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About Geckertim
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Warming Up
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I make sprites by rendering images of models in Blender. It's really helpful if you're like me and can't draw, and it gives neat Doom 64-like results.
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Here's all that I've downloaded. DeadSwampTrees.zip PalmTreesBurnt.zip PalmTrees.zip Abbadon.zip Hopefully this gets resolved soon.
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I believe you'll need to copy it for each individual map, but I'm not sure.
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This goes in the scripts document for your map. You can access it through Doom Builder's script editor or by opening the wad for your map in Slade. Here is the scripts document in the wad for my map: After writing the script, save the document, then click the blue arrow to compile it: Hopefully this helps!
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This is what I did.
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That's actually a perfect idea. Don't know why I hadn't thought of that. Thank you!
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I'm interested in this as well. Could really help sell fast-paced encounters.
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I definitely see where you're coming from. I've actually managed to implement the cloaking behavior that I mentioned, which can be seen here: It should be noted that, when I recorded this, I had forgotten to give it 360 degree vision. Currently, it spawns cloaked, and decloaks and attacks if you shoot it or get within 400 units of it. I probably should have mentioned that this is a custom monster that I'm using specifically for my projects (I may release a collection of custom monsters sometime), so I'll be designing encounters with them in mind. They'll show up in very small groups (1-2, 3 at the most) in large, open areas. They may appear alongside other demons, but not usually in the midst of them. Their effectiveness at infighting is by design. Waking one up could clear an entire room of demons, but you'd have to be careful to avoid getting torched yourself. They are much weaker against boss demons, as their flames cannot rip through them. Sorry for being so wordy! I'll just play things by ear and balance things as I find necessary.
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The health is actually just 600, it only lasted so long because monsters were only targeting it one at a time. The flamethrower's damage is incredibly high, but it is easy to avoid it by strafing. I may tone down the damage if it proves to be unreasonable in practice.
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The enemy itself is mostly white, but I could probably work on the shading to make the details stand out more, especially at the speed it moves. The sprite work could definitely use a bit of cleaning up.
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Yep! Adding 0 to the end of your sprite names should fix the issue.
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Could you screenshot your sprites lump (the area between the markers)? That could answer a lot of questions.
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TNT1 is an invisible sprite. Do you have your TCRD sprites defined in a sprites lump?
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I thought I'd share this enemy that I've been working on! I'm really proud of how this has been turning out, though there are some things that I'd like to add or tweak (I've already changed the backward dash it does after a melee attack), including making it cloak while idle. If anyone has any feedback or questions, I'd love to hear it!
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Making a monster pass through all actors except missiles
Geckertim replied to Geckertim's topic in Doom Editing
Just what I've been looking for, thank you!