Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Deadwing

Most creative DEHACKED custom monster?

Recommended Posts

20 hours ago, VGA said:

I can't believe noone thought to add blank states and uasble IDs all these decades. It is easy to do and doesn't mess with compatibility at all.

It existed. It just didn't catch on.

Share this post


Link to post

This has some weird dehacked stuff to it, but most of the levels are bad and it probably could have been finished. Still though, WALKING BARRELS

Share this post


Link to post
On lundi 17 décembre 2018 at 12:29 AM, VGA said:

Graf would get an aneurysm if I was busting his balls about extending Dehacked for modding lmao :D

I don't actually think so. He didn't object when I put the MBF+SMMU dehacked support stuff in ZDoom a while ago.

 

I found the reference commit for the Crispy extension:

https://github.com/fabiangreffrath/crispy-doom/commit/b3bed9a10184a21ed5cf226a50a832630ebedf3a#diff-dca30fac43e92fa7d4093049927a5d30

Most of that is straightforward and only represents a few more lines in dehsupp.txt. There's just the extrastates up to 4000 that will most probably need to be implemented differently.

Share this post


Link to post
7 hours ago, ETTiNGRiNDER said:

It existed. It just didn't catch on.

Such a shame it doesn't get much attention from the demographic it intended. If only!

Share this post


Link to post

Aliens Doom deserves a mention because of simply how old it is. The DEHACKED usage is still great though.

Share this post


Link to post

Agree with everyone who said Batman Doom. They clearly planned everything out carefully to squeeze as much out of dehacked as they did. Super impressive stuff.

Share this post


Link to post

=====================================================

 

Custom monsters from the wad "Valiant"

  • Super imp
  • Super demon
  • Super mancubus
  • Pyro Knight
  • Cybruiser
  • Arachnorb
  • Lightning Orb
  • Suicide Bomber
  • Super Vile

 

Reference: https://doomwiki.org/wiki/Valiant

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/valiant

 

=====================================================

 

Custom monsters from the wad "Ancient Aliens"

  • Stealth Plasma Alien
  • Alien Guardian

 

Reference: https://doomwiki.org/wiki/Ancient_Aliens

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens

 

=====================================================

 

Custom monsters from "Legacy Of Suffering"

  • rocket-chaingun soldier (you fight him in Act III)
  • Shadow Knight (You fight him in either Act VIII or Act IX [or Final Act]? I don't exactly remember it now)
  • Some new zombies are introduced, as the ones armed with super shotguns and others with chainsaws. The Arachnotron now looks halfways between the normal Doom 2 one and the Doom 64 one, and leaves a cell recharge behind when its corpse evaporates. Imps are more dark and have more spines. Monsters like Hell Knights and Barons attacks from both hands, and the Revenant now attacks two misiles at once.

 

Reference: https://doom.fandom.com/wiki/Legacy_of_Suffering

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/los

 

=====================================================

 

Custom monsters from the wad "Scythe 2"

  • Evil Marine

  • Afrit

 

Reference: https://doom.fandom.com/wiki/Scythe_2

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/scythe2

 

=====================================================

Edited by Ad009 ZA001

Share this post


Link to post
On 12/17/2018 at 3:44 PM, david_a said:

I remember this mod but I don't think I played it.  Or maybe I did, but it was in a super-early state.  Wasn't it in black & white too?

 

How did the wall bloodstains work?  I know you can turn the blood into a projectile that "dies" into a blood pool but I don't understand how you could do anything special for walls.

 

I remember it too but I can't remember playing it. I'm surprised it's sunk into obscurity. But perhaps it was never released in a playable format at all.

Share this post


Link to post
39 minutes ago, Revae said:

Is there a download for the Zombie Doom beta anywhere?

I was looking for that.  Apparently it used to be hosted on Doomworld but it was killed in 1999; I haven't found anything useful stashed away on DW or on The Wayback Machine.  Somebody made stand-alone mods for the various weapons and uploaded them to idgames but they don't look too special according to the reviews (an anonymous dude gave them all 1 star).

 

EDIT: I've managed to find a screenshot: https://web.archive.org/web/19991105033122/http://www.doomworld.com:80/zombie/gangree2.jpg

 

EDIT2:  Some of these screenshots work: https://web.archive.org/web/19991005165611/http://www.doomworld.com:80/zombie/screen.htm

 

I was right that the project did use a mostly B&W palette for a while.  In some of the shots you can see an imp zombie with a missing arm too.

 

EDIT3:  I didn't realize @Scuba Steve actually helped out with it a bit; maybe he kept some files??

Edited by david_a

Share this post


Link to post

Back when I was a middling teenage artist, I remember drawing some artwork for Zombie Doom that was to be used as the chainsaw zombie. I'll see what I can find...

 

Edit: OK So here's what I found: I never had any of the levels he made, but I did have the game files. I included two versions I had on my HDD. zombie.wad is an early version which has the crazy grenade launcher effect still in it (in an even earlier copy I can't find, it was even MORE absurd with MORE explosions.) Zombieg.zip is a newer build that had more completed assets, but significant changes to how the grenade launcher was handled.

 

Due to the extensive nature of the DEH, which I embedded into the wads, this will not properly work with ZDoom... only Eternity or a more DEH compatible wad will run it correctly.

Zombie.zip

Edited by Scuba Steve

Share this post


Link to post
On 12/14/2018 at 11:26 AM, Linguica said:

The most creative custom monsters in DeHackEd were, and remain, those in Batman Doom.

Agreed... and it's also bizarre that the entire project was originally designed for Macintosh Doom. Which reminded me of something that I have never been able to find...

 

The developers, when converting the .DEH from Mac Doom to PC, once mentioned a few changes that had to be made because the PC version of DeHackEd was unable to replicate some of the changes, specifically the molotov cocktails thrown by Zeke. Apparently in the Macintosh version of Batman Doom they operate completely different from the PC version which had to be significantly scaled back. I have no idea if anyone has access to a copy of MAC Doom and could describe the differences, upload a video, or maybe replicate the original functionality in decorate?

Share this post


Link to post

Getting the original Mac Batman Doom running sounds like it might be a fun winter break task. I got a classic Mac emulator working a few years ago but deleted everything when I realized I had absolutely no reason to run any Mac software :/

Share this post


Link to post
1 hour ago, VGA said:

Did the Dehacked tool support the Mac executable? Huh?!

No, I think they used their own bizzaro universe tool. 

Share this post


Link to post

I got a working MacOS 7.5.5 running with Mac Doom 2 already, looking into Batman Doom now...

 

Edit: @Linguica, do you happen to have a magic download link for Doominator? It's apparently the Mac Dehacked equivalent. The Batman Doom docs actually refer to downloading it from Doomworld.

 

Edit2:  This is... not looking promising: 

Edit3: I put out a general call for help about finding Doominator.

Edited by david_a

Share this post


Link to post

DISASTER AVERTED, Doominator has been found, call off the National Guard

 

Unfortunately the Mac version of Doom II that I "acquired" doesn't seem to be compatible with it though

 

This better be some molotov cocktail effect, I'm just saying, I mean instead of this I could be... uh... well i guess there's not much to do at my parent's house

Share this post


Link to post

I hope you get it running at some point just to find out. I bet it's barely different but who knows until we see. I'm kind of curious, especially since I only just recently played through Batman Doom the right way (not just playing like 3 maps in a server or something)

Share this post


Link to post
On 12/17/2018 at 9:44 AM, david_a said:

I remember this mod but I don't think I played it.  Or maybe I did, but it was in a super-early state.  Wasn't it in black & white too?

 

How did the wall bloodstains work?  I know you can turn the blood into a projectile that "dies" into a blood pool but I don't understand how you could do anything special for walls.

It worked by turning bullet puffs into shootable objects. If a bullet puff was attacked, it would turn into a blood splat on the wall. A bit silly when you just shoot walls and blood comes out, but it was already an over-the-top project to begin with and general gameplay made it look pretty neat  when a supershotgun blast blows through a zombie and causes blood behind them.

Share this post


Link to post
25 minutes ago, Doomkid said:

I hope you get it running at some point just to find out. I bet it's barely different but who knows until we see. I'm kind of curious, especially since I only just recently played through Batman Doom the right way (not just playing like 3 maps in a server or something)

I think I'm pretty close, but I'm giving up for today.  I think I just realized it would be much easier dealing with a SIT-compressed CDR file on my Mom's iMac instead of fumbling around inside an emulated MacOS 7.5 install.

Share this post


Link to post
On 12/20/2018 at 10:07 PM, Scuba Steve said:

(in an even earlier copy I can't find, it was even MORE absurd with MORE explosions.)

Spoiler


flame.gif.984ff560e28a212414c8c6ff54137432.gif

 


 

Was this it?

 

Share this post


Link to post

Hells yes; it’s a Festivus miracle 

 

Mac Batman Doom.png

 

EDIT: Not sure I can in good conscience spend more time on this for the next day or two :)  What's the quickest way to encounter a Zeke in Batman Doom?

Edited by david_a

Share this post


Link to post

I accidentally did something like that looked kinda like that with a stand in object that had the romero head death. But it was a bunch of grenade runes dropping from the sky in a row. This looks like it does the BFG ray cast and spawns explosives with gravity that spawn on the ceiling or some such.  Pretty cool.

 

I tried to fake rain with a bunch of monsters that you couldn't shoot or touch that had a super high speed and a rain sprite. My thought was that they would stay so close to the player trying to attack him (with no real attack) that they would always be right next to you, so you wouldn't be able to tell they were moving around so much. Didn't work. They just ran away and back and looked generally stupid.  I think I might've gotten better results if I had each of them drop a single line of rain, then disappear for a few frames, drop a slightly different raindrop, disappear, etc...
Biggest issue would be keeping them from walking outside to inside, and having them still look decent from the doorway, without making the level design cumbersome or stupid.  Maybe I'll give it a go again for kicks.

 

edit for results: bunch of rain monsters running around at high speed occasionally popping off tracers puffs on the ground to simulate rain splashes. tall enough that they can't get under the porch, so other monsters can still take refuge from the rain.
https://i.4cdn.org/vr/1545699997553.webm

Edited by Revae

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×