monsters.
ACHERON MONSTERS:
-Vulgar: This will be a Imp edit based heavily on Doom 3's Vulgar creature. It will take the place of the Imp in the "Acheron" map/plane (replaces River Styx). It moves similar to the imp, but skinnier and faster and launches similar poison-balls as the Scourer-weapon.
-Abyss Crawler: Monster taken from Hellstorm that I was never able to finish. They are about the size of the demon, and does basically that, run after you for a nasty bite. They will also spit poisonous spores and will drop ammunition for the Scourer when killed. Besides dropping down on you from the ceiling or popping out of the ground, it is no different from the Bloodfiend in terms of HP and damage.
-Stygian Hornet: Primary flyer in Acheron, these half-women/half-bhornet creatures shoot venoumous barbs out of their skull-shaped abdomin. They aren;t very strong, but very manuverable. They are always found in groups or are flies out various hives and other caverns.
-Sgygian Colony: Secondary hive structures for the hornets, they spawn Hornets when they sense you. These are more like buildings then monsters, as they dont move.
-Cherub: (still debating whether or not i need them) Young un-metamorphed larvae of the Stygian Hornets. Very similar to those found in doom 3. They are weak and have creepy voices. Only have melee attacks.
Vemonlord: Not sure excactly what to make this yet. I was thinking of some Skeleton-Naga like animal (A cobra skeleton with a human skull with fangs). It will be the mid-boss class monster, like the Diabolist, Archon, and Deathknight. Will most likely use a bunch of poison attacks and let you get the Green skull when you kill the main group of them. They will, like the other mid-bos mosnters, be found throughout important areas.
Stygian Queenlord: Big boss of the Acheron Plane. It will star out has a large larval-like worm that after a certain amount of damage, will metamorph into a giant version of the Hornets. That's all i got right now. it will drop a piece of the Unmaker. Cannot be slain with poison attacks.
CITY OF THE DAMNED MONSTERS: Not many new ones here. It will use the same monsters as that of the Hellforge except the main boss.
Deathknights: Same as before, but it will allow you to get the Black Skull once you kill the main group.
Torrasque: Main bad-ass of this Plane, it's so powerful that the Moloch keeps this beast in-chains unless being used. It cannot be killed with your weapons, as it will regenerate even if the slightest part of his body is alive. It will have a while before it revives itself, precious time for you to figure out how to kill the unkillable. This beast will be like a very slow tank. Shooting huge blood-based projectiles, but probably the easiest main-boss to avoid. It's reviving should make up for its lack of attack.
INFERNAL PIT MONSTERS: All the monstes in this realm are fire based, it will use several doom2 monsters, like the archvile and normal imps, as well as several new ones. The Demoncube will also be used.
Devil: (Hellstorm Imp) More powerful and spikier version of the imp with double the HP and much nastier attacks.
Infernis: Some high-speed suicidal Imp/mini archvile that i got from Wiki. I have a design on paper for it, basically an mini Archvile with edited onto the Imp. They run into you and explode. (This monster wont take very long to edit from the imp).
Ignist: Chared demonic remains of some warped-demon. It will fire homing skull projectiles as well as swipe with it's claws. It's pretty fast, and basically takes the place of the Revenant.
Fallen: Primary flyer monster. Agile, burning, and spits a bunch of fireballs as it dashins through the air. Will probably be the most annoying monster to face in large groups, hopefully the overkill-weapons of EP3 will make up for their nuisance.
Diabloist: Same as before, but guards the yellow skull.
Pitlord: Main boss of the Pit. I based it slightly on WCIII's pitlord (the giant spear-thing it has) but will based it's movements on the Maulotaur from Heretic. It will spit fireballs and swipe with it's giant stick-weapon that flings a bass of flaming projectiles at you. It can also summon a nearby volcano to blast molten magma at you. This wil be a heavily edited Maulotaur, keeping nothing but it's movement (beer-belly and everything). It will give you a piece of the unmaker. Cannot be slain with fire-based attacks.
NECROPOLIS MONSTERS:
Wendigo: This will be a icey-demon edit, although it will be heavily modified. it will spit ice projectiles and drop the ice-ammo when killed. Otherwise, it will act similar to the Bloodfiend but slightly weaker but doing more damage.
Nightshade: A weaker version of the nightmare from EP2, based 100% on Hellstorm's nightmare. It's a stealth monster, but you can skill kill it while it's invisable.
Nightmare: Same as before, invisable and annoying to the max.
Phantom: Main flying monster that glides though the air with hypnotic grace. It will shoot soul-based homing projectiles and drop soul ammo when killed. It's most notable feature is that it can't be harmed with most weapons. Only a few weapons can actually hurt it. Most just shoot right through the thing.
Soul-Harvester: Based on the sketches done by Cryptic (former leader of Hellstorm) on his SoulHarvester. I'll edit this creature from the Hexen Reaver as original intended, although i will change its looks drastically (based more of the sketch then the old sprites). It will use a variety of soul-based attacks, including the Wraitherverge spirits. It will also have the ability summon Wraiths to ressurect fallen comrades. It will drop the give you the White Skull when the main party is killed.
Dracolich: This will be no doubt, the hardest monster to sprite. I'm deadinitely leaning on making a real Latex model of this thing. But we'll see. It will be the main boss of the Necropolis and will use both ice-based and soul-based attacks. It's bascially a golem of bones made in the form of a dragon. Again, as all main-bosses, it will give you a piece of the unmaker when slain. Cannot be slain with soul or ice attacks.
HADES' SPIRE MONSTERS: This map will use almost ALL cacodemon-type monsters (those Beholder-based balls of flesh). Will use Cacodemons and Infernos, and Pain elementals.
Watcher: Small cousins of the cacodemons with exposed jaws. They can't fully fly, but levitate off the ground. These things spit out small spheres of red-lightning and will drop lightning ammo when killed. They are the main troop of the Hades' Spire.
Hades: floating, red spheres of sell-desctrutive power. It phases in and out of existence, teleporting itself around until it senses you and going BOOM. They are very weak and don't take much to destroy. Killing them normally will cause them to explode.
Inferno: same as before
Death Incarnate: The only non-round monster. This Revenant variant is unkillable most of the time with any weapon that doesnt either freeze it or cause it to explode. When it does die (unless frozen) it will release the Hades' Sphere that controls it.
Hades' Elemental: Mid-boss monster of the hades' spire realm. Basically a large caodemon-type monster with 2 smaller mouths on the side. It shoots out Hades' Spheres from the small mouths as well as powerful blasts of lightning. It's main mouth unleashes a ball of lightning that floats around and does nasty damage to anything that wanders too close to it. These guard the Red Skull.
Overlord: The biggest Cacodemon monster you've ever face, this is the main boss of the Hades Spire. Once you get to the top of it's might tower, you will be forced to face him. You will have to battle him on floating platforms (with a power up). It unleases streams of red-lghtning (like Diablo in Diablo 2) and shoots out 2 variety of vortexes. 1 summons some randomg monster of it's Plane while the other sucks you into the void. This thing has the nasty ability to teleport from place to place or create and non-damage illusion of himself with it's giant Eye. One killed, it will drop a piece of the Unmaker.
THRONE OF CHAOS MONSTERS: being the main hub, this stage will use maybe a few monsters from various other hubs, though it will based mostly on Doom2 and DE-Ep2 monsters. There might be 2 new monster that i'm still planning.
Ravager Demon: This monster will be based on the Wraith from Doom 3. It will teleport infront of you to melee, but otherwise not too tough to kill.
DaemonKnight: Almost solely based on the Hellstorm's "N'garai Daemonite", the only change is that it will have a new shield (I already used the Hexen Centaur shield for the Deathknight). It's mainly a heavy melee monster, armed with a hammer, but i can also shoots homing-missiles out of it's shield. (Still decide whether or not to include this in DE, i am gonna sprite this thing for sure, as I want Hellstorm to be-eventually- revived).
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As one can see...I hav a lotta work. I'm trying not to use monsters from any other game or resource pack as I wish to keep DE as personal as possible as well as give the community a wider range of sprites to choose from for future works. I'm mainly focused on sprites right now, as the maps will be useless without the proper monsters. I have drawn out most of my new monster's designs, if anyone is interested, i can post them. I've also skeched out some areas of interest that I wan the maps to be like.
Once again, EP3 is probably my most ambitious project related to doom, and will ake a long time. Other misc graphics related things i have to do for DE are making new death animations for the Deathknight, make a new Diabloist (better edit), and maybe finish up all the Exlpoding death frames for every monster in existence that can be gibbed. Those are mostly copy and paste, so not too hard.
Right now, although all the weapons have been drawn, I'm in a weapon-spriting block as none of the DE-ep3 weapons i've tried to sprite is turning out to be very satisfying. Maybe it's just their design that is flawed and dont look good when centered. I'll have to draw them out being centered on paper to see if they look ok.
Other minor things include a new status bar, that doesnt take up the entire bottom part of the screen. Something more like the Dark Forces status display that uses the two corners. Already drew that on paper.
Sounds wise, I'm gonna rip every single Star Craft sound I can use for my monsters and edit them. The Zerg is a sound haven like no other, lol. Still trying to figure out how to rip the sounds drom Diablo 2. I've yet to find any tool that can (MPQ view cant do jack without knowing where the files are located withint the Diablo package files).
Graphics:
-Monsters: Right now, i have to edit and draw a few monsters from scratch. It's pretty time consuming, designing both on paper or using latex and then spriting them. Here's a list of monsters i will need. Each Plane will use only it's unique set of monster, preventing any monster-cramping of a bunch of "me-too" monsters.
ACHERON MONSTERS:
-Vulgar: This will be a Imp edit based heavily on Doom 3's Vulgar creature. It will take the place of the Imp in the "Acheron" map/plane (replaces River Styx). It moves similar to the imp, but skinnier and faster and launches similar poison-balls as the Scourer-weapon.
-Abyss Crawler: Monster taken from Hellstorm that I was never able to finish. They are about the size of the demon, and does basically that, run after you for a nasty bite. They will also spit poisonous spores and will drop ammunition for the Scourer when killed. Besides dropping down on you from the ceiling or popping out of the ground, it is no different from the Bloodfiend in terms of HP and damage.
-Stygian Hornet: Primary flyer in Acheron, these half-women/half-bhornet creatures shoot venoumous barbs out of their skull-shaped abdomin. They aren;t very strong, but very manuverable. They are always found in groups or are flies out various hives and other caverns.
-Sgygian Colony: Secondary hive structures for the hornets, they spawn Hornets when they sense you. These are more like buildings then monsters, as they dont move.
-Cherub: (still debating whether or not i need them) Young un-metamorphed larvae of the Stygian Hornets. Very similar to those found in doom 3. They are weak and have creepy voices. Only have melee attacks.
Vemonlord: Not sure excactly what to make this yet. I was thinking of some Skeleton-Naga like animal (A cobra skeleton with a human skull with fangs). It will be the mid-boss class monster, like the Diabolist, Archon, and Deathknight. Will most likely use a bunch of poison attacks and let you get the Green skull when you kill the main group of them. They will, like the other mid-bos mosnters, be found throughout important areas.
Stygian Queenlord: Big boss of the Acheron Plane. It will star out has a large larval-like worm that after a certain amount of damage, will metamorph into a giant version of the Hornets. That's all i got right now. it will drop a piece of the Unmaker. Cannot be slain with poison attacks.
CITY OF THE DAMNED MONSTERS: Not many new ones here. It will use the same monsters as that of the Hellforge except the main boss.
Deathknights: Same as before, but it will allow you to get the Black Skull once you kill the main group.
Torrasque: Main bad-ass of this Plane, it's so powerful that the Moloch keeps this beast in-chains unless being used. It cannot be killed with your weapons, as it will regenerate even if the slightest part of his body is alive. It will have a while before it revives itself, precious time for you to figure out how to kill the unkillable. This beast will be like a very slow tank. Shooting huge blood-based projectiles, but probably the easiest main-boss to avoid. It's reviving should make up for its lack of attack.
INFERNAL PIT MONSTERS: All the monstes in this realm are fire based, it will use several doom2 monsters, like the archvile and normal imps, as well as several new ones. The Demoncube will also be used.
Devil: (Hellstorm Imp) More powerful and spikier version of the imp with double the HP and much nastier attacks.
Infernis: Some high-speed suicidal Imp/mini archvile that i got from Wiki. I have a design on paper for it, basically an mini Archvile with edited onto the Imp. They run into you and explode. (This monster wont take very long to edit from the imp).
Ignist: Chared demonic remains of some warped-demon. It will fire homing skull projectiles as well as swipe with it's claws. It's pretty fast, and basically takes the place of the Revenant.
Fallen: Primary flyer monster. Agile, burning, and spits a bunch of fireballs as it dashins through the air. Will probably be the most annoying monster to face in large groups, hopefully the overkill-weapons of EP3 will make up for their nuisance.
Diabloist: Same as before, but guards the yellow skull.
Pitlord: Main boss of the Pit. I based it slightly on WCIII's pitlord (the giant spear-thing it has) but will based it's movements on the Maulotaur from Heretic. It will spit fireballs and swipe with it's giant stick-weapon that flings a bass of flaming projectiles at you. It can also summon a nearby volcano to blast molten magma at you. This wil be a heavily edited Maulotaur, keeping nothing but it's movement (beer-belly and everything). It will give you a piece of the unmaker. Cannot be slain with fire-based attacks.
NECROPOLIS MONSTERS:
Wendigo: This will be a icey-demon edit, although it will be heavily modified. it will spit ice projectiles and drop the ice-ammo when killed. Otherwise, it will act similar to the Bloodfiend but slightly weaker but doing more damage.
Nightshade: A weaker version of the nightmare from EP2, based 100% on Hellstorm's nightmare. It's a stealth monster, but you can skill kill it while it's invisable.
Nightmare: Same as before, invisable and annoying to the max.
Phantom: Main flying monster that glides though the air with hypnotic grace. It will shoot soul-based homing projectiles and drop soul ammo when killed. It's most notable feature is that it can't be harmed with most weapons. Only a few weapons can actually hurt it. Most just shoot right through the thing.
Soul-Harvester: Based on the sketches done by Cryptic (former leader of Hellstorm) on his SoulHarvester. I'll edit this creature from the Hexen Reaver as original intended, although i will change its looks drastically (based more of the sketch then the old sprites). It will use a variety of soul-based attacks, including the Wraitherverge spirits. It will also have the ability summon Wraiths to ressurect fallen comrades. It will drop the give you the White Skull when the main party is killed.
Dracolich: This will be no doubt, the hardest monster to sprite. I'm deadinitely leaning on making a real Latex model of this thing. But we'll see. It will be the main boss of the Necropolis and will use both ice-based and soul-based attacks. It's bascially a golem of bones made in the form of a dragon. Again, as all main-bosses, it will give you a piece of the unmaker when slain. Cannot be slain with soul or ice attacks.
HADES' SPIRE MONSTERS: This map will use almost ALL cacodemon-type monsters (those Beholder-based balls of flesh). Will use Cacodemons and Infernos, and Pain elementals.
Watcher: Small cousins of the cacodemons with exposed jaws. They can't fully fly, but levitate off the ground. These things spit out small spheres of red-lightning and will drop lightning ammo when killed. They are the main troop of the Hades' Spire.
Hades: floating, red spheres of sell-desctrutive power. It phases in and out of existence, teleporting itself around until it senses you and going BOOM. They are very weak and don't take much to destroy. Killing them normally will cause them to explode.
Inferno: same as before
Death Incarnate: The only non-round monster. This Revenant variant is unkillable most of the time with any weapon that doesnt either freeze it or cause it to explode. When it does die (unless frozen) it will release the Hades' Sphere that controls it.
Hades' Elemental: Mid-boss monster of the hades' spire realm. Basically a large caodemon-type monster with 2 smaller mouths on the side. It shoots out Hades' Spheres from the small mouths as well as powerful blasts of lightning. It's main mouth unleashes a ball of lightning that floats around and does nasty damage to anything that wanders too close to it. These guard the Red Skull.
Overlord: The biggest Cacodemon monster you've ever face, this is the main boss of the Hades Spire. Once you get to the top of it's might tower, you will be forced to face him. You will have to battle him on floating platforms (with a power up). It unleases streams of red-lghtning (like Diablo in Diablo 2) and shoots out 2 variety of vortexes. 1 summons some randomg monster of it's Plane while the other sucks you into the void. This thing has the nasty ability to teleport from place to place or create and non-damage illusion of himself with it's giant Eye. One killed, it will drop a piece of the Unmaker.
THRONE OF CHAOS MONSTERS: being the main hub, this stage will use maybe a few monsters from various other hubs, though it will based mostly on Doom2 and DE-Ep2 monsters. There might be 2 new monster that i'm still planning.
Ravager Demon: This monster will be based on the Wraith from Doom 3. It will teleport infront of you to melee, but otherwise not too tough to kill.
DaemonKnight: Almost solely based on the Hellstorm's "N'garai Daemonite", the only change is that it will have a new shield (I already used the Hexen Centaur shield for the Deathknight). It's mainly a heavy melee monster, armed with a hammer, but i can also shoots homing-missiles out of it's shield. (Still decide whether or not to include this in DE, i am gonna sprite this thing for sure, as I want Hellstorm to be-eventually- revived).
--------------------------------------------------------------------------------------
As one can see...I hav a lotta work. I'm trying not to use monsters from any other game or resource pack as I wish to keep DE as personal as possible as well as give the community a wider range of sprites to choose from for future works. I'm mainly focused on sprites right now, as the maps will be useless without the proper monsters. I have drawn out most of my new monster's designs, if anyone is interested, i can post them. I've also skeched out some areas of interest that I wan the maps to be like.
Once again, EP3 is probably my most ambitious project related to doom, and will ake a long time. Other misc graphics related things i have to do for DE are making new death animations for the Deathknight, make a new Diabloist (better edit), and maybe finish up all the Exlpoding death frames for every monster in existence that can be gibbed. Those are mostly copy and paste, so not too hard.
Right now, although all the weapons have been drawn, I'm in a weapon-spriting block as none of the DE-ep3 weapons i've tried to sprite is turning out to be very satisfying. Maybe it's just their design that is flawed and dont look good when centered. I'll have to draw them out being centered on paper to see if they look ok.
Other minor things include a new status bar, that doesnt take up the entire bottom part of the screen. Something more like the Dark Forces status display that uses the two corners. Already drew that on paper.
Sounds wise, I'm gonna rip every single Star Craft sound I can use for my monsters and edit them. The Zerg is a sound haven like no other, lol. Still trying to figure out how to rip the sounds drom Diablo 2. I've yet to find any tool that can (MPQ view cant do jack without knowing where the files are located withint the Diablo package files).
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Doomshadow
- Posts: 32
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- Location: In another dimension!
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Shadelight
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Anakin S.
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- Location: A long time ago in a galaxy far, far away...
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Cutmanmike
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eliw00d
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- Location: Duluth, MN
perhaps. or a google search found me this:Anakin S. wrote:Don't you mean VENOMlord?
http://boards.sonypictures.com/spiderma ... hp?t=10858
lol.
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Captain Ventris
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Amuscaria
- Posts: 6635
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Made this last night, this is the new "Watcher" monster for DE-Ep3. My first completely scratched, non-anime, style set of monster sprites. It's not finished yet, but I will finish the death animations after seeing the doctor.
Made it orange because DE doesn't have any orange monsters yet. It's supposed to be the basic trooper for the "Hades Spire" map in Ep3; some mini non-flying hissy-like monster. Will be the primary ammo dropper for that map.
EDIT: Final Image on p. 13
Made it orange because DE doesn't have any orange monsters yet. It's supposed to be the basic trooper for the "Hades Spire" map in Ep3; some mini non-flying hissy-like monster. Will be the primary ammo dropper for that map.
EDIT: Final Image on p. 13
Last edited by Amuscaria on Sun May 13, 2007 10:27 am, edited 1 time in total.
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Ryan Cordell
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XutaWoo
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- Location: beautiful hills of those who are friends
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Amuscaria
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- Location: Growing from mycelium near you.
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Scuba Steve
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