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>> No.661838 [View]
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661838

MonsterMash has been updated. Introducing a new monster, and doing some minor fixes to others.

-Added Serpent Demon, replaces Mancubus (Sprites based on Magma Serpent from R667; behavior loosely inspired by the Swamp Dragon from Mordeth E1) (33%)
-Vore replacement removed from Mancubus; Arachnotron replacement rate increased to ~15%
-Fixed Vore taking reduced splash damage (leftover from porting from other mod)
-Fixed Shadow and Afrit using incorrect frames for pain animation

https://dl.dropboxusercontent.com/u/5569625/MonsterMash.wad

Furthermore, I've created an alternate version designed for Samsara, so zorched monsters disappear correctly, Dook will taunt when he kills shit, and other Samsara niceties will work with the monstrosities. Currently only designed for & tested on the Zandronum version, though I don't imagine there'd be any real issue with using it in (G)Zdoom. Because Zandro's just slightly out-of-date compared to Zdoom, there are some minor changes:

-The Vore's projectile is slightly less "intelligent" when homing on the Z-axis.
-The Paladin no longer knocks back his target with the shield bash; damage is increased to compensate.
-The Paladin's grenade range is just slightly reduced to compensate for lack of lobbing at a distance.

https://dl.dropboxusercontent.com/u/5569625/MonsterMash%20Samsara029.wad

There might be some bugs (well... Bound to be, rather), so feel free to yell at me if you find anything that's fucked up.

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