Heh, sorry it looks like I missed you, so Iíll tell you what I had in mind...
Lord Raffles said:
...talk to me more about this... come on AIM.
When you are making the opponents, make them around the same size as the ROTT enemy sprites (witch is roughly twice the size of the doom humanoid monsters), you can make them bigger if you really want to. (Though it might start to make the wad a little large if you make them too big).
Now, when it comes to frames, every frame should be taken from 8 angles except for the death frames (You can have Ď3Dí death animations if you really want, but Iíd imagine that would be a lot of work)
The frames for each human opponent should be as follows:
1 idle frame (one of the guy just standing around.)
4 Walking frames
1 aiming frame (the guy pointing his weapon at the target)
1 firing frame
1 pain frame
5 death frames
Now when it comes to guys with pistols, for their idle frames, have their pistols holstered, but have their pistols drawn for the walking/pain/attack/ect animations, also include 1 frame of them drawing there pistols. What I planned to do was, as soon as they see you, any guard with a pistol will only draw their weapon when they see you, like they would in real life.
That other thing is, if you are planning to give any enemy a bazooka/pansophist/rocket launcher/what ever we decide to call it, make them fire it at shoulder hight, Iím not sure if that would be the correct way theyíd fire it in real life, but if their crouching, it will look like the rocket is just appearing above their heads.
And finally, I just may also able to include enemy melee attacks (such as them trying to pistol whip you or hit you with the butt of there rifle) without to much difficulty, but it canít be much more then a 3 frame attack.
That all I can think of for now, again, these are just ideas, let me know what you think of them.
P.S. donít worry about the sprite names, just send me the pictures, and give me an idea of how you want them to act and how many Hit points they should have.