[ABANDONED] Playable Monsters (Version 2.666)

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Creeping_Infected
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[ABANDONED] Playable Monsters (Version 2.666)

Post by Creeping_Infected »

PLAYABLE MONSTERS MOD
Image

DOWNLOAD
===
http://www.mediafire.com/?sfbeyz5a7dfkfdg <- Download Link for Version 2.666

----Older----
http://www.mediafire.com/?de5bmyl4nj2pj3y <- Download Link for Version 2
http://www.mediafire.com/?np6mzl3b9tc6dwq <- Download Link for Version 1
===

Hello, this is my first attempt to mod! :P I'd figure I can start with something simple. Credit goes to monstermodv21 for the idea! Ahem, anyway, straight down to business.

Also, feel free to make a video!

INFO
This mod aims to allow the player to control monsters and use their abilities as their advantage. Like the cacodemon's fireball and ability to float.
This mod also adds a new skill level which replaces some monsters with marines, which is not done yet.
More monsters are still needed to be added too. This mod will, in marine mode, will try to also some decorative items into either dead demons with the random blood pile and et cetera.

Hold on a second, how is this different from monstermodv21?
  • Well, you can't pickup the weapons first of all as a monster. Thanks to the PICKUP flag.
    Second, everything in my code is mine.
    Third, I'm not sure I remember, but I will not add custom monsters like it had (or was it some other mod...)
    Fourth, playable monsters are able to walk off dropoff and ledges, thus making it so it doesn't force the player to noclip as much.
    Also, it has shrunk down the 2 huge monsters so far
    And not at least, it adds a new skill level. :D
Um ok! Moar pics or no clicks now?
Spoiler:
CHANGELOG
Version 0: Started on, only Demon
Version 0.2: Alot of bugs fixed, added demon correctly into classes
Version 0.4: Added 2 more monsters
Version 0.6: Added 1 more monster
Version 0.8: Added Another monster, plus skill level
Version 0.9: Disabled monster pickup
Version 1.0: Release
Version 2.0: Not sure if fixed mastermind, or made it worse. Still looking at it. Added new messages for cheats ;)
Version 2.666: "Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do." Anyone? Also, removes spaces. AND gives demons their teeth in first person! Not quite done. Not at least, lowers marine spawn rate.
KNOWN BUGS
Spoiler:
Remember this is my first wad, so please don't be harsh.

Enjoy!


Edit: Sorry guys, I eventually had all of the scripting powers left me. No further versions will be made. Feel free to work off of this mod. :oops:
Last edited by Creeping_Infected on Thu Dec 20, 2012 3:40 pm, edited 18 times in total.
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NightFright
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Re: [WIP] Playable Monsters (Version 1)

Post by NightFright »

Man, for the ingenious idea alone already...
Image
Finally some REALLY good reason to play the old levels all over again! :D
Last edited by NightFright on Thu Apr 19, 2012 4:51 am, edited 1 time in total.
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Creeping_Infected
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Re: [WIP] Playable Monsters (Version 1)

Post by Creeping_Infected »

NightFright wrote:Man, for the ingenious idea alone already...


Finally some REALLY good reason to play the old levels all over again! :D
Thanks! :)
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Zero X. Diamond
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Re: [WIP] Playable Monsters (Version 1)

Post by Zero X. Diamond »

NightFright wrote:Man, for the ingenious idea alone already...


Finally some REALLY good reason to play the old levels all over again! :D
Does every single thread seriously need this posted in it?
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SamVision
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Re: [WIP] Playable Monsters (Version 1)

Post by SamVision »

Zero X. Diamond wrote:Does every single thread seriously need this posted in it?
Spoiler:
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wildweasel
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Re: [WIP] Playable Monsters (Version 1)

Post by wildweasel »

I'd respond with a smartass youtube video saying "Nope," but that would be sending mixed signals, so I'll just say it in plain text: quit it with the Bison reaction video. We've seen it a lot around here and all it does is suck up bandwidth.
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NightFright
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Re: [WIP] Playable Monsters (Version 1)

Post by NightFright »

Yeah, I have to agree. Will give a good example and start by replacing it with some static image. :) The joke is wearing off already, anyway. xD

About the mod:
Do you plan on making a first person view maybe, so you just see the imp claws or the rocket launcher of the cyber? I guess some sprite artists would be required, but it could be cool. However, you wouldn't notice so much which monster you are then. :)
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Creeping_Infected
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Re: [WIP] Playable Monsters (Version 1)

Post by Creeping_Infected »

NightFright wrote:Yeah, I have to agree. Will give a good example and start by replacing it with some static image. :) The joke is wearing off already, anyway. xD

About the mod:
Do you plan on making a first person view maybe, so you just see the imp claws or the rocket launcher of the cyber? I guess some sprite artists would be required, but it could be cool. However, you wouldn't notice so much which monster you are then. :)
I see. Will be in V3. :D

EDIT: How will I do the Pain Elemental's and Cacodemon's? That's what I'm thinking about. Any ideas?
EDIT2: I was messing around with the hud sprite I did and for some reason, it is "outside". When I mean by outside, I mean that it looks like I put it lower that I did. I went back, checked, and the cordinates are -166 -158. Anyone know what I may be doing wrong? :(

Updating to Version 2... Done.
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VICE
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Re: [WIP] Playable Monsters (Version 1)

Post by VICE »

Creeping_Infected wrote: EDIT: How will I do the Pain Elemental's and Cacodemon's? That's what I'm thinking about. Any ideas?
In Dungeon Keeper, when you controlled a creature in first person, you'd see the trail of their weapon across the screen, like a blade swoosh or a claw going across the screen or teeth marks closing. I think you could do the thing with the teeth for the demon's and caco's bite.
Spoiler:
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Creeping_Infected
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Re: [WIP] Playable Monsters (Version 1)

Post by Creeping_Infected »

Megaherz wrote:
Creeping_Infected wrote: EDIT: How will I do the Pain Elemental's and Cacodemon's? That's what I'm thinking about. Any ideas?
In Dungeon Keeper, when you controlled a creature in first person, you'd see the trail of their weapon across the screen, like a blade swoosh or a claw going across the screen or teeth marks closing. I think you could do the thing with the teeth for the demon's and caco's bite.
Spoiler:
Not bad. :) Definetly adding.
TZC
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Re: [WIP] Playable Monsters (Version 2)

Post by TZC »

You could put a very small area around the main window, red or brown, semi transparent gradient for a blurred look as if there's a slight peripheral of their own head. Ex. [( )] if that's even possible.

A bit silly maybe, but there it is. Something similar for the pinky too but over the top of the screen as if you're looking from sunken eyes and you see some of the brow.


I was supposed to post that before the video. Looks like the same idea :wink:
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Gothic
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Re: [WIP] Playable Monsters (Version 2)

Post by Gothic »

looks interesting and funny, downloading now
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Creeping_Infected
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Re: [WIP] Playable Monsters (Version 2.666)

Post by Creeping_Infected »

Version 2.666 is out!

Dont get the new changelog description?: Wait, dusting undead off, wiring combat gear? Look that up in your DOOM manual. (or on the internet)


This is kind of to make up for the long time I haven't been on. Dentist 2 days in a row, sick, blah bleh.

EDIT: Too lazy to update pictures today, will do tommorow.
EDIT2: Done uploading pictures. :D
Darklord328
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Re: [WIP] Playable Monsters (Version 2.666)

Post by Darklord328 »

i am the auther of monstermodv21, but suddenly another version of monstermod came out, and that monster has been added to the monstermodv22 or whatnot, the monster is called inquistor, and there is no other monsters being implemented in it yet,


Former TRB member

although i am in TRB there is a new project that im working on right at this very moment called TRBhq, but needs to be implemented in zandronum/skulltag

in-game name Darklord

if you see me there be sure to message me, for monstermodv21, - 22,

yes skulltag is dead, torr samaho, decreed that skulltag is dead, and it is called zandronum, heres the irc.

irc.zandronum.com <--- #Zandronum
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Creeping_Infected
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Re: [ABANDONED] Playable Monsters (Version 2.666)

Post by Creeping_Infected »

The website 404'd for me. Why do you want people to message you for the mod? *sorry for bumping this*

It just seems, suspicious.

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