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

#21

Post by madcat » Sun Mar 30, 2014 7:21 pm

You're welcome. Feel free to ask for more monsters if you want. And please, tell me what do you think of the Elementamination when you see him in action.

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RE: SunMadcat's monsters

#22

Post by fr blood » Mon Mar 31, 2014 2:48 pm

madcat wrote: You're welcome. Feel free to ask for more monsters if you want. And please, tell me what do you think of the Elementamination when you see him in action.
My opinion of him:
1/ I think he should launch some custom LostSoul and not BatFamiliar.
2/ You can replace the blue projectil sprites from rev with the one from hellknight with some translation.
3/ He is in the PainElemental familly so he need a revenge attack when dies.

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RE: SunMadcat's monsters

#23

Post by madcat » Tue Apr 01, 2014 6:20 pm

Well if you want some custom version of the Elementamination, tell me what exactly should it have. For example, the "revenge attack" (I have done one already before - releasing a poisonous gas - but I have not added it to the Elementamination at the end.

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RE: SunMadcat's monsters

#24

Post by madcat » Mon May 19, 2014 8:40 am

I'm working on some new monsters at the moment - medieval human soldiers. I have finished spearman, archer, swordsman, knight and a horse archer already, so if anyone would be interested in them, let me know and I will put them here. Otherwise I would put them here later in a file with several other monsters.

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RE: SunMadcat's monsters

#25

Post by madcat » Mon Jun 30, 2014 10:03 am

Here are some new monsters, and three joke decorations (I could not help myself)
https://www.sendspace.com/file/znc1rb
Image
Last edited by madcat on Mon Jun 30, 2014 11:22 am, edited 1 time in total.

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RE: SunMadcat's monsters

#26

Post by mattbratt11 » Mon Jun 30, 2014 9:13 pm

madcat wrote: The Pain Elemental with multiple eyes - He is called Elementamination. He was not included in the file indeed, because he is one of the newest monsters I have done. He is finished, although he has no special sounds.
here it is - http://www.sendspace.com/file/vldq7f
He has 1200 hp, one melee attack and 3 different ranged attacks.
His melee attack is a line of electricity between his horns.
His first ranged attack is throwing blue tracers from his hands (4 tracers total). His second ranged attack are yellow balls from all his eyes (7 total).
And finally, his third attack is opening his mouth and releasing a swarm of bloody red bats against the player. The bats are much weaker than lost soul and with only 10 hp, but they come in great numbers (up to 18). When the Elementamination uses this bat attack for the third time, he will be able to do it no more.
I hope you will like him.
The DL Link is broken.
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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RE: SunMadcat's monsters

#27

Post by Lord_of_D: » Mon Jun 30, 2014 11:23 pm

damn at the Kulrath Skeleton and Manticore, great work as always madcat :D
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RE: SunMadcat's monsters

#28

Post by madcat » Tue Jul 01, 2014 10:26 am

Thanks for the kind words. As for the broken download link - here is the file again - https://www.sendspace.com/file/fr68du
Sendspace usually disables the links several weeks after uploading

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RE: SunMadcat's monsters

#29

Post by gamevoin » Tue Jul 01, 2014 2:50 pm

It's a good effort, but sounds are lacking, obviously.
I really love what you make medieval monsters with swords and bows, but they could use some animation and balancing. One shots everywhere.

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RE: SunMadcat's monsters

#30

Post by madcat » Tue Jul 01, 2014 3:15 pm

Well if you find my monsters "not quite finished" - you can always finish them yourself if you want - or, if you do not know DECORATE and spriting, you can ask me to do so. I know that sounds are missing- that's because I was preparing myself for my final school exams and university entrance examinations - so I did not even think about sounds. But now, I have passed all the exams (but one) so I have much more time working on my monsters, as well as a microphone so I can make some new sounds. Im just afraid that making sounds for ALL my monsters will take a lots of time (I have made more than 150 monsters so far :D

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RE: SunMadcat's monsters

#31

Post by gamevoin » Tue Jul 01, 2014 3:22 pm

Yes, you have made a Stunning amount of monsters, and I can always balance them in little tweaks for damage, but I suck at spriting and especially animating, so all my hopes are on you for updates.
Sounds can be a pain, but you can re-use popular sounds from other monsters, rip them from games, or get them from websites.
And you can re-use one monsters sound for anothers.

You will update the first post, yes?

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RE: SunMadcat's monsters

#32

Post by madcat » Tue Jul 01, 2014 5:30 pm

Here is the file from the first post again. Sorry that some monsters are there two times - it is really easy to forget which monster have I put there already while adding more of them due to their amount - and Im sure that at least one monster from the screenshot is not included there (again, the same reason)

https://www.sendspace.com/file/i8pcac

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RE: SunMadcat's monsters

#33

Post by gamevoin » Wed Jul 02, 2014 2:18 pm

Anyway, I found a bug. Abyss Mummy turns into a fireball when moving.
The Pack of the Four Red-Caped "Cleric's" also lacks from the file on the fist post, hm. I really wanted them. Plus all monsters to the down of the screenshot.
Last edited by gamevoin on Wed Jul 02, 2014 3:01 pm, edited 1 time in total.

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RE: SunMadcat's monsters

#34

Post by madcat » Wed Jul 02, 2014 5:00 pm

Sorry for that - https://www.sendspace.com/file/3hm8xj
There are the monsters from the down side of the screenshot.
And as for the Abyss mummy bug - it is caused by same names of the
Abyss mummy and the fireball - a mistake that is really easy to make
due to the large amount of monsters in one pack. To fix it, you can either
copy/paste all the Mummy lumps into a new wadfile, or rename the sprites of the abyss mummy and update the DECORATE coding. If you do not want to do it yourself, tell me and I will post a new file.
Last edited by madcat on Wed Jul 02, 2014 5:16 pm, edited 1 time in total.

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RE: SunMadcat's monsters

#35

Post by madcat » Tue Jul 08, 2014 7:30 pm

I have started working on those two new ones:
Image
The tall one is almost finished, while the second one (Necron from WHK40000) has only several sprites
done so far.

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RE: SunMadcat's monsters

#36

Post by fr blood » Tue Jul 08, 2014 8:54 pm

madcat wrote: I have started working on those two new ones:
Image
The tall one is almost finished, while the second one (Necron from WHK40000) has only several sprites
done so far.
The tall one is interesting, does he move like an Acolyte or something like that ?

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RE: SunMadcat's monsters

#37

Post by Ninjamander » Wed Jul 09, 2014 2:35 am

thanks for sharing ^^
Image

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RE: SunMadcat's monsters

#38

Post by madcat » Wed Jul 09, 2014 9:12 am

The tall one (Necromancer) is moving like Disciple of D'Sparil from Heretic, although he does not fly. He is a boss of my still-unfinished RPG mod, and some of his attacks are connected to the map where he is, so I will have to remove half his attacks before I put him here. He uses various magical attacks, is able to summon some (very weak) minions, but lacks melee attack. Also, he has no death sprites so far (because in the map, there are two objects showing his death animation.
Originally, he can do this:
Summon spiders, Summon bats
Blast graves and spit corpses out of them
Turn the corpses into bombs
Transform trees into black Dendroids
Crackle the floor
Thrust stone bricks out of walls and throw them at his target
Teleport

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RE: SunMadcat's monsters

#39

Post by mattbratt11 » Mon Jul 21, 2014 10:28 pm

The Crush Beast didn't show its sprites. What's wrong with that invisible monster?
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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RE: SunMadcat's monsters

#40

Post by fr blood » Mon Jul 21, 2014 11:17 pm

Probably a bug in decorate, madcat could take a look in it.

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