Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
Forum rules
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.
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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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
That sucks about your computer. I'm glad you're still interested in my mod though.
Also, I made a new HUD. It's more of an experiment really and I don't really have any plans on putting it into this mod unless there's a big enough demand for it.
Also, I made a new HUD. It's more of an experiment really and I don't really have any plans on putting it into this mod unless there's a big enough demand for it.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Hey lizzard, i'm back in the job! I got my computer working again! but my laptop is scrude up because of Desktop Defender 2010 got in it. I can't get system restore in the laptop, so i'm waiting for a CD to auto restore it. cause of that, i'm putting MUGEN on hold for a while.
anyway, i'm able to help you out again with the mod!
anyway, i'm able to help you out again with the mod!
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I made this comparison video of my latest mod, The Exterminator, and my old mod, Immoral Conduct: Lizard Edition (ICDLizard for short) over this weekend. The video also reveals the brand new titlepic for my Exterminator mod.
I can't believe I thought the graphics from ICDLizard were good... I also apologize for the crappy framerate in some parts of the video.
As for progress on the mod itself, I haven't done anything to it. I am thinking about weather or not I should try to add in the Metal Slug inspired HUD I made earlier, but I'm not sure on that yet. If there's a big enough demand for it, then I'll probably do it.
I can't believe I thought the graphics from ICDLizard were good... I also apologize for the crappy framerate in some parts of the video.
As for progress on the mod itself, I haven't done anything to it. I am thinking about weather or not I should try to add in the Metal Slug inspired HUD I made earlier, but I'm not sure on that yet. If there's a big enough demand for it, then I'll probably do it.
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- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Having never played your EDGE version, I have to say, the difference is very striking. And are those Pikachus gonna be replacing the Nazis in the next version?
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I'm considering adding in those Pichus and an unreleased enemy from my dead Pokestein 3D mod.
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- Posts: 122
- Joined: Wed Jan 06, 2010 1:12 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
The funny thing is that Lizardwar and ICDLizard work with GZDoom. Very strange.
Does ZDoom/GZDoom support DDF from EDGE ?
Does ZDoom/GZDoom support DDF from EDGE ?
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I don't think ZDoom/GZdoom has DDF support.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
i accidentally tried that out, didn't work at all. the only thing i've seen changed was the gun frames. it looked dumb, but it wasn't the first mod of the video, it was Eternal Warfare. 

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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I'm currently adding in a new enemy. Even reducing the health and strength to balance out the annoying Medic Lizards wasn't good enough, so now I'm making an enemy that's somewhat easy to kill but also unique.This is where this guy comes in:

This ceramic figure was made a few years back. He is originally supposed to be one of the main good guys for a Metal Slug inspired shoot-em-up that I want to make some day called "Lizard Squad". The sprites were originally for the experimental Doom mod I was working on briefly which also featured my Metal Slug inspired HUD. My brother suggested I should make these sprites. Since I kinda stopped working on it, I figured I shouldn't let it go to waste and just bring it into this mod. The Medic Lizard is still going to be in this mod, but now the Revenant (who the Medic Lizard replaced) is now going to be a random spawner for the Medic Lizard and the Cowboy Lizard.
He has two attacks: the first is a slow aiming, precision shot and the second is an inaccurate rapid-fire quick-draw attack where he shoots all six bullets from his revolver really fast (I'm sure there's a proper name for it, but I can't remember what it's called at the moment). The bullets bounce around walls and ceilings (like the Colt SAA from Metal Gear Solid 3). I'm almost done making him. I just need to finish the death animations and the precision shot animations and I'll be done with him.
If only I could start working on my Vanguarder robot...

This ceramic figure was made a few years back. He is originally supposed to be one of the main good guys for a Metal Slug inspired shoot-em-up that I want to make some day called "Lizard Squad". The sprites were originally for the experimental Doom mod I was working on briefly which also featured my Metal Slug inspired HUD. My brother suggested I should make these sprites. Since I kinda stopped working on it, I figured I shouldn't let it go to waste and just bring it into this mod. The Medic Lizard is still going to be in this mod, but now the Revenant (who the Medic Lizard replaced) is now going to be a random spawner for the Medic Lizard and the Cowboy Lizard.
He has two attacks: the first is a slow aiming, precision shot and the second is an inaccurate rapid-fire quick-draw attack where he shoots all six bullets from his revolver really fast (I'm sure there's a proper name for it, but I can't remember what it's called at the moment). The bullets bounce around walls and ceilings (like the Colt SAA from Metal Gear Solid 3). I'm almost done making him. I just need to finish the death animations and the precision shot animations and I'll be done with him.
If only I could start working on my Vanguarder robot...
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- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
The big issue I have with the Medic Lizards is that they can resurrect other Medic Lizards, which, if you're playing a map with lots of Revenant spawns, means a never ending force of Medic Lizards.
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- Posts: 382
- Joined: Fri Aug 28, 2009 1:46 pm
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Arguably: God mode + infinite ammo + high rate of fire + horde of self-reviving* monsters = WHEEEEE! (Even if infinite ammo doesn't work for this mod because of reloading. (A problem I came up with a solution for, actually.))
Of course, one could just enable monster respawn to get the same effect and that any self-reviving* monster is either A. a bug or B. some sort of super rare ultra-enemy (or end-game boss). I mean, Revenants are annoying enough, no need to change them into self-reviving monstrosities!
Oh, and I'd just like to note that this is one of my favorite WADs and to say keep up the good work.
*And when I say "self-reviving" I mean able to revive its own species.
Of course, one could just enable monster respawn to get the same effect and that any self-reviving* monster is either A. a bug or B. some sort of super rare ultra-enemy (or end-game boss). I mean, Revenants are annoying enough, no need to change them into self-reviving monstrosities!
Oh, and I'd just like to note that this is one of my favorite WADs and to say keep up the good work.
*And when I say "self-reviving" I mean able to revive its own species.
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Hahaha! Yeah, even I got really frustrated and annoyed by that. Sure, you can get yourself a never-ending supply of stimpacks and .357 magnums if you carefully regulate how many of them get revived, but sometimes even having 4 or 5 of them at a time can get crazy! This is pretty much why I decided to add in the Cowboy Lizard. I'm going to try to gave these guys respawn more often then the Medic-Lizards.JimmyJ wrote:The big issue I have with the Medic Lizards is that they can resurrect other Medic Lizards, which, if you're playing a map with lots of Revenant spawns, means a never ending force of Medic Lizards.
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I finished making all of the Cowboy Lizard sprites. I need to find some new sounds for him though. I'll probably end up recording lines or something... I'm not sure yet.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)
The sounds from the Lucasarts game Outlaws are pretty easy to rip with XWE. You could probably get a good handful from the downloadable demo, if you don't own the game.
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
I can't believe I didn't think of that. Thanks for the suggestion. I found some pretty good sounds from it.