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[APPROVED] Vore


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 Post subject: Vore
PostPosted: 15 Apr 2012, 23:13 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2667
Info:
Name: Vore
Difficulty: Medium
Connections: None
Summon: Vore
Melee: No
Distance: Projectile
Type: Demon
Added States: No
ACS: No

Credits:
Decorate: Ghastly_dragon
GLDefs: Ghastly_dragon
Sounds: Id Software
Sprites: Nmn (sprite set), Vader (projectile)
Idea Base: Vore from Quake 1

Description:
The famous Vore from Quake 1, which made occasional appearances in Episode 2 and 3 and was all through Episode 4. It's pretty much a dedicated turret; it's slow and not incredibly strong up close, but its attack does a decent amount of damage and its projectile homes very aggressively. Additionally, it will home in on you AROUND CORNERS.

I know, it can damage itself with its own projectile explosion; that was its behavior in Quake 1 and I wanted to keep that in. I prevented them from infighting with one another by adding +NoTarget (NO monsters will target it for infighting), but that's a temporary solution until some kind of +DontInfightSpecies flag gets in. I'll update it when that is available.

Also, Quake symbol in the preview image because this is part of my pseudo series of authentic(tm) Quake monsters. I should double-check the Rotweiler and put the symbol on that one's preview image. :P

Preview:
Image

Download Link:
Attachment:
Vore.zip [117.29 KiB]
Downloaded 66 times
Currently reading: Blood Ravens, The Dawn of War Omnibus
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Total approved submissions: 78
Total approved updates: 21
Total rejected: 2


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 Post subject: Re: Vore
PostPosted: 15 Apr 2012, 23:37 
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Icon of Sin  Icon of Sin
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Joined: 19 Dec 2009, 17:08
Posts: 1055
If you want you can edit the Rotweiler so it's more accurate to Quake. ;)


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 Post subject: Re: Vore
PostPosted: 16 Apr 2012, 06:49 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4298
Location: Germany
Awesome :)


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 Post subject: Re: Vore
PostPosted: 16 Apr 2012, 15:10 
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SSG Zombie  SSG Zombie
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Joined: 16 Dec 2010, 18:54
Posts: 151
It's even "hellish" then Doom's demons! O_o


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 Post subject: Re: Vore
PostPosted: 16 Apr 2012, 20:25 
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Dark Imp  Dark Imp
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Joined: 22 Feb 2010, 12:34
Posts: 71
Location: Bielefeld, Germany
Awesome!
I forgot to give feedback for the latest version, but yeah it's fine as it is... nicely coded :-)

Btw, I don't think I deserve credit for the sprite touch-up, as it has been just a matter of seconds and it might be misleading otherwise... credit me for the projectile and that's it!


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 Post subject: Re: Vore
PostPosted: 16 Apr 2012, 20:49 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 436
Location: United States of America
I hope you die in a fire for bringing this to existence...

In all seriousness, nice work!

Are you planning on doing most of quakes monsters, outside some exceptions (Shub Niggurath and Chton come to mind as impossible)?


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 Post subject: Re: Vore
PostPosted: 17 Apr 2012, 10:23 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4298
Location: Germany
This depends on NMN I guess ;)


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 Post subject: Re: Vore
PostPosted: 17 Apr 2012, 13:36 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2667
Vader wrote:
Btw, I don't think I deserve credit for the sprite touch-up, as it has been just a matter of seconds and it might be misleading otherwise... credit me for the projectile and that's it!
K, removed that and uploaded a new version with that.
Infirnex wrote:
I hope you die in a fire for bringing this to existence...
And that's how I know I've done a good job. ;)
Tormentor667 wrote:
This depends on NMN I guess ;)
Nmn and other people. I don't think he'd want to do all of them, but I'd love to try to bring all of the quality Quake monsters (emphasizing "quality" because a lot of the monsters in the expansions really sucked) to the Doom engine.


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 Post subject: Re: Vore
PostPosted: 17 Apr 2012, 14:27 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1553
Ghastly wrote:
(emphasizing "quality" because a lot of the monsters in the expansions really sucked)

Dunno, I don't dislike any of them.

Quake monsters:
  • Death Knight
  • Enforcer
  • Fiend
  • Grunt
  • Knight
  • Ogre
  • Rotfish
  • Rottweiler
  • Scrag
  • Shambler
  • Spawn
  • Vore
  • Zombie
Scourge of Armagon new monsters:
  • Centroid
  • Gremlin
  • Spike Mine
  • Armagon
Dissolution of Eternity new monsters:
  • Electric Eel
  • Phantom Swordsman
  • Multi-Grenade Ogre (ogre reskin)
  • Hell Spawn (spawn reskin)
  • Wrath
  • Guardian
  • Statues (dormant knight/death knight reskins)
  • Guardians
  • Mummy (zombie reskin)
  • Hephaestus (mini-Chthon)
  • The Overlord
  • Dragon

The centroid is cool-looking robot enemy, the gremlins are nasty bastards, spike mines are just little traps, and Armagon is basically Quake's Cyberdemon. The other expansion has some reskins with altered behavior, which aren't all that impressive but aren't exactly terrible either. The electric eel looks better than the rotfish, phantom swordsman is a classic monster type which I've already seen implemented in ZDoom a few times, the wrath and overlord look cool and would fit well in Heretic or Hexen...
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Vore
PostPosted: 17 Apr 2012, 15:10 
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Icon of Sin  Icon of Sin
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Joined: 19 Dec 2009, 17:08
Posts: 1055
Yeah, pretty much all of Quake's monsters can find a place in Doom or Hexen. They are often a little grimdark and brown though, so injecting some colour helps.

I tried spriting the Wrath, here's an idle frame. The red is supposed to be brown, but I left it because it looks ok. Don't expect anymore of this monster from me though! :XD:

Image


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