Spriting Carnival

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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RE: Spriting Carnival

#421

Post by fr blood » Tue Nov 11, 2014 11:45 am

Untitled wrote: http://www.[bad site]/download?file=pyrolord.wad

Submitting my own version of the pyrolord - contains several differences from Kara Kurt's version

Features:
-Sprites are renamed as to keep compatibility if you're a horrible person and use this along side normal pyrodemons.
-Has 3000 health instead of 2500 (makes sense, he's a pyro LORD, after all. Should be tougher.)
-Has +MissileEvenMore (heh)
-Has a couple new attacks - he has a 16-way Fire Shot (in reference to that one variation of the Heresy lord which had a 16 way baron shot), as well as a 6-way shot (in reference to the Archon of Hell), and a 16-way meteor storm. Good luck, heh.
Very nice one, I think it should be added in Realm667.

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RE: Spriting Carnival

#422

Post by Untitled » Tue Nov 11, 2014 12:12 pm

Kara Kurt wrote: Your version should definitely be better than mine. And yeah the 300hp makes sense actually since it's a Lord...

Some questions in mind:

1) Does it still have every attacks I gave in (aka. Pyro attacks + melee + combomeleeattack and walkfire damage on) in addition to your new attacks ?
2) Have you downloaded my version to make yours, if yes, when ?
I recently remplaced the download link of my version (Yesterday 08:48 PM) because I updated the monster to add random damage to the combo melee attack.
The melee attacks, as well as the walkfire damage was left off because seriously you're already dead enough just due to sheer deadliness if you're in melee with this thing - combined with the ability to teleport, you could be seriously screwed over by walkfires.

That and there's something missing from being scratched to death with no flashiness whatsoever.
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RE: Spriting Carnival

#423

Post by Kara Kurt » Tue Nov 11, 2014 5:44 pm

The walkfire do little damage, and the melee is quite useful agains't others monsters. I mainly added the melee so the Pyrolord could compete agains't the Bruiser, Archon, Hellstorm, etc. As for the Bruiser it can even kill a Mastermind. The fact that Pyro teleports behind a monster make it vulnerable without its melee.

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RE: Spriting Carnival

#424

Post by Kara Kurt » Wed Nov 12, 2014 3:23 am

Okay so I updated my version of the Pyrolord since I prefer Untitled's version and combined/merged his decorate with mine to make a super Lord that's endowed with:

-A single melee attack that does 80 hp damage max.
-A double melee attack that does twice as much damage as single melee.
-A walkfire damage, it'd do 10-15 hp/sec if you stand on the fire trail.
-Footsteps, because why not!!

http://www.mediafire.com/download/16uec ... roLord.wad

I hope you'll like it.
Last edited by Kara Kurt on Wed Nov 12, 2014 3:42 am, edited 1 time in total.

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RE: Spriting Carnival

#425

Post by agaures » Wed Nov 12, 2014 3:42 am

Whilst testing, at one point he did his teleport as i died and then when i resurrected myself, he remained almost invisible. This could be an issue for multiplayer.

Edit:

Also, if anything, he's way to over powering. Any one of his attacks including the telport kills me instantly with 100hp no armour. Having 100hp, 200 armour only insta-kills me with every attack besides the Fireshot... which only takes 2 hits to kill me.
Last edited by agaures on Wed Nov 12, 2014 3:50 am, edited 1 time in total.
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RE: Spriting Carnival

#426

Post by Kara Kurt » Wed Nov 12, 2014 10:47 am

Is there a way to evade his teleport? I agree about the tele damages though, but that's the way I like it, dunno about y'all. It's a Pyro Lord, so... :p

Anyway, you're not supposed to face it quite frequently, it's (almost) as strong as a Mastermind. If it ever get added into Complex Doom or something similar, as a Baron, I'd recommend making the respawn chance minimal; you will not want to fight it in a corridor.

That being said, I like how most of its projectiles are made / effective against multiple targets. I'll make a funny video to show how decent those projectiles could be agains't a multitude of Demons working in close formation.

About the bug, that indeed might be a multiplayer bug, I still didn't get any bug offline so far.

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RE: Spriting Carnival

#427

Post by agaures » Wed Nov 12, 2014 2:20 pm

IMO i find any overpowering monster to this degree makes for a bad one. I am only capable of evading his teleport if i am constantly strafing. Comparing him to a mastermind isn't accurate. You can easily deal with a mastermind compared to this pyrolord.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
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<agaures> so not many
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RE: Spriting Carnival

#428

Post by Untitled » Wed Nov 12, 2014 8:08 pm

Yeah, agaures is right; as is, the teleport attack is probably the most unfair one the normal pyrodemon has; the pyrolord's one-shot you teleport attack is stupid. I only have the vicious vicious teleport at all because the original had it - I don't actually like it. Never did. It's by far the worst attack he has, and considering he has a pyroblast, a 16-way fireshot, and a 16-way meteor storm, that says something wrong about it.

The thing is, attacks which are both nigh-impossible to dodge and one-shot are not fun to fight against - if a monster used a BFG10K, would that be fun?

I know he's a hell noble, but he's not a hell noble tier monster. He's on a tier of his own. Kara Kurt is right about that - he's meant to be a boss monster.

And no, he's probably not appearing in any big projects any time soon.
Last edited by Untitled on Wed Nov 12, 2014 8:09 pm, edited 1 time in total.
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RE: Spriting Carnival

#429

Post by Tango » Fri Nov 14, 2014 5:47 am

I think generally a monster with more than a single attack (high damaging ones, particularly) can't so easily be used in place of any of the stock monsters, or used in the same way. you can have different monsters on all 3 sides of you and generally be able to weave yourself through the chaos because the stock monsters are predictable, but whenever you add in unpredictability coupled with huge kill potential, the monster can't really fill standard roles and is instead pretty much confined to a boss type monster, if that makes sense

that's not to say this pyrolord doesn't make for a cool boss monster though haha

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RE: Spriting Carnival

#430

Post by CloudFlash » Fri Nov 14, 2014 6:08 am

But vanilla monsters weren't designed for the purpose of being easy to run through - new monsters having more attacks is just us doing what original game developers should have thought about and simply didn't.
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RE: Spriting Carnival

#431

Post by Laggy Blazko » Fri Nov 14, 2014 1:43 pm

But many maps are designed with their predictable attacks in mind. So monsters from randomizers, for example, should rely mostly on similar attacks to their vanilla counterparts or they might make gameplay too unfair.

Railgun revenants are the worst thing ever.
Last edited by Laggy Blazko on Fri Nov 14, 2014 1:44 pm, edited 1 time in total.
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RE: Spriting Carnival

#432

Post by Kara Kurt » Fri Nov 14, 2014 2:53 pm

Laggy Blazko wrote: So monsters from randomizers, for example, should rely mostly on similar attacks to their vanilla counterparts or they might make gameplay too unfair.
Which is what Complex Doom does actually. Though I don't like how most Barons/Bruisers health got nerfed and their deadliest attacks removed, a common example is the Pyrodemon and its teleports ability, as you may know, got removed. I would've nerfed theirs attacks instead of removing.

I'm not talking about the dark-greenish Baron that is the Hellduke, just the basic Pyrodemon that is anything but a Pyrodemon... in fact it's just an Archon of Hell in the body of a Pyro :rolleyes:

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RE: Spriting Carnival

#433

Post by CloudFlash » Fri Nov 14, 2014 6:14 pm

Laggy Blazko wrote: But many maps are designed with their predictable attacks in mind. So monsters from randomizers, for example, should rely mostly on similar attacks to their vanilla counterparts or they might make gameplay too unfair.

Railgun revenants are the worst thing ever.
True, but that only means that overpowered stuff like heavily damaging hitscans or dense rings of projectiles taking 20% of health in one hit make monsters op - which is actually kinda obvious anyway
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RE: Spriting Carnival

#434

Post by Bloax » Fri Nov 14, 2014 8:37 pm

Here's a little edit of it.
Changes: Added a fancy death animation (with sprites shamelessly edited from Vader's bruiser demon), made fire projectiles less stupidly OP, changed the melee attack (you're gonna get some missiles in your face now) and removed the teleport explosions because they were stupid and bad.
oh and gave it a good death sound too

(also the whole .pk3 thing)
Last edited by Bloax on Fri Nov 14, 2014 8:38 pm, edited 1 time in total.
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RE: Spriting Carnival

#435

Post by Kara Kurt » Fri Nov 14, 2014 9:11 pm

I like the melee attack, so it fires projectiles rather than scratching. But the death animation is... so-so. You see the Bruiserdemon at some frames, I'll stick with the original since the reduced-to-ash death animation makes more sense to me.

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RE: Spriting Carnival

#436

Post by Bloax » Fri Nov 14, 2014 9:17 pm

you might as well keep the sound terrible at that point because it doesn't fit the boring as hell animation in neither effect nor length
Last edited by Bloax on Fri Nov 14, 2014 9:18 pm, edited 1 time in total.
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RE: Spriting Carnival

#437

Post by RoSKing » Fri Nov 14, 2014 9:32 pm

I can't even begin to fathom how you prefer the old version over bloax's version. The old one looks absolutely hideous compared to this one.

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RE: Spriting Carnival

#438

Post by Kara Kurt » Fri Nov 14, 2014 9:45 pm

I think Bloax's version could possibly be used in Complex Doom or some shit like that.
Bloax wrote: you might as well keep the sound terrible at that point because it doesn't fit the boring as hell animation in neither effect nor length
Nah your death sound is cute.

Anyway what's the CircleSpawnFireTrailInstant?

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RE: Spriting Carnival

#439

Post by Bloax » Fri Nov 14, 2014 10:03 pm

Well boss monsters have big flashy deaths.
This is a boss monsters.
Ergo it should have a big flashy death.

CircleSpawn is something I did a really long time ago that spawns shit in a circle through abusing the fact that Alpha is a variable you can change in decorate.
CircleSpawnFireTrailInstant is just an instantaneous version of that.
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RE: Spriting Carnival

#440

Post by Kara Kurt » Fri Nov 14, 2014 10:12 pm

I like it that way. It does damage to whoever get hit by this?

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