[WIP/NSFW] Animilation Monsters v06

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wildweasel
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by wildweasel »

Okay. You've said your piece. Get out of the thread now. =P
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Captain Ventris
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by Captain Ventris »

"the means of your curiousity will lead to a medium that touches beyond mature content"

Quote of the year. Also, totally sounds like a Wizard warning you not to read some forbidden tome.

BEYOND GOOD
BEYOND EVIL
BEYOND MATURE CONTENT
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Project Shadowcat
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by Project Shadowcat »

Wow, you people have gotten more unforgiving and especially ruthless than I have. :?
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v12

Post by RV-007 »

CKeen wrote:
LilWhiteMouse wrote:
CKeen wrote:just my opinion
If a project's content doesn't appeal to you, then move on. There's no need to try and tear down someone elses work because you don't like it.
I merely stated my opinion. If the projects I mentioned will never speed up because people waste their time with model rips we'll know who to blame.

Then again, it's his mod so he can do whatever he wants with it. Sorry if I sounded too harsh. But half naked anime girls in wolfenstein 3d levels? I'm not amused.
lol.
Yeah, I don' expect that this wad will spur forth a community. I might place this wad to a halt because I ran out of ideas for this monster sprite wad.

EDIT:
Looks like I can still think of something for this wad, lol.
The temptor's projectile is a bit more aggressive in tracing targets and it shoots bullets underneath so there is no use crouch-dodging the temptor's projectile. The temptor now have a draining melee attack. That's about it.

The hosting mirror has a filename limit so I can't release a different version of this wad (with robotic death malfunction). That means this wad contains the original death/xdeath states.
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amv2k9
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Re: [WIP] doom1and2_animilation_sprites_scaled_v13

Post by amv2k9 »

I think it's be cool if this played out like a 1st-person equivalent of a Touhou SHMUP. My 2 cents.
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v13

Post by RV-007 »

amv2k9 wrote:I think it's be cool if this played out like a 1st-person equivalent of a Touhou SHMUP. My 2 cents.
I can see that idea coming from the flying temptor sprites. I assume that there is to be maps with flying magical people and a boss at the end of each map. I think I might be able to do that, but I want blood, fast shots, summons, and raising the dead. Hopefully, I don't go changing the player sprite. I do not have any mapping experience whatsoever so this idea has a long way before analysis and design.

EDIT:
Whoops, looks like I forgot to correct the death sounds for the school girl sprite; fixed and some other things.

+11:24AM, 08/11/2011:
Somehow, I messed up the XDeath animation for the Temptor monster so now, it's back. It's not much of an update (so no new post), but here it is anyways.
Last edited by RV-007 on Mon Mar 05, 2012 8:33 pm, edited 1 time in total.
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by RV-007 »

neoworm wrote:
wildweasel wrote:They look like screengrabs from 3D Custom Girl.
And they surely are. You can tell bacause of the characteristic peach shaped bodies and the absolutelly identical face.
Yup, that is correct. I still have the 3d thing in case somebody wants to make some kind of show theme.
I don't think I want to go over a pixel cleanup again.
I also make a skulltag version for online. The InternetDoomExplorer can be quite useful w/ its associated programs.

Other than that, the wad is just another sprite/monster replacement.
Last edited by RV-007 on Mon Mar 05, 2012 8:31 pm, edited 1 time in total.
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taufan99
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Re: [WIP] doom1and2_animilation_sprites_scaled_v08

Post by taufan99 »

Nosehair26 wrote:DOOMGUY-SAN... ITAI~
no, they seems like cute, but still fierce... :P :lol:
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Amuscaria
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Re: [WIP/NSFW] doom1and2_animilation_sprites_scaled_v15

Post by Amuscaria »

Hentai rips in my dooms? Not sure if want. :P
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RV-007
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Re: [WIP] doom1and2_animilation_sprites_scaled_v16

Post by RV-007 »

taufan99 wrote:
Nosehair26 wrote:DOOMGUY-SAN... ITAI~
no, they seems like cute, but still fierce... :P :lol:
Eriance wrote:Hentai rips in my dooms? Not sure if want. :P
I can't believe that I can still think up of something for this wad. I don't know what to say about the quoted posts (b/c I would be redundant [and the posts are true]), but I can say that this update (v16+) makes the bossbrain into a aggressive monster that could huff and puff a storm. The bosscubes will only drop those anime monsters, which put up quite a fight in map30 (SP mode). The reason would be the fault of the modified DoomImpBall. The ball now burst into floorhugging flames upon projectile death.
Other (unimportant) updates include correcting sprites for the doom2 cast ending (except for a missing cast scale property). New cursor for the interface.
I might make a skulltag version for multiplayer capability.

EDIT (23/12/2011):
dspopain sounds overlaps to all monsters, whoops! now fixed.
I might remove the additive rockettrail from the doomimpballs.
Might finally get to fix the normal death animation (too many coordinates to run thru at this time [will reduce file size]).

EDIT (25/12/2011):
Merry Christmas!
RocketTrails removed from DoomImpBall for less processing/graphics lag.
Changed sound filenames into something custom in case of wad combinations.
Finally fixed all of death, xdeath, and raise animations. Even better, the file size is now reduced to a total of 51.6Mb uncompressed, 12.9Mb compressed.
Monster spawn/walk animation now more casual (no more twitching).

EDIT (26/12/2011):
-Winter Break
!see statement in pain state allow infighting between anime monsters (while spawn statement in pain state disallow infighting, they still hurt each other).
!the original dsslop sound is back in place in case of archvile resurrect sound.
!see sounds for bossbrain.

EDIT (31/12/2011):
-New Year Update
BossBrain will now fire missiles much slower than before. That doesn't mean his attacks are much weaker. The red baronballs are usually fatal.
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RV-007
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Re: [WIP/NSFW] Doom 1 and 2 Animilation Sprites Scaled v20

Post by RV-007 »

As far as I know, this project will not see any updates. A Touhou theme wad is possible if one thinks it as a flight simulator. It for sure be bullet hell and may not be good for pcs running on only vga display adaptor support.

I am making a project split from this wad. I will most likely churn out more sprites in the similar manga fashion. I plan to make a dialogue project b/c I want to see how far the zdoom engine can take off. Some people might presume this as some graphic novel text-adventure thing, lol. If that was the case, I would place something like in the spoiler below.
Spoiler:
As for the title of this next project, I will not use the Touhou franchise b/c of the asethetics being of very bad quality. I will use the title Rosenkreuzstilette for the next project b/c its asethetics seem to suit that dialogue stuff. The known concern is that my pc for pwad projects is currently on vga display so graphic-extensive applications might not work for me.
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Doombray2526
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Re: [WIP/NSFW] Doom 1 and 2 Animilation Sprites Scaled v20

Post by Doombray2526 »

RV-007 wrote:
neoworm wrote:
wildweasel wrote:They look like screengrabs from 3D Custom Girl.
And they surely are. You can tell bacause of the characteristic peach shaped bodies and the absolutelly identical face.
Yup, that is correct.
They WERE made with 3D Custom Girl? Can someone tell me what is the easiest way to download it (3D Custom Girl)? (Most preferably without a Torrent?) Thanks in advance!
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wildweasel
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Re: [WIP/NSFW] Doom 1 and 2 Animilation Sprites Scaled v20

Post by wildweasel »

Doombray2526 wrote:They WERE made with 3D Custom Girl? Can someone tell me what is the easiest way to download it (3D Custom Girl)? (Most preferably without a Torrent?) Thanks in advance!
I'd appreciate it if any responses to this question were kept to private messages and not posted on the thread, thank you in advance.
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seclongo
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Re: [WIP/NSFW] Doom 1 and 2 Animilation Sprites Scaled v20

Post by seclongo »

How lonely does a guy have to be to put model rips from a hentai game in Doom?

The models are of a decent technical quality but they all look underage, their movements are stiff and unconvincing, and they clash with the game's aesthetic.

I can't see a point for this that doesn't involve somebody playing the mod with one hand, if you know what I mean.
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RV-007
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Re: [WIP/NSFW] Animilation Monsters v00

Post by RV-007 »

@seclongo
And it also takes quite a while to complete the project. I just added "To (re-)make Animilation Monsters (again)" to my mental list. I must let people know that this project is :blergh: (I think it took three months from scratch to blah!) compared to my other projects (also WIP). Yes, the monster wad is available again (School_Girl).

The models are actually sprites (for compatibility) and yes, they are robotic/puppetic/paper_dollic/whatevers. It wasn't me who design the poses frame sets (then again, I doubt that the original author was serious about text adventures in doom [but go ahead and use the monsters a few times {yeah, they statically talk to you}]). Such serious in-depth romance novel thing in a visual medium is too many frames and so little doom.

The dooming experience should ensured enough to make these monsters fast shooting machines (speed is the main difference [health change not necessary]) so punch them or something like that.

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