Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

December 28, 2012

Lost Spirit

When Korax (the boss monster of Hexen) dies, he spawns some spirits. I took the sprites of this spirit, and edited them a bit. Originally, the spirit has only very few frames, so I had to add a few more to make the movement look better. I simply mirrored and mixed the existing frames to create more. Then I played around with the colors until I got a "ghostly" cyan/green.
When I was finished with the sprites, I stumbled upon some other mods that use the spirit sprites, so I tried to make my attacks somewhat unique. The first idea was to make it charge at the target like the Lost Soul, but for a short distance. When I later added ghost sounds to the monster, I coincidentally added a charge sound with a duration exactly as long as the charge attack. So I left it as it is. But the sound was always cut off when it charged from a short distance. To prevent that, I made it shoot projectiles at close range. Projectiles at close range? Yeah, I was lazy again and didn't bother to furthermore edit the sprites in order to make it attack with claws or teeth. Although some may people may disagree, I think this "workaround" works pretty well.
The Lost Spirit may not fit into Doom, but I hope somebody can find use for it in a "fantasy" mod or something like that.

Information:
Name: Lost Spirit
Difficulty: Easy
Connection: None
Summon: LostSpirit
Melee: No
Distance: Projectile, Charge
Type: Ghost
Brighmaps: No (full brightness)

Credits:
Submitted: DeVloek
Decorate: DeVloek
GLDefs: DeVloek
Sounds: Wolfsinger, CosmicD, Robinhood76
Sprites: Raven Software, id Software
Sprite Edit: DeVloek
Idea Base: Lost Soul

Description:
Similar to the Lost Soul, the Lost Spirit will charge at its target, but the duration of the attack is limited to about 1.5 seconds. When closer to the target, it shoots two projectiles with a limited range. The Lost Spirit deals more damage and has more health than the Lost Soul. It is a ghost, so it feels no pain and it can fly through anything (only collides with other actors during the charge attack).
Because the sprites are based on a monster that has only two frames (of which a few were just mirrored), I edited the sprites to make the animation look less wonky, and added more frames so it doesn't look too repetitive.
The sounds are completely new and unique, taken from http://www.freesound.org.

Sprite examples:



Download Link:
https://dl.dropbox.com/u/4091016/Doom/LostSpirit.zip

Volacubi (flying Mancubus variants)

These monsters were inspired by a flying Spiderboss, called Arachnophyte. I thought it would be a good idea to have more flying monsters in my maps, and after experimenting with some other monsters I decided to make a flying Mancubus. I replaced the legs with some kind of rocket jets, made from a Doom 2 floor lamp and a torch flame. After I finished the "flying fatso", I thought it would be nice to have a few variants, so I made a blue one that shoots plasma (same attack as DoomGuy's plasma gun) and a green one that shoots radioactive slime. I think these monsters are my best so far, and I hope they will find their way into other WADs as well.


Description from Realm 667 (which is back online, including the repository :D)
Information:
Name: Volacubus
Difficulty: Medium
Connection: Mancubus
Summon: FlyingFatso, FFPlasma, FFSlime
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: Yes

Credits:
Submitted: DeVloek
Decorate: DeVloek
GLDefs: DeVloek
Sounds: id Software, d3deville (jet engine), blastwave fx (slime)
Sprites: id Software
Sprite Edit: DeVloek
Idea Base: Arachnophyte

Description:
The Volacubus is a flying Mancubus, the legs have been replaced with propulsion jets. He is twice as fast and more agressive than his walking counterpart, but has half the mass.

The WAD contains three types with different looks and attacks:

-tan skin, shoots 6 flaming projectiles (same as the Mancubus)
-blue skin, shoots 3 plasma bursts with 6 projectiles each, drops plasma cell when killed (same projectile as of the player's plasma gun)
-green skin, shoots a stream of radioactive slime balls which cause poison damage (projectile is affected by gravity and has a limited range, but the monster won't shoot unless the target is close enough)


All attacks have a random spread, but are not as inaccurate as the original Mancubus attack. The projectiles are shot from the two guns instead of the middle of the monster sprite. The blue and green Volacubus types are different species, so they are immune to their own type's attacks and will infight the other types.

Sprite examples:



Download Link:
https://dl.dropbox.com/u/4091016/Doom/Volacubi.zip

December 26, 2012

Chaingun Demon

My first ZDoom Monster is a mix of the Pinky Demon and the Chaingun Guy. A rather sloppy sprite edit, I basically just copied and pasted some pixels. But I'm still proud of this monster, as it has some unique features which took me quite a while to code (I never wrote any DECORATE code before).

(to keep it simple, I'll just copy&paste my post from the Realm667 forums, and I'll do this for all other released monsters and items)

Information:
Name: Chaingun Demon
Difficulty: Medium
Connection: Blood Demon
Summon: ChaingunDemon
Melee: Only if below 100 hitpoints
Distance: Hitscan, only if above 100 hitpoints
Type: Demon, Cybernetic
Brightmaps: Yes

Credits:
Submitted: DeVloek
Decorate: Carnevil, DeVloek
GLDefs: Sandypaper, DeVloek
Sounds: Id Software
Sprites: Id Software
Sprite Edit: Neoworm, Vader, DeVloek
Idea Base: a Pinkie with a hitscan attack / Mauler Demon

Description:
A cybernetic Demon with a chaingun in his mouth. He is based on the Blood Demon and has the same total amount of health. He shoots a salvo then runs a few steps before shooting again. After loosing 2/3 of his health, he drops the chaingun. When he is finally free of the machine that his hellish superiors implanted in his mouth, he rushes towards his victims to feast on them. When he is close enough, he will attempt another leap at the abhorred target and goes into a biting frenzy. His melee damage is a bit higher than normal, chaingun damage is default.

This is my first monster for ZDoom and I'm quite happy with him. Criticism is still much appreciated :-)

Sprite:



Download Link:
https://dl.dropbox.com/u/4091016/Doom/ChaingunDemon.zip