bartwart Posted December 21, 2004 Thanks for your input. I plan to have a translucent magical sphere surround the lord vile when he gets hurt, but I hurried through those sprites so I could get a beta out. I also need to come up with better death frames. 0 Share this post Link to post
Vegeta Posted December 23, 2004 Wow, really cool. I'd add some more hit points, and some pillars to cover. 0 Share this post Link to post
bartwart Posted December 23, 2004 More hp? Really? I don't want to make him too tough. He's at 1500, so it takes 2 BFG hits to kill him. For comparison, the SpiderMastermind takes two direct hits. He's just supposed to be a high level demon lord, but not THE demon lord, like Baphomet. Although I had originally considered making him a kind of Hell patriarch, but that would give him limited usability. It's just a beta map. You could throw in the pillars yourself, but when I do a final release of the demo map I'll put in pillars. By the way, I've improved/am improving several things since the beta: *Archviles spawn from flames, crackles and all. *Sound actually works! *Added decals for his main attack. *Working on magical, demonic globes that orbits him during his active phases, and can also be used as weapons. *Thinking about removing his reflective, invulnerability defense altogether and substituting it with some kind of temporary invisibility or shadowing. *Death frames still need work! *He will drop his pentagram on death!! 0 Share this post Link to post
Vegeta Posted December 23, 2004 Yep, but keep in mind consider that it's supossed to be a lot stronger than the Archviles (enough to spawn them as pawns), and these have 800 hps. Still I have to say that the attacks and sprites are very well done. Something that I though, you could use the skulls from the DOOM alphas as another attack. 0 Share this post Link to post
Dron Posted December 24, 2004 Giest118 said:Sure. geocities.com/giest1182000/giestvile.zip heh, that kicks ass! can it spawn anything except imps tho? 0 Share this post Link to post
bartwart Posted December 26, 2004 When the Lord Vile receives a severe enough beating, he summons a magic portal to escape through.... These will be part of his death sequence. 0 Share this post Link to post
Giest118 Posted December 28, 2004 Dron said:heh, that kicks ass! can it spawn anything except imps tho? You can change the scripts lump to make it spawn other stuff. 0 Share this post Link to post
bartwart Posted December 28, 2004 Beta 2 is ready. I've got four versions of this guy. lordvilebeta2 0 Share this post Link to post
Vegeta Posted December 28, 2004 This new version kick ass, you did an excelent job. The death animation is superb. I don't like so much the sprites of the homing projectiles, I like the idea, but personaly I'd use D'Sparil's magic projectiles (with their energy trail), but with the behavior of Eidolon energy balls (chase the player with less acuracy), or Menelkir's attack. Let me know if you need help on something. BTW, I turned yellow that little green parts in the fireball and trails, would you allow me to use these graphics (fireball and trail) for my "DOOM 3 in DOOM 2" monster sprites? it would fit perfectly for the Archvile. 0 Share this post Link to post
bartwart Posted December 28, 2004 Vegeta said:This new version kick ass, you did an excelent job. The death animation is superb. I don't like so much the sprites of the homing projectiles, I like the idea, but personaly I'd use D'Sparil's magic projectiles (with their energy trail), but with the behavior of Eidolon energy balls (chase the player with less acuracy), or Menelkir's attack. Let me know if you need help on something. BTW, I turned yellow that little green parts in the fireball and trails, would you allow me to use these graphics (fireball and trail) for my "DOOM 3 in DOOM 2" monster sprites? it would fit perfectly for the Archvile. I like the idea of a mean looking face chasing the player, but I'll give it some death frames. Yeah, you can use those fireball and trail sprites. They're just recolored BFG spray sprites anyway. 0 Share this post Link to post
bartwart Posted December 29, 2004 The Lord Vile(s) is/are finished.... These feature cool new flying effects and an improved flame attack! You'll have to see the new flame attack for yourself. It should be the standard for all future flame throwing attacks. lordvile 0 Share this post Link to post
Chopkinsca Posted December 31, 2004 Nice work. It's good to see someone actually putting work into creating a new monster instead of changing the colours in a translation script and making it spastically fire projectiles in every possible direction you can imagine. The fire effect is done very well, I'm jealous of your fire (Not that I am decorate fire god or something.) The only thing that looks off is the squarness of the warp-gate/portal. Otherwise it's a cool idea. Gives the monster a different feel as opposed to ones that you actually kill. 0 Share this post Link to post
bartwart Posted December 31, 2004 chopkinsca said:The only thing that looks off is the squarness of the warp-gate/portal. Hmm...yes, it is too square. I'll fix that. 0 Share this post Link to post
Submerge Posted January 6, 2005 suggestion: have a 'final battle' variation of him, with more hps/ different/more/stronger attacks, and a death animation of him actually dying, rather than escaping. It could be used as a boss monster for say, the last map of a megawad or something. 0 Share this post Link to post
Submerge Posted January 6, 2005 I posted that last post before I actually tried fighting the thing. Okay. That... was actually a pretty cool monster, and the firewave was fucking awesome! But I think it is far from perfect. 1. He summons too damn many archviles. The chance for him to summon them is just fine, but cap the limit of how many he can have summoned at a time! Even just a limit of 3 would make him damn hard to fight, but 7 at once is just ridiculous. 2. The floating seeker spheres: instant hit kill? Save that for the flame wave. The flame wave, IMO, is perfect, but weaken the spheres some. perhaps code them to slice the player's health in half? that would be cool, and make him vulnerable to the arch viles. 3. heh, more attacks would be cool. I was expecting more than just the sphere and the flame wave. But I'm just shooting my mouth off. Ignore me at will. 0 Share this post Link to post
Giest118 Posted January 8, 2005 1: A limit can't be set. Sucks, don't it? 2: It can be weakened, yes, but slicing health in half can't be done. 3: Yeah, that can be done. 0 Share this post Link to post
bartwart Posted January 8, 2005 I'm lacking the motivation to make any more changes right now, and besides I'm too busy with other things in my life, but I would like to add another attack (Hexen Mage lightning perhaps) and may'be follow through with some good defensive posturing sprites at some point. Yes, I suppose the mad face attack could be weaken. As for a real "death," I don't like the Heresiarchs death frames. I like the idea of him exploding, but that collapsing skeleton just looks cheesy. 0 Share this post Link to post
Submerge Posted January 8, 2005 would be kind of neat if killing him produced a short range hellfire nova. sort of to cover up a short death frame set of the lord vile dying, sans skeleton. 0 Share this post Link to post
Submerge Posted January 9, 2005 It's perfectly alright for you to use the lord vile in your wad, however, you MUST credit it's creator in the documentation provided with your map. 0 Share this post Link to post
bartwart Posted January 9, 2005 Yeah, what submerge said. By all means use the bastard!!! 0 Share this post Link to post
Submerge Posted January 9, 2005 If changes are added to mr. Vile, hell, i'd use him in one of my own maps! he's pretty frickin' cool! Especially the flame wave.... that is just amazing to behold, really. 0 Share this post Link to post
impClaw Posted January 9, 2005 perfect, but whom will i credit, what shall i write 0 Share this post Link to post
bartwart Posted January 10, 2005 Make sure to credit me, bartwart. Say something like "thanks to bartwart for the lordvile." Put it in your txt file, or better yet the title screen. 0 Share this post Link to post
Classytripper Posted May 1, 2021 I'm not able to locate The Lord Vile Demon in the LORD VILE WAD. I'm Repeatedly Going in Circles Within the four Teleporters. Could any one help me in locating or Triggering the action required To Make The Lord Vile Demon Appear in The Doom Wad ASAP !!!!! Coz its Been Days withought Any Hope of locating the monster. !!!!!. I'm Using LZDoom 3.84 !! Thank You.!😊 0 Share this post Link to post
P41R47 Posted May 1, 2021 7 minutes ago, Classytripper said: I'm not able to locate The Lord Vile Demon in the LORD VILE WAD. I'm Repeatedly Going in Circles Within the four Teleporters. Could any one help me in locating or Triggering the action required To Make The Lord Vile Demon Appear in The Doom Wad ASAP !!!!! Coz its Been Days withought Any Hope of locating the monster. !!!!!. I'm Using LZDoom 3.84 !! Thank You.!😊 Welcome to the forums, @Classytripper Hope you enjoy your stay here ;) Probably you are mistaken the wad with a map. Lord Vile wad is a resource wad. For that reason it doesn't replace any monster, it is a new monster you have to manually place on the map you are making. It has nothing to do with what source port you are using, you will not find the monster on any map. Also, as one of the rules of the site, try to not revive a thread from almost 20 years ago. If you want help with this, open a new thread if you didn't find a thread that wasn't recently active with the same problem. That said, hope this answer helped you with your problem. Have a nice day :D 4 Share this post Link to post
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