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[ON HOLD] Phantom (Doom RPG)


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 04 Mar 2012, 07:20 
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Hades Elemental  Some Kind of Monster
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Thinking about what Ghastly said, I decided that it wasn't worthwhile to debate the merits of having another exploding Lost Soul variant on the Beastiary (besides, what's stopping me from making my own just for my custom maps?). Instead, I decided to do something unique that I haven't seen yet.

When killed, the Phantom has a 50/50 chance of going to a self-resurrection state (and the amount of time delay before he resurrects is randomized). But, before he self-resurrects, he calls A_Wander, so that he respawns at a random location instead of where he died! To the best of my knowledge, no other monster on the Beastiary does this. To keep things in check, he can only self-resurrect a maximum of 2 times, which is tracked using an Inventory item. When he dies, he gets the item; when he has 2 of the item already, he always dies for good. (This can easily be configured by the user.) Since, like the Lost Soul, he leaves no corpse, there's no chance (that I'm aware of) for an Arch-Vile to raise him unintentionally. I'm eager to hear your feedback on this behavior, and any suggestions on how to streamline the scripting that governs it.

Additionally, he still has A_FastChase and occasionally teleports, from the previous revisions. I tried to do something a bit unique with the teleport, too; it didn't turn out quite the way I wanted, but it's kind of cool nonetheless. I would like to know what you guys think of these characteristics, and if you have suggestions on how to improve them, or whether they even fit the current behavior.

I also wanted to mention that his teleport scripting has been patterned after the scripts used by the Overlord and Tornado Demon (amongst others). If you guys know which actor was the first to use this behavior, I'd like to know, in case I should co-credit its creator for the DECORATE script.

Lastly, I want to keep his appearance more or less the way it is for now, but I recommend that we can rename him to Phantasm (instead of Phantom) due to the fact that there's an unrelated "Phantom" already on the Beastiary.

TL;DR: He's not a Terror "clone" anymore. Try him out!
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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 04 Mar 2012, 10:56 
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Cyberdemon  Approved Adder
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MagicWazard wrote:
I decided to do something unique that I haven't seen yet.
Death Incarnate does that, I'm afraid. :-P


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 04 Mar 2012, 19:36 
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Hades Elemental  Some Kind of Monster
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Blue Shadow wrote:
Death Incarnate does that, I'm afraid. :-P


The self-resurrection thing, yes, as does the Roach. However, since those monsters both leave corpses, they revive exactly where they died. This guy, on the other hand, resurrects in a different spot than killed--which is possible to do since he disappears upon "death", and I can A_Wander his "corpse" around without it looking weird. :-)


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 05 Jun 2012, 04:50 
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Hades Elemental  Some Kind of Monster
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I'm putting this fellow on hold...I really want to revert it back to the exploding behavior (partially so I can use the teleporting invisible respawn for something cooler), but I really feel like it deserves a sprite edit in order to justify its existence regardless of its behavior. I'll be keeping the basic color scheme one way or another as an homage to the Doom RPG monster, but I want to do something more unique than just a palette swap.

Not to give away what I have in mind, but do any of you guys know if anyone ever made a sprite set of the Doom 3 version of the Lost Soul? :P (And I don't mean the Forgotten One, either.)


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 05 Jun 2012, 12:37 
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Hades Elemental  10th Ringwraith
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In response to your question about the Doom 3 lost soul sprites, somebody was working on some in the Spriting Carnival over on the ZDoom forums. I don't know if they ever finished or what. I just remember that somebody posted some images of some there a while ago.

Oh, and on a side note, I think I see another monster in the works, looking at your avatar!
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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 14 Jun 2012, 10:52 
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SSG Zombie  SSG Zombie
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idGamer wrote:
Oh, and on a side note, I think I see another monster in the works, looking at your avatar!


It makes me remind them, specially the fat one, hehe

Image

(But I'm not saying it is a bad thing! ;) )

Also, I like the idea of having Doom RPG monsters avaible for use. There is no way to extract the 'new sprites' ones?


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 14 Jun 2012, 20:24 
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Commander Keen  A rather ghastly dragon
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Ravick wrote:
There is no way to extract the 'new sprites' ones?
From what I understand, they still don't have rotations.
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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 14 Jun 2012, 22:27 
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Hades Elemental  Some Kind of Monster
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Ghastly wrote:
From what I understand, they still don't have rotations.

Nah, we never did rotations for any of the new sprites for any of the mobile RPG games (Doom RPG, Wolf RPG, or Orcs & Elves); we only did front-facing sprites (and, occasionally, back-facing sprites, depending on the game). The sprites would either need to be used like Wolf 3D bosses, where they don't rotate, or someone would have to draw most of the remaining rotations (which I'm pretty sure hasn't been done by the community yet). The former approach would be fine for the various NPCs, I think, but probably wouldn't be "professional" enough for the free-roaming monsters. Which is too bad, because I always wanted to see a Heretic/Hexen-Orcs & Elves mashup, and Doom II RPG had some nice new hi-res art, including several new actor types.


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 Post subject: Re: Phantom (Doom RPG)
PostPosted: 16 Jun 2012, 05:42 
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SSG Zombie  SSG Zombie
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Hum. Thats bad :(

I'd love to have a zdoom mod with khronos and stuff :(


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