[DECORATE] Monster Contest - Winners! (p12)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
@CaptainToeNail: I noticed that your monster tends to focus more on melee, if you get close. That makes things easy for me to just get close to it and take a couple of steps back back, then shoot it. You don't have to change the DECORATE, I'm just stating my opinion on it.
BTW, I don't think you should call it a Doom3Imp, if you are using the Doom 64 imp sprites. The name keeps making me think that you are actually using a Doom 3 Imp.
@.+:Icytux:+.: I encountered a problem with your infernal demon. When your infernal demon attacks a monster, at times, it will continuously fire at the monster, even if it is dead.
BTW, I don't think you should call it a Doom3Imp, if you are using the Doom 64 imp sprites. The name keeps making me think that you are actually using a Doom 3 Imp.
@.+:Icytux:+.: I encountered a problem with your infernal demon. When your infernal demon attacks a monster, at times, it will continuously fire at the monster, even if it is dead.
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Unknown_Assassin
- Posts: 2468
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- Location: Where dead carcasses lie
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Hmm, yeah, maybe, the Doom64 sprites are just filler really, cos I can't be bothered making new sprites, and about the melee, a simple change to the A_Jump will sort that. I might call it Knightmare Imp and add translucency to it.@CaptainToeNail: I noticed that your monster tends to focus more on melee, if you get close. That makes things easy for me to just get close to it and take a couple of steps back back, then shoot it. You don't have to change the DECORATE, I'm just stating my opinion on it.
BTW, I don't think you should call it a Doom3Imp, if you are using the Doom 64 imp sprites. The name keeps making me think that you are actually using a Doom 3 Imp.
@.+:Icytux:+.: I encountered a problem with your infernal demon. When your infernal demon attacks a monster, at times, it will continuously fire at the monster, even if it is dead.
Lol, maybe the Infernal Demon has anger management problems!
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.+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
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HotWax
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
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.+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
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Ghastly
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Yeah, but D&D imps are very different from Doom imps. They're more like Heretic's gargoyles, actually.Ghastly_dragon wrote:@Toenail: You could change the name entirely. I recommend Quasit (in D&D, Imps are from Hell, and Quasits are from the Abyss, but are otherwise the same)
There's an imp here (the tiny red thing), along with a gelugon (blue insect-like thing with the lance), a hamatual (spiny black thing) and a lemure (amorphous blob). And there's a quasit here (a little green thing you may not notice at first), along with a nalfeshnee (the big ugly thing that looks like a gorilla, a warthog and a mancubus all in one) and a succubus (I'm sure you won't need my help to identity her). Both pictures from the Monster Manual Art Gallery.
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StarScream
- Posts: 73
- Joined: Tue Oct 09, 2007 10:08 pm
- Location: Aus
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Mechadon
- Posts: 470
- Joined: Thu May 03, 2007 3:13 am
SEE BELOW FOR UPDATED D/L LINK

This is the Infernux Grand (formally the 'Cyberminion')
I've put a LOT of work into him, and hopefully he came out half-decent
. If anyone has any comments/suggestions to make him better, let me know!
Enjoy!

This is the Infernux Grand (formally the 'Cyberminion')
Code: Select all
Authors: Brett "Mechadon" Harrell
Originally this was the 'Cyberminion', which was my very first monster I created and my very first time at handling any sort of DECORATE. It's also the very first full sprite edit and recolor I've ever done, and you can probably tell that by the mediocre job that I did on them. When I got the idea to graft another RL on the Cyberdemon, I thought for sure it was a completely new and novel idea. But as I quickly learned, the idea had already been thought of and executed by someone else; I could have saved a month's worth of sprite work if I only knew that existing sprites for a dual RL Cyberdemon existed. However, I did do a good bit of recoloring to the body, metal parts, and the gun muzzle flash. That, along with the very elaborate decorate coding, seperates it from the other dual weild Cyberdemons out there.
The Infernux Grand is a very hard boss monster born out of Sabbat Martyr and Sabbat Martyr II. He has many different attacks, 12000 HP, and moves slightly faster than a normal Cyberdemon. He has a hellish doulbe Karasawa bolt attack which is very hard to dodge. The Karasawa bolts can bounce off surfaces, so just dodging the first blast may not be enough! The Infernux's second attack consists of a dual, double proximity mine attack which can utterly destroy anything that breaks their perimeter (*note* if your really good, you can use the mines as a way to get to higher places). The mines are shootable and they are also triggered by other monsters, so they shouldn't be a problem if you can stay far enough away from them. You can also clear a room of monsters if you can manipulate the Infernux to fire mines in certain directions. One other attack of the Infernux involves a combination of both Karasawa blasts and prox mines, so keep on your toes! And last but not least, the Infernux has a close range attack which involves the monster raising its metal hoof for a moment, then brining it smashing down on the ground with tremendous force. This causes shockwaves along the ground in the form of a circle, radiating from the Infernux, which can do moderate damage.Enjoy!
Last edited by Mechadon on Wed Oct 10, 2007 3:32 pm, edited 1 time in total.
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Ghastly
- ... in rememberance ...
- Posts: 6109
- Joined: Fri Jul 06, 2007 2:34 pm
@Mech: A_JumpIfCloser would be good for that stomp attack, since it's using it when I'm across the room. For example:
You should probably lower the delay before it stomps, 'cause most people will see it and get the heck out of dodge.
Code: Select all
IFGD A 0 A_JumpIfCloser(384, 1)
goto see
IFGD AE 3 A_FaceTarget
IFGD B 50 A_FaceTarget
IFGD C 5 A_FaceTarget
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Mechadon
- Posts: 470
- Joined: Thu May 03, 2007 3:13 am
@Ghastly_Dragon: Hey, good idea! I'll do that now.
*edit*
Infernux Grand Updated! Click me for great justice!. I'll remove the above link...please download this one
*edit*
Infernux Grand Updated! Click me for great justice!. I'll remove the above link...please download this one
Code: Select all
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*Update Oct 10th, 2007*
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Thanks to a suggestion by Ghastly_dragon, I've given the ground radius attack a A_JumpIfCloser parameter so that it now triggers when the player is close to the monster, thus giving the attack more of a use. Other changes that I made include fixing the karasawa bolt bounce sounds, increasing the random range for the prox mines being fired, increasing the limit of the ground/hoofslam attack, adding a brand new ground attack (seeking ground wave attack!), and other minor changes. Hopefully this will better round out the monster ;)