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 [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 
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Post [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Who said magic was weak shit? You don't know magic till you fight off these motherfuckers. Prepare for hell + prepare 4 shit! You b eyeballin' like no tomorrow, or defusing a C-4, lol. This monster wad is not ready for gameplay (not throughly tested yet). Okay, enough intro.

Threading from the sirens wad, I saw that there are potential doom monsters in the Diablo franchise. The resources I etched are from the original Diablo1, Diablo1: Hellfire, Diablo2, and Diablo2 : Lord of Destruction titles. There's not much to say about this monster replacement project (unless I make some Diablo-themed map project).

The release will take a while to finish b/c I am under the stage of editing sprites (starting w/ the first [succubus]) w/ colors blended w/ the background color. I also am making any smooth fixes between sprite frames. Thought I should post up information as a little diversion from the monotony of sprite work. If there is anything that could make the project fail/disappoint is due to the the design of the ported sprites.

Diablo Monsters:
https://archive.org/download/diablo_mon ... ersv52.wad
Diablo Ally Hero Items:
https://archive.org/download/diablo_mon ... iptv05.wad
Diablo1 Butcher:
https://archive.org/download/diablo_mon ... utcher.wad
Icon of Sin boss fight for doom2 (optional [might be more/less difficult]):
https://archive.org/download/icon_of_si ... om2v07.wad
Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]):
https://archive.org/download/gate_watch ... ia2v05.wad

Skins List:
Spoiler: show
Blood Cultist Skin (for the default DoomPlayer player class):
https://archive.org/download/rv-007_doo ... kinv00.wad
Diablo Skins (for the default DoomPlayer player class):
n/a (b/c there's damn 2 many sprite frames to pick from [unless I just pick the 1 idle sprite frame as walk animation and just some frames for the attack/pain/death states {that works out enough for me!}])

Roster List:
Spoiler: show
+Current List
Monster roster is categorized into tasodomy of species, groups, or affiliations. The first would follow in the ranking/statistic of ZombieMan, the last would follow in the ranking/statistic of CyberDemon.

+Order of The Corrupted Sisterhood:
-Corrupted Rogue Archer
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The accurate ranged archer of evil has made her way into the Doom universe by occult interference of teleportation technology. Serving her order of evil, the human-looking woman marches forward with bow in hand and the occult means to dodge occasionally if not entirely so. Her aim is surely to make its mark on the hearts of men.
-Corrupted Rogue Flailer
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The sure fire heavy hitter of evil has made her way into the Doom universe by occult interference of teleportation technology. Serving her order of evil, the human-looking woman drags on with flail in hand and the occult means to dodge occasionally if not entirely so. Not to go under her sisters of archery, the corrupted rogue flailer has the arsenal of target seeking flails and a shield that completely protects her from harm (also by occult means). Many of a men succumb to the the heavy pair of jugs struck upon their heads.
-Succubus
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More radically different from her human-looking sisters, this mage of a demon leads the order in flying colors. With an adept knowledge in casting Blood Stars and wings that allow flight-like agility, the succubus is not to be taken lightly. When she fires, she is certain to start dodging at the same time. While not as heavy as a corrupted rogue flailer, her Blood Stars are lethal skulls of pain that linger to burn ammo, damage, and life within its radius. It is a interesting fact that succubuses not only deprive others of spiritual energy, but also of material possession. However, her worst arsenal are telekinetic thrusts that adjust angle, pitch, and velocity of her victims. Her dabble in the forbidden arts gained her notoriety, dragging her prey into pits or off cliffs. Many would rather stray from the succubus and the wind of the stars.

+Undeads:
-Crusted Scabbed Souls
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Several bodies of past sinners to forever endure the merging into a eternal crusted scabies filled with hell mites. Layers of filth and flesh houses the hive of mites. It's everywhere on and inside the hosts. Possibly of contamination leads to damage to anything near the hosts. Even in death, the mites still feed upon the flesh, awaiting its next victim.
-Skeletonal Archer
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The skeletal archer is a force to be reckoned with. Despite its thin and fragile-like demeanour, its constitution can withstand one shotgun slug of seven pellets. It is no ballerina when it comes to dodging, but it more than makes up for that by digging in and out of places. If that is not enough, the skeletonal archer can shoot up to three arrows at a time, making it quite the shotgunner over its archer title. Its weakness is its limit to dig in and out by a few distance from its location, allowing its target have some time to recuperate before meeting the volleys of death.
-Skeletonal Axer
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The skeletal axer is a force to hide from, unless you have the means to quickly kill it. Despite its thin and fragile-like demeanour, its constitution can withstand one shotgun slug of seven pellets. It is no ballerina when it comes to dodging, but it more than makes up for that by digging in and out of places. The skeletonal axer can throw a single target seeking axe at a time. The axe is quick to chase down its target so be best advised to either hide or kill. If that is not enough, this undead warrior can raise its shield that completely protects it from harm (by occult means). Its weakness, if there is one, is its advantage to dig in and out by a few distance from its target's location, allowing its target to take a stand, or to catch an axe on the face. However, given its ability to shield itself, some historic accounts claim that this warp behavior serves as a distraction long enough for its archer brethren (or allies) to catch up with its target.
-Lich
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The lich is a force to be feared, as a leech, not a necromancer. Despite its thin and fragile-like demeanour, its constitution can withstand several rounds of normal firearms. It is no ballerina when it comes to dodging, but it more than makes up for that by its ability to float in mid-air. The lich can constantly drain its target's health on sight. Of course, as a practicer of necromancy, it can raise the dead for its thrall. It can even raise itself at times! At least it cannot summon an army of the undead to its aid. If that is not enough, this undead magic user heals for each time it drains. Its weakness is its loss to dig in and out of the ground. It even loses its ability to walk thru planes, containing its unholy presence within walls. However, given its ability to constantly drain, some historic accounts claim that its attack can kill its victim within moments.
-Spectre Head
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A ghostly head of astral proportions. Being from such a plane allows it to phase in and out at times, even during pain. In addition, it can dodge during its attack. Attack consists of emitting telekinetic concussion blasts around its target. Causality might be minimal, but will stack up while under sight. Upon death, it will chase and blasts its killer as a last act of vengeance before disappearing from this world. Given these incomprehensible facts, this paranormal entity should be best avoided.
-Damned Souls
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Several bodies of past sinners to forever endure the soldering next to a eternal burning cauldron. Its flames fueled by sins committed in the past, the damned kept alive by their sentence. But now, by the upheaval of rebellion, the cauldron is placed upon the Earth, its flame to consume all within its path. A wall of fire will leap up underneath its victims, taking the soul to its destiny. Hiding is futile. The only choice to end this death trap is to fight fire with fire. Consider the damned souls as an adversary, the only reward to put down the fire is your safety from descension.

+Scosglen Werewolf Tribe:
-Druid/Werewolf
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The werewolf is one twisted man with a Dr. Jekyll and Mr. Hyde complex. As a druid (or a hippie, maybe not), he will usually turn tail from the perceived target and run run as fast as he can from the current threat. As a werewolf, he will become aggressive in chasing down his target. While he can do a dance in melee, his most dreaded method is his breath of poisonous smog in accurate streams (reference from the Big Bad Wolf in the "Three Little Pigs" and "Red Little Riding Hood" story). Beware, if the clouds don't hit you first, they will linger around, causing mephetic damage in its vicinity. Can last for a random set of time. In addition, the druid/werewolf constantly heals himself. If damaged enough, the werewolf will revert back into a now cowardly druid. However, if healed enough, the druid will once again transform into a werewolf! The hunter's need to heal and breath of death, is a mixed recipe of a persistent adversary.

+Rathma Necromancy Cult:
-Necromancer
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The necromancer is a old summoner variant from his druid/werewolf counterpart. Due to the lack of corpses to practice necromancy, he must rely on other planes to further his necromancy research. While the lord of death cannot raise back his dreadful friends, the lichform pact is present. His former days of witchcraft calls forth winged fiends, who serve him as his familiars. He can also evoke the fiend fogs, but in a greater degree. With a storm of wings and miasma about, one should not engage the necromancer on the open fields. When dead, the warlock may succeed to raise himself as a lich. This is an adversary to be wary of.

+Possessed Subordinates:
-Vine Wall Skull
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A skull cursed by witchcraft, to become a sentry for Hell. It attacks by shedding green light under the target, in which comes froth vines to grapple and crush. Sight of target is not necessary for attack, but rare. As it loses more health, its tendency to attack without target in sight increases. Upon death, the skull explodes into vines. Its aggression is too passive, but getting caught within the branches leaves one quickly entangled with health dwindling down to zero. One should take care not to linger too long when a vine wall skull is present.
-Baboon Demon (and Spectre Baboon Demon variant)
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The baboon demon was once a being nature turned corrupted by vile magic. Fast, able to climb walls, and a dance of a long reach, this baboon is straight forward melee carnage (although its damage is something of a variable range)! By itself, it is something that can be put down, but a horde can demolish one man if cornered. There are transparent variants as well!
-Thorned Hulk
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The thorned hulk was once the sole protector of the woods. However, evil influences over nature had subtly dominated its will. While slow in movement, the hulk retains a somewhat determined retaliation against harm. It fires off a large spinning seed whose surface is solid, yet fragile enough to crack open a centered explosion. At times, the seed can also hatch a thorn creeper, an entity of considerable notoriety. If its projectile is not enough, the tree can defend itself with a combination of melee and ranged attacks. Sometimes, it fires a seed without a target in sight! As a being of nature, the thorned hulk can also resurrect corpses and its own kin.
-Thorn Creeper
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Spawned from the potent seed of a thorned hulk, or its nest, the thorn creeper lies awaiting underground until disturbed by a audible commotion. By that time, it will dig towards the source as its unsuspecting target. At some point of time, it will reveal itself to shoot vine wall seeds at its victim. The seeds leaves behind vine walls, which catches prey. Some testimonies claim that the thorn creeper can shoot its seeds without the target within its sight. This is probably due to an attempt of a walling strategy to ensnare prey. However, those incidents are of a rare occurrence. There is no claim of a thorn creeper shooting seeds while underground. Speculations of this inability points to the required intake of nutrients against its body structure. Nevertheless, this plant is the reason why one should be wary of their own surroundings as there is no way to prevent a wall of thorns sprouting around its target.

+Constructs:
-Pile of Skulls
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More of a undead hazard than a undead monster, this pile is indestructible. An still object defining death, it retains its strange existence. At times, skull fogs flow from the pile, as if a spirit leaves a physical body, searching for answers. Can be used as crouch cover, but beware the fogs.
-Lightning Spire
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A stone structure that acts as a immobile turret of a mad god. As a guard, it strikes down its target with lightning strikes. At times, it can attack without its target in sight. However, as a audio sensor turret, it cannot see and select a target on its own. Rather, it hears for anything that may trigger an enemy attack. Then, it will rain down the thunder. Upon decommissioning, it leaves a rather tall obstacle and cover to hide behind.
-Bone Wall
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A skeletal abominable structure that acts as a immobile turret of a necromancer or lich. Manning the turret is a resting skeleton, attuning its undead senses to detect and sense objects. If you think it is alive, it is more of an incubator than a sapient being. As a guard, it engulfs its target with skull fogs. At times, it can attack without its target in sight. Upon being damaged, it will spawn several skull fogs around itself to ward off nearby threats. Upon decomposition, it leaves behind a gas trap and possibly a intact skeleton to look out for.
-Fire Tower
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A stony structure built without audio sensors. It acts as a turret, rotating its spiky head to detect visual targets. Getting close to it is a near death situation. If you think it is alive, it is more of a sentient being empowered by forces unknown. When a target is within its sight, the tower aims its crossbow turret and shoots a heavy arrow projectile. While a simple turret, it can refire as well. Its death leaves behind an obstacle for cover.
-Evil Demon Hut
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A rocky structure built as a fortress to some underground den. If you think it is alive, it is more of an incubator than a sentient being. Various minions sprout from this opening. They can appear when a target is within its vicinity. Less frequent if not. Order of The Corrupted Sisterhood and Scosglen Werewolf Tribe currently houses these huts. Once the hut collapses, a goatman may emerge from the desecrated rubble. Its role as a monster generator means there is some priority to decommission it before the numbers become overwhelming.
-Skeletal Phylactery
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A stony structure built as a fortress to some underground crypt. If you think it is alive, it is more of an incubator than a sentient being. Various minions sprout from this opening. They can appear when a target is within its vicinity. Less frequent if not. Skeletons currently house these phylacteries. Once the phylactery collapses, a lich may emerge from the desecrated rubble. Its role as a monster generator means there is some priority to decommission it before the numbers become overwhelming.
-Blood Golem Nest
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A flesh structure built like a hornet's nest on a tree. If you think it is alive, it is more of an incubator than a sentient being. There is a blood golem fetus/gunner thing that waits to be hatched. When a target is within its vicinity, the blood golem aims its nest gun turret and sprays poison blood. While a simple turret, its health is quite high with regeneration. Its death randomly spray poison and might hatch open a surviving blood golem.
-Blood Golem
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A golem of blood, flesh, and bone. It is an abdomination of horrendous proportions. It sprays seven acid blood liquid streams, even its blood wounds spray too. Liquids are considered poisonous and somewhat sentient. Can dig in and out by a few distance from its current location. Its death will randomly spray poisonous blood streams. While the description is not much, full contact with the spray will result in death.
-Iron Golem
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A golem of wires, pipes, and some strange energy. It is an abdomination of sheer will. It can repeatly shoot an seeker missile of ripping stars and rain down more of the same. Its blood also emits them as well. The missile does not stop pursuit after its contact, but may end itself at anytime. Can dig in and out by a few distance from its current location. Its death will rain down stars upon its killer. While the description is not much, the said details is enough to state the dire need to maneuver under cover. The best prayer goes to anyone fleeing the wave of stars in mazes.
-Blade Sentinel (Blue/Brown/Red)
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A sentient floating buzzsaw. While it cannot charge against its target, any close vicinity will engage its circular blades in motion. Escaping its wrath can be difficult. However, its weak hull integrity will dealt its death quickly, but not without a bang. One lone blade sentinel can be an easy target, but its strength in numbers increases their chance of success in either pinning down for a slaughter or lifting up for a castration. Treat these blade sentinels like hazards.
-Blade Sentinel Summon Portal Summoner Chest Trap
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What appears to be a ordinary chest, is really a interdimensional gateway between the planes. What comes from the gateway are blade sentinels. They are the ones to open and close the lid and gateway. This trap of a chest is basically a sentry and generator rolled into one. If given enough time, the air will be a aerial mine field of blade sentinels. Great care must be taken to dismantle the trap as the metal sentries need to be deflected or even destroyed before substantial damage is sustained.
-Thorn Creeper Nest
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This bewitched nest operates as a pollinator/generator of thorn creepers. The change cause it to be more alert in the matter of aggression. Being fairly low in health, its defenses account to firing as much seeds as possible against threats. Now those threats are spelled out by witchery. Seeds can hatch into thorn creepers for ensnarement. If target hides from sight, it can plant a underground thorn creeper under its target. Upon death, the nest finally transforms into a poisonous smog fountain. Festering appendages may also rise from the debris to exact wrath of nature. It is assumed to be the pilot of the disgusting blob matter.
-Fire Wall Sphere
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This nearly silent ball of silver set aflame, will spew forth flames that stay. The flames be like burning walls. There be no warning in its assault. Can fly. Spews flaming walls in random directions upon death.
-Lightning Jolt Sphere
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This nearly silent ball of gold, will cast spells of lightning jolts upon its target. The jolt sticks to its victim like glue. There be no warning in its assault. Can fly. Casts lightning jolts in random directions upon death.
-Infernal Pit
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A sandy structure built as a fortress to some underground cavern. If you think it is alive, it is more of an incubator than a sentient being. Various minions sprout from this opening. They can appear when a target is within its vicinity. Less frequent if not. Spheres currently house these pits. Once the pit caves in, a iron golem may emerge from the desecrated rubble. Its role as a monster generator, especially for artillery type units, means there is urgency to decommission it before the numbers become overwhelming.
-Meteor Rain Volcano
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A earthen eruption forged by the depths of hell. If you think it is alive, it is more of a directed force than a sentient being. No one is sure who cause these bursts, but communication with the hordes are highly plausible. Be glad these volcanoes have no visual sensors. When the volcano reveals itself, the fiery meteors erupt from the earth, raining down upon its target. Target does not have to be visible. Even if inaccurate, the meteors expel volcanic smoke about the field upon impact. After attack, the volcano will sink back under the surface once again. Its dreadful description earns it the name, "The Plague from the Sky". Its death will leave behind hellish explosion trails, scorching all in its way.

+Elderitchs:
-Psych Orb/Sentient Lightning
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The psych orb is an floating entity that consists of an eye type organ (reference from Dungeons and Dragons's beholder). Emits electric currents from its body. Shoots a magnetic ball that vacuums nearby targets. Upon death, the psych orb opens a sentient lightning against its killer.
-Festering Appendages
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At first sight, they are unseenable and solid underground. What emerges from the earth below are festering appendages (reference from Lovecraft [fiction] literature)! As a monster of the earth, they can dig in and out, but only within the confined walls that contain them. However, do not underestimate these tentacles, for they are vicious and deadly. Applied pain might cause them to withdraw from the surface to the depths below, for a matter of time. It has the uncanny ability to resurrect the dead to life, once more! With high constitution, great speed, and relentless attacks, the festering appendages are great adversaries to contend with. With keen senses, agility, and a heavy surplus of firepower, one might be able to send these tentacles back to whence they came.
-Reziarfg
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From the void, unto the unknown, comes the reziarfg. It cannot be classified as a demon due to its obscure nature. Its eyes allow constant sight around its being, its tail is given a pair of jaws that beckons, and its four string of legs strain against the mass and weight of its body. The strange description of this combination would have most witnesses to not have fear, but its capabilities have prove them wrong. From its pores, rains forth the blood of poison. From the unknown essence, opens portals that summon its minions to its aid. From its legs, sows the nest of moving thorns. From its visions, forms light into jolt. From its pain, shares in its injury. However, that is not all, in its death, exacts its revenge with illumination and lightning rain. The reziarfg is a mix of concoctions and a mystery, for no one will know its true origins, nor what role it plays in the occult forces (of evil).

+Demons:
-Hork Spawn
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These meatballs are quite the grotesque sight to behold. While small, its internal organs allow it to float in mid-air. It can charge against its target. Once it has reach its target, it charges again. Just call it a testicle of juvenile virgin fury. When the balls collide with one another, their biological physiology allows them to pass through each other. Bleeds out poison, which makes close range weapons a suicidal contract. Its death accelerates an explosion of poisonous blood spurts so be careful when near it. How this fucking thing came to be, we all know that Hell had a hand in this.
-Winged Fiend
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Imp maestro, that's all you need to know. In detail, it flies around like crazy as a dodging move (not real dodging, but still damn tricky). Can fire off a bullet that disperses into a fiend fog. In death, it disperses into several fogs. Fiend fogs are very harmful. Not to be underestimated. Very classical imp.
-Butcher/Smith
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Your average demons at work. Their job is to create minor support units for Hell's military. While slow and bulky, their weapons can summon small, but dangerous minions. Butchers call on hork spawns. Smiths call on blade sentinels. The interceptors are not dangerous by numbers, but behavior alone. Given these simple facts, it is best to destroy these generators promptly, otherwise retreat to mitigate the risks. These groups of pests would technically be demon hordes.
-Skull Master
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A demon in a form of a fiery skull. It would been a soul should it have none of its thermal aura. As Hell's sentry, its mass prevents fallback, its fire numbs all other pain. As attack, it can breath smog and float at the same time. A wall of simple absolutes, the skull master is the crowd control unit. Before it is banished back to the depths of Hell, it sighs its last smoke as an act of defiance.
-Goatman
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Ah, the classic staple, symbol of evil, he is the goatman. Scythe have fairly long range with one possible stroke of death. Can throw a few green potions that emit choking/harmful nerve gas. Can also throw one orange potion that explodes into a semi-chain reaction. Constantly heals. Upon death, throws potion(s) in random direction. Can be considered quite the cannon.
-Wyrm
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What may have been a child's imagination is now a wyrm of a nightmare (reference from Lovecraft [fiction] literature). It seems to be a supernatural being with the exception to an impossible means of unnatural movement. It does not crawl out of the ground like normal ground dwellers. Instead, it blinks out of the ground. When it does appear, it attacks. When it doesn't, it disappears. Even in pain, it disappears. Its command over both visibility and vulnerability, makes the wyrm a greatly feared demon as no one knows when it will pop in or pop out. Fortunately, it is not a true dimensional shambler, else they will blink at any possible coordinate. Its demonic nature also limits its movement by walls, but it can still burrow into most heights. A wall that cannot be crossed over will guarantee a safe haven from this monstrosity. A true great worm can burrow through walls and heights, making the wyrm a deformed variant among its classification. Still, one can note its vicious determination to irradiate anyone near it. Many that fought the wyrm said its semi-blinking ability gave them a difficult time despite its weak constitution.
-Blood Lord
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Composed by a head of a bull, a body of a man, and demonic influence, this red minotaur sets his flails upon his victims. As sturdy as his weapons, the body hardly flinches from a focused hatred on adversaries. From that hate, hellfire flows through from spirit, limb, flail, and fireball. The detonation brings a hate-induced consequence as a tracing meteor shower, flower of fire, or radius of flames around the target. While the blood lord is slow in description, one cannot deny the powers pined down by this beast of burden.

+In Pending Analysis (All Diablo1 Monsters)
bubba, horkdemon, and nakrul somehow can't convert into .bmp during the conversion process so color loss is possible in .gif.

-bubba (revenant) will be some macho man. Will be quick to retaliate.
missile state is nothing (maybe except yelping).
melee state is pummeling.
n/a
-horkdemon (pain elemental) will not fly, but can defend itself. Can hurt nearby player by sight cuz its ulgy/smelly.
missile state will fire spawns.
melee state melees.
see state try to emit damage radius if target is in range.
n/a
-nakrul (arachnotron) will shoot out actor-passable eggs (no renders) that will hatch tentacles.
missile state is actor-passing eggs that will spawn forth tentacle monsters :ohmy: .
melee state is whipping melee.
n/a

Screenshots:
Spoiler: show
v12+
Bow1 takes aim! Fires!
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Bingo!
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Axe1 pulls back a swing...
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There goes the cleaver!
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Ouch! That hurts! Time out!
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The Succubus w/ her pimpin' balls of red light.
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The Psycho Orb, what you lookin' @? Don't get close!
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v13+
Baboon demon makes a rush!
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And misses!
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No cover! That means it's punchy time!
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Baboon demon retaliates! What a huge setback! OMG!
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Ok, it's time to finish this! Here is where it all ends.
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*Whump!* Baboon demon wins.
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v14+
Corrupted rogue archer makes a scene!
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Make a fling!
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Bam!
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v15+
Corrupted rogue flailer flings a heavy pair juggling @ ya! (har har, bad joke)
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v16+
The werewolf sings a tune!
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Werewolf takes my criticism personally!
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Ouch! (Seriously, the claws barrage is not to be trifled with)
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v17+
BLOOD GOLEM!
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Its acidic blood forever strains thy soul and I wonder why what awaits me after my demise. Gothic-ness! Ahhh!
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v18+
IRON GOLEM! ZZZ!
n/a

Only melee while missile state? Ha!
n/a

Something's falling out of the sky!
I wonder what it... ah!
n/a

It's raining diablo bulletpuffs (supposed to be toxic metal rain, but whatevers)!
n/a

v20+
Three colorful buzzsaws for your groin-skewering experiences!
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v22+
Now for each 1st map start/entry/breach, you get some ally monster kits, but watch out, it's quite a rude entrance!
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Here comes the Las Vegas line dancers! I mean, line archers! Fire @ will!
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v21+
What the! It's the belated images of v21+! Something is killing off my archers, with a bang!
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It just killed off my last defender!
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Fuccck! I died.
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Watch out kiddies, the Goatman is here.
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v23+
Go barbarian man! Wondered if he can actually survive the onslaught of the corrupted sisterhood?
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v24+
?, I really forgot what was so special in this update!
Okay, I remembered, it was a fix update.
n/a

v25+
Fire wall sphere, douses in flames.
White fire wall flames hurt.
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v26+
Lightning jolt sphere, kill or hide, or you'll die.
Lightning jolts hurt.
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Lich redesigned for leeching, summoning an skeletal army, and one at a time resurrection. YEAH!
Lich warming up.
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What a leech! Quite the face! -x-
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Iron golem with new attack behavior.
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Diablo bit projectile are seeker missiles!
Surf's up, dude!
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v27+
What up, g.
What's that growing there?
A new lawn?
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Holy fuck! Elderitch horrors!
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v28+
Thorned hulk launches an explosive projectile!
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Looks like that projectile hatched something.
I wonder what it could be doing?
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Holy shit!
A thorn shot right up my ass!
And there's more around me!
Shake that ass or sit it!
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v29+
Wyrms, bitches, wyrms!!!
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v30+
The blood lord has arrived.
Now catch a fireball!
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It's raining fire and fire litin' up!
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v31+
Please welcome the reziarfg, let the show begin!
Here you here a summoning portal and acid blood in action.
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A lightning jolt.
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A nest of moving bullet thorns.
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And finally, upon its death, a static fatal laser beam that calls out lightning rain.
There is the pain feedback, but I can't show it with images.
Anyways, that's the reziarfg, simple, yet boss enough.
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v32+
Lightning spire raining down lightning.
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You died by lightning, simple.
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v33+
Blood golem nest.
BLOOD!!!
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v34+
Bone wall.
SKULL FOG!!!
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v35+
Thorn creeper nest.
Firing at you!
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Surprises might comes in projectiles.
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Care for a smoke?
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v36+
Meteor rain volcano.
Enough said.
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v37+
Fire Tower.
Watch out, getting close enough will warrant a lethal incursion.
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Whoa!
Watch out there!
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v38+
Evil Demon Hut.
Incoming!
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v39+
Skeletal Phylactery.
The army of death, is here!
Image

v40+
Infernal Pit.
A fire wall sphere emerges from the depths! Oh noes!
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Slow to react, both pit and sphere, but its occurrence can be quite immediate.
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v41+
Dead barbarian girl on a pillar.
The barbaric atrocity!
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v42+
Damned souls.
Damned to hell for eternity.
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And the unquenchable flames from the lake of fire.
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v43+
Pile of skulls.
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v44+
Blade sentinel summon portal summoner chest trap and blade sentinel chest.
It's obvious of what they are capable of.
Get smashing.
Image

v45+
Crusted scabbed souls.
Fecal orgies!
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v46+
Dead rogue archer on a stake.
Oh noes!
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v47+
Winged fiends!
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v48+
Necromancer, lord of death.
MUHAHAHA!
You don't get to see the whole action here and I'm not spoiling any surprises, but the necromancer could be a tough son of bitch.
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Thunderian! (v03+, ally heroes)
Throwing a sticky jolt of electric currents! Sorry madam for the bad picture. It was uncalled for!
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Nevermind the amazing fireworks down there! Watch the thunder man squat!
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LO AND BEHOLD BITCHES! THE RAIN HAS COME DOWN!
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THUNDER STRIKE!
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Look, two more to come!
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There you go! One got fried by the bolts/jolts!
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Hmmm? What's that coming at me?
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My thunderian got shot! Fellas, that's why you shouldn't mess with the ladies! They know how to handle you!
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v49+
Butcher, master of heavenly delights?
A butcher rolls up a pitchful of hork spawn!
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The ball keeps on gnawing!
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Smith, master of automatronic wonders.
Ready to swing.
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Here's something fer ya!
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Assassin! (v04+, ally heroes)
Obviously, we can see what the ninja is capable of.
Sayonara, bitches!
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v50+
Vine wall skull, sowing seeds of misery everywhere!
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See the sparkles?
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It arises from the earth!
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v51+
Skull master, smokin' and floatin'.
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Smokin'!
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Death can be quick.
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v52+
Spectre head, phasin' and concussin'.
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Notes + Standard:
Spoiler: show
+Full requirements:
-ZDoom v2.7.1+ (just for maintaining code updates, of course v2.6.1 was necessary)
-When combining wads with ACS lumps, hold onto this file for desired batch file execution.
-Doom2 iwad (for dialogue script implementation [which will be done later])
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read though

+My #library directive standard (rule exhaustive, but I'm going by the safe side):
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.

+Stuff for show-and-tell:
-Use crouch, and jump; it's not cheating, it's for gameplay
-Corrupted Rogue Archer shoots (only) 1 arrow projectile; ready fire when target is not visual; can dodge on See, Missile, Reload, and Area_Secured state (see ZombieMan)
-Corrupted Rogue Flailer shoots (only) 1 flail; flail is a rocket type projectile derivative so be careful; can dodge + shield (might shield bash) on See + Missile state (see ZombieMan)
-Bow1 shoots 3 arrow projectiles; ready fire when target is not visual; can warp on See, Hold_Arrow, and Missile state (see ShotgunGuy)
-Axe1 throws seeker axes, just like Bow + can sometimes shield itself (see ShotgunGuy)
-Succubus shoots ammo-stealing projectiles, can mentally throw/drag target around; projectiles can reduce damage on contact (see DoomImp)
-Werewolf claws + breathes streams of poisonous smog; can self-heal too (see ChaingunGuy)
-Baboon Demon is a real melee monkey!; knows to keep its toes on its goal! (see Demon)
-Psych Orb emits electric current + shoots electric magnetic (really, it magnetizes) ball (see Cacodemon)
-Lich A_VileTarget 5 Lich Smokes (that A_RadiusGive resurrect to monster corpses) before A_VileAttack fatal and sticky Redemption_Ghost (see Archvile)
-Blood Golem sprays acid blood, bleeds acid blood, + A_Warps (prepare for hell [on A_Warp + Melee, you will not be trapped {just yet! (if you got hit (well you're dead anyways)} due to certain death scenario of Blood Golem bleeding acid blood]) (see HellKnight)
-Iron Golem rains down toxic metal liquids/etc like chocolate rain, bleeds toxic metal liquids/etc (also known as diablo bits), + A_Warps (prepare for hell [on A_Warp + Melee, you will not be trapped {just yet! (if you got hit (well you're dead anyways)} due to certain death scenario of Iron Golem bleeding/raining diablo bits]) (see BaronOfHell [obviously its nature in offense is so radically different that it should be placed as a different monster role until further notice])
-Blade Sentinel directly charges at target within melee target range (which is a bit beyond MeleeRange), it will adjust course towards the slow unlucky target; contact will allow blade sentinel to dive down and begin surgical operation below the target's beltline (see LostSoul)
-Fire Wall Sphere relentlessly pushes forward to wall in target with flames; slow, passive, stupid, and docile; maybe, but it is also deadly; watch your step and watch the flames (see PainElemental)
-Lightning Jolt Sphere eagerly plants its target with following lightning jolts; slow, aggressive, stupid, and desperate; maybe, but it is also deadly, a bit more than its flaming brethren; find your cover, find your distance, and find your aim, because you'll need everything you got to take down this sentinel (see PainElemental)
-Thorned Hulk fires off a seed projectile that might spawn a Thorn Creeper, which fires off an array of four slow vine wall projectiles spawns bullet thorns around/under at its target; thorn hulk can also fire off three fast vine wall projectiles; slow, but it can potentially multiply bullet sponges explosively; can resurrect own class and species; and still have small chance to attack spawn thorn creepers when target is out of sight; thorn creeper also have that same no target sight ability (see Fatso)
-Festering Appendages evoke an erratic fear of speed and consistency; can dwell underground at will; Healthy; Just call it the melee stalker/raiser (see Arachnotron)
-Wyrm blinks about, trying to irradiate your ass! (see Wyrm [was WolfensteinSS])
-Blood Lord tanks onward with wall and rain of fire (see Cyberdemon)
-Reziarfg, the sum of all fears, but nothing said in how difficult it would be (see SpiderMastermind)
-Stealth monsters included
-Diablo monsters ending intermission
-Ally Rogue Archer, ally range monster who comes in 4 summon/spawn kit in each 1st map start/entry/breach (ally hero items acs enter script file required)
-Ally Barbarian, ally melee/short range wall monster who comes in 4 summon/spawn kit in each 1st map start/entry/breach (ally hero items acs enter script file required)
-Lightning Spire, beacon of lightning rain (see TechPillar)
-Blood Golem Nest, incubator of Blood Golems (see BigTree)
-Bone Wall, pipe of skull fogs (see HeadCandles)
-Thorn_Creeper_Nest, full of thorn creepers (see Stalagtite)
-Meteor Rain Volcano, volcanic, meteoric (see EvilEye)
-Fire Tower, explosive arrow turret (see FloatingSkulls)
-Evil Demon Hut, live active generator of corrupted sisters and lupine brothers (see TorchTree)
-Skeletal Phylactery, live active generator of skeletal warriors (see SkullColumn)
-Infernal Pit, live active generator of spheric sentries (see HangBNoBrain, HangNoGuts, HangTLookingDown, HangTLookingUp, HangTNoBrain, and HangTSkull)
-Dead Barbarian Girl Pillar, gore prop (see BloodyTwitch, Meat2, Meat3, Meat4, Meat5, NonsolidTwitch, NonsolidMeat2, NonsolidMeat3, NonsolidMeat4, and NonsolidMeat5)
-Damned Souls, lake of fire (see HeartColumn)
-Pile of Skulls, smoky hazard (see Candlestick)
-Blade Sentinel Summon Portal Summoner Chest Trap/Blade_Sentinel_Chest, blade sentinel in a box, in different versions (see ArmorBonus/HealthBonus)
-Crusted Scabbed Souls, stinking slug hazard (see DeadStick and LiveStick)
-Dead Rogue Archer Stake, gore prop (see HeadOnAStick and HeadsOnAStick)
-Winged fiends and statue variants, tricky little devils (see ShellBox)
-Necromancer, lord of death (see ChaingunGuy)
-Ally Thunderian, ally any range wall monster who comes in 1 summon/spawn kit in each 1st map start/entry/breach (ally hero items acs enter script file required)
-Butcher mopes and throws hungry hork spawns around! (see WolfensteinSS)
-Hork spawns wiggle and struggle in hunger! (see Hork_Spawn [spawned by WolfensteinSS])
-Smith hulks and throws sentient blade sentinels around! (see WolfensteinSS)
-Ally Assassin, ally any sight wall monster who comes in 1 summon/spawn kit in each 1st map start/entry/breach (ally hero items acs enter script file required)
-Vine wall skull, the health and timed based sentry (see Candelabra)
-Skull master, the dumb pain immune airborne sentry of smoke and flame (see Cacodemon)
-Spectre head, the shifty phasing airborne assassin of arcane and telekinesis (see Cacodemon)
-Gameplay is quite difficult and I don't frown on multiplayer survival game session w/ respawning items option (you got to watch for the skeleton crew [they are that good]) // I might change these lines

+Stuff yet/never done:
-Not all proper Diablo2 and Diablo2 : Lord of Destruction monster sounds are available due to difficulty of access and extraction
-Not all monster images are correct due to some error(s) in the extraction process (this is true for the wielder of some weapons [from Diablo2 and Diablo2 : Lord of Destruction], but I try to go for the weapons that don't sync out of whack [exception are minor inconsistencies])
-Some of the Psycho Orb's frames are cut off
-Sticky Brazier_Flame actors might not stick nor damage golems, possibly due to radius size or something like that (I think it's working though)
-Forgotten to note that the A_Blast cannot be spammed or else it lag crashes the source port as noted in the Lich's previous cool skeleton summonings
-A_Blast is more of a vertical movement, which fails to make the Festering_Appendages as a vacuuming monster
-WARNING: +DONTHARMCLASS/+DONTHARMSPECIES becomes +NORADIUSDMG for any received actor that A_Explode (thru A_VileTarget, A_RadiusGive, and the like [potential lag issue])
-Intermission cast animation interfered w/ itself (cannot be much fixed for some reason)
-The death state from the Sphere crew can lag it out with active actor spam on the intermission cast (might need to cut down on the special effects?)
-Meteor_Rain_Down, Meteor_Up1, and Meteor_Down have somehow made the ceiling-based meteor projectile to omit its desired obituary message for some reason
-Blood_Lord_Fireball, Meteor_Rain_Up and Meteor_Rain_Down are considered monsters regardless of their intended design (can be noted by the monster console command [you can count the Blood_Lord_Fireball for tallying purposes])
-Just found out that FastProjectile has a specific programmed function in mind (either it cannot use small size values or +THRUACTORS is interfering with its intended function [don't worry, I mitigated the situation])
-I have an aesthetic faculty problem with Lightning_Rain_Projectile_Down (mostly because I fail to create a single bolt tip [but it does make quite the ground effect if not too excessive {I believe that the supporting source port is not adapted to make lightning effects}])
-Prop monsters with +DONTCORPSE have block in Death/XDeath state, but disallows Raise state (allows Crush state [requires A_ChangeFlag ("CORPSE",1), but any actor that lands on dead prop monster will get stuck; therefore, don't have +CORPSE at all since it breaks gameplay {dead prop monsters that gives bullet/projectile cover, cannot be raised nor crushed, this is a standard, might as well have +NOGIB}])
-Some prop monsters have been assigned too tall of a height that areas lower than its height will smush them down into the ground (ZDoom experts have said there is currently no known working solution to this kind of problem, actors are compelled by sectors unless given abilities to ignore sector rules [hell, I don't even know what's going on with Blood_Golem_Nest#])
-Problem:v
Werewolf is -USESPECIAL due to set only active to one conversation
I cannot determine how to shut down the current conversation just yet (Thing_SetConversation (0,0) will do)
However, I was looking for a split personality kind of conversation, where you can talk to either druid or werewolf
More importantly, a much more randomized conversation tree design.
I need the +USESPECIAL to right up initialize in starting up a conversation using the Strife's DIALOGUE system
The conversation initialization script will get a script variable array to switch/case into a specific script variable value and start a conversation script variable value reader script to redirect to a conversation branch (hopefully, StartConversation (talker_tid, facetalker) will do just that)
When the conversation branch ends, it will start a conversation initialization/termination script, which repeats the process all over again
The thing is I must get the conversation to roll at once I +USESPECIAL that specified actor class
So far, I have been lacking in the randomized conversation tree design progress, but will try to do so later
Its success will enrich the gaming experience in role-playing elements
If you guys are looking for a different interface, yeah, I got that running, but I would have to test the combination compatibility in the actor class collision
Problem:^
-I believe that A_VileAttack overrides to trigger blood particles and blood decals
?BLOODLESSIMPACT AND ?BLOODSPLATTER are said to do (blood sprites), but am not sure if it can prevent blood particles/decals
See this undesirable operation occurring for A_Explode, A_VileAttack, and Thing_Damage
Can't say for A_CustomBulletAttack
Problem found in Lich's attack
Can't find solution or workaround
-I cannot control the crushing ceiling activated blood particles in terms of color
Tried BloodColor in DECORATE and DefaultBloodParticleColor in GAMEINFO, but BloodColor affect both blood sprites and particles, while DefaultBloodParticleColor affects all blood particles at the same time
TNT1 sprite in Spray actor state didn't do a thing
I have no avail in controlling the visual effects of blood particles in this situation
-Cannot change BloodType (with SetActorProperty) at the current ZDoom v2.7.1 editor build
-Dead monster that Thing_Raise (0) itself will raise invincible monster, undesirable operation
Not to worry, found work around
-Found out that (live, not prop) monsters perusing +/-DONTCORPSE and -/+CORPSE for falling and crash states (for sounds) cannot use the Crush state
That means +/-DONTCORPSE + -/+CORPSE = Crash state + +DONTGIB (No Crush state)
There was never any Crash state for the Doom monsters in the first place
There was Crush state though
Damn, such limitations
However, it was cool to see flying objects die upon crashing
Could make monster corpse copies, but I had to make detection code of original monster for them to stop moving (can't make it 'suddenly' stop all of a sudden)
Copying and testing actor flags, actor properties, and actor states would be a hassle to emulate the monster corpse
Oh well, it's either customized crash states or default crush states
-Analyzing lag vs coolness factor (w/ lag in mind)
-Analyzing the utmost gameplay difficulty w/ target identity tracking code (hehehe)

+Stuff currently in progress:
http://www.larryelmore.com/store/, as a intermission/painting asset resource for maps and shit; more better served in the infinity/dnd engine though...
-Regurgitator monster
-and props test (multiple hazards/props per placement? [Definitely, some of the objects are worthy enough for merit. It's d1 quality, but it's so cheesy good! {test banner000 v, cruxsk1000 - cruxsk1014 v, skulstik000 - skulstik004 ?}])
-Test the challenge rating in iwad maps for Missile states of Infernal_Pit class variants
Should the pit spawn spheres or skull masters?
-Figure out delay tic (200, 300, 400, 500) before A_BossDeath after Reziarfg is completed (figure out during e3m8 test); no, this is gonna need single test and a whole run thru!
-Roster/Cast_Intermission (roster required!) for prop monsters, etc (particularly the allies noted below)?
-Remind me to figure out where to put allies/props/items into the monster roster (have to rename the webpage then, got two other monsters missing too
-Crew/species-based random monster generators to replace monster roles when applicable
-Have barely scratched the surface of Diablo2 : Lord of Destruction resources
-Possibly Diablo2 and Diablo2 : Lord of Destruction actor (from monsters, weapons, hazards, curses, props, etc) sound check

Progress Summary:
Spoiler: show
+Current Props List (DON'T FORGET THE RANDOM SWITCHING? MAYBE IT'S EASIER TO HAVE BOTH SEPERATE CLASSES?):
extra monsters for active props!=
10~, ae!(lightning_tower), bn!(air_nest[maybe poison blood turret/rainer thing]), bw!(voodoo_totem_of_skull_fog), dh!(ground_nest [maybe smog fountain and thorn seed turret/fountain or thorn creeper bulleter/viletarget_summoner {might spawn either a Thorned_Hulk or Thorn_Creeper upon death, but will certainly emit Wolf_Smog like a smog fountain afterwards}]), eh!(volcano[stationary/tracing meteor shower? {only from ceiling, but then again, it's not from space, meteors can pop out of the ground too!}]), gu~ (desert mercenaries, spears? some gear blink out?, fuck!), iw~ (iron wolf, sword thrust only ? gayness! at least nothing is missing, still, weakness!) m4~, pb! ([if_target_aim_else_head_spin]explosive_arrow_turret[need fills somewhere]), se~ (wyrm egg? b/c it's the only insect at the moment?)?, 2t!(some_woods_land_shit[please remove the fire so that an assorted array of monsters can be summoned/spawned]), ac~ (skeleton generator? [tower, but nothing here]), xa!(graveyard_of_skeletons[skeleton crew, plus sometimes blood_golem and a lich upon its death]) (wtf?!).

xc,d2? trap box.
py,d2lod? fiery pit.
can't say about the gore/hanged actor classes. small enough for a candle or column. not sure about visual presentation.

+evileye
-eh!

+headcandles; /headsonastick/heartcolumn/(tall/short) green column
-bw! (if column variant, there be a lot of fucking skeletons! redundant, but for sure, suitable to theme)

+stalagtite
-dh!

+floatingskull; /column/techlamp/techlamp2 (maybe even burning/explosive barrel)
-pb!
FLOATINGSKULL IT IS! DUE TO E3M7, MOUNTAIN EREBUS'S RING OF 'EM! FUCK YEAH!

+torchtree; /heartcolumn/(tall/short) green column
-2t!
MUST DO HAZARDS/PROPS AESTHETICS TEST FOR ANYTHING USING COLORED PILLARS/COLUMNS.
MIGHT BE ABLE TO SPLIT BY COLOR/HEIGHT DIFFERENCES, BUT I MUST FURTHER INVESTIGATE.

+skullcolumn/(tall/short) red column
?-xa! (chamber of bone?, bone chamber?, lich chamber b/c liches usually can raise the dead?, skeletal phylactery
[http://diablo.gamepedia.com/The_Chamber_of_Bone_(Diablo_I_Quest) , https://en.wikipedia.org/wiki/Phylactery ])
MUST DO HAZARDS/PROPS AESTHETICS TEST FOR ANYTHING USING COLORED PILLARS/COLUMNS.
MIGHT BE ABLE TO SPLIT BY COLOR/HEIGHT DIFFERENCES, BUT I MUST FURTHER INVESTIGATE.

ANYTHING THAT MIGHT PERUSE THE COLUMN PLACEMENT, MIGHT GET A TECHLAMP/TECHLAMP2 PLACEMENT TEST.

Object Props List (usually for light sources, [vertically preferred] columns/statutes, barrels, and maybe even trees/small objects [gotta look good and big though!]):
9f, some kind of nesty brazier holding a flame, might be short (blue/green/red) torch
b3 (cof, both active/inactive), small fat lamp, might be candlesstick
bi, some kind of brass lamp holding a flame, might be column
bm, some kind of unimpressive tripod lamp, might be tall/short (blue/green/red) torch (looks very much like b3 or bi [has too top look, will not look too good])
bo, column with flame on top, might be tall (blue/green/red) torch (has too top look, will not look too good)
e1/e2, tortured souls upholding a cauldron, might be liveStick/deadStick (hell, might be a prop monster too?)
e5, flames? BIG FLAMES!, might follow with e1/e2 (will be used by e1/e2 [might turn this into a hazard replacing firewall actor variants])
ib/is, gay pile of grey skulls (bleh), might be candlestick/stalagtite (due to its small height [most likely stalagtite b/c of its relevance to a hellish atmosphere])
it, TREE!, might be bigtree (not likely /torchtree because it's bigger than that, but I understand the need for higher frequency of occurrences) (base has too top look, might not look good [in fact, the base makes floor position quite difficult {looks okay, but it's nothing great, there's some green speck fungus shit, but I don't know whether hell allows fungus?}])
jt, (both active/inactive) real live candle, might be candelabra/tall (blue/green/red) torch
q4, glass flask?, might be an item that randomspawner drops of something little (healthbonus/armorbonus)
v1, a much fatter and fancier yet shorter version of the jt (real live candle), might be short (blue/green/red) torch or better yet column or candelabra (might make it use-pullable/pushable/-solid, but -thruactors [worse than 2p of d2:lod])
w5/w6, fat webby tree?, might be bigtree/torchtree (webby appearance is not revelant due to lack of anything webby like that giant spider that was almost picked, therefore INVALID or VOID!)
xe/xk, box chests; maybe mystery surprises? trap of blade sentinels? [MUHAHAHAH! >:)]), might be an item that randomspawner drops of something little (healthbonus/armorbonus)
xo, some shiny ass gem shit, might be candlesstick/powerup (maybe like, unlimited ammo, damage amplifier, invulnerability, death to target, fire_wall to target, lightning_jolt to target, timefreeze, fear [although, this sucks even though it cuts down on attacks {boss monsters may not hold back though}], flight, polymorh, and invisibility/shadow [i don't get this thing])
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2p,(both active/inactive) woody tripod holding a flame, might be tall (blue/green/red) torch (better than v1 of d2)
2y, short flag, might be headonastick (very specific!, but it is quite looking good on e3m1 map lump)
3q, dead barbarian girl on pole (might leave it hanging than drop dead just to keep good look on 2.5d view, might be headonastick, headsonastick, any hanging body, deadstick, livestick, or commanderkeen
3u/3v, dead man tied, might be headonastick, headsonastick, any hanging body, deadstick, livestick, or commanderkeen (has too top look, will not look too good)
5d, a gayer more glowing version of xo, might be candlesstick/powerup (maybe like, unlimited ammo, damage amplifier, invulnerability, death to target, fire_wall to target, lightning_jolt to target, timefreeze, fear [although, this sucks even though it cuts down on attacks {boss monsters may not hold back though}], flight, polymorph, and invisibility/shadow [i don't get this thing])
5t, gay laser techno rave of a pole thing?, ? (base has too top look, might not look good [might be of an islamic notation, so i won't likely put it in order to prevent accusation and it's too political and wrong])
5u, short dick of spire? should I even use it? it's not too impressive, but yeah, ? (base has too top look, might not look good [might be of an islamic notation, so i won't likely put it in order to prevent accusation and it's too political and wrong])
5y, a store keep, whose flame is the clerk!, might be tall/short (green/red) columns (has too top look, will not look too good)
6d, good round candle thing, don't know where to put this
6e, three stone pillar candle, might be tall/short (green/red) columns
6f/6g, dead dude on flames (a bit wide though), might be headonastick, headsonastick, any hanging body, deadstick, livestick, or commanderkeen (has too top look, will not look too good)
6h, some flag standard with 6 angled star symbol, ? (associated with the Lehi symbol of herpes kosher oil hater, don't use, i could, but, too political? i mean, this is folly fancy-mancy whimiscal stuff so yeah)
6k, glass flask?, might be an item that randomspawner drops of something little (healthbonus/armorbonus)
6m, suspended starve box with some skeletons, looks cool, but possibly not applicable
6v/6w, tall pole hold a manga girl flag? oriental dude if one of the eyes is a nose? funny joke though; lol, might be headsonastick or tall (green/red) columns (has too top look, will not look too good)
6y, short stone monument, might be tall/short (green/red) columns (base has too top look, might not look good [it's ice prop, bitch!, not usable])
8c, vase that could be opened; looks shiny and useless, might be techlamp/techlamp2 (has too top look, will not look too good; also indian gift, no no)
8d, glass flask?, might be an item that randomspawner drops of something little (healthbonus/armorbonus)
8t, short brass pillar with a flame on top and symbol on side, might column/burningbarrel/explosivebarrel/techlamp/techlamp2 (top has too top look, might not look good)
25, giant jackass old open flame lantern (looks pretty cool, but might fuck up in the game), techlamp/techlamp2 (top has too top look, will not look good; no really, it looks like shit)
px, short woody tripod holding a flame (relative to p2), might be short (blue/green/red) torch (better than v1 of d2)
py, evil hell hole, might be more like stalagtite than bigtree/torchtree (has too top look, will not look too good)
yq, ulgy stone lava lamp statute (personally don't like it), might be tall/short (green/red) columns (has too top look, will not look too good)
yw, skeleton junk tree house, might be tall (green/red) columns, the bigger and fatter 6m (has too top look, will not look too good)

Props Draft Summary:
+BigTree + TorchTree Placement
-BigTree + TorchTree (? stat; may spawn Thorned Hulk [Fatso stat])
+EvilEye Placement
-Fire Tower (? stat; stationary guard, shoots poisonous/explosive arrows. Is sentient.)
+Stalagtite Placement
?Some plant dude (Diablo 2: XZ). (? stat; A_PainAttack some vines that start spraying acid [w/ the use of rails + maybe poison {actually, might need to find a projectile after all}]. Might use other vines to start similar attacks. Will allow its vine to A_VileAttack and pump up for web ceiling/floor trap. Web trap can be destroyed and eventually will wear away in time.)
+FloatingSkull, HeadCandles, HeadOnAStick, HeadsOnAStick, HeartColumn, + SkullColumn Placement
-FloatingSkull, HeadCandles, HeadOnAStick, HeadsOnAStick, HeartColumn, + SkullColumn (? stat; may spawn Bone Tenacles 44 [Fatso stat {due to the wide width}; they are like worms, they pop out of places + try to draw the target w/ A_RadiusThrust {should the target be close enough} for/while a piercing. Can A_Warp so switching between -SOLID + +SOLID will happen. Too happen if if happens to ensnare you.])

_________________
_
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Post Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46
I am just reminding myself about d1 bat_nothing000 and d1warrior000. On postponement in the necromancer class. Also, I might actually include izael-something (because he's blue and the d1 bat demon/imp winged fiend is blue too [finally will be able to use those icy sprites/sounds {might make sword swing into a vertical arc of bullets/projectiles with their own puff; make ice blocks/icicles/etc, maybe to avert projectile movement}]) and baal (he does have the look similar to the necromancer [wonder how that work? {tentacles for sure, something else related?}]).

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Post Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46
MY CHILDHOOD JUST DID A FUSION DANCE.

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Post Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46
viewtopic.php?f=49&t=14268&p=239087#p239087

please see here.

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got any?

His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.

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Post I disapprove of censorship more than suicide.
First of all, don't mark things “NSFW” on Forkheads: we're a porn game site, I mean come the fuck on.

Second, there was nothing “NSFW” about your post. You want to see work unsafe material? Here's work unsafe material.

Spoiler: show
It has been brought to my attention that this image is a touch over the top and as such I should protect you from it by spoilering it.
Image


That's not work safe. It's classical lolicon from the golden ages. Fuck your sensibilities.

Now: hey, nice idea, this could be a lot of fun. We don't really have a kit you can just download but there's plenty of material we use a lot. Any plans on portability? The doom files are fairly modular.

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Mon Mar 20, 2017 7:32 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46
How did I miss the post last time?

Sorry, I didn't know the obviousness, if there is one. To me, the NSFW is from the certain images from the post. Unsafe material is within the project file. However, you did got me about placing tags where it might not belong. Yes, you can account me upon the charge of censorship. I was just defining stuff, but okay, I suck!

I don't know what's the nice idea, but it does sound like fun. The plenty of material is something I am interested in. Portability? I am not sure what that means. I did take great pains to make various files to be combination compatible as possible. That means like to use a strictly weapons combo mod for this monster combo mod. However, if you mean portability in terms of compatible playing on other operating system softwares, I'm over my head on this one. However, the source port ZDoom should have different OS versions. The project files should work with the right version and right OS platform. I also can't figure out what would you mean by modularity. However, you can open the files up with the SLADE3 game editor. Sorry about that, I'm not much of a programmer and more of a modder/modifier. I dumb!

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Post Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46
RV-007 wrote:
I am just reminding myself about d1 bat_nothing000 and d1warrior000. On postponement in the necromancer class. Also, I might actually include izael-something (because he's blue and the d1 bat demon/imp winged fiend is blue too [finally will be able to use those icy sprites/sounds {might make sword swing into a vertical arc of bullets/projectiles with their own puff; make ice blocks/icicles/etc, maybe to avert projectile movement}]) and baal (he does have the look similar to the necromancer [wonder how that work? {tentacles for sure, something else related?}]).

Okay, I was about to make the necromancer an ally, but I just hate that pale dude look. It's more of an evil dude role. I would probably add him in the chaingunguy replacement array. He might cast some magic? I dunno, I want this bitch to be unique. Something more than fireball or magic missile (the flailer projectile is good enough of an excuse). Probably multiple projectiles/bullets (or a special A_VileAttack/A_VileTarget) to make him be more dangerous. I know that he's a necromancer, so I can try to make him summon skeletons, but not raise the dead. I can also try icy powers (A_VileTarget stationary [ripper and heavier than fireball] raining icicles, A_VileTarget/A_CustomMissile floating ice blocks [or even A_SpawnItemEx form a ice wall shield if possible {that will probably allow the necromancer target determination intelligence if that happens}] that can be destroyed [not a projectile {maybe sensitive upon contact}], or even A_VileTarget/A_CustomBulletAttack ice storm [with icy clouds and maybe even suction to try freezing target in place]) since he is casted white while casting. Also, I might make that bat demon/imp winged fiend to be A_PainAttack or rained down upon target, since the necromancer looks like a mage (if there's going to be a ice wall thing, his projectiles and summons can go thru it! BAT [DEMON] WINGED FIEND SWARM!!! >:)). Since this dude got different casting moves, that allows different magic casts. Any ideas? Blah, blah, blah.

The bat demon/imp winged fiend will certainly get the priority as implementation. Problem is that I don't know what to give this little guy.

Baal is too much tentacles or something like that. He be like a tentacle hive, a race against time (or get raped), if you will. Izael is blue and fits with the bat demon/imp winged fiend, but it's like saying they family. I still don't like that rhino horn on his forehead. There are other megademons too, but they don't have that right demon look though.

warrior00, he looks cool, even though he looks almost like a black knight, evil despite not being a monster nor extraordinary. He will have the lighting attack of some sort. I would like to clump Leaper with Baal's Minion, d1 bat demon/imp with Megademon. Just plucking straws, nothing real.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46
Okay, the winged fiend module warrants its own post. Sorry about saying bat demon, mistake!

There's about 4 varied sets that can work in the combo mod.

(grey.trn) Grey, stone form to replace props and trap transform from, like gargoyle.
Original dark blue, looks classy.
(D2 palatte inverted) brown, look good, save for the slight annoying purple outline.
(D2 palatte inverted orange.trn) Light blue, frozen death before exploding into ice shards or ice puff(s). Maybe not, maybe as monster? Too blue aqua like, but does have the red outline.

I was originally going to use the dark blue to accommodate the succubus because they both wings. She was supposed to A_PainAttack these fiends like a storm. Plus, the red outline is a classic demonic touch, looks cool.

Somehow, I was turning the dark blue towards the service of the upcoming necromancer monster. I guess I like the hue despite the reddish outline color. Due to white over hue in casting animation, the necromancer is supposed to be a ice mage or whatevers (will reference from Dungeon Crawl Stone Soup later). Not sure if dark blue fur/skin may work with frozen themes. However, there's the brown one with the purplish outline color. Brown as fading aging winged shit with the purple to entail a quite frozen thing, NOT.

As of this moment, I can tell you that one of these winged fiends will have a bullet attack with a puff that emits a ice puff/smog. Fast and instant, yet short and minor attack (due to more of this crazy stuff, the damage be higher or lower than the wolf_smog, depends of how long it stays [higher damage value should it be like +TOUCHY]). The other attack might go with the instant poison or something like that.

The blue aqua is a reject, too weird for the project.

The grey will definitely serve as a random array of either prop or protected monster in hiding. The stoned monster will be invincible until it breaks out of the stone form. The stone form can either be the dark blue or brown. I would stick with brown, but that's like saying these little fuckers had been imprisoned and aging in that stone casket of theirs. It's a magically thing so random array then. However, purple outline is fucking weird, huh!

I think that this is quite creative of a post, thank you.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46
Recent news!
With some help, I have uncovered a methodology that can draw the perfect outline around the sprite form with the contrasting background color, saved for the still blending shadow. However, a flying winged fiend will do alright for this job. I also will have a base sprite set to work from for the other winged fiend sets for better ease of use and mind.

Will get onto it, but it's still quite a busy week for me.

EDIT (27/05/2017):
As of this time, I am making the diablo1 winged fiend. Unfortunately, the death state has black pixels from body to mesh with the shadow, as well as space. Plus, the body looks like it disintegrated. Too hard to remake.

I'm just gonna make it in pain state w/o recoil and colored puff as death state.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46
Alright, I was supposed to get the archiving done first, but apparently, there's little I can do to quicken the time. I will slowly make the winged fiend while archiving. Of course, music goes first before archiving.

Damn, archiving is hell slow!

EDIT (16/06/2017):
-Getting back onto it, lots of things been in the way. Scary. Will take my time on the spriting.
-244 images to go. Those community bitches shouldn't bitch me about my effort in this project! Least they should rant about my un-originality.

EDIT (18/06/2017):
-Still rolling, but will need to take a look again on both nothing and walking animation. I hate this custom sprite edit chore, but look at my succubus edit, turned out like a masterpiece.

EDIT (19/06/2017):
-Whoa dude! That winged fiend's hurt animation is like Led Zeppelin's album cover! Stairway to Hell, lol.

EDIT (20/06/2017):
-Okay guys, I am on the See state animation process. I either pick the nothing or walking animation. The nothing is good as a helicopter fly shit. The walking bounces by image display. I don't want to get coordinate fixing with making the bob float into static float. Too much work for me unless it's really that awesome. I need to figure out which one is good. I will not do both unless they are both that awesome. So here's what I'm gonna do. I will let people vote to see what others think. I would prefer some typed feedback, but it's fine.
To be honest, I hate that extreme flap swing, it's like trying to be Mrs. Dracula and this is a (winged) imp/fiend for gaming sakes. Okay, good nite yall.
-Oh yeah, I am removing the brown aging winged fiend. It looks badass with the aged fading color, but it has a purple outline. It looks too weird then. Purple can't be a frozen color then, huh? Well, that makes my work goal much easier then. :)

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46
AT LAST! I FINALLY GOT THROUGH THE FUCKING SPRITING PROCESS! NOW TO FUCKING READ MY NOTES AND SEE WHERE THE FUCK AM I?

WHOOPS, I FORGOT TO UPDATE THE LINKS. WHERE IN THE WORLD I FORGOT?

EDIT (22/06/2017):
-Now, I am on the process to sprite coordinate into the 3rd dimension. Wow wee.
-Can't backup @tm for shit's sake. Shit.

EDIT (23/06/2017):
-Okay, the attack trigger frame is at least limited to one (WIF1E1), most to three (including frames around WIF1E1). The attack will end back to WIF1E1. I have to make attack focus consistency enforcements to be split into 1 (maybe added with fast keyword) tic of A_Jump action functions or the like. I believe the closest mini monster to fit is the Lost Soul. I will also need to test speed ratings for each actor state available.

The attack animation requires a manual offset basing from the nothing animation with the groin/butt as the origin of offsets. Well, just most of the time.

EDIT (24/06/2017):
-Well, I completed the eye-to-eye graph coordination. Now for the sounds, if I can presume the analysis/design. Then, it's classification time.

EDIT (25/06/2017):
-The basic sounds are there. Now I have to do some audio testing of the rest of the d1 sound list. Maybe, some can be adapted to the winged fiend's audible lifespan. This will take a while.

EDIT (28/06/2017):
-Doing the first test. So far, something. I need to categorize the list to specifications.

EDIT (13/07/2017):
-Bajaja! I have resumed at least the copyin' and sloppin'. I have yet started, but the news, and the muthafucka tragedies! Muthafucka! >:(
-MOAR MINUS FH POWA!!!! MUHAHAHAH!

EDIT (14/07/2017):
-Holy shit, I already did the fucking sprite coordination. Sounds!

Code for stone winged fiend (Winged_Fiend0)
Spoiler: show
https://zdoom.org/wiki/Classes:IceChunk
Spawn:
{
ICEC A 1
ICEC ABCD 10 A_IceSetTics
Stop
}

---

https://zdoom.org/wiki/A_IceSetTics
A_IceSetTics
(no parameter)
Changes the number of tics that the calling actor will remain in its current state to a random value between 70 and 133 (approximatively between two and four seconds).
If the sector where the calling actor stands is a damaging floor which inflicts fire damage, this value is divided by four. If, instead, it deals ice damage, then the value is multiplied by two.
This codepointer is restricted to IceChunk and derived classes.

---

Use A_Jump to replace A_IceSetTics by chance from 70 to 133 out of 255. YEEES!

EDIT (15/07/2017):
-Sound definitions defined for main actor and all of its instances.
-Commencing actor code. Yes, yes, yes. Of course, starting on the staple stone winged fiend. I didn't officially decide on the actor name just yet. Need to find the prop to be replaced.

I count down to three prop replacements. Did I already mention that this winged pest will be able to randomly jet by y axis? Will figure out behavior later, now, I worry about stats. Will peruse the LostSoul actor's stat as base.
explosive barrels, candlesticks (already fulfilled), short green/red columns, or as items (shotgun shells/boxes [better this one] to better balance off the ammo overload [more common occurrence too {hehehe heee}])?

Shellbox does sound like a fiend thing. If in stone, it can be live or false. Live stone fiends will transform into Death state so either change or death will bring out the jinn/imp. Abracadabra! False stone fiends will break into nothingness upon death. 1/3 or 1/4 probability of stone fiend being live with a jack-in-a-box fiend. Both actors will bleed stone pebbles. I will need to research wing flapping sounds first though!

EDIT (17/07/2017):
-Actor flags completed! Damn, I do have multiple posts jacking around what would be the next module. I'll try to summer slimy. Up next, actor properties! The states will be hell for me.

EDIT (18/07/2017):
-Fixed actor flags to fix into a true prop or the like. Also did actor properties, which was easy, but will work onto the listing. Hopefully everything pans out fine. Poison damage for upcoming winged fiend because winged fiend fog (maybe as a bulletpuff or something like that) is not 100% accurate hit. Need to make the imp feisty while dodgy, you know, make it into the threat list. Scale float value to be known. BloodType string value to be investigated. That's it for now, got to shake it for money.

EDIT (20/07/2017):
-Actor properties listing review complete. Actor states for the prop begins soon. This is especially due to the fact that I cannot determine BloodType without a demo test. I will make a demo of a live winged fiend statue. That way, I can get both pure and live statues done. Pure comments the live activation, easy enough.

EDIT (22/07/2017):
-Okay, I have determined that the Winged_Fiend_Statue's BloodType would be jumping sparks due to bullets have either piercing or cutting damage. You can't cut rock that easily, especially with just a bullet. I have finally completed the actor states, all of them, more or less. I am testing the fucker out. First, testing if the freeze/breaking sound and state tic duration matches up. I don't want to make the darn thing cut itself in replaying the damn sound. I would rather have a few good lags before the Missile state can return execution to See state. Sounds good, yes?
Then, I might test for random 360 radius in plenty of custom bullet attacks. It's like a naval mine with gunfire, bitches. How's that for hazard? For true statues, you can say, "What the fuck are you talking about? It's just a damn statue". Well, the current actor I'm working on is considered a live statue, not that there is a true transformation from the base form. It's more like a egg shell. So live round statues can explode and maybe shoot bullets randomly in 360 degrees radius. Oh, speaking for which, I need to make a generator and Doom_ShellBox to replace the original ShellBox actor.
OKAY, SIZE DIFFERENTIATION DETERMINATION FIRST!
-If anybody got anything to complain about the necromancer, warrior, or barbarian player, Tell them, I haven't really figure out on where these guys stand. I might just use the barbarian as thunder strike ally just because he looks strong enough for the part.

EDIT (22/07/2017):
-Completed the shellbox replacement, easy. Oh shit, I forgot about borrowing instances of ShellBox! Fixed that.
-Still figuring out about the death explosion and/or fragmentation bullets (although it could be a bit over rated [can be balanced out for excessive health {if harm through death is true, then move Winged_Fiend_Statue0 to hazard section Winged_Fiend_Statue0 is already a hazard due to a possible monster popping out of its egg shell, I was just wondering if I can be even more excessive}]).
-3 player classes decision yet to be decided. Maybe if I wander off enough.
-Not to be beat, diablo1 makes a comeback with even more resources!
I can still use the flying skeleton ghost thingie and there's a possible running burning dude, although, I cannot see if there are other animations for it (alright, they corny, they are out!). Definitely, some of the objects are worthy enough for merit. It's d1 quality, but it's so cheesy good! (banner000 v, cruxsk1000 - cruxsk1014 v, skulstik000 - skulstik004 ?)
-Currently testing break sound duration, yes, might take a break in seeing the new olde developments (noted in the op).

EDIT (24/07/2017):
-Got break sound duration down. It won't be too quick, but maybe it's a bit too slow. I decided to forgo the explosion and bullet fragmentation. I guess the winged fiend can break out of the statue, but I don't think it would be that explosive nor bullet fragmenting as a side effect. True statue is next. Will make jumpy winged fiend monsters next. No, no other variants.

EDIT (26/07/2017):
-I did it ya motherfuckers! I created the true statue, and it disappears upon breaking into rubble, dropping possible loot. Progress has been made. Excellent. For now, rest. Will resume, winged fiend monsta. Yes, good night. ;)
-Yes, you can also try out the changes for yourself in the demo release. I would put a v47 link, but it will be temporary. See the default ShellBox actor for the demo test. Yes, the winged fiend monster is not yet implemented of course.

EDIT (27/07/2017):
-I have started on the winged fiend. So far, analysis blocks with dodging and bullet puff questions. On what conditions it should start dodging? Single or spawner of fiend puffs as bullet puff? Also, can working on the default stats. Tricky stuff, the imp is.
-Actor flags completed. Still need to do actor properties, which will require some thought and time.

EDIT (28/07/2017):
-Actor properties completed. I believe it is quite complete, but who knows? Am starting actor states soon.

EDIT (29/07/2017):
-On actor states. I believe the dodge module would have to be last. I have to get the basic done. For now, I will have to work on the Winged_Fiend_BulletPuff and things like that. Oh yeah, I figured out that the necromancer could be a ice dude that A_VileAttack, but grinds down the player hard. This is to prevent manual movement. Maybe, I can also allow him to generate ice ripper explosion storms during See state. It's like you got bombed by artillery. Just like a world war.
-I have already completed the monster code. However, it requires some testing for desired tic delay animation speed operation. I also need to make the Winged_Fiend_BulletPuff and Winged_Fiend_Fog. BulletPuff will require sound definition and emitting one winged_Fiend_Fog, an actor of its own accord.
-GOD DAMN U! +AVOIDMELEE IS NOT HELPING IN MELEE RANGE! TOO WEAK!
It appears that a bullet attack alone is not viable for poison damage, fuck you!!! I will appropriate for BulletPuff class variant. I knew my noob monster mod will come in handy one day. It still does, ah, the days of experimenting.
I need to recuperate for my very well being. This week has been burden fighting against imperialism. A head on a pike! Your only warning!

EDIT (30/07/2017):
-And I'm making quick progress after the long damn intermission. Okay, before I go on, necromancer might get a shotgun or limited (random) chaingun attack. Bullet puff will result in necromancer fog.
-News flash for winged fiend! It can directly replace the Shellbox actor. Also some various vague scribble scrabble.

// TIC DELAY SPEED TESTS! See, Missile, Pain, Death, Etc?
// Lack of vigilantism or initialism (or, I could just make multiple tic 0 instances to stack up a higher chance to shoot fire! [no movement though]). Missile state loop frequency might be allowed for maximum combat effectiveness, but by how much?
// Fiend puff? I need to do this for get the real stress test going.
// -NOPAIN change flag for raise state of viable monsters! (this one is something I should have fixed long ago, but raised monsters would probably be too pissed and busy killing off their killers before succumbing to their pain, sound good B) )

So far, the fiend is a rough test. Animation speed transition is left more to be desired. When attack mode is engaged, boy, it attacks continuously, and boy, do the poison + damage can stack up. Pretty lethal for a pip swik of 50 hp, and I didn't even implement dodging just yet!

You can test the updated demo for yourself. I figure that this isn't quite the doom community (don't know the code, I mean scripts) so yeah.

OH YEAH, I ALMOST FORGOT ABOUT THE FEMALE ASSASSIN! MIGHT MAKE THE NECROMANCER AS A GLASS BALL (WITH USE OF COLOR INVERSION) AND ICE MAGE TOO! FIEND FOG SPRITES ARE READY, MORE OR LESS. WILL REFERENCE FROM SKULL_FOG.

EDIT (31/07/2017):
-Okay, I just done the definition of actor flags and properties. I need to input the states now.

EDIT (01/08/2017):
-Happy August already? Well, the sunset is fucking burning! Lol, okay. Now, I have the states. Everything seems to be ready, even aligning to the correct term of Winged_Fiend_Fog, so that's good. I have to test some of the renderstyle as well as the stats. I am confident in the behaviour sector, but will test afterwards for assurance.
-I complete the Winged_Fiend_Fog draft. Review is polished to final enough revision. I am finally getting to the winged fiend's movement tic delay phase. Delay review will include all actor states. As for attack rate frequency, I will put plenty of tic 0s before the final tic attack line. That way, it will increase the chances to tally up for a successful attack before the poison duration counts down to nothing. Among the current tasks, there are plenty others. Until then, I take a break before rerun marathons.

EDIT (02/08/2017):
-Yeah, okay, I got the demo release so see it if you want to. It's basically complete save for the speed and stress test. I will go over it and announce the final draft in the next post. OH YEAH, CONVERSATION TEST AFTERWARD OTHER TESTS TOO!

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Wed Jun 21, 2017 9:45 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v47
v47 Update (Winged Fiends):
-Winged fiends and statue variants deployed!
-Winged_Fiend_Statue1 now can either spawn winged fiend, loot, or nothing upon death, therefore, more randomness.
-no ally damage to the specified allies (look into the ally project, also more music [although I am missing the magic of the forest song, which is quite badass in a fairy/elf/folk/druid kind of way], no change in version number, not big deal).
-Pile_of_Skulls# now like Wreck_Spawn actor state of Thorn_Creeper_Nest. It's basically dead in a way that allied monsters no longer see to kill them. Fixed! Whew!
-I just found out that I can still drop items when I am dead. I will use the Drop actor state to my advantage in hopes of self-resurrection if possible.
-Necromancer in progress, and in name.
-Oh yeah, that d1 warrior dude. His sprites are too far off for me to edit shit. I can't see to cut from the blend. He's out for sure. Sorry about that.

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Fri Sep 01, 2017 9:21 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v47
Well, since we are already on the necromancer module, I'll be telling you some things about him. He technically is a necromancer, but also a magic user. He can summon forth as much stupid magic imps as he possibly can. He can shoot a buckshot of poison and abysmal fogs. A full on hit is a slow, yet certain death.

This sounds good? This monster is healthy with a 240. Quite large considering that I would need an average of 2 supershotgun buckshots to down this motherfucker. He got damage worth a super shotgun too so watch out. Oh yeah, since he's a necromancer he might raise himself back as a lich. Liches will also have changes in raising themselves back to unlife. What? They liches. If you say that the recent monster addition just raised the stakes of hell, guess what? They did, but don't worry. I will implement the super allies, items, and props too.

EDIT (06/09/2017):
-Well, got the conversations done. Didn't want to go super lengthy on it due to sound bites being a bit limited. Will be 25% chance to spawn in place of ChaingunGuy.
-Am on tic delay testing, which would take a while. After that, lich variant spawning implementation during Raise state. Happy Halloween bitches! HAHAHA!

EDIT (07/09/2017):
-During the tic delay test, I made sure that the necromancer walks like a slow ass piece of shit, well in terms of comparing to his wolfen counterpart. I also made sure that if I died before his winged fiend swarm attack, the magic imps will awake from their A_SkullAttack trance after first failure to detect a potential target. Either way, there will be an initial random offset regardless for swarm like effects. The swarm is not really a storm as I would want it (I could make it happen, but the potential lag with making true spawnlings live is hell and live solid projectiles that puff into dust might be the only option for desired shooting operating in cone spray spread design [perhaps another monster that can deal with +TOUCHY projectiles will do]), but spawning these little son of bitches (particularly without quantity limitation) is like having pistol turrets flying around. I also made sure that the stop after the attack image frame to slow down with the reload attack animation frames. Much more natural, ah.
-I still need to put in tic delay test of Death/XDeath actor states, whether I should have winged fiends flying from a dying necromancer at a random angle, possible lich-form resurrection (applies to both necromancer and lich [lich can have second chances]), put the necromancer into the ChaingunGuy placement role, and obviously test all this shit to make sure there's a compatibility and gameplay thing working.

EDIT (10/09/2017):
-I edited the Death/XDeath actor state to ensure good enough animation speed and as well as a chance for the necromancer to randomly shoot bullets and/or winged fiends randomly as a act of defiance. That makes the necromancer a son of bitch! :D
-Am implementing the lich-form resurrection code. It will be hard, it will be bitch. Applying to lich as well (they liches bitches).
-Testing/fixing each revised/new class with the lichdomness.
-Will then add in Scosglen_Werewolf_Tribe_or_Rathma_Necromancy_Cult_Unit_Generator to replace ChaingunGuy.

-Then, testing the mixes! Hopefully, everything goes alright. Too much test runs, but that's life!
-Oh yeah, remind myself to update the database item page information. Three weeks of catching up can lead to impatience, woo! That be done once the announcement has been confirmed. The release is already there, but no notice yet due to prolonged periods of testing. You can test and see for yourself too (if you can't see the upcoming release, find it).

EDIT (11/09/2017):
-Apparently, the ability to raise things is too leet for our fellow necromancer so I'm cutting it down and leaving that ability to the lich. Our necromancer would be an adept or novice, congregating/experimenting/possessing with the little fiends from the other realms (underworld/hell). He be perfecting his mastery over death. So far, the pact from the devil allowed him to direct demonic essences. It is up to the arbitrary whim of the satyr if the adept should be granted lichdom. However, at what cost to return as a vampire of a medic is unknown. Perhaps losing your mind, soul, and very freedom be it. Of course, should the adept learn enough, he can perform the extensive ceremonial ritual that would cost moral sensibilities (e.g. sacrifices, astrology, experiments, etc), ensuring his rise as a lich.

But yeah, don't get me wrong. Being a lich in this game is not actually eternal life. You practically sign your spirit to service, becoming a puppet, a mere tool of the devil. How likely you return might be under whim, but perhaps there's a ritual for that.
-So yeah, I'm weakening the necromancer so he can fit his role as a ChaingunGuy replacement. I commented out the last stand bullet hell discharge. Too much clouds to roam and blind in a small sector area. However, I did find it very useful when dealing with werewolves at map03: Gauntlet. Hopefully, my normal allies will stand a chance against a unexpected number of necromancers. I would just wait to put the super allies, but they are basically 2 more normal allies with a bit of extra firepower juice. Maybe, if I managed to weaken enough of the necromancer, I might make him 50% chance to appear as ChaingunGuy.

EDIT (12/09/2017):
-I finally put down damage immunity between lich and winged fiend variants. That way, when the necromancer does become a lich, the two fog types won't hurt the other source. Also applied to all skeletal type monsters/hazards.
-Made lich transformation to be alert by source's A_AlertMonsters.
-And yet, I am once again stuck on map06, but a experiment with the InvulnerabilitySphere gave me ample time to maim, call reinforcements, and crush the living hell out of the reizarfg. And yes, outlast this son of a bitch too! This is done only with the normal allies, but I'm going to put in super allies b/c I don't know how it works out. I have to do item configuration later.

EDIT (12/09/2017):
-I am currently pruning out the final module. Then, it would be ready, however, I have to say that there might be future changes in the future. Minor changes.
-Once I have announced and publicate the new release, I might take a break before embarking onto the super allies modules.

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Sat Sep 02, 2017 11:01 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48
v48+: Necromancer from the Depths!
-Alas, the necromancer has arrive! He's old shit, but he gots alot of pets to fuck you up. No, they not skeletons and he can't raise the dead just yet; however, he is called the lord of death for one reason. His army of summoned winged fiends will spread the red abysmal fogs where ever they roam. He happened to fire buckshots full of winged fiend fogs, poison included. These two scourges of the skies are immune to skeletal undeads and vice versa. He's a necromancer, so what? Oh yeah, there's a chance that he can raise himself back as a lich, becoming a true practitioner of the undead so watch out. Did I mention that the lich now can raise himself back alive?
-I once did previously tried to make this dude as a ice mage, shooting solid ice cubes, but it's no good if the cubes can't go fast enough and I didn't make to break the game with lag. Slow cubes would be useless as shield for necromancer because dodging around would be easy. Ice cube around the necromancer would turn him into a stationary A_VileAttack turret. The ice cube design prevents me from utilizing winged fiend swarms properly. I always had the swarm idea in mind so I like that and sticked with it.
-Health drop item of necromancer is currently Medikit, but so far, so good.
-Up next, d2 barbarian hero is coming as more likely an ally than monster, but pretty ugly dude enough to be a monster. d2 assassin ain't always looks, but bad enough of a bitch to serve a definite ally role. Then it's the props and maybe some missing hazards. Items are next. I should be done from that point unless there's other ideas coming along the way. Till then, break time.

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link <- this as well!
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48
GOD DAMNIT BITCH! BREAK TIME WASN'T AS GREAT! WASTED! RAWR! BACK TO FULFILLING THE VOIDS!

EDIT (22/09/2017):
-Well, finally getting back to the mods. Oh yeah. Okay. First starting with the sprite importing, new module news changes, and sprite coordination. It will be quite the week. By the way, I'm gonna dl some new touhou doom by someone new. Hopefully, there are fucking fixes. I'm probably not going to prefer its style, but a look-see.

EDIT (26/09/2017):
-Okay, I'm calling the barbarian hero the "thunderian". You should already know of his specialty by now. Some of his attacks can be A_VileTarget of a seeker lightning with sparks/sub-lightning out of it. I think the sub-lightning would be a bit too laggy and possibly over-powered. I'll try to add it somewhere. The other attack is a variable summoning of multiple lightning rain. The thunderian would have at least 5 health regeneration and a healthy set of health value. He's gonna be a big tank with big guns. I need him to be fucking essential to whip the reziarfg on map06. This is going to be a challenge. Maybe one dude is overpowered so I'll add in the assassin later. Maybe that megasphere secret could be more allies, health regeneration, damage feedback, time freeze (those damn succubuss), damage reducer like armor?, damage amplifier, vampire drain, or just invulnerability?
-Oh yeah, need to add this module to both monster/ally projects. Corpses might be a thing.

EDIT (27/09/2017):
-Total load of shit, I tried a d1 monsters d2 palette convert. Well, the graphical errors are still there thanks to time constraint on that project. No fixies, what a bitch!
-Back to the slow venerable.
-Sprite naming complete. Next is sprite coordination. This will be a bitch.

EDIT (28/09/2017):
-Oh, it hurts. I got a shitting episode from something weird. I also wanted to eat, but the shits shit on me. Oh.
-I'm sprite coordinating as I can. Gotten some chores to need some balancing.
-I still feel hurt, acid burn, sort of, :(

EDIT (01/10/2017):
-I stay away from the spicy taco then! I also have no more greens.
-Working on the sprite coordination, lots of frames!
-LO AND BEHOLD, BITCHES! SPRITE COORDINATION COMPLETE!
Audio testing is next.

EDIT (03/10/2017):
-Commencing the sound definition list. Oh yeah, what a bitch! Plus it's winter. I got the cramps for some reason. I think it was junk food, shit.

EDIT (04/10/2017):
-Okay, no more junk fast food then. Makes me go shit shit shit! I said too much, lol.
-Pumping the volume and defining their initial values!
-d2 barbarian is like d2 druid in terms of sound list. Just found out.

EDIT (06/10/2017 - 07/10/2017):
-I made it through the ambient, sight, and active (active done in the morn of 07/10/2017) sounds. Total hell with complications!
-Just got through ataunt, ktaunt. Am around figuring out how to make the multiple cast functions work. One for seeker lightning jolt with sparks, one for thunder rain, and one for A_VileAttack in down (to kill those fucking blade sentinels and slam them to the ground! Hopefully where enemies are at). I did wanted to put in a A_VileTarget tornado to fuck up monsters and projectiles since the d2 barbarian hero is technically from the wind tribe according to d2 lore fiction, but it doesn't sound too Thor popular. link for reference (POWER! HAHAHA!)
-I figure that I should put in a bullet spray potion, one that might explode and then bullet spray in random directions. Which monster/ally should have it, I don't know, but it would be a clumsy situation among friends.
-Damn, diablo2 can have some (most of them crappy, [save for siege.wav nevermind, they all skiddle diddle] lol) classical songs!
-OKAY, GOT THE SOUND DEFINITION LIST DONE! NOW FOR THE CODE!!! ===|| @_@ PONG!!!

EDIT (08/10/2017):
-Ah, the coding begins!!! Easy peasy stuff with the stats. Getting onto the states! Oh yeah, I need to update those ally monster modules in the monster project with the ally project. I will do the gore section and when you can raise these ally corpses, they will peruse the ally monster modules set in the monster project.

EDIT (09/10/2017):
-Yes, the dead ally monsters will be updated, but will have the conversations uncommented. Forgot about that.
-Just completed the Spawn state! It consists of walking as deployed allied units.

EDIT (11/10/2017):
-Completed both See and No_Target_Yet state! Onwards towards Missile state. Will be very difficult! Will start with melee attacks as basics. Testing size dimension next.

EDIT (12/10/2017):
-Size dimension tested. Testing speed tic of walk animation. It will be slow though! Then, onwards to the trudge of Missile state.
-Just tested the walk animation. Yeah, big guy, slow stuff. Ironic since his attuned powers are of thunder that clasps (that means usually noted as fast, but definitely striking). He's gonna be a slow unit, but for sure, will have high enough health (to withstand a direct rocket attack!) and a bit of self healing regeneration. He will have very strong attacks and might evoke them during Pain state. I will make sure he be a specific and strong situation to overcome adversaries of great outcome. Oh lord, the angels have come!
-The assassin to come might be faster than the ally rogues. I hope that the two ally heroes, along with the other ally units, might be enough to bear the pain feedback and all of the relentless hellish attacks of reziarfg, the abominable (map06, I think). Even better if at least both/one alone!

EDIT (13/10/2017):
-Tested and succeeded the melee range with loop and game session!
-Will bring seeker lightning jolt attack design into fruition! Bzzz!

EDIT (14/10/2017):
-Damn, all those previous ground foundation works worked! I got the lightning jolt sticking by the thunderian's command. Had a summonfoe to test on myself as target. Not too lethal at times so it's quite a good attack. Variable damage, instant accuracy. Still, I would like to add in some Psych_Orb discharge (ripper with Damage (1*random(0,1))) variant in there too. Maybe, I would copy the Psych_Orb Pain state, but with the suggested variant mentioned above too.

EDIT (15/10/2017):
-Okay, maybe cut out the ripper actor flag. I don't need extra damage when constant explosion radius damage is active.
-And... I made a electric current to spawn from the lightning jolt and lighting jolt shock. I will say that it's variable damage is fair. Lethal to normal humanoids. Can phase out and break at times. Can alternate within its shock wavelengths. The ultimate worse lightning jolt ever. You can't see it much, but its currents are all around. A ancient gift bestowed by primordial/ancient gods/pantheons.
-Did a test with the currenty lightning jolt, much more semi-effective as a weak medium attack. I might need to change its instance with +NORADIUSDMG characters. Those are usually hardy metallic monsters. The judgment casted by the ancients are beyond this world/realm? Regardless, the thunderian is a slow healthy tank. Anything too slow to hit or too weak in health will fight a human wall. +NOPAIN might be another decisive factor pitted against the thor man. Example would be humanoids. Monsters with fast repeating ranged attacks can finish off the thunderian. Due to slow haste, the thunderian is considered either a tank/wall/cover or artillery support. Not to be used for main force, but he sure can be quite the sandbag!
-I will allow raisable ally corpses to concert with ally monsters. If you hit the tele, you can tele an entire army or more likely conserve your dispatch kits. Actually, I am not really sure about raising corpses. Some of the monsters can raise your ally against you. Teleporting the tid will bring the infight that you need to dispose quickly. Allies make formidable friends and foes. Ally corpses will have conversations, that is the difference.
-Oh yes, almost forgot. Ally project will have the final copy of the ally thunderian. Monster project will have their own allies updated once gore section over deadmarines begins. Probably right after doing the last two allies.
-RIGHT, NEXT STEP IS THE A_VILEATTACK OF GREATNESS! THAT MEANS TO HAVE A TIC 0 A_JUMP LOOP AS REITERATION OF A_VILEATTACKs ONCE THE ATTACK COMMENCES. SO FAR, THE DAMAGE FORMULA BETWEEN 120+ AND 1000+ (HOW FAR IN MAXIMUM, I WOULDN'T KNOW, BUT WILL TEST ON BOSS MONSTERS). CURRENTLY TESTING TIC SPEED OF RELEASE_SWING_DOWN ATTACK (CHEAT REQUIRED). IT'S BE BALLIN' BITCH! :D

EDIT (16/10/2017):
-Okay, got the speed tuned in right. Got the thrust factor correct (or at least good enough). Thunder man can blast away a max of 1,100 hp in one turn (200, 500, 700 round estimate)! Anyone close enough will bite that damn number! What can I say? He's artillery support, bitch! :D
-Alright, I'm bringing, thunder rain! It won't be as hard, but will suffice as area denial or at least attempt stun-locking a dude (or even more) in one place. Still, the lightning jolt is the better lock besides being mainly for a single target. The currents help a bit in catching others, but they are frying that one guy. Still, if you need keep down a dude/mob down in place, the rain will help. Jolt is not so deterministic in locking except for just one. VileAttack is a better instant attack, despite its slow warmup. As the numbers say, boom! Like a instant rocket launcher (target within sight required)! I will try make the thunder rain more useful in initiating it during See state. When you got a target (got hurt by a monster), you can deploy the thunderian behind cover. He might unleash the rain without need for sight! Or at least I will try. The pain state might also activate one of the three attacks (although VileAttack is probably strictly for Missile state). Most likely thunder rain as to incur the wrath of the gods.
-Damn, a bard ally would rock! Oh, I might make electric currents flow out of the thunderian when an attack occurs.

EDIT (17/10/2017):
-Lightning_Rain_Projectile_Up#, in progress! Oh yeah, I was supposed to have electric currents flow from the VileAttack attack, since it is the less lag, but the attack itself is more explosive than electric, so yeah. Logical and lazy, lol.
-Testing speed of lightning rain attack. How slow/fast in certain poses? We'll see. Then I add in the lightning rain!

EDIT (17/10/2017):
-I guess the summoning the thunders animation speed is fair enough. I decided that just one thunderstorm ain't gonna cut for the ritual. You get sequential strikes trying to hit the enemy. And then, it might loop once again. How's that for thunder? Anyways, I'm moving on to get the Pain state going.

EDIT (19/10/2017):
-You know, that Pain state frame set is too short. I'm gonna have to call off putting in the lightning rain. Pain animation doesn't look dramatic enough to rein in the thunder. Pain animation looks still buff like he didn't even flinch too much.
-Pain state tic delay looks fair in speed. Onto death state. Then got Raise, Crush, Greeting (see Necromancer for code reference), Active/Inactive, and Conversation states. The damn thing should be ready. However, I need to transfer the guy to the ally project. Even then, the update for the monster will not be finally announced until I get the marine gore completed (which I will do after completing actor definition [better to clean that up first]) for both ally heroes. Ally project will get two update releases.

EDIT (21/10/2017):
-Got Death, XDeath, Raise, Crush, and Greetings actor states done. Need to fiddle around with Active/Inactive and Conversation states in terms of audio and text usage. Then, I would need to figure out the port towards the ally project. Update the ally corpse set in the monster project (some extra code going on in the updated allies of ally project!). Might add in the thunder rain chance in the thunderian's See state.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sun Sep 17, 2017 3:02 am
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