Eternus Posted October 25, 2008 Greetings to all of Doomworld, I've been working on a fairly complex dark techbase using the Quake 2 textures uploaded and compiled by Afterglow. Now that I'm 1/3 into forming the base, I realize that it's theme is much different from that of anything that most of the Doom 2 monsters fit into. So my question is, does anyone know of any monsters that might fit into this: In my defense, the second one is an unfinished room, the Deco looks terrible. 0 Share this post Link to post
Lord_Z Posted October 26, 2008 Take a look at Tormentor's Beastiary on Realm667, it should have something you are looking for. http://www.realm667.com/index.php?option=com_content&task=blogcategory&id=38&Itemid=105 Someone was also making the Quake monsters for Doom but I don't know if they got very far. 0 Share this post Link to post
Gez Posted October 26, 2008 There are several spriting projects, but none of them are finished:Quake Quake II Doom IIIAlso, there QNA with Quake 2/4 monster model rips. 0 Share this post Link to post
40oz Posted October 27, 2008 I can already imagine how cool imps, chaingun guys, and shotgun guys would look in some of those rooms. A mancubus or Arachnatron would be pretty fitting too. 0 Share this post Link to post
esselfortium Posted October 27, 2008 I agree with JohnnyRancid. I don't really see anything in those shots that looks like standard Doom monsters wouldn't fit in it. 0 Share this post Link to post
Creaphis Posted October 27, 2008 Keep in mind that us Doom veterans are used to seeing Doom monsters in anything. 0 Share this post Link to post
Captain Ventris Posted October 27, 2008 Creaphis said:Keep in mind that us Doom veterans are used to seeing Doom monsters in anything. Including sexual positions. 0 Share this post Link to post
printz Posted October 28, 2008 I'd include Nailgun zombiemen, and new former humans in general -- to add variety to the mass of Shotgunners, Chaingunners and Imps from everywhere. Railgun Arachnos may also go well there. 0 Share this post Link to post
Eternus Posted October 29, 2008 /necromancy Sorry I never replied, I've been hard at work with the WAD and now it's about 2 hours from release if everything goes well...at least...the first part of this 3 or 4 map WAD. And I suppose I meant that the monsters aren't challenging enough for my vision, not as much as they don't fit in the scenery. EDIT: Actually, give me a week to finish it. 0 Share this post Link to post
Pirx Posted October 31, 2008 printz said:I'd include Nailgun zombiemen, and new former humans in general -- to add variety to the mass of Shotgunners, Chaingunners and Imps from everywhere. Railgun Arachnos may also go well there. my thought too. imo, the cyborg monsters (cyberdemon, arachnos, mancubus) and the weapon wielding former humans fit this dark / decayed technical environment best. their power comes from some visible technology, they don't fart balls of lightning. so, instead of barons (the classical image of satan), archviles (magic wtf?) or the gothic styled revenants, which have always looked silly to me with their red pants, i suggest using the following from the bestiary: floaters: arachnophyte (floating arachno, pretty cool imo), perhaps defiler to match the grey-brownish maps blood demon (half cyborg demon) cyborg creatures: hectebus, incubus, cybruiser robots: terminator zombie horde: chaingun major, double chaingunner, nailborg, z-sec bosses: source guardian (duke3d), supreme fiend, demolisher, annihilator. 0 Share this post Link to post
40oz Posted October 31, 2008 Well doom monsters can always be challenging if placed in the appropriate areas. Revenants and archviles in the same rooms are disasters. Groups of Mancubi are frustrating, chaingun guys, shotgun guys, and imps on high ledges are annoying, A pair of pain elementals is rarely a predictable fight. I would advise against going to heavily into the decorate monster department. I have nothing against epic boss battles, but if your map contains a majority of new monsters I may be less interested in playing it. 0 Share this post Link to post