SunMadcat's monsters

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

#201

Post by madcat » Sat Sep 15, 2018 8:16 am

I have started working on Cleric versions of the previous Fighter pack. So in 1 month ( if everything goes well ) you can expect these:

ClericNoWeapon
ClericNoWeaponShield
ClericSword
ClericSwordShield
ClericMace ( a bigger mace than his original one )
ClericMaceShield
ClericHandAxe
ClericHandAxeShield
ClericJavelin
ClericJavelinShield
ClericDagger
ClericDaggerShield
ClericSpear
ClericPolearm
ClericTwoHandedAxe
ClericTwoHandedSword
ClericTwoHandedHammer
ClericTwoHandedStaff
ClericBow
ClericCrossbow

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madcat
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Re: SunMadcat's monsters

#202

Post by madcat » Mon Oct 01, 2018 5:52 pm

In the end it only took 2 weeks ( tell you what, my eyes hurt after drawing over 1100 sprites ). Download link - https://www.dropbox.com/s/2otw7npezvrxq ... .wad?raw=1

Image

ClericUnarmed
ClericShield
ClericSword
ClericSwordShield
ClericMace
ClericMaceShield
ClericAxe
ClericAxeShield
ClericJavelin
ClericJavelinShield
ClericDagger
ClericDaggerShield
ClericSpear
ClericBardiche
ClericWarAxe
ClericEspadonJTTU ( a two-handed sword )
ClericMaul
ClericStaff
ClericBow
ClericCrossbow

darklord328
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Re: SunMadcat's monsters

#203

Post by darklord328 » Mon Oct 01, 2018 11:10 pm

i might be joining you for maybe some sprite action. if that's ok with you.

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madcat
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Re: SunMadcat's monsters

#204

Post by madcat » Tue Oct 02, 2018 5:02 am

darklord328 wrote:
Mon Oct 01, 2018 11:10 pm
i might be joining you for maybe some sprite action. if that's ok with you.
That depends on what you mean by "joining for some sprite action" and also it depends on your skill and patience when it comes to sprites.

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Re: SunMadcat's monsters

#205

Post by elarmadillo » Sat Oct 06, 2018 6:25 am

This might be one of the best examples of "good concept, bad execution".

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Re: SunMadcat's monsters

#206

Post by darklord328 » Sat Oct 06, 2018 9:59 am

madcat, has granted me requests of me posted some images on this website, no, this is NOT a competition, these are totally other monsters that i have done. if you fellows are interested in seeing these monsters let me know.

heres the website https://imgur.com/a/BfcDgyG

yes you can modify these monsters if you wish. one of which im not giving away, because its bloods monster and hes running out of boss monsters ideas.

keep checking back in imgur to see whats been added.
Last edited by darklord328 on Sun Oct 07, 2018 1:56 am, edited 1 time in total.

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madcat
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Re: SunMadcat's monsters

#207

Post by madcat » Sat Oct 06, 2018 5:26 pm

elarmadillo wrote:
Sat Oct 06, 2018 6:25 am
This might be one of the best examples of "good concept, bad execution".
Thank you for your opinion. Im aware of the fact that I could be doing better, the thing is that I focus on quantity rather than on quality ( plus making monsters is by far not the only thing I do in Doom ). If you can write what exactly could be done better, in what way, I would be grateful ).

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madcat
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Re: SunMadcat's monsters

#208

Post by madcat » Sun Dec 09, 2018 8:07 am

Another medieval monster variations finished.
Image

download link - https://www.dropbox.com/s/dxf57ppad9jat ... .wad?raw=1

DarkKnightUnarmed
DarkKnightUnarmedShield
DarkKnightSword
DarkKnightSwordShield
DarkKnightAxe
DarkKnightAxeShield
DarkKnightMace
DarkKnightMaceShield
DarkKnightDagger
DarkKnightDaggerShield
DarkKnightJavelin
DarkKnightJavelinShield
DarkKnightSpear
DarkKnightWarAxe
DarkKnightBardiche
DarkKnightEspadon
DarkKnightStaff
DarkKnightMaul
DarkKnightBow
DarkKnightCrossbow

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Blast98
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Re: SunMadcat's monsters

#209

Post by Blast98 » Mon Dec 10, 2018 4:40 pm

Wow! Your works are amazing. :))) I love them! They'd be useful. Can you please perhaps make a monster called, the Flighter Cyborg? He would be one of those powerhouse enemies and on the bottom of him can be a rocket boost that lets him fly. :D

When I said powerhouse enemies, I mean enemies that are as powerful as the boss type enemies. I know you've made some of those before but another one would be good. The Flighter Cyborg can be a mix of a demon and a robotic machine (a demon species with mechanized parts).

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Empyre
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Re: SunMadcat's monsters

#210

Post by Empyre » Fri Mar 22, 2019 5:25 pm

I suggest that you update the first post with the link to the current version, in addition to bumping the thread when you make a new version.
"For the world is hollow, and I have touched the sky."

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madcat
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Re: SunMadcat's monsters

#211

Post by madcat » Fri Mar 29, 2019 7:02 am

Empyre wrote:
Fri Mar 22, 2019 5:25 pm
I suggest that you update the first post with the link to the current version, in addition to bumping the thread when you make a new version.
Im currently working on a group of new monsters, I will update the first post and the monsterpack when I am finished.

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madcat
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Re: SunMadcat's monsters

#212

Post by madcat » Thu May 02, 2019 6:56 pm

I have assembled a new monsterpack, with 342 monsters total. It can be found on the first post of this thread.

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fr blood
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Re: SunMadcat's monsters

#213

Post by fr blood » Sun May 05, 2019 5:42 pm

Amazing work, as always.

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haruko haruhara123
 
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Re: SunMadcat's monsters

#214

Post by haruko haruhara123 » Sun May 26, 2019 3:57 am

This looks cool I will definitely try this
Hey madcat can I use your monsters for my invasion wad I'm making
LightBringer Corp Project's

Demon House 1

Hell's Realm v3.2

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SuperPCGamer
 
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Re: SunMadcat's monsters

#215

Post by SuperPCGamer » Sat Jun 15, 2019 3:11 am

I didn't check if you made one, but if you haven't, all we need now is a SunMadcat's weapons wad. Dude, that'd be the bomb. If you released that I'd fucking die of happiness. So maybe don't because you don't want to go to prison for life for murdering me.

But seriously, we need that!

I would literally be able to make my own mod using those two packs and have a full megawad. I wanna make a megawad but I want custom weapons and monsters in it and don't know much about making them sadly.

If I ever did learn to make custom monsters/weapons though, would I be able to have my monsters or weapons be put in your monster pack or weapon pack if you make one?
:igor:

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madcat
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Re: SunMadcat's monsters

#216

Post by madcat » Sun Jun 23, 2019 4:08 pm

SuperPCGamer wrote:
Sat Jun 15, 2019 3:11 am
I didn't check if you made one, but if you haven't, all we need now is a SunMadcat's weapons wad. Dude, that'd be the bomb. If you released that I'd fucking die of happiness. So maybe don't because you don't want to go to prison for life for murdering me.

But seriously, we need that!

I would literally be able to make my own mod using those two packs and have a full megawad. I wanna make a megawad but I want custom weapons and monsters in it and don't know much about making them sadly.

If I ever did learn to make custom monsters/weapons though, would I be able to have my monsters or weapons be put in your monster pack or weapon pack if you make one?
I have assembled some weapons I made ( as most of them are taken from my RPG project where they were affected by many ACS_EXECUTEWITHRESULTs, they have been simplified much, do not have any "spawn" state and do not use any special ammo ( crossbows use shell, for example ).
This thread is about monsters though so please if you ever have any requests for more weapons, send me a private message.

https://www.dropbox.com/s/80tpi7s733cq3 ... .wad?raw=1

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Re: SunMadcat's monsters

#217

Post by SuperPCGamer » Sat Jul 06, 2019 7:33 am

epic
:igor:

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Re: SunMadcat's monsters

#218

Post by lord of darkness the brony » Sun Aug 04, 2019 7:33 am

is there a way to make the monsters as a sort of monster randomizer mod along with a separate file with the weapons randomized with vanilla weapons? I have 0 knowledge on how to do such a thing

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Empyre
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Re: SunMadcat's monsters

#219

Post by Empyre » Tue Aug 06, 2019 1:44 am

lord of darkness the brony wrote:
Sun Aug 04, 2019 7:33 am
is there a way to make the monsters as a sort of monster randomizer mod along with a separate file with the weapons randomized with vanilla weapons? I have 0 knowledge on how to do such a thing
I did that earlier in this thread, but quite a few monsters have been added since then.
Here it is, but it is outdated now: https://allfearthesentinel.net/zandronu ... 2018v1.pk3
"For the world is hollow, and I have touched the sky."

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Re: SunMadcat's monsters

#220

Post by lord of darkness the brony » Tue Aug 06, 2019 6:02 am

Empyre wrote:
Tue Aug 06, 2019 1:44 am
lord of darkness the brony wrote:
Sun Aug 04, 2019 7:33 am
is there a way to make the monsters as a sort of monster randomizer mod along with a separate file with the weapons randomized with vanilla weapons? I have 0 knowledge on how to do such a thing
I did that earlier in this thread, but quite a few monsters have been added since then.
Here it is, but it is outdated now: https://allfearthesentinel.net/zandronu ... 2018v1.pk3
how could i possibly do what you did but for the new monsters? do i need slade or some other type of application?

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