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Author Topic: New enemies  (Read 40841 times)

Gargulec

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Re: New enemies
« Reply #90 on: December 29, 2009, 04:29 »

Killer Rabbit of Caerbannog
r

Little is known about it, save from the fact that it has '...nasty, big, pointy teeth!' and '...a vicious streak a mile wide!'. It is widely regarded as the most deadly creature to ever leave Hell. No man could stand it.

Thankfully, it is only encountered in a special level- The Cave of Caerbannog. There, if a DoomGuy feels bold enough, he may engage this killer thing, in exchange for a reward that is far more valuable then anything else- shame that no one lived to see it.

HP: 500
Melee damage: 4d20
Speed: 300%
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And greater honour is well due to them
when they foresee (and many of them foresee)
that in the end Ephialtes will appear,
that after all the Persian shall break through.

Kornel Kisielewicz

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Re: New enemies
« Reply #91 on: December 29, 2009, 04:48 »

* Kornel Kisielewicz prepares the Holy Hand Grenade.
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skarczew

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Re: New enemies
« Reply #92 on: December 29, 2009, 04:57 »

Former Bomb Tech
"Apparently, the masters behind this invasion don't mind if they lose some former humans. Now all the UAC/Marine personel with explosives specialization have been reworked for one purpose: to take out the enemy in an up-close-and-personal firestorm."

h
HP: 30
Move Speed: 1.2s
No melee/ranged attack

Upon entering the players FOV, it makes a beeline for the player. If it manages to make it to a square adjacent to the player, it explodes with the force of a rocket (as if launched from an un-modded RL, 6d6). When killed, produces the same explosion. Keep those 4 squares between it and yourself!

Also, MERRY CHRISTMAS FROM AUSTRALIA!
Hahahaha I like those ones =) .
This idea reminds me of headless suicide-bombers from Serious Sam. The funniest was that they were screaming loudly while running towards you =) .
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ZZ

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Re: New enemies
« Reply #93 on: December 29, 2009, 05:05 »

In SS - The Mummy edition there was a situation where LOTS of those suicides came. I had their loud sound stuck in my head for over a hour.

Maybe make those suicides appear in packs, destroying one will cause big BOOM.
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skarczew

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Re: New enemies
« Reply #94 on: December 29, 2009, 05:27 »

In SS - The Mummy edition there was a situation where LOTS of those suicides came. I had their loud sound stuck in my head for over a hour.

Maybe make those suicides appear in packs, destroying one will cause big BOOM.
=)
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UnderAPaleGreySky

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Re: New enemies
« Reply #95 on: December 29, 2009, 05:31 »

Hahahaha I like those ones =) .
This idea reminds me of headless suicide-bombers from Serious Sam. The funniest was that they were screaming loudly while running towards you =) .
And to quote my dad from one afternoon, years ago, "They must of had their mouths sewn to their ass."
:P
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skarczew

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Re: New enemies
« Reply #96 on: December 29, 2009, 09:44 »

Maybe make those suicides appear in packs, destroying one will cause big BOOM.
Hey, I just got an idea - make that some special level - a variation of "Khe, khe, that will be a mess".
Instead of barrels spawn the human barrels aka Former Bomb Techs.
=)
And to quote my dad from one afternoon, years ago, "They must of had their mouths sewn to their ass."
:P
I am sorry to interrupt you, but this smells like Pea Soup.
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Melon

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Re: New enemies
« Reply #97 on: December 30, 2009, 02:00 »

Killer Rabbit of Caerbannog
r

Little is known about it, save from the fact that it has '...nasty, big, pointy teeth!' and '...a vicious streak a mile wide!'. It is widely regarded as the most deadly creature to ever leave Hell. No man could stand it.

Thankfully, it is only encountered in a special level- The Cave of Caerbannog. There, if a DoomGuy feels bold enough, he may engage this killer thing, in exchange for a reward that is far more valuable then anything else- shame that no one lived to see it.

HP: 500
Melee damage: 4d20
Speed: 300%

Of course the killer rabbit has the jump ability, ignores armour and is only damaged by fire based weapons. If it gets in the explosion caused by Holy Hand Grenade of Antioch in dies instantly (the Grenade itself is found in the Cathedral)
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thelaptop

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Re: New enemies
« Reply #98 on: December 30, 2009, 02:17 »

Of course the killer rabbit has the jump ability, ignores armour and is only damaged by fire based weapons. If it gets in the explosion caused by Holy Hand Grenade of Antioch in dies instantly (the Grenade itself is found in the Cathedral)
That's just sick man, sick I tell you! (=
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raekuul

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Re: New enemies
« Reply #99 on: December 30, 2009, 07:27 »

Doesn't the Holy Hand Grenade of Antioch also spawn in the Spider's Lair? [/badjoke]
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UnderAPaleGreySky

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Re: New enemies
« Reply #100 on: December 30, 2009, 07:34 »

And should you defeat the rabbit, you may challenge the legendary Black Beast of Aaaaarrrrrrggghhh!
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thelaptop

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Re: New enemies
« Reply #101 on: December 30, 2009, 07:42 »

Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!  Spider Mastermind!

*thelaptop runs and hides*
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Psion

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Re: New enemies
« Reply #102 on: December 30, 2009, 13:01 »

The Bloated One
Unique

A massive sack of pustules and filth that rolls around the level leaving behind pools of acid.  Lots of HP, deals moderate damage with an acid ball, and splashes acid around when hit.  You'll hear a strange gurgling and hissing when it's on your level.  Hurry up and kill it before it renders the level impassible.
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Melon

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Re: New enemies
« Reply #103 on: December 31, 2009, 01:18 »

And should you defeat the rabbit, you may challenge the legendary Black Beast of Aaaaarrrrrrggghhh!

And after the whole challenge you get arrested by the police [;
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Madtrixr

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Re: New enemies
« Reply #104 on: December 31, 2009, 04:43 »

And after the whole challenge you get arrested by the police [;

No, Just before the final battle you get arrested
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