Spriting Carnival

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

#441

Post by Bloax » Fri Nov 14, 2014 10:18 pm

Well yeah it spawns a bunch of WalkFire (simply because I'm too lazy to make an identical +CLIENTSIDEONLY version that doesn't A_Explode even though I did with WalkFire2) which causes a bit of damage if you're fortunate enough to hit the exact center of the trail.
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RE: Spriting Carnival

#442

Post by Untitled » Fri Nov 14, 2014 11:01 pm

Bloax wrote: 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)
I'd like it if the death animation's final sprite wasn't literally the bruiser demon, but otherwise really nice work - distinguishing sound and death from pyrodemon.

Only one problem, and that is that it's easier than the original pyrodemon. It's definitely the kind of version you'd use, however, if you used it in a replacer mod.

(don't use unedited pyrodemons in replacer mods)

The thing is, the absurd power and unforgivingness of the pyrodemon is something I'd like to keep in most actual custom-made boss circumstances.
Kinda wrong for a pyroLORD, right?
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Bloax
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RE: Spriting Carnival

#443

Post by Bloax » Fri Nov 14, 2014 11:28 pm

In my little opinion then having a monster that can easily be buffed through increasing the amount of projectiles/projectile dangerousness (they already do enough damage) for boss purposes is much better than having a monster that you have to nerf (and that's hard to do properly!) to even think about using.
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RE: Spriting Carnival

#444

Post by Kara Kurt » Fri Nov 14, 2014 11:33 pm

Untitled wrote: The thing is, the absurd power and unforgivingness of the pyrodemon is something I'd like to keep in most actual custom-made boss circumstances.
Kinda wrong for a pyroLORD, right?
+1

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RE: Spriting Carnival

#445

Post by agaures » Sat Nov 15, 2014 3:47 am

Comparing this guy to the 'original' pyrodemon is a very bad thing to do. Seeing as... the pyrodemon... is shit. A lot of monsters on R667 need a serious re-balance. The pyrodemon being no exception here.

I agree with Bloax and still hold my argument of the pyrolord being a very bad monster with overpowering attacks. The fact that he has sooo many attacks is all the more reason to make each one deal less damage.
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RE: Spriting Carnival

#446

Post by Kara Kurt » Sat Nov 15, 2014 1:41 pm

The only stupid thing about the Pyrodemon is the Tele explosion and the bouncing balls. In close range fight the Bruiser reck it, Archon could reck it, Hellstorm could reck it aswell; but those Barons are NOT ridiculously strong maybe except for the Bruiser ground attack.

I don't think those are meant to be that easy to defeat: no matter if offline or online. I also don't think they'd be good uses as monster replacer hence why Complex doom nerfed them.
Last edited by Kara Kurt on Sat Nov 15, 2014 1:42 pm, edited 1 time in total.

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RE: Spriting Carnival

#447

Post by Untitled » Sat Nov 15, 2014 2:53 pm

Bloax wrote: In my little opinion then having a monster that can easily be buffed through increasing the amount of projectiles/projectile dangerousness (they already do enough damage) for boss purposes is much better than having a monster that you have to nerf (and that's hard to do properly!) to even think about using.
Well, I can actually say the pyrodemon, even at full damage has it's uses. I would know, it's used in samsarahold (and it's not even nerfed at all).

You only have to nerf the Pyrodemon in replacer mods - Hard Doom uses the pyrodemon as a rare baron spawn, albeit with the teleport (and nothing else) removed. The fireshots still do 128 damage (direct hit reduced to 2 instead of 3, though).

Also remember that pyrodemons are not meant to be used in vanilla doom circumstances, they are meant for circumstances where you know pyrodemons are going to be used in advance, as a map maker - and yes, these circumstances exist! You just have to create them.

Samsarahold makes really nasty, but still manageable use of pyrodemons, via giving you a BFG and some powerups literally every time they appear except in T6M4 and the final mission, and most of the time they appear the maps give you lots of ammo and lots of space, which make them manageable.

Also, if the original monster was super-crazy, it's spinoff should be just as crazy.

And the absurd damage becomes important - in means that you can't get complacent once megaspheres spawn when you have a slot VII, since they can chew through 200/200 really easily (slot VII weaponry gets crazy, to say the least), and you can't use things like barriers, allies and sentries to hold them off, since they chew through those incredibly fast.

It also feels wrong to take 3 fireshots with a megasphere and survive - and yes, you ideally should ALWAYS have health and armor before one appears - make sure players have that.

The insane splash is also nice because it gives Parias' ONE boss monster he handles exceptionally better than everyone else (Parias takes 1/4th damage from splash damage, or in essence, 1/4 from just about all of the pyrodemon). Unintentional effect, but still fun, yet still damaging enough that you have to be careful.

You also must consider that the pyrodemon, despite it's lower health count, is meant to be a "beyond cyberdemon" tier of monster. The pyrolord should be a "On par with cyber annihilator, if not worse" tier of monster.

No, for the love of god don't use them in replacer mods.

And yes, Pyrodemons are one of the insane tier (along with Diabolists, Azazels, and the modified Terminators, which are ahahahahahaha).
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RE: Spriting Carnival

#448

Post by Kara Kurt » Sat Nov 15, 2014 2:57 pm

You didn't get my point...
Also remember that pyrodemons are not meant to be used in vanilla doom circumstances
That
You only have to nerf the Pyrodemon in replacer mods - Hard Doom uses the pyrodemon as a rare baron spawn, albeit with the teleport (and nothing else) removed.
That
You also must consider that the pyrodemon, despite it's lower health count, is meant to be a "beyond cyberdemon" tier of monster. The pyrolord should be a "On par with cyber annihilator, if not worse" tier of monster.
And that is what I meant. Thank god someone understood me!

Beside I'm not "following their example" but having to do little edit on the vanilla models is just dumb. I would still use it if it was a waaaay weaker version. I'd take all of them without doing dumb modifications (unless if I have to adapt them to a wad that's filled with Barons and then use them as monster replacer) just because you're too slow / don't use a mouse to avoid a 6-way pyroball, heh.
Last edited by Kara Kurt on Sat Nov 15, 2014 3:10 pm, edited 1 time in total.

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agaures
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RE: Spriting Carnival

#449

Post by agaures » Sun Nov 23, 2014 9:25 am

Image
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
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RE: Spriting Carnival

#450

Post by Untitled » Sun Nov 23, 2014 2:31 pm

agaures wrote: Image
So wait, what frames are currently done of this thing?

And also, what the hell kind of attacks can we give this - Between the Cybruiser side and the Pyrodemon side, I think it's pretty easy to tell which side is disproportionately deadlier.
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<Untitled> So today I found out that stupidity is nested fractally
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RE: Spriting Carnival

#451

Post by Sean » Sun Nov 23, 2014 5:50 pm

Just a recolour of the medikit in red and blue. Nothing that's gonna change the world.

Image Image
Last edited by Sean on Sun Nov 23, 2014 5:51 pm, edited 1 time in total.
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RE: Spriting Carnival

#452

Post by CloudFlash » Sun Nov 23, 2014 6:39 pm

Untitled wrote:
agaures wrote: Image
So wait, what frames are currently done of this thing?

And also, what the hell kind of attacks can we give this - Between the Cybruiser side and the Pyrodemon side, I think it's pretty easy to tell which side is disproportionately deadlier.
Would be cool if any of those 'barons with rocket launcher' monsters I keep seeing everywhere had an 'baron attack mixed with rocket' attack, instead of always using only one of those possibilities.
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RE: Spriting Carnival

#453

Post by Guardsoul » Sun Nov 23, 2014 6:47 pm

agaures wrote: Image
A pyrocannon shot from that thing would be deadly but luckily no monster has it... oh wait...
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agaures
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RE: Spriting Carnival

#454

Post by agaures » Mon Nov 24, 2014 3:27 am

Untitled wrote: So wait, what frames are currently done of this thing?
Just the walking frames and some of the attack frames. Haven't been able to do much on this because I've been really busy.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
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RE: Spriting Carnival

#455

Post by fr blood » Mon Nov 24, 2014 5:01 am

Now that he got only 1 normal hand, he won't be able to use all the normal attacks of the PyroDemon if we follow the logic that why he won't be too powerful in my view.

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RE: Spriting Carnival

#456

Post by Kara Kurt » Mon Nov 24, 2014 8:18 am

fr blood wrote: Now that he got only 1 normal hand, he won't be able to use all the normal attacks of the PyroDemon if we follow the logic that why he won't be too powerful in my view.

Aka the pyroball and all the deafly stuff, yep.

Anyway Untitled, I'd suggest basic attacks, no need for something complex that was done to the Pyrolord.

It should use Cybruiser rockets, and why not give its rocket launcher some more attacks such as guided missiles. Its special attack would be something like a kameamea ball being regenerated with its rocket launcher arm and then fire it with its normal arm. It would take 2 seconds to load up the regenerated ball before firing it and during this time the Noble would not be able to move. And you could cancel its super attack by giving it enough pain.

The regenerated ball would cause 180-250 hp.

How would that go?
Last edited by Kara Kurt on Mon Nov 24, 2014 8:36 am, edited 1 time in total.

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RE: Spriting Carnival

#457

Post by EnsaladaDeTomate » Wed Nov 26, 2014 3:27 am

Some Bj frames?

Image

^ Made by Ivan Lisanti


Blake Stone player sprites:

Image

^ The front face stand frame was made by UK Callum, the rest of side and shooting frames were made by Flynn Taggart & Hiragamer
Last edited by EnsaladaDeTomate on Wed Nov 26, 2014 2:49 pm, edited 1 time in total.

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RE: Spriting Carnival

#458

Post by EffinghamHuffnagel » Sat Nov 29, 2014 4:46 am

CoffeeScripter wrote: Just a recolour of the medikit in red and blue. Nothing that's gonna change the world.

Image Image
I 'm not so sure about that. I don't do CTF, but does it currently have Team-specific pickups? Where only Red Team can pick up Red Medikits and Blue Team can pick up Blue ones? I'm sure that could be scripted.

And from there, Team-specific Ammo. Armor. Weapons. The possibilities are endless.

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RE: Spriting Carnival

#459

Post by IdeIdoom » Sat Nov 29, 2014 7:20 am

It's a nice idea, but right now, CTF pickups should be able to be picked up by any person.
Unless you can make it out without taking a lot of damage, these medkits (and even items and weapons) can save lives.
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RE: Spriting Carnival

#460

Post by HexaDoken » Sun Nov 30, 2014 8:43 am

It's quite easy to do a mod with team specific pickups, though it most likely would require map altering because procedurally figuring out which medkit lies in which base is kind of iffy. Maybe by determining which team's flags is closer.

But yes, not sure if it's a good idea gameplay wise because carrying the flag out suddenly becomes a lot harder.

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