SunMadcat's monsters

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Gaia74
 
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Re: SunMadcat's monsters

#181

Post by Gaia74 » Sun Feb 11, 2018 5:23 pm

you can finish :O I want to see how it will end

I've already learned a lot with watching that video

with only paint.... is incredible :"D

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madcat
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Re: SunMadcat's monsters

#182

Post by madcat » Mon Feb 12, 2018 7:13 pm

Gaia74 wrote:
Sun Feb 11, 2018 5:23 pm
you can finish :O I want to see how it will end

I've already learned a lot with watching that video

with only paint.... is incredible :"D
I have finished it. https://www.dropbox.com/s/9x1l5nr9rljef ... e.wad?dl=0

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Re: SunMadcat's monsters

#183

Post by Gaia74 » Mon Feb 12, 2018 7:55 pm

OHHH MY GOD,

I LOVE YOUR JOB

VERY THANKS!!!

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Matiu
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Re: SunMadcat's monsters

#184

Post by Matiu » Mon Feb 12, 2018 8:21 pm

let me make sure that all the monsters that are you doing are nonstop on Creating a Lot Of Monsters... when you are tuned on for some more creations like that?

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madcat
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Re: SunMadcat's monsters

#185

Post by madcat » Tue Feb 27, 2018 9:47 am

I have done several more monsters - Image

https://www.dropbox.com/s/ocrh3nubbjmvw ... 4.wad?dl=0
https://www.dropbox.com/s/3t7l430u16jn7 ... w.wad?dl=0
https://www.dropbox.com/s/fldpwfq6e05qe ... n.wad?dl=0

The Oblivion Knight can cast several very iritating curses:
Slow - slows the player movement by 75%
Dim Vision - darkens the screen ( 97% black )
Confuse - makes the player shake rapidly, making it impossible to walk/aim straight
Blood Mana - makes all the ammo-consuming weapons also consume health ( for example firing a BFG9000 costs 40 health ).

Warning - doing IDFA, IDKFA, "Give Ammo" or other ways how to get max. amount of ammo can cause the Blood Mana curse to malfunction
(resulting in an instakill).
In order to prevent that, type the following into the console after doing IDFA ( or other stuff ):
Take FormerCell 999 ; Take FormerClip 999 ; Take FormerShell 999 ; Take FormerRocketAmmo 999
Last edited by madcat on Mon Jun 18, 2018 6:38 pm, edited 4 times in total.

Bremen
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Re: SunMadcat's monsters

#186

Post by Bremen » Wed Mar 14, 2018 8:41 pm

Would it be possible to update the Snow Drifter sprites? I love the overall monster however when it's walking from the side views it looks like it's dragging a broken leg or something. Unfortunate because that's the only thing that keeps me from using this monster.

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Re: SunMadcat's monsters

#187

Post by madcat » Thu Mar 15, 2018 5:22 am

Bremen wrote:
Wed Mar 14, 2018 8:41 pm
Would it be possible to update the Snow Drifter sprites? I love the overall monster however when it's walking from the side views it looks like it's dragging a broken leg or something. Unfortunate because that's the only thing that keeps me from using this monster.
Im aware of that. When I was making this monster I used a poor spriting technique. I will try to improve it.

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Re: SunMadcat's monsters

#188

Post by Bremen » Thu Mar 15, 2018 2:47 pm

That would be awesome, let me know if you are able to!

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Re: SunMadcat's monsters

#189

Post by Bremen » Sat Apr 07, 2018 3:39 pm

I've been trying to use your sentinel sprites but they are messed up. You put the chaingun on some of the sprites with the green light as the front and others with the chaingun using the red light as the front. Would it be possible for you to correct this, I would like to use that sprite set.

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Re: SunMadcat's monsters

#190

Post by The_Spartan94 » Sun May 06, 2018 5:48 pm

This is really a beautiful amount of work. My congrats!

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Gaia74
 
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Re: SunMadcat's monsters

#191

Post by Gaia74 » Wed May 23, 2018 1:39 am

Using what i learned from sun mad cat :P
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Re: SunMadcat's monsters

#192

Post by madcat » Thu Jun 07, 2018 4:20 am

Gaia74 wrote:
Wed May 23, 2018 1:39 am
Using what i learned from sun mad cat :P
The winged Bruiser Demon is not a bad idea but the one with spear lacks perspective and the spear is very cartoonish - try making a spear out of Strife insiginia banner - would look much better.

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Re: SunMadcat's monsters

#193

Post by Gaia74 » Thu Jun 07, 2018 7:28 pm

okay i gonna try :P

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Re: SunMadcat's monsters

#194

Post by madcat » Sat Jun 16, 2018 4:18 pm

Bremen wrote:
Wed Mar 14, 2018 8:41 pm
Would it be possible to update the Snow Drifter sprites? I love the overall monster however when it's walking from the side views it looks like it's dragging a broken leg or something. Unfortunate because that's the only thing that keeps me from using this monster.
I have tried to improve the Snow Drifter but with no success. So today I start making a totally new one.
And when Im done with it, I will release these new monsters as well:

Serpent Mage - a Wizard riding a Black Chaos Serpent. He combines the powers of all the three Serpent Riders.
Mud Serpent - a Chaos Serpent that fires a spread of 3 projectiles that slow the player down for several seconds
Stone Serpent - a Chaos Serpent that fires a bouncing boulder
WereSpectre - a dead Weredragon's spirit
Wendigo Disciple - a Disciple of D'sparil frozen inside a Wendigo
JigsawMech - a powerful robot with two chainguns, using an electric cloak for protection from harm

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madcat
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Re: SunMadcat's monsters

#195

Post by madcat » Mon Jun 18, 2018 6:42 pm

Here they are, my newest creatures.

Image

https://www.dropbox.com/s/7bmetqx0acpk3 ... .wad?raw=1

PS: The Serpent Mage dismounts once he loses some health

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Re: SunMadcat's monsters

#196

Post by Gaia74 » Tue Jun 19, 2018 12:05 am

you make all of this with paint? xD

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Re: SunMadcat's monsters

#197

Post by madcat » Tue Jun 26, 2018 6:34 pm

Yes, I do all this with MS Paint. And a bit of XWE color recoloring and I have already tried GIMP for color recoloring several times.

I have a new set of monsters to offer. Image

BaratusSwordShield
BaratusJavelinShield - despite his name, this fighter uses the javelin for melee only, he does not throw it.
BaratusDaggerShield
BaratusMaceShield
BaratusAxeShield

And something extra...BaratusLegionary. This guy starts with a javelin, which he can throw only once, and for that he uses a special way
of checking whether is there any obstacle between his target and himself before throwing the javelin. Once he does, he will draw his melee weapon, which is given randomly - it can be a sword, a mace, or an axe. No matter which melee weapon he chooses, he might drop the weapon when being attacked...and draw his very last weapon - the dagger. ( note that if you get too close when he still has the javelin in hand, he will use it for melee - and javelin is the only weapon he will never drop when attacked )

https://www.dropbox.com/s/315sok106zimq ... .wad?raw=1

Im going to a 7 days vacation in few days and when I return I will work on shieldless versions of these monsters.

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Re: SunMadcat's monsters

#198

Post by madcat » Sun Jul 08, 2018 5:43 pm

Im back from my vacation so here they are, the shieldless versions of the Hexen Fighter monsters from 2 weeks ago...plus a staff-carrying fighter and an archer.

Image

https://www.dropbox.com/s/28jdvosk8b0cd ... .wad?raw=1

Now Im working on some more Hexen Fighter monsters, carrying some more two-handed weapons.

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Re: SunMadcat's monsters

#199

Post by madcat » Sat Jul 14, 2018 2:59 pm

Another set of Hexen Fighter ( aka Baratus ) monsters done.

Image

https://www.dropbox.com/s/52u728ipg0siv ... .wad?raw=1

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Re: SunMadcat's monsters

#200

Post by fr blood » Wed Jul 18, 2018 2:45 pm

Don't forget to update your screen showing all of your creations, I hope that I didn't miss something interesting!

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