Angelic Aviary v1.3 (Eviternity II edition, new angels) Updated 12/29/23)

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Prodigal Providence
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Re: [Update] Angelic Waifus (v0.8)

Post by Prodigal Providence »

No problem! Entering the Compendium with these as the adversaries made a whole new experience, albeit a bit unfitting with some maps that has Hell levels.

From my recent go-abouts, when you hit the Joy Elemental straight on her trumpet's end while she's about to DOOT with a fast-firing weapon chances will play that the next Putto she's summoning is invulnerable as you literally just hit it as it was summoned... I think as a Putto is summoned it undergoes a tag change and hitting it while it happens prevents it from happening.

Allies and companions with fast-firing weapons can also do this (such as the friendly marines from Brutal DOOM).

Ohh, I'll be on the watch for that. Good luck on those exams!
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openroadracer
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Re: [Update] Angelic Waifus (v0.8)

Post by openroadracer »

Okay, new small feedback, and for once one that doesn't involve how annoying their noises are(though I'd still be in favor of a sub-addon that changes them; they're still a bit irritating, but there are weapons sets that can mostly drown them out{i.e. Trailblazer}).

No, this time, it's to do with the Putto enemies and the fact that, when they resurrect an enemy, it becomes impossible to get 100% kills, because the Putto disappears despite the monster counter going up by one. Most likely, the game isn't counting the Putto as "dead", despite the fact that it literally does not exist on the map anymore.

As a simple fix, I'd simply suggest making the Putto go through a unique "death" state when it resurrects a monster, "killing" it so that it doesn't actually effect the ability to get 100% on a map.
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CherubCorps
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Re: [Update] Angelic Waifus (v0.8)

Post by CherubCorps »

Getting 100% kills is not possible when the Putto resurrects enemies or when the Dollmaykr summons in enemies. I'll try and fix that with the next update. The next update is going to focus more on polish, fixing bugs and adding missing animations to existing sprites before I begin work on the cyberdemon replacement.

I plan to add a custom option screen with the next update. One of the options will be to use an alternate voice for the cherub. She has the exact same lines but delivered with a deeper, less bratty sounding voice.
Drake Raider
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Re: Angelic Waifus (v0.8) (Enemy replacement mod)

Post by Drake Raider »

Started my first ever playthrough of Sunlust using this with La Tailor Girl.




That's how it's intended to be used, right?

EDIT:
Three great tastes that taste great together. Once I finish this on HMP, I'm gonna be doing a UV Fast run to see if I invented Danmaku.
Last edited by Drake Raider on Thu Jun 24, 2021 6:43 pm, edited 1 time in total.
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openroadracer
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Re: [Update] Angelic Waifus (v0.8)

Post by openroadracer »

CherubCorps wrote:One of the options will be to use an alternate voice for the cherub. She has the exact same lines but delivered with a deeper, less bratty sounding voice.
If you could extend that option to include the Snowball as well, I'd be a happy man.
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CherubCorps
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Re: Angelic Waifus (v0.8) (Enemy replacement mod)

Post by CherubCorps »

Started my first ever playthrough of Sunlust using this with La Tailor Girl.
Probably not the best choice in terms of maps. Since it's in GZdoom, there will be alot of slowdown. Some of the early levels are doable though.
If you could extend that option to include the Snowball as well, I'd be a happy man.
I can't do this with the Snowball because I don't have an alternate voice for her. I am always on the prowl for better voices and if I find something better, I use it (Provided it's in Japanese). It would be nice to get custom voice actors for Angelic Waifus. What I really want is for the angels to speak entirely in Solfege, and for their voices to be more sing-songy. Sadly, it's something that can't be done.
Drake Raider
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Re: Angelic Waifus (v0.8) (Enemy replacement mod)

Post by Drake Raider »

Actually it runs quite well, and my computer is... not the fastest. (Laptop with an i7 and intel HD 4000)

I didn't expect it to work either, and knew what I was getting into. Still, I'm pleased. The OST works well, I just wish I could find a texture replacer that would cartoonify Sunlust's environment, but what do you expect when you don't use as intended?

Great work, as mentioned it runs surprisingly well, even when combined with stuff that shouldn't work.
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CherubCorps
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Re: Angelic Waifus (Update v0.81) (Enemy replacement mod)

Post by CherubCorps »

Minor update. Version 0.81 is out. This version adds a multitude of new animations and some small gameplay changes. In addition, some custom textures and items have been added to specific map sets.

Download here: https://www.mediafire.com/file/3d437t0b ... 1.wad/file

Major features

-Rainbow blade attack for the Aspect of Iris fully animated in eight directions. (8 poses)
-Snowball flight and attack cycle fully animated (8 poses)
-Snowball can be gibed with new custom animation.
-Virtue Virgin given new custom wings.
-Virtue Virgin blade attack fully animated (8 poses)
-Principality's death animation given more frames and censored. The fan-servicey death is still present but will not occur as often.

Minor features
-Fliers and halos given a tiny degree of float bob.
-Dollmaykr will not fly towards the player unless she takes damage or summons dolls. This prevents Dollmaykrs from swarming the player at the beginning of big maps and causes her to warp in like a normal Arch-vile.
-Dollmaykr given a new voice (Again)
-Dollmaykr ascends slightly when summoning Dolls, getting her into the air more quickly.
-Aspect of Iris will jump towards the player when using her rainbow blade.
-Snowball's health decreased from 80 to 75.
-Snowball cannot be shattered by ice attacks. Snowball take 1/2 damage from ice attacks and takes 2X damage from fire attacks.
-Virtue Virgin can be frozen and damaged by ice attacks.
-Ophanim given more voice effects.
-Custom skies added to a map pack which has the worst skyboxes in any doom mod.
-Skull keys replaced with Crucifix keys.

Now onto making the Cyberdemon replacement.
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CherubCorps
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Re: Angelic Aviary v0.9 (Formally Angelic Waifus, updated!)

Post by CherubCorps »

Major update! Angelic Aviary (No longer Angelic Waifus) Version 0.9 is out! We got us

Download here: https://www.mediafire.com/file/3fhu7hcg ... 9.wad/file

Features.
-New angel: Crucified Seraph (Replaces cyberdemon). An immortal, ten-winged angel charged with the selfless task of absorbing and destroying the world's sin. The pain of this task has greatly weakened her to the point where she had to be crucified to her own wings just to keep standing. She channel's this power into living fireballs that burn anything in their path to cynders.
-New Angel: Red Egg: When the Seraph is destroyed, her ashes form into an ominous red egg that slowly begins to pulsate. If not destroyed in time, the Seraph will be reborn, free of Sin and stronger than ever.
-Custom menu title and font (Font taken from Eviternity by Dragonfly et al)
-Angels blink periodically.
-Lots of new voices, sound effects and small graphical changes.
Minor changes
-Fixed a bug where when Principalities are killed in level 7, the walls will come down correctly.
-Reduced Ophanim health from 800 to 750
-Dolls spawned by Dollmaykr get stuck in walls less frequently.
-Cherubs spawn fewer health bonuses when killed.
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Regios
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Re: Angelic Aviary v0.9 (Formerly Angelic Waifus, updated!)

Post by Regios »

Cybie with self revive? That's super scary!

I wonder just what do you have in store for the Crusader Queen, the Spiderdemon replacement.
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CherubCorps
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Re: Angelic Aviary v0.9 (Formerly Angelic Waifus, updated!)

Post by CherubCorps »

Cybie with self revive? That's super scary!
It can be given the wrong circumstances. It's designed to make it so if you're going to kill the Seraph, you need to eliminate the other angels around her or create an opening when you can focus 100% on destroying the egg.
I wonder just what do you have in store for the Crusader Queen, the Spiderdemon replacement.
The Crusader Queen will function like an angelic Doomhunter than mastermind. She's the last piece in the puzzle.
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Regios
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Re: Angelic Aviary v0.9 (Formerly Angelic Waifus, updated!)

Post by Regios »

CherubCorps wrote:The Crusader Queen will function like an angelic Doomhunter than mastermind. She's the last piece in the puzzle.
Doom Hunter... Scary thought, there.
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Ferretmanjcdenton
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Re: Angelic Aviary v0.9 (Formerly Angelic Waifus, updated!)

Post by Ferretmanjcdenton »

Here ..small showcase

https://youtu.be/0yiDRgZ_9kg
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openroadracer
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Re: Angelic Aviary v0.9 (Enemy replacement mod)

Post by openroadracer »

So, I've seen the new Crucified Seraph, and I've faced her on Kinsie's Test Map, deliberately letting her hatch from the Red Egg into her more powerful forms; and while I understand that she becomes more powerful with each iteration, I'm slightly disappointed that she doesn't change visually between forms.

The change from the Crucified Seraph to the Great Seraph should be the more significant of the two. The Seraph should no longer be crucified, obviously; this would require new animations that show her arms and legs moving freely, and her head held up rather than hanging down. Additionally, the tattered rags of an outfit the Crucified Seraph wears should be replaced by a full robe.

The transformation into the Queen of Queens shouldn't be as drastic. It should, however, replace the robe with a full royal gown and all manner of royal regalia. In particular, I think it'd be fitting to have the Queen of Queens wearing a massive crown and wielding a scepter of similarly exaggerated proportions.

Hopefully this would serve to demonstrate the difference in power level between the Seraph's three forms. Her clothes getting more elaborate, and the change from letting her head hang low to holding it high, would show players that they're in for a REAL fight now.
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CherubCorps
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Re: Angelic Aviary v0.9 (Enemy replacement mod)

Post by CherubCorps »

openroadracer wrote:So, I've seen the new Crucified Seraph, and I've faced her on Kinsie's Test Map, deliberately letting her hatch from the Red Egg into her more powerful forms; and while I understand that she becomes more powerful with each iteration, I'm slightly disappointed that she doesn't change visually between forms.

The change from the Crucified Seraph to the Great Seraph should be the more significant of the two. The Seraph should no longer be crucified, obviously; this would require new animations that show her arms and legs moving freely, and her head held up rather than hanging down. Additionally, the tattered rags of an outfit the Crucified Seraph wears should be replaced by a full robe.

The transformation into the Queen of Queens shouldn't be as drastic. It should, however, replace the robe with a full royal gown and all manner of royal regalia. In particular, I think it'd be fitting to have the Queen of Queens wearing a massive crown and wielding a scepter of similarly exaggerated proportions.

Hopefully this would serve to demonstrate the difference in power level between the Seraph's three forms. Her clothes getting more elaborate, and the change from letting her head hang low to holding it high, would show players that they're in for a REAL fight now.
So the Great Seraph will have custom art, I'm just using her base form as placement until I finish the artwork. In the way the Crucified Seraph is a depiction of Jesus during the crucifixion, the Great Seraph will be based on Jesus as the king of kings in fancy robes and jewelry. In addition, all of her wings will move. Her behaviors and attacks will be slightly changed as well.
Her art will be in update 0.91 along with a bunch of other stuff and goodies.

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