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

#101

Post by madcat » Fri Aug 07, 2015 7:34 am

Of course I can:
Blunerbore ( D64 Mancubus wielding two hammers )
Lasher ( D64 Mancubus equipped with shoulderguards and a whip )
BaronAtArms ( D64 Baron of hell equipped with shoulderguards, cloak, sword and a bow )
JavelinThrower ( D64 Baron of hell equipped with shoulderguards,
Centaur's shield and javelins )
Dendroid - this monster was made by taking the silhouette of the D64 Imp and placing bark on it.
FlamingDendroid , BurningDendroid , ThornedHulkDendroid
DeathBrawler ( D64 imp with hardened skin on its back equipped with spikes )
HarpyImp ( D64 Imp with DeathWyvern's wings )
Enslaved ( Shrunk D64 Imp equipped with shouldedguards, horns, shield and a morningstar )
FanaticEnslaved ( unarmed Enslaved with bloated torso that uses suicidal explosive attack )
VenomLord ( D64 Baron of hell with huge wings, wielding a sword )
HeresiarchBaron ( Heresiarch with head of D64 Baron )
GnaarImp ( D64 Imp with head of brown cacodemon )
DiabloMonster ( D64 cyberdemon's head on Maulotaur's body, with spiked tail and claws on his hands )
CentaurJavelinThrower ( D64 Baron's upper torso placed on Equine body, armed with javelins )
BaboonDemon ( D64 Demon with spikes on his back and claws on his hands )
Manticore ( D64 Demon's head on Centaur's body with huge wings and Sabreclaw's tail )
KulrathSkeleton ( Manticore with a flaming skeleton armed with a scimitar on it's back )
CouncilMember ( a D64 Zombieman / D64 Imp hybrid with one hand pierced with a red gem )
HomoHeidelbergensis ( D64 Imp with fur all over his body and head of
an ape )
Abbreviator ( D64 baron with head of Archvile, equipped with shoulderguards, cloak, fancy armor protecting his legs and a magical staff with head of D64 baron as the headpiece )
CyberSnake ( D64 cyberdemon with no tech stuff and with snake-body instead of legs...but he is one of the worst monsters I ever made )

And then there is VoidDweller ( D64 Cacodemon / Doom2 Pain Elemental hybrid which I have forgotten to add to the monsterpack )

https://www.dropbox.com/s/y99vrpr2occir ... e.wad?dl=0

There is one monster that I did not include simply because its one of my worst monsters - his name was AxeImp (D64 Imp equipped with leather armor and an axe )

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Ænima
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RE: SunMadcat's monsters

#102

Post by Ænima » Sat Aug 08, 2015 12:24 am

Awesome, thanks! I'm working on that stuff now.

And I noticed, you used BABO as a sprite name for two different monsters ...
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RE: SunMadcat's monsters

#103

Post by spforce » Sat Aug 08, 2015 12:19 pm

good ideas for monsters i would like to add: wolfenstein 3d and spear and the lost episodes replacements mixed with doom monsters and a really good idea nazis using robots like the otto you didnt finished and mixetrues of wolfenstein 3d enemys with doom monsters and i would want to say there is a project of rotations for all wolfenstein 3d bosses and monsters the really most was made there still some and there are pretty amount of bosses to finish you can use what is finished to make wolf 3d creations with roations here http://forum.zdoom.org/viewtopic.php?f=19&t=33447 and return to castle wolfenstein enemeys is another good idea, and mixetures of original doom monsters with each other and mixtetures with the custom zdoom decorate most known monsters from realm667 and all of those

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madcat
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RE: SunMadcat's monsters

#104

Post by madcat » Sat Aug 08, 2015 6:45 pm

to put it bluntly, I dont have much skill in making wolf3D-related monsters - so far I only made 1 - the OfficerRifleman (The Otto Giftmacher crane was a disaster). I prefer making Hexen/Heretic monsters, (to be honest...its mostly because Im working on a medieval-themed RPG project) or Doom monsters that have no technical equipment. As for the idea of taking those angled bosses of Wolf3D, I have to say this: I refuse to "steal" anything from other monster makers. The only thing I take are the original doom/hexen/heretic/strife/chex... sprites.

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RE: SunMadcat's monsters

#105

Post by spforce » Sat Aug 08, 2015 10:51 pm

its ok and it wasnt the meaning to steal with his confirmation of course i meant if you will make wolf3d related you can use this to help to have roations too
medieval themed is good too you can use things from wolf3d mod medieval and diablo 1 and 2 monsters will be awesome

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RE: SunMadcat's monsters

#106

Post by madcat » Mon Aug 10, 2015 9:26 am

Ænima wrote: Awesome, thanks! I'm working on that stuff now.

And I noticed, you used BABO as a sprite name for two different monsters ...
Sorry about that. It is not the first time I accidentally gave two monsters the same sprite name - with so many monsters, it can happen anytime I make a new one. I will fix that in my new monsterpack.

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RE: SunMadcat's monsters

#107

Post by madcat » Wed Sep 02, 2015 10:59 am

Im out of ideas again. So if anyone has any specific request for a monster - Im listening.

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RE: SunMadcat's monsters

#108

Post by Daedalus » Wed Sep 02, 2015 11:16 am

What about more cyber/mech-like stuff? Cyber Manc, Caco or if you have a lot of spare time, a Vile? I dunno.

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RE: SunMadcat's monsters

#109

Post by fr blood » Wed Sep 02, 2015 12:58 pm

Well if you aren't too busy, I would like you to make a zombie version of the marine skin who uses a machinegun.

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RE: SunMadcat's monsters

#110

Post by madcat » Wed Sep 02, 2015 3:10 pm

I have finished the Machinegun Zombieman you wanted, Blood. I ripped the machinegun from the skin you sent - https://www.dropbox.com/s/t7ial17ec7rno ... n.wad?dl=0

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RE: SunMadcat's monsters

#111

Post by madcat » Mon Sep 21, 2015 8:38 am

Im working on a Diablo II-like project and I want to make all the monsters from Diablo II Lord of Destruction. I have made 42 of them so far, but Im out of ideas for how should I make the remaining ones.
So Im asking for help - Could anyone advise me what doom/heretic/hexen/chex/strife could I mix together to make the following:
Gargantuan Beast
Corrupted Rogue
Goatman
Giant Spider
Leaper
Scarab Demon
Sand Maggot
Vulture Demon
Sabre Cat
Bat Demon
Blunderbore
Giant Mosquito
Frog Demon
Corpse Spitter
Siege Beast

Hephasto the Armorer
Griswold
Duriel
Izual
The Summoner

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Ænima
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RE: SunMadcat's monsters

#112

Post by Ænima » Mon Sep 21, 2015 11:35 am

Use Doom64 sprites as a base for some of them so that I can add them to Unabsolved. .__.

I'm even planning to add Diablo 2 skill trees.
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madcat
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RE: SunMadcat's monsters

#113

Post by madcat » Mon Sep 28, 2015 4:34 pm

After a very long time, I have managed to make something. Here are several new monsters (The new ones are located in the lower-right corner
of the Screenshot)

Image

https://www.dropbox.com/s/uhh3ttzfzobuh ... 5.wad?dl=0

Their names are:

DsparilMasked (and DsparilMasked2)
Merlin (and Merlin2)
EliteWarrior
BeheadedKamikaze
BeheadedRocketter
Sabrecat

The magi coding here is unfinished, because I have ran out of ideas - so all of them have the same attack.

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RE: SunMadcat's monsters

#114

Post by Samuzero15tlh » Mon Sep 28, 2015 7:10 pm

I have an idea... a Beheaded zombieman with mechanic parts?
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RE: SunMadcat's monsters

#115

Post by Ænima » Mon Sep 28, 2015 7:11 pm

Awesome, I'm totally using the beheaded rocketeer and kamikaze for Unabsolved.
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RE: SunMadcat's monsters

#116

Post by Samuzero15tlh » Mon Sep 28, 2015 7:25 pm

Ænima wrote: Awesome, I'm totally using the beheaded rocketeer and kamikaze for Unabsolved.
When youre going to upload that addon? I'm pretty curious.
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RE: SunMadcat's monsters

#117

Post by Ænima » Mon Sep 28, 2015 7:54 pm

Samuzero15tlh wrote:
Ænima wrote: Awesome, I'm totally using the beheaded rocketeer and kamikaze for Unabsolved.
When youre going to upload that addon? I'm pretty curious.
I could probably upload a playable alpha within the next few days if you really want it but the cool RPG and sidearm/spell stuff has barely been started so it'll probably be commented out for now. In which case it's just a simple replacer mod.
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RE: SunMadcat's monsters

#118

Post by Samuzero15tlh » Mon Sep 28, 2015 7:57 pm

Ænima wrote:
Samuzero15tlh wrote:
Ænima wrote: Awesome, I'm totally using the beheaded rocketeer and kamikaze for Unabsolved.
When youre going to upload that addon? I'm pretty curious.
I could probably upload a playable alpha within the next few days if you really want it but the cool RPG and sidearm/spell stuff has barely been started so it'll probably be commented out for now. In which case it's just a simple replacer mod.
Hmm em did you recived the weapon what I sent you in your thread? (Force-a-nature)
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RE: SunMadcat's monsters

#119

Post by theundeadsoldierx9 » Mon Sep 28, 2015 8:56 pm

wow nice monsters i like it nice work man

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RE: SunMadcat's monsters

#120

Post by fr blood » Tue Sep 29, 2015 4:45 am

What about adding all the customs zombies you made for me I'm sure people would like it. :)

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