BluePineapple72 Posted March 30, 2016 Cyber demon + Baron of Hell A baron of hell with cybernetic parts and a devastating plasma launcher 0 Quote Share this post Link to post
Maes Posted March 30, 2016 Piper Maru said:A Cyberdemon that fires Chaingunners instead of rockets. Reminds me of when I made a plasma rifle that shot Lost Souls, which turned themselves towards the player as they travelled forward, and most of them simply died as they smashed againt the wall. 0 Quote Share this post Link to post
Deleted_Account Posted March 30, 2016 Maes said:Reminds me of when I made a plasma rifle that shot Lost Souls, which turned themselves towards the player as they travelled forward, and most of them simply died as they smashed againt the wall. I must get a hold of this. Do you still have it? 0 Quote Share this post Link to post
Maes Posted March 30, 2016 Piper Maru said:I must get a hold of this. Do you still have it? Just copy the Lost Soul actor properties into those of the plasma ball in DEHACKED ;) Now that I think about it, The Sky May Be had pinkies shooting plasma balls that shot like chaingunners. 0 Quote Share this post Link to post
Solarn Posted April 1, 2016 BluePineapple72 said:Cyber demon + Baron of Hell A baron of hell with cybernetic parts and a devastating plasma launcher That already exists on Realm667. There's a Baron with mechanical parts called the Cyber Baron and a fully mechanical Baron called the Cybruiser. 0 Quote Share this post Link to post
Ichor Posted April 1, 2016 lost soul + arch-vile = A lost soul with the arch-vile attack. Now imagine what fun a few pain elementals would bring... cyberdemon + revenant = Some of those rockets are homing now. Enjoy! imp + baron of hell = A less powerful baron that...oh wait, never mind. 0 Quote Share this post Link to post
HavoX Posted April 1, 2016 Cyberdemon + Maulotaur = Cybertaur: a horrific maulotaur-cyberdemon hybrid with a rocket launcher attached onto one arm, while carrying a maul with the other. 0 Quote Share this post Link to post
raymoohawk Posted April 1, 2016 i've seen a lot of commenters that seemed a bit confused, the idea was to come up with monsters that are in between 2 or more monsters, so if you combine say a shotgun guy and a revenant you would not have a monster with the added health and attacks of the 3 monsters 0 Quote Share this post Link to post
VGamingJunkie Posted April 1, 2016 Archvile + Pain Elemental: The Archvile now randomly spawns the type of the last enemy it resurrected. Have fun with that. 0 Quote Share this post Link to post
Royal_Sir Posted April 2, 2016 Zombieman + Imp: the result of Impsing that creates a deformed human/imp equipped with a pistol and the fireballs. As strong as an imp, and can scale walls. SS Nazi + Archvile: An unholy priest complete with black armor and a cloak that has a machine gun and can revive fallen lower tier enemies. Pain Elemental + Baron: A Baron with the ability to teleport in extra Imps and Demons around him or the player. Great to make things unpredicatble. Pain Elemental + Demon: A Demon with tech explosives on it. Explodes when it dies. 0 Quote Share this post Link to post
Job Posted April 2, 2016 Mancubus + Revenant: fires a barrage of flaming homing rockets. Take it one step further and add an arachnotron for rapid fire from each barrel. 0 Quote Share this post Link to post
Rayziik Posted April 2, 2016 Spider Mastermind + Chaingunner: "Yo dawg, I heard you like chainguns..." 0 Quote Share this post Link to post
Danfun64 Posted April 2, 2016 "...so I attached 7 chaingunners on to the Spider Mastermind's head, giving it 360 chaingun action." 0 Quote Share this post Link to post
joe-ilya Posted April 2, 2016 Chaingunner + Shotgunner = A zombie with a shotgun for close range combat, and a chaingun for sniping combat. Same HP as demon. Monster spawner + Barrel = A barrel launcher turret with no health, to avoid getting a barrel in your face, you must shoot the barrels in mid flight, it shoots a barrel each second upon sight. Commander keen + imp/Hell Knight = A low/mid tier enemy that can only walk on ceilings. 0 Quote Share this post Link to post
raymoohawk Posted April 2, 2016 @joeliia silly as it sounds i like the barrel idea. it would be even cooler if it was an actual monster that moves around 0 Quote Share this post Link to post
Maes Posted April 2, 2016 raymoohawk said:@joeliia silly as it sounds i like the barrel idea. it would be even cooler if it was an actual monster that moves around There's a barrel deathmatch WAD where all players look like barrels, and the maps themselves are full of barrels. 0 Quote Share this post Link to post
raymoohawk Posted April 2, 2016 what i meant is a monster that launches rockets that you can shoot before they hit you, so like the turret joe described, but mobile 0 Quote Share this post Link to post
Maes Posted April 3, 2016 Actually all monster projectiles can be made shootable with a simple flag, but very few mods use it, e.g. the pimps' basketballs in Doomguy's Pimp Ventures 2. 0 Quote Share this post Link to post
VGamingJunkie Posted April 3, 2016 Doesn't the Lost Soul essentially just turn itself into a shootable projectile when it attacks? 0 Quote Share this post Link to post
scifista42 Posted April 3, 2016 Lost Soul sets itself a special flag called "SKULLFLY" when charging, and the engine handles objects will this flag in a special way not really the same as handling actual projectiles with a "MISSILE" flag. The most noticeable difference is that a charging Lost Soul gets stopped by bumping into non-solid objects. What's more, a charging Lost Soul actually gets stopped even by non-solid objects below the Lost Soul, as if they were infinitely tall - because the respective collision checks assume infinite tall-ness. Ports like ZDoom change at least the latter mentioned issue. 0 Quote Share this post Link to post
VGamingJunkie Posted April 3, 2016 Kind of weird that it would be stopped by non-solid objects, I wonder why ID did that. To make it easier on the player? 0 Quote Share this post Link to post
scifista42 Posted April 3, 2016 No, it's just a bug. http://doomwiki.org/wiki/Lost_soul_colliding_with_items 0 Quote Share this post Link to post
roadworx Posted April 3, 2016 an arch-vile and a revenant pls never make that 0 Quote Share this post Link to post
Chewyninja69 Posted April 4, 2016 Not a new monster, per se (or even a combination) but I always wanted to see the Arch-vile with the ability to revive other dead Arch-viles. 0 Quote Share this post Link to post
scifista42 Posted April 4, 2016 ^ Easy to do in DEHACKED, for example like here: https://www.doomworld.com/idgames/utils/exe_edit/patches/resur 0 Quote Share this post Link to post
Maes Posted April 4, 2016 The problem with the OPs premise is that there are very few of the intended "niches" in Doom, in particular if you consider Doom II and its extended (compared to Doom) bestiary. Sure, Doom had a lot of gaps and niches, but most of them were more than adequately filled in Doom II, with some of the new monsters really being "combinations": e.g. the chaingunner is really a combination SM + Zombie. Revenants could be seen as cross between an imp and a baron or imp and Cyberdemon (though HKs and Revenants often compete for the title of "improved imp"). It's a bit perplexing that id chose to introduce two new non-melee, clumsy-moving, high HP, pure projectile monsters (Arachnotrons and Mancubuses). Also, at least two of the new monsters (PE and Archvile) were original ideas. IMO, it's a good thing they didn't include more hitscanners or rocket-shooting monsters: a hitscanner with even more HP and speed/mobility than a chaingunner would just be extremely annoying plus easily neutralizable in hordes, due to infighting. In general, the idea of a high HP, high rate of fire hitscanner was kind of a bummer, as the SM proves. Really hard to get it right, and the chaingunner is really at the verge of what is tolerable. Rocket shooting monsters....meh. Unless they were given immunity to their splash damage, they would die pretty quickly (then again, Archviles are not immune to their own, but they also have high HP and can survive quite a few mistakes). It would be hard to find a balance between adequately high HP, immunity to splash damage, in-species infighting immunity, mobility and rate of fire. 0 Quote Share this post Link to post
Zulk RS Posted April 7, 2016 Maes said:It would be hard to find a balance between adequately high HP, immunity to splash damage, in-species infighting immunity, mobility and rate of fire. The Cyberdemon? Also, Pain Elemental + Arachnotron= A fully mechanized floating monster with roughly the same HP as an Archvile that fires a big shootable energy ball that explode into arachnotron plasma blasts when they hit a wall or shot. They spread these arachnotron shots in 8 directions 0 Quote Share this post Link to post
Maes Posted April 7, 2016 Zulk-RS said:The Cyberdemon? That's a high HP, high-speed, high-rate-of-fire, basically high-everything monster, only suitable as a boss (unless you're ToD, then you can use them like you'd use Revenants *grin*) Giving pretty much ANY lower tier monster just the rocket attack of the cyberdemon (even without the triple volley), would make it extremely annoying (if the monster survived long enough due to the infighting or its own blasts). Perhaps Obituary did the right thing by giving this attack to the gimmicky "bazookamen", which just ended blowing themselves and other low tier monsters up. But that's one wasted monster slot, if you ask me. 0 Quote Share this post Link to post
LocoCaco Posted April 7, 2016 Spider Mastermind + Pinky Demon The average pile of brain goop, sans the metal chassis of course. Flops around and attacks the player with its stubby arms. 0 Quote Share this post Link to post
Maes Posted April 7, 2016 ^ and that would be different from a pinky how?... That's a FORCED (minus the PAINFUL) thread if I've ever seen one :-/ 0 Quote Share this post Link to post
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