The SKULL WIZARD - now THAT'S shaping up to be pretty sweet.
[Project]Hexen II Monsters
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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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ShadesMaster
- Posts: 658
- Joined: Thu Jun 12, 2008 2:05 am
Re: [Project]Hexen II Monsters
Yeah that's it - and imho it's shaped like the Microscopic Hydra moreso than an octopus. The sprite's body should be more cylindrical, and it's tentacles coming from one end.
The SKULL WIZARD - now THAT'S shaping up to be pretty sweet.
The SKULL WIZARD - now THAT'S shaping up to be pretty sweet.
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CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [Project]Hexen II Monsters
There you go Ghastly

The rest of the death animation does not require the skull to be pasted on, you can use the existing sprites, also, there's no way I'm pasting the shoulder pads on you can forget it!
Edit: just noticed there's some white spaces on the '5' back rotations I missed
Oh, and also, you might want to call A_Chase more often to make the wizard's movement smoother, and maybe some A_FaceTarget when they teleport

The rest of the death animation does not require the skull to be pasted on, you can use the existing sprites, also, there's no way I'm pasting the shoulder pads on you can forget it!
Edit: just noticed there's some white spaces on the '5' back rotations I missed
Oh, and also, you might want to call A_Chase more often to make the wizard's movement smoother, and maybe some A_FaceTarget when they teleport
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Tormentor667
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Re: [Project]Hexen II Monsters
Toenail, that one's porn! 
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Ghastly
- ... in rememberance ...
- Posts: 6109
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Re: [Project]Hexen II Monsters
Thanks Toe! I'll slap them in a wad, then make the Shadow Wizard. 
@CodenniumRed: Close enough, it's a horizontal squid-like thing.
@Leileilol: It'll look fine when scaled.
@CodenniumRed: Close enough, it's a horizontal squid-like thing.
@Leileilol: It'll look fine when scaled.
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Vegeta(dw)
- Posts: 366
- Joined: Fri May 09, 2008 10:23 am
Re: [Project]Hexen II Monsters
Hey that looks good. I think we could add the tome of power between both hands, and floating in the air behind the energy ball the wizard cast on the attack frames. It wouldn't be really much of a trouble as the tome already has rotation frames.
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Amuscaria
- Posts: 6634
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Re: [Project]Hexen II Monsters
That's actually a Squid, albeit missing 5 limbs.Vegeta(dw) wrote:
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Rolls
- Posts: 132
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Re: [Project]Hexen II Monsters
I made a octopus, not an squid...
I can edit the body to convert it in a squid
I can edit the body to convert it in a squid
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CaptainToenail
- Posts: 3975
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Re: [Project]Hexen II Monsters
Is this ok for the golem's jewel'd forehead?


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Ghastly
- ... in rememberance ...
- Posts: 6109
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Re: [Project]Hexen II Monsters
Perfect edit, wrong golem. 
You put it on the Stone Golem, but I'll copy/paste it onto the Iron Golem. Thanks!
You put it on the Stone Golem, but I'll copy/paste it onto the Iron Golem. Thanks!
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leileilol
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Re: [Project]Hexen II Monsters
No it wouldn't. It would be an inconsistent, pixel picking enemy that will be hard on the eyes.Ghastly_dragon wrote:@Leileilol: It'll look fine when scaled.
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Ghastly
- ... in rememberance ...
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Re: [Project]Hexen II Monsters
Any better ideas, sprites or bases?leileilol wrote:No it wouldn't. It would be an inconsistent, pixel picking enemy that will be hard on the eyes.
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CaptainToenail
- Posts: 3975
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Re: [Project]Hexen II Monsters
Ah woops!Perfect edit, wrong golem.
You might want to darken the jewel too, if it stands out too much.
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Amuscaria
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Re: [Project]Hexen II Monsters
You can still used the model rips as bases, but it will take extensive editing to make it look smooth as game sprites. With that much time spent editing a sprite, it would probably be faster to just edit a existing heretic monster, like you did now, or draw a completely new one.
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printz
- Posts: 2649
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: [Project]Hexen II Monsters
Doom? Doom? No. Look at how the mouth is animated, the tentacles and the texturing. It's really Strife. A Strife-type Spectral Alien.Rolls wrote:The problem is that the creature looks like an alien demon for Doom instead of a Kraken for HeXen
Scaling can be done, and while it looks bad scaled in Doom, it doesn't look bad any more scaled in the picture editor.
Paste Daedolon feet and robe on the wizard. Use a tome of power to draw them a weapon.
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ShadesMaster
- Posts: 658
- Joined: Thu Jun 12, 2008 2:05 am
Re: [Project]Hexen II Monsters
True, 'cause the Skull Wizards don't fire like the Bishops. It's shaping up nicely though. As for Golems, I WOULD recommend scaling - though a sprite edit to include an attached helm, shoulder pads and skirt would look nice. It's actually part of the creature, he doesn't wear that stuff....
