I think maybe using Eriance's Vulgar combined with a regular Imp would be intriguing, or using the Soul Harvester graphics from the Beastiary. I've just never liked the D64 Imp's "alien" look. He doesn't look like a Demon, he looks like...something out of Duke Nukem, almost. It doesn't help that the D64 sprites have an entirely different style to Regular Doom's.Ghastly_dragon wrote:About the imp sprites, I can't do better than what I have, I don't have anything better and nobody's offered to do better. I like the new imp as well as the old imp, but personal preference notwithstanding, I certainly won't redesign the look Doom 3 imp for this mod. If you can do better than what I have, I'd be happy for the help, but if you're capable, I think there are some bigger fish to fry, like the pinky, lost soul or forgotten one. The sprites fit the model pretty well, too:
Well, the different angles not working correctly is to be expected, I think--isn't it? It's the head-on view that matters, I think.Machinegun and Shotgun variants of the ZSec are done. They use the AI from the ZSec on the R667 Beastiary (No credit given, since I'm the one who coded it ) since the real map-independant AI (Stand and shoot, maybe take a step to the side or crouch) is quite bland and WAY too easy to kill in Doom 2, but since they don't seem done to me, I'm marking them as 99% done. Next is the pistol variant. I just flipped and copy/flipped the sprites for a second melee attack for the imp. It looks fine from the front, but since the rotations are mirrored, it'll look like a useless amount of work if you're viewing it from different angles (especially 2, 3 and 4 :/).
Hopefully there'll be a bunch of variety in how the ZSecs look. I've been planning on a Zombie Variations pack for a while now that puts in a bunch of variants just to look cooler and such.