[WIP/NSFW] Diablo Monsters v22

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RV-007
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Re: [WIP] Diablo1 Monsters Version 02

Post by RV-007 »

Sorry about that.
I'll try to take better screenshots.
That font is a big problem, but I'm gonna to figure that out.
If anyone else noticed, this update is not so spectular b/c all it has is this bouncing ball that tries to bite you.
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yuyu3
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Re: [WIP] Diablo1 Monsters Version 02

Post by yuyu3 »

Hey man, i have seen the black-afro guy before in a lot of videos, but i don´t know whats the monster name, anyone?
Image
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RV-007
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Re: [WIP] Diablo1 Monsters Version 03

Post by RV-007 »

His name is GangstaGrosse lol.

I got v03 uploaded, but nothing fancy.
Skeleton Captain as Chaingunguy.
He can use his shield to become invincible when he wants to.
Will spawn rust curse when melee is suffice (slows down play to a snail).
Pain state will switch on the shield.
Nevertheless, he's still easy to kill when there's no invulnerable flag on.
I don't want to add screenshots this time b/c he's not too interesting by himself.
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RV-007
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Re: [WIP] Diablo1 Monsters Version 03

Post by RV-007 »

Oh my gosh, the skeletonbow seems like years to finish. The damn bow needs some pixel filling. OMG!

People can say that this project is a joke, but know of the painstaking time and fingerbone effort to make these monsters. *Dramatic OVERKILL!!!*
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RV-007
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Re: [WIP] Diablo1 Monsters Version 04

Post by RV-007 »

There are a lot of changes in v04, but all minor in itself. The main feature is the new monster, Bow. Bow is very slow, but makes up as a ambushing sniper. See Zombieman for Bow. Once again, I will not bother with the screenshots b/c the skeleton sprites are not so visual and the action cannot be seen with images.

there are some (melee + pain + death) fixes and melee improvement for the skeleton sword monster
active sound of all skeleton species are silent
raise state of all skeleton raise are temporarily invulerable
death/xdeath states of succubus will alert monster cuz all the monster like her lol :)
skeleton swordsman can now step up to a certain (9999) height so expect them on high ground when they notice you
mapinfo corrected with new titlepic (looks much better [more interface problems yet to come]) and doomplayer-based jukebox
BFG9000 can always kill as many hork spawns, but kills depend on the quantity
fixed filename of diablo's gore sprites
ghosts and skeleton are immune to poison damage factor
skeleton archer's refire animation fixed
skeleton archer now have ambush state upon successful lookex (now acts like sniper/ambusher due to its slow wait time to refire arrows [explainable b/c this is a skeleton])
monster stand frame in spawn state and see state fixed as well
succubus will not drop any more pistols (skeleton archer drops clips
|
make negative damage bulletpuffs (for monster heals [not working])
make beammeupscotty for sword (not working)

At this version and forward, the action of diablo monsters is seen at the utmost beginning.
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TiberiumSoul
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Re: [WIP] Diablo1 Monsters Version 04

Post by TiberiumSoul »

personal request for a mod im working on:

The Butcher
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RV-007
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Re: [WIP] Diablo1 Monsters Version 04

Post by RV-007 »

Which butcher? Diablo 1 or 2?
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TiberiumSoul
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Re: [WIP] Diablo1 Monsters Version 04

Post by TiberiumSoul »

1 definitly the first one he was scarier :D
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RV-007
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Re: [WIP] Diablo1 Monsters Version 04

Post by RV-007 »

Ok, I have to tell you that each sprite has its own shadow thing going on (cuz it's world aesthetics/Diablo). It will take me a while (even longer than my 3D model ports) to get the frames ported for zdoom.
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TiberiumSoul
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Re: [WIP] Diablo1 Monsters Version 04

Post by TiberiumSoul »

ttake all the time you need im not going anywhere owo
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RV-007
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Re: [WIP] Diablo1 Monsters v06

Post by RV-007 »

v06 stuff includes:
Lowered skeleton archer's normal and poison damage to equalize rank.
Diablo have boombox inventory for diablo_player class.
Skeleton Axe Thrower replacing ShotgunGuy (it throws fast seekermissile axes so dodging requires cover and quick reaction).
Succubus now make players to drop ammo, but during bloodstar projectile's spawn state so it coughs up quite fast (at the very least, the ammo can be recollected).
Original DropItem actor property of skeletons now restored to counter the succubus new (and more threatening) bloodstar projectile.

Let me know what should the bloodstar projectile should take away if anyone have some other suggestions. Other suggestions too. I think I'll port the butcher sprite soon b/c the next sprite set is going to be narkul (boss monster). Coding for narkul might be difficult b/c I want missile state to spawn tentacles near targets and have melee state to warp behind players. That needs learning of A_Warp.
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printz
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Re: [WIP] Diablo1 Monsters v06

Post by printz »

Oh, I thought that by 'spawn' you mean HELL-spawn, I mean those girls, but red.

EDIT: didn't notice there's a second page.
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RV-007
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Re: [WIP] Diablo1 Monsters v06

Post by RV-007 »

There is spawn state and the hork-spawn.
I could try some recolor translation experiment on the succubus to create a red succubus monster, I don't if there is an luscious factor to the aesthetic appeal, but I asked for too much information, lol.

@TiberiumSoul
As for the butcher sprite set, let me know if you want the idle poses. I don't use idle poses for this wad project.
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TiberiumSoul
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Re: [WIP] Diablo1 Monsters v06

Post by TiberiumSoul »

yes id like idle poses if its not too late :) also would it be possible to rip the sounds? of the butcher like his ahh fresh meat and stuff? :3
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RV-007
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Re: [WIP] Diablo1 Monsters v06

Post by RV-007 »

I'll do my best to acquire the audio files of the butcher monster.

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