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Kronos

  • sDracox01
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6 years 10 months ago - 6 years 10 months ago #1 by sDracox01
Kronos was created by sDracox01
Name: Kronos
Difficulty: hard.
Connections: others.
Summon: kronos
Melee: yes.
Distance: yes, it has 3 types of projectiles.
Type: Its kind of a devil demon made of bones.
Brightmaps: no.
Added States: no.
ACS: no.

Credits:
Base Sprite from DOOM RPG
Some sounds from DOOM 3
Sprites made by me.

Description:
This monster is from Doom RPG, it can fly and shoot you in the distance, also he can attack you directly.
Any suggestions are welcome and if you are going to use it in your project is free to use, just dont forget to give me credits.
Sprite:

Download: http://www.m*diafire.com/file/olsc1yqclo6fesc/Kronos+DOOM+RPG+V3.rar
Attachments:
Last edit: 6 years 10 months ago by Blue Shadow. Reason: I made some corrections to the wad and the tag in the title.

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  • doomedarchviledemon
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6 years 10 months ago #2 by doomedarchviledemon
Replied by doomedarchviledemon on topic Kronos monster from Doom RPG V2
So far this is a very good improvement! However, there are a few things I'd like to note.
  • A couple unknown classes error comes up: Orangeparticlespawner and smokefx4
  • The height needs to be adjusted to match its scale due to attacks from the player not hitting from the shoulders up. Additionally, the projectiles will hit the ceiling if it flies up too far.
  • The B2B8 and C2C8 rotations are slightly off from each other when attacking
  • There is no melee attack. If this was intentionally removed the information should be updated and Melee Damage should be removed from the code as well.
  • Because it has 3000 health the Difficulty should probably be set to Hard at minimum.
  • Credits should be updated in the wad
  • This is more of my opinion, the side views look a little off and could use some improving. I think the main issue is on the X3X7 sides where the front shoulders and arms don't change very much between rotations, making the far side seem to rotate while the rest of the body somehow remain stationary. Which is made even more odd when X4X6 rotation doesn't even move the mentioned arms and shoulders. It's also a little weird seeing it not be more animated when it has limbs that could be moving while flying around. I know that's a lot more work to put in but I think it would add a little more life to the monster.

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  • MagicWazard
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6 years 10 months ago #3 by MagicWazard
Replied by MagicWazard on topic Kronos monster from Doom RPG V2
Something seems to be wrong with the archive. I can't open it in either SLADE3 or Windows. Can you check it and repost if necessary? (I was able to extract the contents with WinRAR, but that shouldn't be necessary for a user.)

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  • sDracox01
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6 years 10 months ago #4 by sDracox01
Replied by sDracox01 on topic Kronos monster from Doom RPG V2
Ive edited the post and reuploaded the wad to mediafire.

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  • Gothic
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4 years 5 months ago #5 by Gothic
Replied by Gothic on topic Kronos monster from Doom RPG V2
Interesting take on Kronos, but as sprites go, you can't do much for a Doom RPG monster, unless you're a talented spriter. The sprites are too low quality and scaling up the actor just makes it look more pixelated/blurry.

And this is my opinion, but a Final Boss kind of monster should be a little more flashy, like the Doom bosses going down with explosions, or D'sparil and Korax with their long death sequences. And monsters in the Beastiary like Zardaz or the Dark Inquisitor compensate the lackluster death animations with fancy effects.

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