Sheep
- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
Connection: None
Palette: PNG
Summon: Sheep
Destroyable: Yes
Special Effects: None
Decorate: Ghastly_dragon, Doomedarchviledemon
Sprites: Raven Software, Neoworm
Sounds: FreeSounds
Idea Base: Population animal
A soft and fluffy sheepy!
Sheep
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I think adding a rare pooping animation would be top lulz, and also fairly accurate. Friggin' farm animals...
These are some pretty damn tough sheep!
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- MagicWazard
- Moderator
- Posts: 808
They are in fact funny, but I'm gonna have to veto the idea of them dropping a deuce at random. What do you think this is, Duke Nukem 3D?RoboticRocketeer wrote: These guys are too funny. I enjoy their floppy, happy-go-lucky walk. They're pretty well-programmed. The varied pain sounds add much more realism than I would have expected.
I think adding a rare pooping animation would be top lulz, and also fairly accurate. Friggin' farm animals...
These are some pretty damn tough sheep!
They are in fact pretty spongy. You've got to really commit to "accidentally" killing one of these guys.RoboticRocketeer wrote: These are some pretty damn tough sheep!
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- Dreadopp
- Administrator
- Posts: 183
One thing I noticed was that the shading on the black areas of the sheep looked noticeably different between it's walking/eating animation and its death animation (in the screenshot, note the head/legs).
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
These are some pretty damn tough sheep!
They are in fact pretty spongy. You've got to really commit to "accidentally" killing one of these guys.
Yeah, these sheep can somehow survive more than one shotgun blast.
Not sure if these were a call to lower the sheep's health or not or if it's just a silly observation that these sheep have really thick wool to cushion the blow, but I lowered the health by half so they are a bit easier to kill. If the original health was fine I have no issue putting it back though.
although they do remain unusually docile after taking damage (should they become frightened?)
This mechanic has now been added.
I am also wondering how these might be classified...probably under "Beastiary"?
Correct me if I am wrong, but I believe a submission in the past was that of a passive human type that was rejected for this exact reason. Either that or the style did not fit Strife, Hexen/Heretic, or Doom. These aren't necessarily 'props' either since they actually move around the world and stuff. If I may make a suggestion, would it be possible to make another section in the Beastiary to include World Populating submissions? A place where actors such as these are specifically used to populate one's mods with having very little to no threat or impact on the player.
I feel this would be a decent middle ground category since these are neither enemies nor traditional props but still offer something to a modder who may want something more that will add to their worlds that isn't just constant monsters.
One thing I noticed was that the shading on the black areas of the sheep looked noticeably different between it's walking/eating animation and its death animation (in the screenshot, note the head/legs).
Hm, I never actually noticed that before. But since this difference only occurs on the death animations I am not too concerned with it.
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- MagicWazard
- Moderator
- Posts: 808
doomedarchviledemon wrote: Correct me if I am wrong, but I believe a submission in the past was that of a passive human type that was rejected for this exact reason. Either that or the style did not fit Strife, Hexen/Heretic, or Doom. These aren't necessarily 'props' either since they actually move around the world and stuff. If I may make a suggestion, would it be possible to make another section in the Beastiary to include World Populating submissions? A place where actors such as these are specifically used to populate one's mods with having very little to no threat or impact on the player.
I feel this would be a decent middle ground category since these are neither enemies nor traditional props but still offer something to a modder who may want something more that will add to their worlds that isn't just constant monsters.
I'm not sure if we'd have enough such actors to justify a new category, but I wouldn't necessarily be opposed to it either. Push comes to shove, these can probably be filed under "Other Style" in the Beastiary if they get approved. Qualitatively, I don't see much reason they'd be rejected.
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
I'm not sure if we'd have enough such actors to justify a new category, but I wouldn't necessarily be opposed to it either.
I can agree to that. However, just because there are not many actors like this currently available doesn't mean that there won't be in the future if these are approved. With a new category introduced it might encourage more actors of the same nature to start appearing since then people will see that there is a spot open on the site for such things instead of strictly monster types. It would certainly be easier to deal with any future submissions with similar actors.
Which actually, now that I think about it, maybe it would work better as a 'prop' type after all? I mean, sure they are not stationary but they don't have any other purpose other than to add to and populate the world, which is what props are for. Living Props or something like that?
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- DresdensOnlooker
- Imp
- Posts: 6
doomedarchviledemon wrote: Correct me if I am wrong, but I believe a submission in the past was that of a passive human type that was rejected for this exact reason..
Can anyone please provide a link to the wad (or .pk3 if it is one) having the passive human actor?
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- doomedarchviledemon
- Topic Author
- Pain Elemental
- Posts: 251
Anyway, here's the download. Pathetic Human
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- MagicWazard
- Moderator
- Posts: 808
...oh, and since the rat and squirrel submissions were approved, I'll go ahead and mark this one as "approved" also. It's really only a matter of whether we'll make a "noncombatants" section or the existing Other Styles section, and if necessary it can go into the latter until a decision is made on the former.
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