Angelic Aviary v1.3 (Eviternity II edition, new angels) Updated 12/29/23)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Please read the full rules for more details.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
New update, new feedback.
- Cardinals and Blackbirds tire out for every slash flurry. They need to get some more exercise.
Also, question: Since the next update makes it so that Cardinals can fly-leap, will Blackbirds and the Jays also have that feature?
- I have encountered this rare angel in combat and I'd say... it was peculiar, to say the least.
And, it now poses a bit of a problem for ally companion mods as allies will actively attack statues, both pristine and moss-ridden, resulting in a never-ending cycle against an entity that never truly dies. And, there's some sort of telefragging behavior whenever the statue and/or angel unearths itself; killing any poor guy that's near enough. Needless to say, it ain't exactly fun seeing that sight. I also had to edit my copy so that the debris fades away faster; I get slowdowns from the nigh-endless cement demolition.
Got something to report as well: For some reason whenever I pick up the original Doom health and armor bonus items sometimes the Kisses' cloud-wings manifests for a bit after I pick those up. I'll play a tad bit more to look into this.
- Cardinals and Blackbirds tire out for every slash flurry. They need to get some more exercise.
Also, question: Since the next update makes it so that Cardinals can fly-leap, will Blackbirds and the Jays also have that feature?
- I have encountered this rare angel in combat and I'd say... it was peculiar, to say the least.
And, it now poses a bit of a problem for ally companion mods as allies will actively attack statues, both pristine and moss-ridden, resulting in a never-ending cycle against an entity that never truly dies. And, there's some sort of telefragging behavior whenever the statue and/or angel unearths itself; killing any poor guy that's near enough. Needless to say, it ain't exactly fun seeing that sight. I also had to edit my copy so that the debris fades away faster; I get slowdowns from the nigh-endless cement demolition.
Got something to report as well: For some reason whenever I pick up the original Doom health and armor bonus items sometimes the Kisses' cloud-wings manifests for a bit after I pick those up. I'll play a tad bit more to look into this.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
I wonder if anyone's ever going to go full [[NOPE]] and make an HDoom-ized version...CherubCorps wrote:I thought about not having gore early in the project's development, but decided against it. If you shoot something with a gun and it's made of flesh, it's going to bleed. Not having blood would be both disingenuous and sexist. It might sound strange, but it's unequal treatment to have women characters in a Doom game not die when shot. I also think that if the angels just got dizzy eyes like a pokemon, fainted or disappeared, it would reduces them to being joke characters and not a serious threat.retronutcase wrote:...Darnit, they sound so cute, I'd feel bad killing them and making them bleed and such.
Have you considered a non violent variant where your weapons inexplicably don't make them die bloody deaths and instead they just fall over swirly eyed?
Angels are idealized beauty. There is a silliness to some of the characters designs, and some angels even have elements of fan service. This is all a façade. When you get past their beauty and cuteness, you're fighting an army that's trying to both kill you and destroy earth.
Sorry for the long winded explanation. I just feel that the blood is very important to the mod.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
This has probably been stated before...but I love how you just kinda poke fun at how the two Kiss-type enemies have a bit of fanservice in their HitObituary texts, even if I, myself, have yet to see how to get those messages to activate. Either way, this is a pretty solid mod, and one I will follow a bit, to see what the Mastermind replacement would look like!
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
Seeing this I now wonder if there's a heaven based wad or mostly. Not like eviternity which has a final act that seems to take place in it i guess but where you're clear going against heaven or something. Cause this might fit well to it.
Also I get the feeling I'd be screaming at the Crucified Seraph a LOT. I mean a Cyberdemon tier enemy that can respawn itself AND gets worse on each respawn? Yikes.
Also I get the feeling I'd be screaming at the Crucified Seraph a LOT. I mean a Cyberdemon tier enemy that can respawn itself AND gets worse on each respawn? Yikes.
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Re: Angelic Aviary v0.93 (11/07/21, New enemies and art)
Angelic Aviary v0.93 is out! This update primarily deals with the rare birds (The four hidden enemies types), increasing the chances that they'll appear when playing custom maps. The Aphrodite's Kiss has also been completed reworked.
https://www.mediafire.com/file/rqhzut2c ... 3.wad/file
Features
-Menu art has been updated.
-Rare birds have a greater chance of showing up in maps that use custom enemies.
-Rare birds replace custom enemies in Ancient Aliens (AA can now be played with AA)
-Tightened up a few animations
-Multiple new sound effects and voices.
-Fixed a bug where the Kisses would get stuck in walls.
Aphrodite's Kiss
-Fixed a glitch where the statue would telefrag the player if broken open
-Reduced HP from 500 to 400
-Only the 3rd arrow fired from the AK will detonate, however, it does increased damage.
-Will always drop 2 shells on death.
-Stone shards from the broken statues have been reduced and will disappear quicker.
Enjoy!
https://www.mediafire.com/file/rqhzut2c ... 3.wad/file
Features
-Menu art has been updated.
-Rare birds have a greater chance of showing up in maps that use custom enemies.
-Rare birds replace custom enemies in Ancient Aliens (AA can now be played with AA)
-Tightened up a few animations
-Multiple new sound effects and voices.
-Fixed a bug where the Kisses would get stuck in walls.
Aphrodite's Kiss
-Fixed a glitch where the statue would telefrag the player if broken open
-Reduced HP from 500 to 400
-Only the 3rd arrow fired from the AK will detonate, however, it does increased damage.
-Will always drop 2 shells on death.
-Stone shards from the broken statues have been reduced and will disappear quicker.
Enjoy!
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
Smol update: v0.93.1. Fixes a bug with the Aphrodite's Kiss
https://www.mediafire.com/file/n6kg5k1t ... 1.wad/file
-The Jays will not tire out, however the Blackbirds do.
On a side note, I really, REALLY don't like H-doom.
https://www.mediafire.com/file/n6kg5k1t ... 1.wad/file
-This update keeps allies from attacking the statues. The telefrag was also removed. There is also less debris and it fades away quicker.Prodigal Providence wrote:New update, new feedback.
- Cardinals and Blackbirds tire out for every slash flurry. They need to get some more exercise.
Also, question: Since the next update makes it so that Cardinals can fly-leap, will Blackbirds and the Jays also have that feature?
- I have encountered this rare angel in combat and I'd say... it was peculiar, to say the least.
And, it now poses a bit of a problem for ally companion mods as allies will actively attack statues, both pristine and moss-ridden, resulting in a never-ending cycle against an entity that never truly dies. And, there's some sort of telefragging behavior whenever the statue and/or angel unearths itself; killing any poor guy that's near enough. Needless to say, it ain't exactly fun seeing that sight. I also had to edit my copy so that the debris fades away faster; I get slowdowns from the nigh-endless cement demolition.
Got something to report as well: For some reason whenever I pick up the original Doom health and armor bonus items sometimes the Kisses' cloud-wings manifests for a bit after I pick those up. I'll play a tad bit more to look into this.
-The Jays will not tire out, however the Blackbirds do.
Angels are pure. If you find the hidden angel, you'll notice she doesn't have anything, much like the demons of hell.I wonder if anyone's ever going to go full [[NOPE]] and make an HDoom-ized version...
On a side note, I really, REALLY don't like H-doom.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
Prude. HDoom is awesome.CherubCorps wrote:On a side note, I really, REALLY don't like H-doom.
Oh well. Your loss.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
Get out of the thread.openroadracer wrote:Prude. HDoom is awesome.CherubCorps wrote:On a side note, I really, REALLY don't like H-doom.
Oh well. Your loss.
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)
Please leave the horny out of this especially if the mod's about poor innocent angels just trying to stop you
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
Hey if they don't like it that's fair. It's not for everyone. I personally am not a fan of it myself either. Doesn't mean they are a prude XDopenroadracer wrote:Prude. HDoom is awesome.CherubCorps wrote:On a side note, I really, REALLY don't like H-doom.
Oh well. Your loss.
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)
So the thing I hate the most about Hdoom is that whenever Angelic Aviary is brought up, someone always, without fail, will bring up Hdoom and completely derail the conversation. I'm not angry at anyone, let's just move on and try to stay focused on Angelic Aviary.
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)
I have some feedback for the Aviary, if it helps:
-When a Shotgun Duo dies, the second doll is removed from the death animation before the separate actor is spawned - as a result the second doll seems to momentarily disappear upon the death of her comrade, before popping back into existence.
-The random spawn height of Cherubs can break maps that rely on imps being at ground level upon spawn - for example, when some imps are kept in an invisible pit until a pivotal moment.
-Authorities and Aspects Of Iris have some long death monologues...which can lead to strange scenes in which they keep talking despite missing a head.
-Obviously not easy to do, but a maybe a feature for the future: would you consider making the severed heads of Authorities and Virtue Virgins kick-able, like Zombie heads in Blood?
-Also maybe a feature for the future:Aspects of Iris currently have purple blood, but maybe with some inventive scripting, they could cycle blood colours every few moments?
-Ophinams will cycle through all the stages of their attack, even if they can no longer see their target. This often leaves the player sitting behind cover twiddling their thumbs while they wait for the Ophinam to finish; whereas versus an Arachnotron, their attack will end much quicker on losing line of sight. Wouldn't it be better if Ophinams only ramp up their output if they still have something to shoot at?
-Great Seraphs are no longer crucified, but they still use the "whimpering in pain" active noises of the regular Seraph.
-Any chance of Guncaster compatibility?
On a side note, up until the Seraph debuted, I fully expected the Cyberdemon replacement to simply be a Cyberangel.
Now I'm wondering what a Cacoangel would look like...
-When a Shotgun Duo dies, the second doll is removed from the death animation before the separate actor is spawned - as a result the second doll seems to momentarily disappear upon the death of her comrade, before popping back into existence.
-The random spawn height of Cherubs can break maps that rely on imps being at ground level upon spawn - for example, when some imps are kept in an invisible pit until a pivotal moment.
-Authorities and Aspects Of Iris have some long death monologues...which can lead to strange scenes in which they keep talking despite missing a head.
-Obviously not easy to do, but a maybe a feature for the future: would you consider making the severed heads of Authorities and Virtue Virgins kick-able, like Zombie heads in Blood?
-Also maybe a feature for the future:Aspects of Iris currently have purple blood, but maybe with some inventive scripting, they could cycle blood colours every few moments?
-Ophinams will cycle through all the stages of their attack, even if they can no longer see their target. This often leaves the player sitting behind cover twiddling their thumbs while they wait for the Ophinam to finish; whereas versus an Arachnotron, their attack will end much quicker on losing line of sight. Wouldn't it be better if Ophinams only ramp up their output if they still have something to shoot at?
-Great Seraphs are no longer crucified, but they still use the "whimpering in pain" active noises of the regular Seraph.
-Any chance of Guncaster compatibility?
On a side note, up until the Seraph debuted, I fully expected the Cyberdemon replacement to simply be a Cyberangel.
Now I'm wondering what a Cacoangel would look like...
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)
I just changed it. This will be implemented in the next update. Thanks for pointing it out, I would have never noticed it, but it makes a huge difference.-When a Shotgun Duo dies, the second doll is removed from the death animation before the separate actor is spawned - as a result the second doll seems to momentarily disappear upon the death of her comrade, before popping back into existence.
I do want to add an option menu at some point. One of the options would be to turn on/off the spawnfloat of each different type of flier (Cherub, Snowball, Putto, Kiss, Joy elemental, Dollmaykr, Seraph). Right now, only the Cherub floatspawns because it makes maps far more aggressive and allows them to gather into large flocks quicker. A consequence is that it does break some maps,The random spawn height of Cherubs can break maps that rely on imps being at ground level upon spawn - for example, when some imps are kept in an invisible pit until a pivotal moment.
Yes. I want to make this compatible with both Guncaster and Lithium. It shouldn't be super complex to do, but will take a bit of time.Any chance of Guncaster compatibility?
Currently looking for a good voice for the Great Seraph. Will be in the next update.Great Seraphs are no longer crucified, but they still use the "whimpering in pain" active noises of the regular Seraph.
I have wanted the Aspect of Iris to bleed rainbow blood for the longest time. It's doable, but very, very complex due to how blood is hard coded into Doom. It's funny how the simplest sounding things to do are actually really complex and some things you'd think would be hard to code are easy. Some day.Also maybe a feature for the future:Aspects of Iris currently have purple blood, but maybe with some inventive scripting, they could cycle blood colours every few moments?
This is intentional. Ophanim are very high priority targets because of their ability to pin the player down and lock out certain areas of the map for brief periods. They can be really dangerous if they pin you behind cover and enemies such as the Aspect of Iris, Kisses or Seraph get a lock on you because you no longer have the space to dodge their tracking bullets. That being said, I might reduce the time it takes for them to enter their cooldown state once you leave their line of site.Ophinams will cycle through all the stages of their attack, even if they can no longer see their target. This often leaves the player sitting behind cover twiddling their thumbs while they wait for the Ophinam to finish; whereas versus an Arachnotron, their attack will end much quicker on losing line of sight. Wouldn't it be better if Ophinams only ramp up their output if they still have something to shoot at?
Yeah, it's kind of weird.Authorities and Aspects Of Iris have some long death monologues...which can lead to strange scenes in which they keep talking despite missing a head.
No, just because it would throw off the resurrection animations. The Virtue Virgin will also have different art and death animation in a future (Post 1.0) update.Obviously not easy to do, but a maybe a feature for the future: would you consider making the severed heads of Authorities and Virtue Virgins kick-able, like Zombie heads in Blood?
The Mastermind replacement will essentially be the Cyberangel. She's more an Angelic Doomhunter than an Angelic Cyberdemon though.On a side note, up until the Seraph debuted, I fully expected the Cyberdemon replacement to simply be a Cyberangel.
Now I'm wondering what a Cacoangel would look like...
I had an idea for an enemy called "Caco riders" which would be an angel riding a reformed cacodemon. The reformed caco would be golden with all of its spikes filed down and an expression similar to the Dopefish. It's one of 5 different angel types that never got off the drawing board. Maybe they'll appear as future rare birds.
Thanks for all the feedback. It's really appreciated.
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Re: Angelic Aviary v0.92 (10/31/21, New enemies and art)
So I've noticed in my latest tangles with the angels. And with these rare birds appearing more often now, it's almost always a sudden but welcome surprise to see Jays or Aphrodite's Kisses on random spots on the map wads I regularly play with.-The Jays will not tire out, however the Blackbirds do.
What I'm pertaining however, is if the Blackbirds and the Jays are able to fly-leap in the next updates (I remember seeing you on the Spriting Carnival and seeing a Cardinal with her wings fully open, indicating a fly/jump ability similar to the Trash Hags/Lurkers from the Ashes saga)
Regardless, I'll keep watch here for version 1.0 - Keep it up.
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)
hello CherubCorps
i play your mod with the spaghetti weapons viewtopic.php?style=12&f=43&t=69407
and i get this bug
https://imgur.com/a/OHXgnif
this happend when you get three images of ice with the slotgun to freeze the enemys
i play your mod with the spaghetti weapons viewtopic.php?style=12&f=43&t=69407
and i get this bug
https://imgur.com/a/OHXgnif
this happend when you get three images of ice with the slotgun to freeze the enemys