Arachnocubus
- TheArchDemon
- Topic Author
- Zombieman
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- Posts: 1
7 years 6 months ago #1
by TheArchDemon
Arachnocubus was created by TheArchDemon
Information:
Name: Arachnocubus
Difficulty: Medium
Connections: Arachnotron, Mancubus
Summon: Arachnocubus
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps:Yes
Added States: No
ACS: No
Credits:
Submitted: TheArchDemon
Decorate: TheArchDemon
Sounds: ID Software, TheArchDemon
Sprites: ID Software
Sprite Edit: TheArchDemon
Idea Base: My own.
Description:
As if the Fatso wasn't good enought, he just got freshly remade legs and a plasma gun to finish his job.
You're not dealing with the average fatso anymore. It's simply a mancubus top body on the arachnotron legs.
He may be fat, but he will hurt you badly if you dare to stay in his sight. He can switch between 3 attacks to
make your life an hell.
Sprite:
Download:
http://www.m*diafire.com/file/r8sbncbqpcge4wr/Arachnocubus.wad
Name: Arachnocubus
Difficulty: Medium
Connections: Arachnotron, Mancubus
Summon: Arachnocubus
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps:Yes
Added States: No
ACS: No
Credits:
Submitted: TheArchDemon
Decorate: TheArchDemon
Sounds: ID Software, TheArchDemon
Sprites: ID Software
Sprite Edit: TheArchDemon
Idea Base: My own.
Description:
As if the Fatso wasn't good enought, he just got freshly remade legs and a plasma gun to finish his job.
You're not dealing with the average fatso anymore. It's simply a mancubus top body on the arachnotron legs.
He may be fat, but he will hurt you badly if you dare to stay in his sight. He can switch between 3 attacks to
make your life an hell.
Sprite:
Download:
http://www.m*diafire.com/file/r8sbncbqpcge4wr/Arachnocubus.wad
Attachments:
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- doomedarchviledemon
- Pain Elemental
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- Posts: 251
7 years 6 months ago #2
by doomedarchviledemon
Replied by doomedarchviledemon on topic Arachnocubus
I really like this enemy. Functionally make sense and nice use of utilizing both separate enemy's attack to make its own unique attack. Reminds me of the Fusion Spider with its large spread of constant projectiles, only much faster traveling.
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- CaptainManiac
- Cacodemon
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- Posts: 103
7 years 6 months ago #3
by CaptainManiac
Replied by CaptainManiac on topic Arachnocubus
Hm,not bad,but i am not sure of the plasma guns whether they willl charge up or shoot like machineguns.
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- MagicWazard
- Moderator
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7 years 6 months ago #4
by MagicWazard
Replied by MagicWazard on topic Arachnocubus
Well, it behaves pretty much exactly as I should have expected based on the appearance, but that's not necessarily a bad thing. Boy, can he crank out the damage, though, when he does the combined attack. I think the odds of him using that attack should be lower, rather than equal to the other two. I like the arm that falls off when he dies. The sprites are in truecolor, though, and have semi-transparent pixels in spots. The monster's sprites should be converted from Doom format to PNG format. Oh, and in DECORATE, use the sprite name TNT1 instead of NULL. Using NULL won't break anything, but it will earn you some dirty looks from some folks.
Overall, not my cup of tea, but I can see this fitting in based off some other hybrid or "enhanced" monsters we have.
Overall, not my cup of tea, but I can see this fitting in based off some other hybrid or "enhanced" monsters we have.
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- Dreadopp
- Administrator
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- Posts: 183
7 years 6 months ago #5
by Dreadopp
Replied by Dreadopp on topic Arachnocubus
Heh, this is pretty cool. I also like the death animation.
I was wondering if it made more sense to limit how many times the mancubus shots were fired when only the top half of it is attacking (maybe 5 rounds so it feels more like an upgrade?). I can understand the bottom half not letting up because of how the arachnotron behaves, but dodging constant mancubus shots would be pretty tough.
For the sprites, the thing that stood out for me was that at some angles (like FTBSS1 for example), there's a hard line where one monster ends and the other begins. Sprites like FTBSS5 look alright to me because there's some skin hanging over the sides of the metal platform to hide the transition a bit more.
I was wondering if it made more sense to limit how many times the mancubus shots were fired when only the top half of it is attacking (maybe 5 rounds so it feels more like an upgrade?). I can understand the bottom half not letting up because of how the arachnotron behaves, but dodging constant mancubus shots would be pretty tough.
For the sprites, the thing that stood out for me was that at some angles (like FTBSS1 for example), there's a hard line where one monster ends and the other begins. Sprites like FTBSS5 look alright to me because there's some skin hanging over the sides of the metal platform to hide the transition a bit more.
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- Dreadopp
- Administrator
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- Posts: 183
7 years 2 months ago #6
by Dreadopp
Replied by Dreadopp on topic Arachnocubus
There hasn't been a reply for a while so I'm going to close this. If there are revisions in the future, feel free to make another submission.
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