Chaosforge Forum

  • June 17, 2025, 16:06
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: New monsters  (Read 4443 times)

snusnumrik

  • Private FC
  • *
  • Offline Offline
  • Posts: 6
  • Lost Soul
    • View Profile
New monsters
« on: March 04, 2012, 20:27 »

Let's create a topic about suggesting new monsters in the DooM RL

Since DooM is a very old and famous game a lot of costume monster already exist.
usualy they are a reskin of already exisitng ones.
still sometime you can find something new

can be found here http://haunt.8m.com/beastiary/cyber.html
and here http://www.realm667.com/index.php?option=com_content&view=category&layout=blog&id=38&Itemid=178

Now my ideas for the game:

                      SCIENTIST

Appearance:   h   male  female
Health:   10
Armor:   0
Accuracy:   -6 melee, -2 ranged
Melee Damage: 1d3
Projectile Damage:
Speed:   80%
Standard Depth:   ?
Experience Value:   ?
Inventory:   a mod pack + random special weapon
AI habits:   Uses items:   Yes
Uses doors:   Yes
Attack %:   60%
Special abilities:   None
Ingame description:   "This is the one whom you should ask What the Hell happened down here."
Comments/special:  Since scientist study strange weapons, he should be eqiupped with a random special weapon.  The weapon will depend on level where he is generated, but the probability of the scientist  getting it should be much higher then finding the weapon on the floor) Since it will be a probabilistic event the player never know what to face... ( like the dwarf with a death wand in nethack).  I prefer the female character, since we lack them in DOOM.


                 ACID DEAMON
Appearance:   S          
Health:   35
Armor:   2
Accuracy:   +2 melee, +0 ranged
Melee Damage:   1d3 + 5
Projectile Damage:   split acid 3d6-1
Speed:   90%
Standard Depth:   10-50
Experience Value:   167
Inventory:   none
AI habits:   Uses items:   no
Uses doors:   no
Attack %:   40%
Special abilities:   on ranged attack he creates an acid pool under the target. Moves on acid pools, when thrown on earth he creates acid pools under himself.
If thrown on lava he dies.
Ingame description:   "It likes to digest you before digesting you"
Comments/special:   


             LONE HUNTER

Appearance:   h   
Health:   30
Armor:   4
Accuracy:   +2 melee, +4 ranged
Melee Damage:   2d5
Projectile Damage:      Attacks with a plasma rifle: 1d7x6 = 7-42 = 24.5 avg
Speed:   100%
Standard Depth:   ?
Experience Value:    300
Inventory:   Plasma rifle, combat knife, red armor, small medapck, Power cell, steel boots
AI habits:   Uses items:   Yes
Uses doors:   Yes
Attack %:   only if attacked first
Special abilities:   he is good :)
Ingame description:   wow someone that doesn't try to kill you on sight
Comments/special:     He is a good guy. He will attack others monsters  with 75% on sight, maybe  he should be on a special level in a room with no monster.
I like the white immage of him..  maybe he could be the ranger from Quake that ended in hell and the Doomguy meets him there...


« Last Edit: March 05, 2012, 01:21 by snusnumrik »
Logged

snusnumrik

  • Private FC
  • *
  • Offline Offline
  • Posts: 6
  • Lost Soul
    • View Profile
Re: New monsters
« Reply #1 on: March 05, 2012, 02:00 »

          CHESHIRE CACODEMON

Appearance:   O 
Health:   37
Armor:   1
Accuracy:   +2 melee
Melee Damage:   2d10 -2
Projectile Damage:   2d10
Speed:   120%
Standard Depth:   12-20
Experience Value:190
Inventory:   None
AI habits:   Uses items:   No
Uses doors:   No
Attack %:   37%
Special abilities:   Takes no damage from fluids. After you you hurt him he becomes invisible until you hurt him again. (or he can turn invisible for 3 seconds with 25% chance each turn)
Ingame description: `Well! I've often seen a demon with a grin, but a grin without a demon! It's the most curious thing I ever shot in my life '
Comments/special:   Will move through any fluid without hesitation


also another site with doom immages http://tsgk.captainn.net/?p=showsheets&t=sr&sr=391
PS if suggesting monsters is not popular (too much coding so they hardly will make it in game) tell me and i will stop flooding.
« Last Edit: March 05, 2012, 02:04 by snusnumrik »
Logged

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: New monsters
« Reply #2 on: March 05, 2012, 08:21 »

SCIENTIST
Seems less like a challenging opponent and more like a rather easy stash to claim. There are some plans to make more difficult zombies ("hell former", etc), which would mostly be found in A100 and N!, but I think we probably have enough human-like enemies.
ACID DEAMON
This one I ilke, or at least the "leaving acid pools" concept. We already have Lava Elemental but he's a one-of-a-kind deal for most games: having something like this around would force players to consider the possibility of wearing boots that have some amount of protection (as opposed to tactical boots which have none) so that they're not constantly taking extra acid damage.
LONE HUNTER
Part of the challenge in DoomRL comes from the fact that there is literally no one here to help you: everything must be accomplished on your own. Introducing anything that takes away from this aspect is more of a negative consequence than a positive one. I can see that they MIGHT go in a special level, but really I see this more for modding than for the base game.

CHESHIRE CACODEMON
I don't see KK taking a liking to this, if only because we're already postponing Spectres for a completely different engine and the invisibility that this enemy has is more or less similar to that. It's a novel idea but I have a feeling it'd get real old, real fast: balance-wise, however, I'd say the stats are pretty spot on.

PS if suggesting monsters is not popular (too much coding so they hardly will make it in game) tell me and i will stop flooding.
Monster ideas are okay, but they're even less likely to be implemented than item or challenge ideas. The current balance of enemies in the game was painstakingly crafted a very long time ago, and adding anything at all to it would require a lot of rebalancing in order to get things stable again. The most likely candidates for new enemies are those that fit into the Angel of 100, since we all know that it could use a little more variety.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

snusnumrik

  • Private FC
  • *
  • Offline Offline
  • Posts: 6
  • Lost Soul
    • View Profile
Re: New monsters
« Reply #3 on: March 06, 2012, 09:23 »

ok
Logged

Sirdec

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 97
  • Lost Soul
    • View Profile
Re: New monsters
« Reply #4 on: March 07, 2012, 00:49 »

With Ao100 in mind (where past a certain point, the lack of ennemy abilities make the game way too long) some monster ideas.

I had an acid beast in mind too, but slightly different :

Appearance:   mhhh no idea
Health:   50
Armor:   0
Accuracy:   +0 melee, +4 ranged
Melee Damage:   acid 1d3 + 3
Projectile Damage:   split acid 2d3 + 1
Speed:   110%
Standard Depth:   20-60
Experience Value:   no idea here
Inventory:   none
AI habits:   Uses items:   no
Uses doors:   no
Attack %:   60%
Special abilities: The acid attacks of this monster WILL also damage boots. Deals 1d3 acid splash around it when hurt (thus damages you if attacking in melee range), leaves pools of acid instead of blood.
Ingame description:   "Shhhhhhhit ! I hope they don't have a lava version"
Comments/special: Acid immune of course

The Soul collector

Appearance:   s (blue)
Health:   20
Armor:   0
Accuracy:   +4 melee
Melee Damage:   2d3+1
Projectile Damage:   None
Speed:   220%
Standard Depth:   25-100
Experience Value:   
Inventory:   None
AI habits:   Uses items:   No
Uses doors:   No
Attack %: 100%
Special abilities: collects souls (anything that dies on the level gives the monster +1 HP), has 50% resistance to all damage but bullet/shrapnel
Ingame description:   Quick, flying, blue fiery skull. These are the souls lost in hell, these also would like collecting yours.
Comments/special:   Leaves no corpse on death. Will run through any fluid to reach the player.

Hellephant

Appearance:   E
Health:   100
Armor:   4
Accuracy:   +3 melee, +3 ranged
Melee Damage:   4d5
Projectile Damage:   2d5
Speed:   100%
Standard Depth:   40-100
Experience Value:   
Inventory:   None
AI habits:   Uses items:   No
Uses doors:   No
Attack %:   N/A
Special abilities: Will try to reach you to trample you, meanwhile the imp on his back will still shoot fireballs as usually
Ingame description: A hellish looking elephant with an imp on it's back, seems they have tanks too in Hell.
Comments/special: Can walk throught acid/lava unharmed
« Last Edit: March 07, 2012, 00:51 by Sirdec »
Logged
Roguelikes beaten
DoomRL : a lot of wins, best one AoMr UV 100%
DCSS : 10 runer MdFi
AliensRL

Hamster

  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 79
    • View Profile
Re: New monsters
« Reply #5 on: March 07, 2012, 01:05 »

Hellephant
Special abilities: Will try to reach you to trample you, meanwhile the imp on his back will still shoot fireballs as usually
Ingame description: A hellish looking elephant with an imp on it's back, seems they have tanks too in Hell.

Reminded me these beasts from D2...
+
Logged

Klear

  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1319
  • Twisted passages carry the smell of dapperness...
    • View Profile
Re: New monsters
« Reply #6 on: March 07, 2012, 02:54 »

A hellish looking elephant with an imp on it's back, seems they have tanks too in Hell. The imp keeps babbling something about "murdering boats".

Fixed.
Logged
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptop
Dude... we need to change your forum handle from "Klear" to "Klear Nukem".

Kashi

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 148
  • I'm going with the Alucard now
    • View Profile
Re: New monsters
« Reply #7 on: March 07, 2012, 05:30 »

Fixed.
Add the places as a special level, put a "Flaming Emperor" sealed there and you get a great joke in your hands.
Logged
0.9.9.5 - Archvile 2nd Lieutenant
[22][10][5][1][0]
"Tururu..."
Pages: [1]