Nah, if I dropped the thing that makes me tough enough to stand a chance against a power armor wearing badass, I'd scramble for that shit. I might even dive for it. You'd want to get that important asset back as soon as possible. But even a short period of guaranteed free hits with no chance of retaliation would be great, don't you think? Obviously if he's scrambling for the shield, he can't shoot at you.Captain J wrote:then his walking to the sheild should be slow as hell, for make 'em real dead after closer to the sheild IMO. also he could be more swearing, rather then crap. 'shit' for an example.
[Add-On] Extra Badass Monster Pack for Project MSX [v 1.7]
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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.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
well. again, that was an example. also sometimes OP enemies need a nerf, though. and then what is most easiest way to decorate this nicely or ACS? have any good ideas?
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
Eh, yeah, I was afraid of that problem. The code to make him actually retrieve the shield would probably be a nightmarish menagerie of hacky workarounds in DECORATE and ACS that would make the gods cry. Just outright destroying the shield is cool too, whether it be by super-ultra-omega power fisting or just liberal amounts of high explosives, and that would be a relatively simple matter of having a special pain state for explosives or power fistings that gives him a dummy item that all of his relevant states check for that will display alternative shieldless sprites and keep him from blocking. I say relatively simple, because I'm pretty sure that would still be a good deal of work.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
Personally, I agree with breaking his shield, rather than have him look for it, as it looks and feels cooler anyway.twinkieman93 wrote:Eh, yeah, I was afraid of that problem. The code to make him actually retrieve the shield would probably be a nightmarish menagerie of hacky workarounds in DECORATE and ACS that would make the gods cry. Just outright destroying the shield is cool too, whether it be by super-ultra-omega power fisting or just liberal amounts of high explosives, and that would be a relatively simple matter of having a special pain state for explosives or power fistings that gives him a dummy item that all of his relevant states check for that will display alternative shieldless sprites and keep him from blocking. I say relatively simple, because I'm pretty sure that would still be a good deal of work.
Also, is it a bad thing that I want an addon like this for Brutal Doom (an extra monsters mod)?
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
The next version of the mod will have wardens and grenadiers with 2/3rds damage reduction (as opposed to the current 90%) only when they hold up the shield/charge, and no outright blocking. They are still a little hard to kill, but much easier than in the current version.
As for the berserker, think of him as a 'heavy' shocktrooper on steroids. He is meant to be more dangerous, and much more mobile.
I've made the berserker a tad slower, a bit less twitchy and given him a spinup delay before he starts firing, to give the player more time to dodge out of the way.
Hopefully I'll be home this weekend and have time to release another version with a new monster.
As for the berserker, think of him as a 'heavy' shocktrooper on steroids. He is meant to be more dangerous, and much more mobile.
I've made the berserker a tad slower, a bit less twitchy and given him a spinup delay before he starts firing, to give the player more time to dodge out of the way.
Hopefully I'll be home this weekend and have time to release another version with a new monster.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
It might be a bit much, but here are some more monster ideas:
http://haunt.8m.com/beastiary/
http://forum.zdoom.org/download/file.php?id=5120
http://forum.zdoom.org/viewtopic.php?f=3&t=15080
http://idfans.deviantart.com/gallery/35880558
http://mts.richarddecosta.com/category/ ... oncept-art
http://haunt.8m.com/beastiary/
http://forum.zdoom.org/download/file.php?id=5120
http://forum.zdoom.org/viewtopic.php?f=3&t=15080
http://idfans.deviantart.com/gallery/35880558
http://mts.richarddecosta.com/category/ ... oncept-art
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
unless those monsters are seems classically red-ful of demons that just like they are from hell also organic, and some of robots are from over-used strife.
how about...mutants, cyborgs or robots from other games? such as hacx, In Pursuit of Greed and lame duke for an example. they got plenty of much unused sprites in there.
how about...mutants, cyborgs or robots from other games? such as hacx, In Pursuit of Greed and lame duke for an example. they got plenty of much unused sprites in there.
oh god i just saw doom porn-ish arts.Hellstorm Archon wrote:http://idfans.deviantart.com/gallery/35880558
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
Having problems trying to load the alternate monsters with the latest version of MSX. Keep on getting script errors.
Execution could not continue.
19 errors while parsing DECORATE scripts.
Not sure whats going on I tried re downloading the add on but that didn;t help it.
Execution could not continue.
19 errors while parsing DECORATE scripts.
Not sure whats going on I tried re downloading the add on but that didn;t help it.

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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
it's working also fits like a glove to me as well, make sure your gzdoom or zdoom is an latest updated version.
also after played, those monsters sure has a nice personalities though. but unfortunatly, they sure needs own personal gibs specially their helmets and boots. i just gibbed shock trooper badly, suddenly he threw up a classic marine's helmet. which means bit awkward, though.
also after played, those monsters sure has a nice personalities though. but unfortunatly, they sure needs own personal gibs specially their helmets and boots. i just gibbed shock trooper badly, suddenly he threw up a classic marine's helmet. which means bit awkward, though.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
Yep, thanks, those are pretty useful. I particulalry like the drawing of the shambler/mancubus combo and the arcvhile bishop - these might show up in some future version. :)Hellstorm Archon wrote:[Links]
If anyone wants to adapt any of my monsters for use in Brutal Doom, be my guest. I like BD but making new monsters for it would be quite a chore - you'd need to properly code and sprite hitboxes, different deaths and x-deaths, fatalities. Too much work for my taste.Hellstorm Archon wrote:Also, is it a bad thing that I want an addon like this for Brutal Doom (an extra monsters mod)?
True. For now I'll just disable the badass grunts' x-deaths until I make suitable gibs for all of these guys.Captain J wrote:...I just gibbed shock trooper badly, suddenly he threw up a classic marine's helmet. which means bit awkward, though.
Make sure that you're using Project MSX v0.2a and not v0.2, and that your GZdoom is version 1-7-01 at least (that's what I'm currently using).hammer oz wrote:Having problems trying to load the alternate monsters with the latest version of MSX. Keep on getting script errors.
Execution could not continue.
19 errors while parsing DECORATE scripts.
Not sure whats going on I tried re downloading the add on but that didn;t help it.
I have a couple of general questions for everyone here. How would you guys feel if I completely replaced the standard lost souls with the Realm667 forgotten ones? They're a bit smaller and faster, have less health, and I like their general look a lot more (with the hollow eyes and the horns). I've been using them as a replacement myself and I think they fit extremely well.
I am also thinking of reintroducing the regular pinky demons, but making them physically smaller and spawn them in small groups of 3-4 at a time (maybe reduce their health a bit too), so that they can serve as a weak swarm-type enemy.
I want them to be just short enough so that the player can comfortably jump on top of them if he's being swarmed and step on their faces while running away. :D
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
ey, glad to hear that! thanks for understood me!Megaherz wrote:True. For now I'll just disable the badass grunts' x-deaths until I make suitable gibs for all of these guys.
also talking about monsters, they are armies with human soldiers and over-technologies. so why don't you add some robotic-monsters or that drives by marines? just i told you before, such as hacx, In Pursuit of Greed, Necrodome and lame duke has a most un-used robotic sprites. and one user called Diodues rips every sprites also textures that includes robots and organic thingies, if you're interest about that, goto his thread right now;
http://forum.zdoom.org/viewtopic.php?f= ... 44#p713561
and about swamp pinkies, they should have a much less health, also faster speed but slow attack and does a big deal of damage, though. also i think every demon related monsters needs to be recolored into a blue, green, black or white instead of obvious-demonic red colors. as i can recommanding color match is blue and black, just like what your rest of monster's color looks like.
BTW, if you interested about cybonatic-monster sprite donations, how about this monster?;

http://www.mediafire.com/?87tpu262qpct5b7
franken-sprited by me, it could be replace the cyber bruiser or something else. but it has a one rotation attacks, so i was just looking for someone actually make his other roation perfectly. again, i'm not pushing you. it's just optional choise.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
I don't really like the idea of having big ass robots and war machines as enemies - if you look at Doom's enemies (particularly the mancubus, the revenant, the arachnotron, etc.), they all look like the demons have some pretty crude tech at their disposal. In project MSX the player has some pretty advanced tech, but his enemies are still around the same level as the original Doom monsters (indeed, most of them are the original Doom monsters).Captain J wrote: also talking about monsters, they are armies with human soldiers and over-technologies. so why don't you add some robotic-monsters or that drives by marines? just i told you before, such as hacx, In Pursuit of Greed, Necrodome and lame duke has a most un-used robotic sprites. and one user called Diodues rips every sprites also textures that includes robots and organic thingies, if you're interest about that, goto his thread right now;
There are going to be several robotic enemies in the form of a variety of unmanned drones that follow the machinist grunts (or the player), but that's pretty much it. Most of the machinery you're going to see in this mod is going to be attached to a demon.
I actually intend to keep these the same pink color, but there will definitely be a blue-colored demon variant as well.Captain J wrote:and about swamp pinkies, they should have a much less health, also faster speed but slow attack and does a big deal of damage, though. also i think every demon related monsters needs to be recolored into a blue, green, black or white instead of obvious-demonic red colors. as i can recommanding color match is blue and black, just like what your rest of monster's color looks like.
That looks great, actually. Thanks a lot! I can definitely find a use for this guy, so I'll finish those rotation sprites and add him in.Captain J wrote:BTW, if you interested about cybonatic-monster sprite donations, how about this monster?;
http://www.mediafire.com/?87tpu262qpct5b7
franken-sprited by me, it could be replace the cyber bruiser or something else. but it has a one rotation attacks, so i was just looking for someone actually make his other roation perfectly. again, i'm not pushing you. it's just optional choise.
This reminds me that I should add a proper credit list to the mod as well.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
i see about that, but these's got a mecha-nized monsters and enemies as well. otherwise, nevermind. also if you have any mind to do a MSpaint-style illegal surgery for make every demons into a mechanical killing machine like a strogg soldiers, check these robots and other monster's parts. they has a good parts for killing stuffs, also should be fits like a glove for 'em.
and cyber brute's original sprites goes to eriance for cyber bruiser's torso, enjay for inca pyro soldier's helmet and zrrion the insect for quake guy's leg also...me; for an idea to come up with this. free to decorate this guy and use.
and thank you.
and cyber brute's original sprites goes to eriance for cyber bruiser's torso, enjay for inca pyro soldier's helmet and zrrion the insect for quake guy's leg also...me; for an idea to come up with this. free to decorate this guy and use.
and thank you.

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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
Oooh, I like that. It's kind of like a more human version of the Terminator.Captain J wrote:
fixed the gif
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.
why when it is facing left side the right arm dont show? no need to show all the arm but it look odd