SunMadcat's monsters

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

#121

Post by kars » Fri Nov 20, 2015 12:15 am

Thank you Madcat for you personal help, I got my jumping Arachnatron. It can use a few more refinements and features; but as it is it's functional, challenging, different and fun.
I'm learning and programming the monsters is great fun!

Samuzero15tlh
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RE: SunMadcat's monsters

#122

Post by Samuzero15tlh » Fri Nov 20, 2015 12:25 am

kars wrote: Thank you Madcat for you personal help, I got my jumping Arachnatron. It can use a few more refinements and features; but as it is it's functional, challenging, different and fun.
I'm learning and programming the monsters is great fun!
Hey! what about me?
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

Alecto2704
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RE: SunMadcat's monsters

#123

Post by Alecto2704 » Fri Nov 20, 2015 1:53 am

Hey man, thanks for downloading this wad
ill rate 5 Stars
{YOU WANT METAL SLUG X? GET THIS LINK FOR FREE :)}
https://www.dropbox.com/s/kq69epn51v85a ... i.zip?dl=0
{MAYBE YOU CAN TELL WHAT IS EXO MUSIC IS?? GET THE LINK}
http://www.mediafire.com/download/n4cet ... ackV3a.pk3

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madcat
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RE: SunMadcat's monsters

#124

Post by madcat » Fri Jan 01, 2016 1:46 pm

After a very long time, I have finally found some inspiration (more likely an idea). This monster will take some time, mostly because I want it to look really good. Here is how does it look so far - Image

I just dont know what weapon should it use - I have several ideas already - sword, Illidan swords (from Warcraft), Axe, Hammer...
Anyway, this monster is going to use several ice-related attacks as well as flying charge

Nibelungen
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RE: SunMadcat's monsters

#125

Post by Nibelungen » Sun Jan 03, 2016 1:27 am

Ooh, nice work. The sprites look great, would I be able to use some of these in my new mod for complex? I'd only be using a few of the most hell-like monsters and more than likely recoloring and re-doing the decorate files so i can make a balanced, well constructed monster add-on for complex. I need some rare spawns that are OP as fuck and really ramp the difficulty against multiple players.
Last edited by Nibelungen on Sun Jan 03, 2016 2:35 am, edited 1 time in total.

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madcat
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RE: SunMadcat's monsters

#126

Post by madcat » Sun Jan 03, 2016 3:34 pm

Sure, feel free to use any of them. If you are looking for Hellish monsters, I do have some, such as Diablo, Venom Lord, Abbreviator, Baron-at-arms...and more.

Nibelungen
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RE: SunMadcat's monsters

#127

Post by Nibelungen » Sun Jan 03, 2016 11:31 pm

I saw those I'm think of ways to use them in my mod. I'm separating demons in ranks and somewhat by species and adding the to the complex spawner. Some of those sprites are fucking awesome looking, this is great work!

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madcat
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RE: SunMadcat's monsters

#128

Post by madcat » Thu Jan 21, 2016 12:16 pm

This monster is taking longer than I've expected. Here is the progress so far Image

Im going to make this one of the most complex monsters I've ever done,
with plenty of different attacks and one impish ability that will force the players to fight him without running away much.

Fonze
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RE: SunMadcat's monsters

#129

Post by Fonze » Sat Jan 23, 2016 4:42 am

Looks cool man; I'd love to see some of these guys in action some time.

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Combinebobnt
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RE: SunMadcat's monsters

#130

Post by Combinebobnt » Sat Jan 23, 2016 7:47 am

Your sprites just get better and better

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madcat
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RE: SunMadcat's monsters

#131

Post by madcat » Tue Jan 26, 2016 11:19 am

The "BlueMaulotaurWithWingsAndGoldenTrousers" monster has been finished. Its name is Izual (from DiabloII). It has several attacks and an ability to switch between "normal state" and "powered state" (While powered, Heretic Tome of Powers keep floating around it). https://www.dropbox.com/s/l56dqt47rnz10 ... d.wad?dl=0

Because of its difficult DECORATE coding, there is a good chance that you'll discover some bugs I haven't noticed. If so, please let me know.

Lycaon
 
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RE: SunMadcat's monsters

#132

Post by Lycaon » Sun Jan 31, 2016 8:40 pm

You really have a lot of imagination, most of those sprites have really cool concepts. My only criticisms is that sometimes the mish mash of sprites is not disimulated, but i'll take that over generic clean looking sprites anytime.

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Francis16
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Re: SunMadcat's monsters

#133

Post by Francis16 » Sun Mar 20, 2016 2:34 am

Man this is so cool

my friend and i use it to make invasions and stuff. Is really fun!!

Keep up the good work!
Sas.

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fiorello1
 
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Re: SunMadcat's monsters

#134

Post by fiorello1 » Sun Mar 20, 2016 2:55 am

Good monsters man, with Francis16, we play a modded invasion with this wad, and its very fun! I like that purple pain elemental with two horns and the Annoying cacodemon
FIRE AURAAAAAAAAAAAAAAAAAAAA

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fiorello1
 
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Re: SunMadcat's monsters

#135

Post by fiorello1 » Mon Mar 28, 2016 12:14 am

I can use your monsters for my monster pack?
FIRE AURAAAAAAAAAAAAAAAAAAAA

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madcat
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Re: SunMadcat's monsters

#136

Post by madcat » Mon Mar 28, 2016 7:53 am

You surely can.

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madcat
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Re: SunMadcat's monsters

#137

Post by madcat » Sat May 28, 2016 8:53 pm

After a long time, Im back working on monsters because of the momentarily lack of inspiration for working for my RPG project (Journey Into Fear), Im working on monsters again. This time it will be a highly augmented version of Elite Guard ( The D'Sparil with Cleric's helmet, Fighter's Shoulderguards and Belt, Spiked cloak and a Kwan Dao as a weapon ). Im making some new attack sprites for this buddy - in the end it will be a very smart monster deciding its attacks based on what weapons and how much ammo does its target (the player) have. For example, if the player only has clip or shell, the monster will keep its distance, while when the player only has rocketammo or plasma, the monster will keep strafing - I just hope I can make it all

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madcat
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Re: SunMadcat's monsters

#138

Post by madcat » Sun May 29, 2016 12:37 pm

https://www.dropbox.com/s/0ctyn918mjtex ... t.wad?dl=0

I have finished the "Smart" monster - well it didnt turn out as I planned, but still, its a monster that chooses its attacks based on what ammo and what weapons does the player have.

Here is a "non-smart" version of it

https://www.dropbox.com/s/jpx8mky50cm8r ... r.wad?dl=0

Miguel371xd
 
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Re: SunMadcat's monsters

#139

Post by Miguel371xd » Fri Jun 17, 2016 6:52 pm

the summon codes link ded :L

Slogra
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Re: SunMadcat's monsters

#140

Post by Slogra » Sun Oct 16, 2016 11:52 am

MadCat, man, if you still visiting this site can you pls create korax monster for my wad

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