everennui Posted July 24, 2016 I think a slow moving, tank of an enemy that can noclip through walls and always b-lines to the player would be kind of cool. I envision a long winding corridor where the player runs from it only to meet it at the end around the same time, but now the player has access to a more powerful weapon. scifista42 said:Stationary turret slowly but repeatedly firing Arachnotron plasma and dying in one regular shotgun blast. This sounds really cool, but I think it'd be better if it was destroyed with two shots. I think one might make it a little easy - especially with the range that the SG has.Swine & Roses said:A really small but fast enemy that doesn't attack but run from the player. However, it's carrying that blue keycard you were looking for.. That would be awesome. You could map his destination to lead you to traps.MetroidJunkie said:A monster that can randomly open up teleportation portals in front of it to redirect projectiles, sometimes towards the one that fired them in the first place (IE you). I actually got the idea from Janemba. I think it could be done by making the teleports spawn like a sandwich right in front of the monster. (Monster> |< <Player |< ) The one behind the player would track the player so even if he moved, it'd still fire at his current position when the rocket comes out the other side. If you moved just right you could use the rocket to hit the Monster again or start some kind of loop. 0 Share this post Link to post
scifista42 Posted July 24, 2016 Low health makes for a good opportunity to use more of them and/or mix them with other enemy types in the same place, because many low-HP enemies attacking you from multiple positions are generally more fun to fight than one high-HP enemy attacking you from his own single position. 0 Share this post Link to post
everennui Posted July 24, 2016 The A-tron does serious damage against low-level monsters though. If the fire rate wasn't as high as AT I might not get agitated getting spammed by more than one or two. 0 Share this post Link to post
raymoohawk Posted July 24, 2016 i was thinking about a monster that looks like a flying cyborg peacock spider https://en.wikipedia.org/wiki/Maratus_volans they would do their best to surround you, but they would not impede your movement, they would then rise their holographic tails to block your view of incoming attacks. their hit boxes would be small so that most attacks simigly pass trough them i suppose it could work well if it was summoned by angry saint's illusionist MetroidJunkie said:A monster that can randomly open up teleportation portals in front of it to redirect projectiles, sometimes towards the one that fired them in the first place (IE you). I actually got the idea from Janemba. maybe it could look like the shield zombie from nu doom, and the shots would always bounce back when hitting the shield yakfak said:an arachnotron half the size of the current arachnotron and with 100hp. It only carries twelve cells, and when it runs out of ammo it tries to hide in the darkest sector it can find anyone who would shoot the poor little thing is pure evil! i like this concept of monsters whose threat runs out, specially when it comes to creatures that can hurt you plenty in shorts bursts like an aracno. i wonder how a high damaging meelee only monster would work if it ran out of energy too TraceOfSpades said:A monster with infinite health that does 0 damage. It only shows up when a randomly generated W1 linedef is triggered. When it shows up, it's only for a second in the form of a screamer. It's like a ghost monster. The only effect it has on you is that it disables your weapons for ten seconds. That, and will have you on the edge of your seat, never knowing when or if you're going to get freaked the fuck out, because sometimes there can be one trigger, multiple triggers, or no triggers. All random. this is great and i bet those would be very long 10 seconds in particularly challenging maps :) HorrorMovieGuy said:A monster with as much HP as a pinky that is a big head with legs. He has no attacks, but when he spots you, he runs away and starts screaming, alerting other monsters. i'd love to see this in a stealth heavy mod. it would be great if the little guy could patrol certain areas like in wolfenstein, and once it runs away and finds other monsters can lead them back to the place where it saw you the longer it took to find you again the more irritated the other demons would become and could kill it should it fail to find you XD also it should look like scubasteve's pinky replacement :) Swine & Roses said:A really small but fast enemy that doesn't attack but run from the player. However, it's carrying that blue keycard you were looking for.. could be combined with above, also it reminds me of my skull key guys :) scifista42 said:A malfunctioning robot enemy with reverse infighting logic: If you shoot it, it starts fighting on your side, but if it gets hit by a hostile monster, it turns to fight against you. i'd love to see a set up with lots of this robots standing between you and a bunch of miniboss tier foes Jon said:An arch-vile, but the monsters it resurrects are broken in some way; move slower, projectiles slower and weaker, or hitscan guns jam some proportion of the time... their ambient sound is sometimes/often replaced with their pain sound instead. i like ideas like this cause the mapper has more options when they can use stronger counterpart more sparingly Maes said:A "thief" kind of monster that doesn't attack, but can pick up items and only releases them if killed. would be great to avoid key ambushes :) speaking of that id like an allied dog that you free and can be used to retrieve risky items when you suspect a trap, but if you let it take much damage or hurt it with crossfire will turn agains tyou kb1 said:A monster that hides from you, and lays mines. A bird that bites you, and grabs you and carries you away unless you scare it with a gun blast. Something that bites your leg and slows down your movement. it should shake you while on the air so you loose some items or weapons :) and it carries you towards enemies, prioritizing the tough ones XD ChekaAgent said:It would be cool to have a monster with a strong melee attack that doesn't have very much health, but is really fast and has 0 pain chance, so that the only way to stop it is to kill it, and if it reaches you, you're doomed. Kinda like a better version of the demon. Srsly, why there are no monsters who have 0 pain chance in original games? The idea of non-staggering monster is not really hard to come up with. that indeed sounds like a better pinky and as such should look like the d64 pinky RightField said:A tiny arch-vile-fast flying revenant with a small almost impossible to hit hitbox and 1 dmg homing missiles. daww :) Avoozl said:I had a crappy idea for a monster which drains armor but not health unless the armor is gone. monsters that only damage armor and no health sounds good to me :) how about monsters that damage you more when you wear armor! XD specially if its the megaromor also monsters that are tougher to kill or go into a sort of aggresive mode if you pick up the berserk pack 0 Share this post Link to post
VGamingJunkie Posted July 25, 2016 everennui said:I think it could be done by making the teleports spawn like a sandwich right in front of the monster. (Monster> |< <Player |< ) The one behind the player would track the player so even if he moved, it'd still fire at his current position when the rocket comes out the other side. If you moved just right you could use the rocket to hit the Monster again or start some kind of loop. That's exactly the way Janemba does it, actually. https://www.youtube.com/watch?v=6s0f3WT_VWw#t=17s 0 Share this post Link to post
Maes Posted July 25, 2016 raymoohawk said:i'd love to see this in a stealth heavy mod. it would be great if the little guy could patrol certain areas like in wolfenstein, and once it runs away and finds other monsters can lead them back to the place where it saw you Only that in order for such a monster to have a raison d'être the general monster pathfinding and alert mechanism of Doom would have to be heavily changed, in order to include stealth and area patrolling/guarding elements. As it's now, it's enough to place non-deaf monsters in a map to alert it in its entirety with a gunshot, or do the usual trickery with sound channels or shared sectors. Also, all monsters can home in precisely on Doomguy's position regardless of his or their position of the map. They don't need to be led to a specific spot, or even to have visual contact with him in order to locate him. For such a "cry wolf" behavior to have any sense at all, monsters would need to have a much less precise awareness of Doomguy's whereabouts (e.g. only be informed as a "hive" when someone actually has LOS contact with Doomguy), and also need a "patrol area" mechanism, e.g. home in on a particular sector and "guard" it, rather than simply being relentlessly attracted to the player's current coordinates. 0 Share this post Link to post
raymoohawk Posted July 25, 2016 it's a pity it couldnt be done in doom, but itd still be cool if it could be :) 0 Share this post Link to post
Ichor Posted July 25, 2016 A smaller arch-vile type enemy with the same sort of attack animation, but instead of hitting you with fire, it turns you into a chicken. Or, the AEoD v5 Hellion. A slightly larger and slower than normal demon. If you kill it, it splits into two smaller, faster demons. Do it again, and it splits again. After the fourth (and last) time, you will have a bunch of tiny, really fast demons running around. A monster that faces you and mirrors your movement and actions. You move left, he moves right (your left). You shoot, he shoots. You shoot a rocket, he shoots a rocket. And so on. A monster that disguises itself as an item. A medikit or rocket or something. When you get close enough, it sprouts legs and runs away. 0 Share this post Link to post
Maes Posted July 25, 2016 Ichor said:A slightly larger and slower than normal demon. If you kill it, it splits into two smaller, faster demons. Do it again, and it splits again. After the fourth (and last) time, you will have a bunch of tiny, really fast demons running around. Wow. If there ever was an enemy more annoying than the "demonic bat" type in a game (which in Doom is played by the Lost Soul), that is the "demonic amoeba" or "hydra" kind, which does exactly what you describe. In the end, that wouldn't be so "weak", as it would be harder and harder to dodge the attacks of the faster and numerous after-spawn. It would also sap/destroy BFG usage by blocking and wasting tracers. 0 Share this post Link to post
scifista42 Posted July 25, 2016 I too like the idea of demons splitting into smaller versions of themselves. A fun twist would be that the very last generation of the tiniest demons would be still running towards you and biting you, but their bites would do no damage to you, due to the demons being so pathetically small and weak, and instead, you'd be killing them just by walking around and stepping onto them. 0 Share this post Link to post
Maes Posted July 25, 2016 scifista42 said:but their bites would do no damage to you, due to the demons being so pathetically small and weak Uhm... ;-) 0 Share this post Link to post
obake Posted July 25, 2016 Ichor said:A slightly larger and slower than normal demon. If you kill it, it splits into two smaller, faster demons. Do it again, and it splits again. After the fourth (and last) time, you will have a bunch of tiny, really fast demons running around. You should see some of the creations I've made. ;) In fact, look up Major Arlene's playthrough of Hedges.wad (Note the video is old; the modified monsters in it have since been extensively updated, including with new sprites and attacks.) 0 Share this post Link to post
Empyre Posted July 25, 2016 Ichor said:A slightly larger and slower than normal demon. If you kill it, it splits into two smaller, faster demons. Do it again, and it splits again. After the fourth (and last) time, you will have a bunch of tiny, really fast demons running around. That sounds like Fractal Doom (YouTube link). 0 Share this post Link to post
deadwolves Posted July 26, 2016 A standard zombie, imp or demon with a slightly different design and only a melee attack, but one which that temporarily blinds you. Or permanently, if you're really unlucky. 0 Share this post Link to post
raymoohawk Posted July 26, 2016 Ichor said:A slightly larger and slower than normal demon. If you kill it, it splits into two smaller, faster demons. Do it again, and it splits again. After the fourth (and last) time, you will have a bunch of tiny, really fast demons running around. A monster that faces you and mirrors your movement and actions. You move left, he moves right (your left). You shoot, he shoots. You shoot a rocket, he shoots a rocket. And so on. A monster that disguises itself as an item. A medikit or rocket or something. When you get close enough, it sprouts legs and runs away. it would be fun if the smaller demons could rejoin into larger versions if you dont kill them fast enough :) 0 Share this post Link to post
Voros Posted July 27, 2016 An imp with red hair and a chest, that throws blue fireballs. 0 Share this post Link to post
BluePineapple72 Posted July 27, 2016 Something like The Flood Spoiler basically and infection form of the flood that can attack the player or any other enemy, since once something is infected it is assimilated into The Flood as it the enemy becomes stronger and more ferocious, attacking anything not infected; and infecting it. The infection can spread to the dorm of the biggest enemies on the game, making them event harder to kill (a mastermind could be turned into a gravemind). I think this would actuall be something cool to make, if I could make it 0 Share this post Link to post
scifista42 Posted July 27, 2016 This one sort of fits into both the overpowered and weaksauce monster ideas threads: The "Grey Goo" monsters. Small size, low health, weak attack, slow-to-moderate speed, but quickly duplicating themselves. You might need to use the rocket launcher or tactical crushers to reduce their numbers fast enough to eliminate them all at once. 0 Share this post Link to post
Soundblock Posted July 31, 2016 Wraith - a variation of imp that, instead of throwing a missile, sucks/pulls a globdule of health out of the player, which travels towards the imp, empowering its hitpoints (& dmg?) on impact. If you kill the imp that sucked the life globdule before it reaches home, or catch up to the globdule by running into it, you get your stolen portion of life back. You can't get reduced past 1 hp by being drained this way, but Wraith also has a standard melee attack which damages normally. 0 Share this post Link to post
raymoohawk Posted August 3, 2016 thats a really cool idea soundblock :) i imagine it having a very unsettling insect face, maybe like a mosquito or fly, and making kung fu mantis like motions with its hands as it draws the blood globule out of you XD i had an idea about a slow moving monster with slitghly less health than an imp. it would normally be completly invisible, except when you point direactly at it. it would probably be meele only so that it is more likely you will point at it as it nears you. the monster would try to ambush you and hide from your sight, but would be slow enough that a quick turn would let you see it. i imagine it looking kinda like like the small pinky from hideos destructor, but scaled up to be about a head shorter than a human 0 Share this post Link to post
Master O Posted August 4, 2016 In Street Fighter Alpha, there's a character named "Dan" who has an energy projectile attack that fizzles out and doesn't work. So how about a hilariously weak orange-colored Baron of Hell that when it attempts to throw its plasma at you, nothing happens and you can kill it with one fist or pistol shot? 0 Share this post Link to post
Maes Posted August 4, 2016 Speaking of small pinkies....PHEAR THE BULLFROG-MICRODEMON THAT HIDES WITHIN EVERY DEAD DOOMGUY!!! 0 Share this post Link to post
Pirx Posted August 4, 2016 As for tiny enemies... reminds me of frogs and moskitos in daikatana who were almost impossible to see, tiny and green in a green world, and still did some damage.. not a really threatening, more an annoying as fuck type of enemy. A good enemy is something like the 'glass cannon' approach from ancient aliens, those plasma grunts can toast you but at least you can fight back. The plain zombie who gets up unless gibbed is probably the simplest and yet most entertaining weak guy. 0 Share this post Link to post
Varis Alpha Posted August 4, 2016 a little unassuming ghost type of creature that is not much else than a puff of smoke. barely visible, and if you get close and touch it, it does a jumpscare on you and teleports away to a random part of the map. and the kicker is, you can't shoot it with guns, as shots will phase through it, but have to punch it or chainsaw it, further increasing your risk of it scaring you. the scare itself doesn't do any substantial damage to your character, but probably your eardrums and patience. it goes away in one hit from either punching or chainsawing it though, so the difficulty comes from spotting it. i'd call it The Prankster, because it's essentially a little ghost baby playing pranks on Doomguy, but teleports away when it gets to any harm. (also yes, this is a very original idea, but at least this jumpscare doesn't kill you.) 0 Share this post Link to post
Fonze Posted August 11, 2016 Didn't really want to make a new thread for this, but does anyone know if something like these exist with a Heretic theme to them and which also can operate in Vanilla/limit-removing format: - A monster which casts the morph ovum on players And I'm sure there are a few of these floating around, but I didn't find any on R667 which suited my needs in the heretic/hexen category: - A heretic-themed monster which can revive monsters, attack need not be similar to an AV, but while the wraith looked cool, he's not what I need for this project. - A gargoyle-spawner, a la pain elemental. If not, I'll try and make some, but itd be cool to use assets already made, if available. Thanks in advance! 0 Share this post Link to post
scifista42 Posted August 11, 2016 I'll assume that when you say "operate in Vanilla/limit-removing format", you mean "work in all ports that maintain vanilla/LR compatibility" (including ports that do not support ZDoom or even Boom features). Vanilla/LR-compatible monster that would morph the player: Impossible. Vanilla/LR-compatible monster that would revive other monsters: Only if it replaced the Archvile. Vanilla/LR-compatible monster that would spawn other monsters: Only if it replaced the Pain Elemental and the spawned monster replaced the Lost Soul. 0 Share this post Link to post
roadworx Posted August 11, 2016 Maes said:Speaking of small pinkies....PHEAR THE BULLFROG-MICRODEMON THAT HIDES WITHIN EVERY DEAD DOOMGUY!!! -snip- wait, so is the doomguy just a froggy with a helmet stuck on its head? in that case, i guess the demons are the good guys, they're just trying to get the helmet off of doomfrog's head. and we've been killing them for all this time, how despicable! ): #DemonLivesMatter #DemonAbuseIsNotOkay 0 Share this post Link to post
Fonze Posted August 12, 2016 scifista42 said:I'll assume that when you say "operate in Vanilla/limit-removing format", you mean "work in all ports that maintain vanilla/LR compatibility" (including ports that do not support ZDoom or even Boom features). Vanilla/LR-compatible monster that would morph the player: Impossible. Vanilla/LR-compatible monster that would revive other monsters: Only if it replaced the Archvile. Vanilla/LR-compatible monster that would spawn other monsters: Only if it replaced the Pain Elemental and the spawned monster replaced the Lost Soul. Hmm, I appreciate the response. It might be important to note this is a heretic project I'm talking about. For the first, the morph ovum projectile and effect are already hard-wired into the game, I wouldn't think itd be too much of a stretch for a monster to be able to achieve this effect. Heretic monsters already have more advanced mechanics in their attacks than Doom mobs, and heretic in general has more going on than Doom. Can't be much more advanced than Doom, but it's definitely got a couple tiny things. Mostly I just want this guy to make my chicken tunnels for DM able to be accessed in SP. Seems like it'd make for a few interesting secret setups. For the second, there is no AV in heretic, so it'd have to be a new monster type, as far as heretic's stock set is concerned. There also is nothing that revives anything in heretic, so I'm unsure if this is possible within its vanilla format. Spoiler I would also like to figure out if an item to resurrect self when dead would be possible, as heretic makes use of gibbing the player which doom does not; resurrection isn't possible when gibbed. This of course isn't related to monsters, but related to resurrection of anything in vanilla heretic. Which brings me to the last: the PE-gargoyle-spawner. There is an AI and a code for those mobs; could they be applied to a new mob, with the gargoyle as the spawned target? Even if not directly achievable, there's probably a workaround for most if not all of these. For the gargoyles, worst case would giving them "projectile" status enable such a thing? Similar to how lost souls are actually projectiles (and mobs at the same time). Now, I do still need to lunge into the crash course on dehacked before I can do all this, (assuming the assets have not already been made of course I'd then also have to come up with something; likely just make more super-powered golems a la nitrogolems-to-regular-ones or be daring and give it to an UW), but it would be smarter for me to use something already made, if it has been yet. 0 Share this post Link to post
scifista42 Posted August 12, 2016 Fonze said:It might be important to note this is a heretic project I'm talking about. Then you're completely out of luck if you want cross-port-compatible custom monsters. While Doom's DEHACKED is supported by pretty much all source ports, it only works in Doom games (wads for D1, D2, TNT or Plutonia IWAD). Heretic has a different equivalent of "vanilla" DEHACKED, that no current source ports support at all (and you need DOS utilities to even edit it, and these utilities seem to be hard to even set up). Therefore, the hypothetical custom monsters would have to be manually re-coded not only in Heretic's DEHACKED (besides the editing troubles, the finished DEHACKED will have to be applied onto vanilla Heretic's executable only by using other DOS utilities to make a modified version of the executable file), but in every port-specific language of every port that you'd want the custom monster to be compatible with (also note that only a handful of Doom source ports support playing Heretic, and not all of them may even have their own scripting languages for custom game behavior). See also this thread: https://www.doomworld.com/vb/doom-editing/71660-heretic-dehacked-editing-and-port-support/ Also note that even if your project was for Doom, DEHACKED-based monsters aren't like the DECORATE-based ones on Realm667. They aren't really plug-and-play types that you'd randomly download and load together and expect them to be compatible with each other. Every DEHACKED-based thing type has to replace an already existing thing type. Every animation frame has to replace an already existing animation frame. And so on. If you load 2 wads with custom DEHACKEDs that happen to modify the same things / frames / sounds / strings / weapons / etc., something totally undesired would happen. Therefore, DEHACKED has to be carefully constructed - you have to decide which particular things to sacrifice to give room to the custom ones, then code the behavior of the custom ones into the very place in the tables that you've decided to sacrifice. The resulting DEHACKED is unique and mostly incompatible with any other DEHACKEDs out there. With that in mind, DEHACKED-based "gameplay mods" or "resource packs" are rare, and wads containing "individual custom monsters" are pretty much non-existent. So stop thinking of vanilla-compatible custom monsters as some assets made to be simply downloaded and conveniently used by anybody, like the wads on Realm667 are. 0 Share this post Link to post
raymoohawk Posted August 12, 2016 fonze would you be so kind as to make your own thread? you are really getting off topic here 0 Share this post Link to post