Chaosforge Forum

DoomRL => Requests For Features => Topic started by: UnderAPaleGreySky on November 05, 2009, 05:44

Title: New enemies
Post by: UnderAPaleGreySky on November 05, 2009, 05:44
At the suggestion of ZZ, I've created this topic for people with enemy ideas. He was getting a tad annoyed (I think) by a new enemy idea being put into a new unique thread. Anyway, moderators, perhaps move some of those posts :P
Title: Re: New enemies
Post by: Midnight on November 05, 2009, 07:24
IMHO, vanilla actually has all the monsters it needs, really. Ao100, however, would really benefit from a bigger variety of adversaries - because battling through packs of the same old viles gets boring around floor 50. Maybe some miniboss type of monsters should be implemented, which will really break the monotony. Maybe than more people will actually finish Ao100. 
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 05, 2009, 07:28
Hey, you never know. Kornel might spy something that he likes, improve on it, and next thing we know, we're getting our asses kicked by something new. But yeah, something needs to be done about the monotony of Ao100.
Title: Re: New enemies
Post by: Aki on November 05, 2009, 07:40
/me waits for the influx of shitty ideas

Hate to be a party killer, but half of these ideas (Especially ZZ's, sorry man) tend to be gamebreaking either way (Way too hard, too easy for too big of a reward, ect).

Please think your ideas through before posting, and consider actually putting *some* thought into them, such as health buffs on harder difficulties and stuff.
Title: Re: New enemies
Post by: Melon on November 05, 2009, 08:00
Reposting, because I am the "party-inviter" [:


Former security officer:

"Now this one is a sneaky bastard. Be a man and drop that riot shield!"

Former security officers are like regular former human except for one thing. They carry a riot shield. If former security officer is shot normally (without aiming) then the riot shield takes all the damage, leacing the former security officer unhurt. The riot shield deteriorates as a green armour [100%] [1/1]. The only way to hit the bastard is to aim... so the best way is to kill them with a pistol-like weapon. While aiming, the riot shield doesn't take damage but the former security officer.

Also they are carrying Glock 30 pistol. It has a magazine of 9 bullets, deal 3d3 damage, has accuracy of 5+. Base fire time is 0,8 sec, reload 1,0 sec.

Ah yes, this is the idea I saw somewhere on the forum here...

And also a think-over of the too much specific monster:

I think that this monster is ideal for the Doomiverse. On a scientific-military like UAC you have soldiers, scientists and security personnel. You still have your level of abstraction, it's not the "Kyle, former high ranked security officer, contractor from Kamaz corporation ltd." it is just "former security officer". That's all.
Title: Re: New enemies
Post by: Tavana on November 05, 2009, 08:27
Perhaps I'm not getting the intent behind the board, but I kinda gathered that the request for features board was where ideas came together, no matter how stupid or crazy, and then were either instantly discarded (and sometimes later picked up), or improved upon.

Personally, I've rarely had an idea that came together all at once, perfectly. And when I've been designing games I've welcomed all stupid input.

That being said, Spectres. Yes, Spectres (http://forum.chaosforge.org/index.php/topic,2290.0.html). Please?
Title: Re: New enemies
Post by: Passionario on November 05, 2009, 09:17
Gun Turrets: High rate of fire, high accuracy, but completely stationary. At early levels/difficulty modes, they fire bullets. Later on, plasma and rockets come into play.
Title: Re: New enemies
Post by: Fanta Hege on November 05, 2009, 14:13
John Romero
And you thought JC was bad enough...

Very similiar to JC and Cybie but one difference.. Instead of a rocket launcher, he uses.. A BFG9000. And when you beat him, he drops it, or maybe you win the game? Who knows.

And yes this would obviously be in Ao100 rather then normal =P
Title: Re: New enemies
Post by: Aki on November 05, 2009, 14:29
/me waits for the influx of shitty ideas

Hate to be a party killer, but half of these ideas (Especially ZZ's, sorry man) tend to be gamebreaking either way (Way too hard, too easy for too big of a reward, ect).

Please think your ideas through before posting, and consider actually putting *some* thought into them, such as health buffs on harder difficulties and stuff.

This. Please.

Serious ideas only. Just reiterating.
Title: Re: New enemies
Post by: ZZ on November 05, 2009, 14:59
Diablo
Spawns in a late game, caries nothing, atacks in melee, 1 kill lethal. Getting him down is a top priority.(Not spawns on AoB)

P.S:And could we have an unique monster, just like boss, but less powerful. Killing him would give you an unique, or maybe an artifact. On the level you hear a message 'You sence there is someone who command demons!' or 'You sence there is a demon from the deepest hell!'
Title: Re: New enemies
Post by: Madtrixr on November 05, 2009, 17:10
...No. No, No, No.

I don't care how awesome it would be to have Diablo pop up in DoomRL. I say Nay.
Title: Re: New enemies
Post by: Captain Trek on November 05, 2009, 18:13
Alright, here's my monster idea again...

Quote
Former engineer:

This combat engineer's inventive mind sadly wasn't enough to save him from the demonic hordes... His brain (or what's left of it) now works for them...

Essentially, this former would manifest himself as a green or yellow "h" who would start off with no weapons at all other than punching and perhaps the same Glock the former security officer would use, but would be able to pick up and use any weapon he can lay his hands on (including uniques), meaning that the player could, conceivably, find himself staring down the barrel of a nuclear BFG wielded by a former engineer... This would, however, necessitate the player being able to tell what weapon the engineer is carrying and would also necessitate some method by which the engineer could chose which of his carried weapons he'd like to use, all of which is perhaps too complex to be implemented effectively...

Oh and Aki, you really need to get over yourself... The very nature of ideas is that most of them aren't good (or are good, but impractical) and the ones that are good tend to start out in a rough, unrefined state that needs to be improved upon before it can be implemented and used, just like how James Watt was able to improve the Newcomen steam engine in such a way that it became a hundred times more viable for mass use than Newcomen's original design was... For this reason, all ideas are valid as what might seem like a bad idea at first can easily become a good idea if one is willing to modify it. Indeed, often those modifications don't even need to be all that extensive. Going back to the steam engine example, Watt's modification to the Newcomen design was actually a very simple one and yet it was a vast improvement...

OK, how about this for an idea, Aki? Instead of moping about how horrible all of our ideas are, why don't you instead suggest ways that they can be improved so that they stop being horrible ideas? You know, like how I suggested that the sec. off's shield should be only 50% effective against plasma and explosions so as to avoid them being too effective against higher-end weapons? And don't try to hide behind "Doomishness" arguments against improving a monster idea, because even if the idea isn't particularly "Doomish" (who the Hell is meant to judge constitutes "Doomish" is, anyway?) and has little chance of being implemented into the main game, I see no reason why the concept can't still be improved upon in terms of balance and ease of addition into the game (perhaps for a mod if the idea is inappropriate for the main game)...
Title: Re: New enemies
Post by: Madtrixr on November 05, 2009, 19:00
And don't try to hide behind "Doomishness" arguments against improving a monster idea, because even if the idea isn't particularly "Doomish" (who the Hell is meant to judge constitutes "Doomish" is, anyway?)

...Kornel.
Title: Re: New enemies
Post by: Aki on November 05, 2009, 19:37
This is gonna be fun...

Oh and Aki, you really need to get over yourself...
Won’t happen.
Quote
The very nature of ideas is that most of them aren't good (or are good, but impractical) and the ones that are good tend to start out in a rough, unrefined state that needs to be improved upon before it can be implemented and used, just like how James Watt was able to improve the Newcomen steam engine in such a way that it became a hundred times more viable for mass use than Newcomen's original design was... For this reason, all ideas are valid as what might seem like a bad idea at first can easily become a good idea if one is willing to modify it. Indeed, often those modifications don't even need to be all that extensive. Going back to the steam engine example, Watt's modification to the Newcomen design was actually a very simple one and yet it was a vast improvement...

tl;dr

Seriously, though, most ideas are just shit. At least the example you provided was something that could have done something, it had potential. Half the stuff I see (And half the stuff I suggest, don’t think that I’m just criticising everyone else as well) is just retarded crap that has no potential. Insta-kill enemies? That’s either gonna be too broken (300% speed and insta-kill: ;_;) or it’s just cannon fodder. The suggester has to put *some* thought into what they’re doing, like your inventor guy or whatever. Otherwise, people just do shit like this:

SUPER OWNAGE THING (10d10)*9001 [1/1]

TAKES CELLS LOL

100000s RELOAD OVERCOMES THE SUPERIOR FIREPOWER ONE SHOT THAT’S IT

0.000000000001s FIRETIME TOO MMK SO IT’S NOT TOTALLY USELESS

ALTFIRE GIVES IT 1000000000000000000000000 BLAST RADIUS

WAT DO U GUYZ THINK

Or:

SUPER BROKEN DUDE

100 HEALTH 10 ARMOUR APPEARS ON REGULAR LVLS

HAS 10 MEDIPACKS IN INVENTORY AND CAN USE THEM OH AND HAS A BFG AND LOTS OF CELLS

RLY A PAIN ESPECIALLY WITH VILES BUT IF YOU KILL THM YOU GET A BFG COOL HUH

Stuff like that has *no* potential.

Quote
OK, how about this for an idea, Aki? Instead of moping about how horrible all of our ideas are, why don't you instead suggest ways that they can be improved so that they stop being horrible ideas?

I provide ideas to stuff I think has potential, instead of drop-dead shit with no potential.

Quote
You know, like how I suggested that the sec. off's shield should be only 50% effective against plasma and explosions so as to avoid them being too effective against higher-end weapons?

While it doesn’t seem like it at first glance, I do know what a suggestion is ;)

Quote
And don't try to hide behind "Doomishness" arguments against improving a monster idea, because even if the idea isn't particularly "Doomish" (who the Hell is meant to judge constitutes "Doomish" is, anyway?)

Kornel. Kornel. Kornel.

Kornel has explicitly stated multiple times that shit’s gotta have some sort of doomishness about it (Excepting unique, but they’re mostly designed for shout-outs.) The Former Commando is there to provide you with a Plasma Rifle, because there’s no guaranteed spawns (Unlike the BFG, for instance).

The only other place for “Undoomish” stuff is minibosses/mods.
Quote
and has little chance of being implemented into the main game, I see no reason why the concept can't still be improved upon in terms of balance and ease of addition into the game (perhaps for a mod if the idea is inappropriate for the main game)...

Let’s put time and effort into carefully balancing the thing that won’t ever make it into the main game because it’s undoomish! Yay! [/sarcasm]

I learnt the stuff from modding from experience. Modding is the least of Kornel’s worries at the moment, it’s been pushed back further and further. Discuss modding stuff when modding’s out.
Title: Re: New enemies
Post by: Captain Trek on November 05, 2009, 20:17

Won’t happen

Then we have nothing more to dicuss... Consider yourself filed in my "chronic self-importance" section alongside other notorious forumers on other sites I used to frequent... Ymgir* the Frost Giant says hi! :)

*It's actually Ymir, but this forumer, naturally, had it spelt wrong...
Title: Re: New enemies
Post by: Aki on November 05, 2009, 21:27
I feel honoured.

However, if you wish to run like a coward from a debate, then feel free. While I may lose in the end, I can accept defeat graciously.
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 05, 2009, 23:20
SUPER OWNAGE THING (10d10)*9001 [1/1]

TAKES CELLS LOL

100000s RELOAD OVERCOMES THE SUPERIOR FIREPOWER ONE SHOT THAT’S IT

0.000000000001s FIRETIME TOO MMK SO IT’S NOT TOTALLY USELESS

ALTFIRE GIVES IT 1000000000000000000000000 BLAST RADIUS

WAT DO U GUYZ THINK

Or:

SUPER BROKEN DUDE

100 HEALTH 10 ARMOUR APPEARS ON REGULAR LVLS

HAS 10 MEDIPACKS IN INVENTORY AND CAN USE THEM OH AND HAS A BFG AND LOTS OF CELLS

RLY A PAIN ESPECIALLY WITH VILES BUT IF YOU KILL THM YOU GET A BFG COOL HUH
This is one of the reasons why DoomRL isn't open source, I'm assuming. Gamebreaking. Eventually you'll get a dropkick coder who'll think of something like this. Or make it for their dropkick friends.
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 05, 2009, 23:28
Diablo
Spawns in a late game, caries nothing, atacks in melee, 1 kill lethal. Getting him down is a top priority.(Not spawns on AoB)

P.S:And could we have an unique monster, just like boss, but less powerful. Killing him would give you an unique, or maybe an artifact. On the level you hear a message 'You sence there is someone who command demons!' or 'You sence there is a demon from the deepest hell!'
There is a REASON this topic is in the DoomRL section. You want to fight Diablo, learn Pascal or something and make it yourself in DiabloRL. And while we're at one hit kill enemies, give yourself a "Big Muthafugging Axe of Ass-Kickery +666".
Title: Re: New enemies
Post by: Malek Deneith on November 05, 2009, 23:31
Aki: Chill. Out.

Are most ideas proposed on forums unworkable? Yes probably. But some of them might have potential even if *you* or *me* or *insert_random_poster_here_#46* don't see that potential. Some might spark a discussion that leads to a "good" idea arising. Others might not look good to us but can trigger Kornel's imagination. Yet others might look bad at the moment but evolution of the game changes that - uniques actually *were* that kind of idea. Either way posting the idea never hurt anyone.

Don't get me wrong - discussing the ideas and disagreeing with them posted is fine: as long as it is done in relatively civil way, not in "you are stupid and my opinion is absolute" way.
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 05, 2009, 23:35
Indeed. I don't think anyone wants this - or any - thread to become an Aki vs. The Idea People war thread.
Title: Re: New enemies
Post by: Madtrixr on November 05, 2009, 23:45
Well, I voted B, but maybe this thread should have a basic guideline.
Title: Re: New enemies
Post by: Aki on November 06, 2009, 01:25
I SENSE A CHALLENGER APPROACHES
Indeed. I don't think anyone wants this - or any - thread to become an Aki vs. The Idea People war thread.

And then Aki was the people.

:>

The funny thing is that whatever forum I end up on, I end up being a significant presence, whether for better or for worse. While I ended up ultimately banned from Smogon for HAVING AN OPINION, I went out in a blaze of glory and encouraged free thinking.


Aki: Chill. Out.

Are most ideas proposed on forums unworkable? Yes probably. But some of them might have potential even if *you* or *me* or *insert_random_poster_here_#46* don't see that potential. Some might spark a discussion that leads to a "good" idea arising. Others might not look good to us but can trigger Kornel's imagination. Yet others might look bad at the moment but evolution of the game changes that - uniques actually *were* that kind of idea. Either way posting the idea never hurt anyone.

Don't get me wrong - discussing the ideas and disagreeing with them posted is fine: as long as it is done in relatively civil way, not in "you are stupid and my opinion is absolute" way.

I'd suggest re-reading my post. I tend to exaggerate everything - That's typical of the region i'm from.

When I say put some thought into things, it's to prevent stuff like that 10d10*9001 weapon of doom or that totally retarded monster. Some basic thought on the suggester's part won't hurt, because that would actually promote discussion and spin-off ideas/inspiration.

Similar to how it's easier to work with already processed metal then mining the ores and smelting it yourself first.

Basic rules wouldn't hurt - stuff like "Don't be a twit and copypasta someone elses idea with minor change" or "Have a think about if even Dervis or Blade could take your thing down" would again, be a benefit.

And whether you like it or not, no normal or semi-normal enemies will be undoomish, as that's Kornel's final opinion.
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 06, 2009, 01:33
I'd suggest re-reading my post. I tend to exaggerate everything - That's typical of the region i'm from.
Heh, it sure as hell is.

Anyway, concerning a guideline, so far we have the "can't be undoomish" thing, don't copypaste other peoples ideas with a slight change (i.e. no posting Melon's security officer idea under the name SWAT unit), no insanely stupid stuff, Dervis and Blade AT LEAST have to be able to take it down, and willingness to keep your opinion on your post flexible, so that others can have a spark of genius that may lead to a new critter - normal release or mod. Anything missed?

edit: fixed typo in "undoomish" :P
Title: Re: New enemies
Post by: Tavana on November 06, 2009, 03:27
/me waits for the influx of shitty ideas

Hate to be a party killer, but half of these ideas (Especially ZZ's, sorry man) tend to be gamebreaking either way (Way too hard, too easy for too big of a reward, ect).

Please think your ideas through before posting, and consider actually putting *some* thought into them, such as health buffs on harder difficulties and stuff.

Perhaps I'm not getting the intent behind the board, but I kinda gathered that the request for features board was where ideas came together, no matter how stupid or crazy, and then were either instantly discarded (and sometimes later picked up), or improved upon.

Personally, I've rarely had an idea that came together all at once, perfectly. And when I've been designing games I've welcomed all stupid input.

Quote from: Other People
---lots of other crap---

Dios mio. Okay. Aki doesn't have tact. Bottom line. Let's get used to the fact that he is going to spout stupid things instead of useful things a good portion of the time. He DOES have some good thoughts. He will often tell you that your thoughts suck. This is your opportunity to improve on them, and prove him wrong. Because chances are high that he is wrong. Love you Aki!

I second UnderAPaleGreySky's "guidelines". I would add that keeping something "doomish" could be good, but not 100% necessary.

Yay for all the really long hard on the eyes posts! =D
Title: Re: New enemies
Post by: Captain Trek on November 06, 2009, 04:03
Quote
The funny thing is that whatever forum I end up on, I end up being a significant presence, whether for better or for worse.

That's because your ego takes up so much room that it's impossible for people to not notice it... :P

Quote
While I ended up ultimately banned from Smogon for HAVING AN OPINION, I went out in a blaze of glory and encouraged free thinking.

I imagine you were actually banned because your ego causes you to rudely and forcefully impose your opinions on others... Oh and last I checked, the definition of "free thinking" didn't include insulting people just because they disagree with you... :P

Quote
Dios mio. Okay. Aki doesn't have tact. Bottom line. Let's get used to the fact that he is going to spout stupid things instead of useful things a good portion of the time. He DOES have some good thoughts. He will often tell you that your thoughts suck. This is your opportunity to improve on them, and prove him wrong. Because chances are high that he is wrong.

Tavana, consider yourself quoted for truth... :)

And Aki's certainly not the only one, as I said, 'nor is he the worst, but his biggest problem is that he's always complaining which, funnily enough, is exactly what the other three members of my "chronic self-importance" section did, to varying degrees...

But, to get back on topic, has there been any discussion regarding possible implementation of the "nightmare imp" enemy from Doom 64? This enemy might seem somewhat redundant, but even with the newly weakened cacodemons in the most reason version, there still seems to be a fairly wide gulf between imps and cacodemons, a gulf I don't really think demons and former captains adequately fill... I don't know wether this would adequately reflect the n.mare imp's relative strength from Doom 64, never having played that version of the game, but throw a few nightmare imps with a strength between that of the imp and the caco into DoomRL and you could potentially have a smoother transition from weaker enemies (imps and formers) to stronger "mid-range" ones (knights and cacos)...

EDIT: Voted for option B by the way... The only rule I think we need is one for plagiarism, with the "Doomishness" thing being more along the lines of a helpful suggestion unless you want your idea to be ignored (I consider "Doomishness" to be at best a flimsy and extremely subjective concept that, in large part, only serves to divide and distract the ones doing the brainstorming such that they end up wasting time arguing over wether or not, say, a flamethrower, is sufficiently "Doomish" or not instead of coming up with new ideas or improvements to old ones, such as how to make that same flamethrower workable within DoomRL)...
Title: Re: New enemies
Post by: Midnight on November 06, 2009, 05:48
OK, now we just need a thread to discuss what "doomish" is.
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 06, 2009, 05:55
Do it somewhere else guys - with this, the 26th post, there are only three serious monster requests that weren't transferred from the "New unique" thread, and one of them is the much requested Spectre. Aki discussion can take place in a different thread :P.

EDIT: Changed the two to three. I forgot your Gun Turret idea, Pass :P
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 06, 2009, 06:20
And could we have an unique monster, just like boss, but less powerful. Killing him would give you an unique, or maybe an artifact.
Oh, oh, oh! We have one already! He's called Angel of Death and you get a shiny spear for killing him! Although he DOES kick your ass harder...
Sorry if I'm being a dick about it
Title: Re: New enemies
Post by: Passionario on November 06, 2009, 07:06
So, any opinions on Gun Turrets?
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 06, 2009, 07:54
It seems workable, and if the demons can build walking spider bots and huge ass cybernetic driven demons, why not corrupt automated defense systems (all good bases should have them :P).
Title: Re: New enemies
Post by: Madtrixr on November 06, 2009, 09:44
Turrets sound like a good idea. If they're corrupted, then that's a good reason for the fact that the demons won't be targeted.
Title: Re: New enemies
Post by: knlbr on November 06, 2009, 12:25
spider mastermind. could be the boss of a special level, a tad more health than an archvile and fires the same way as the heavy weapons guy, only stronger
Title: Re: New enemies
Post by: ZZ on November 06, 2009, 12:31
Oh, oh, oh! We have one already! He's called Angel of Death and you get a shiny spear for killing him! Although he DOES kick your ass harder...
Sorry if I'm being a dick about it
Hey, UAPGS! I mean mini-bosses spawned on ORDINARY levels, just like uniques. We don't have such. AoD is spawned in UC, it's not an ordinary level, it has layout.
Title: Re: New enemies
Post by: Aki on November 06, 2009, 14:42
Dios mio. Okay. Aki doesn't have tact. Bottom line. Let's get used to the fact that he is going to spout stupid things instead of useful things a good portion of the time. He DOES have some good thoughts. He will often tell you that your thoughts suck. This is your opportunity to improve on them, and prove him wrong. Because chances are high that he is wrong.

I SEE WHAT YOU DID THAR

Yeah, if it motivates you guys, go ahead. Prove me wrong. As long as you're getting some stuff done.

That's because your ego takes up so much room that it's impossible for people to not notice it... :P

:P

Quote
I imagine you were actually banned because your ego causes you to rudely and forcefully impose your opinions on others... Oh and last I checked, the definition of "free thinking" didn't include insulting people just because they disagree with you... :P

You had to be there, it was fun, to say the least :>

Quote
And Aki's certainly not the only one, as I said, 'nor is he the worst, but his biggest problem is that he's always complaining which, funnily enough, is exactly what the other three members of my "chronic self-importance" section did, to varying degrees...

Someone who is always complaining is Karry. No matter what happens, It always complains.

I'm not always complaining, i'm actively striving for improvement.

Quote
EDIT: Voted for option B by the way... The only rule I think we need is one for plagiarism, with the "Doomishness" thing being more along the lines of a helpful suggestion unless you want your idea to be ignored (I consider "Doomishness" to be at best a flimsy and extremely subjective concept that, in large part, only serves to divide and distract the ones doing the brainstorming such that they end up wasting time arguing over wether or not, say, a flamethrower, is sufficiently "Doomish" or not instead of coming up with new ideas or improvements to old ones, such as how to make that same flamethrower workable within DoomRL)...

"Undoomish" ideas cannot go into the main game. Going into special levels, artifacts, exotics and the like is fine, but Kornel has already stated that to be standardized, they have to have some level of doomishness.
Title: Re: New enemies
Post by: Psion on November 06, 2009, 15:06
We should find ways to include enemies from the newer doom games.  Some of them will have to be heavily modified from what they do in their source game of course.  We should focus on making them fit the roguelike more than making them exactly as they were.

The doom 3 enemies and bosses plus the demon queen from Doom64 could be included in some way or another.  Or they could be starting points for more interesting monsters.  There's also some good monster ideas we could use from certain Doom wads.  Here's a good source:  http://www.tormentor667.de/
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 06, 2009, 20:15
I mean mini-bosses spawned on ORDINARY levels, just like uniques. We don't have such. AoD is spawned in UC, it's not an ordinary level, it has layout.
Ah, I get what you're saying. Like, maybe a former human general, walks around packing a vamped up shotty :P
Title: Re: New enemies
Post by: Kornel Kisielewicz on November 07, 2009, 06:05
Ok, high time I bump into this topic.

First of all let me make myself clear -- as far as DoomRL 1 goes, the only three enemy types that may make it into the game are Spectre, Player Ghosts and Spider Mastermind.

Additionally probably named "champion" monsters may appear, but they will just be variations of one of the common base types.

HOWEVER, this is not the case with DoomRL 2. There I'll need more monsters anyway. I especially liked the idea of former * -- but they should probably have some more unique abilities. When it comes to monster types, I'm all over quality over quanity -- by that I mean little monster types but each significantly different.

Aki, Chill Out :)
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 07, 2009, 06:10
Additionally probably named "champion" monsters may appear, but they will just be variations of one of the common base types.
Such as the champion monsters found in Diablo 2?

Player Ghosts
Wait, what?
Title: Re: New enemies
Post by: Captain Trek on November 07, 2009, 06:32
Wouldn't be better to call "champion" monsters "nightmare" monsters, since that's what the uprated imp was called in Doom 64 and what the uprated caco and spectre were called in Doom 64 TC (which admittedly was a mod rather than an official game)?

Anyway, as long as Kornel's thinking about formers for a new DoomRL, here is another rough concept that I think would help to "fill out" the various types of people one might have expected to find on Phobos base before it was attacked...


Former medic:

"The bad new is this guy hasn't lost his extensive knowledge of medicine, meaning he can heal and, with some effort, even revive his fallen comrades. The good news is... well... other than that he's no tougher than any other former, there is no good news..."

Essentially, the former medic would be a lesser arch-vile and would either have the ability to heal nearby zombies and other bad guys, revive them from the dead if he is standing on an adjacant tile (meaning he can raise the dead, but not as effectively as a vile can), or both...
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 07, 2009, 06:40
Former civilian:

"The weakest of the weak. Generally unarmoured, unarmed, and soft-hitting, but will pick up and use any basic gear. Problem is, there's bound to be a lot of these bastards in the base. And you only have so much ammo."

The general workforce of the UAC base, only introduced when Doom 3 hit the shelves. These guys don't really need much more of a description, but should have a lower hit rate, due to civies having atrocious shooting abilities.

Title: Re: New enemies
Post by: Captain Trek on November 07, 2009, 06:48
Former civilian:

"The weakest of the weak. Generally unarmoured, unarmed, and soft-hitting, but will pick up and use any basic gear. Problem is, there's bound to be a lot of these bastards in the base. And you only have so much ammo."

The general workforce of the UAC base, only introduced when Doom 3 hit the shelves. These guys don't really need much more of a description, but should have a lower hit rate, due to civies having atrocious shooting abilities.

I was going to suggest civilians as well, but they seemed rather too boring an addition given how weak former humans already are, so I refrained from it...
Title: Re: New enemies
Post by: Kornel Kisielewicz on November 07, 2009, 07:32
Heh, they'd be armed with crowbars, wrenches, hammers and... chainsaws :P
Title: Re: New enemies
Post by: Potman on November 07, 2009, 08:34
Spider Mastermind should have been in the game like five versions ago. Why isn't it still there?
Title: Re: New enemies
Post by: Frankosity on November 07, 2009, 14:11
I agree that the current lineup of monsters is more or less sufficient for DoomRL, and what I'd personally like to see in DoomRL 2 would be more content from other iD games and Doom iterations (I know, I know, Doom 3 doesn't count!). The suggestions I have here are mainly for DoomRL 2, for that reason.

I'd be interested to see Nightmare monsters implemented as a 'roided-out version of existing creatures. As far as I remember, there were Nightmare variants of Imps, Demons and Cacodemons in Doom 64.

Other variants of the former humans could be good, too, assuming they're made distinct enough. If it were balanced properly, different former humans could have a chance of dropping items specific to their profession- Former Engineers could have a chance of dropping a modification pack, for example, and Former Scientists might drop a Phase Device or Environmental Suit.

Title: Re: New enemies
Post by: ZZ on November 07, 2009, 14:41
Cool thing was in the Doom RPG - there were leveled monsters. Official site(http://www.doomrpg.com/n.x/Doom%20RPG/Home/Guide/Bestiary (http://www.doomrpg.com/n.x/Doom%20RPG/Home/Guide/Bestiary)) will tell you more. And now I came to an idea for another monster(Kornel said that ideas would be nice as I understand):

Vile
Dmg: 5d1;
Hp:25;
Special:Restores any corpse as former human\Sergeant\captain dependent of the power of the enemy.
Students of Arch-Viles, they weren't teached fully and now they're using their poor power to try to beat you. Come in packs of 2-3, they will teach you not to call Arch-Viles Viles. Viles will guide you through the whole game till the Arch-ones(If Vile restores a corpse, the original monster is lost, so they will waste corpses for Arch-Viles).
Title: Re: New enemies
Post by: Frankosity on November 07, 2009, 15:47
That's an interesting idea, but I'm not sure I agree with the concept of it raising anything as a type of former human. In my opinion, there could be a limit on what it can resurrect, or it could raise the creature as a Raised variant, which is much slower and weaker than a normal creature, and doesn't leave a corpse when it dies, due to the sheer degradation of the body.
Title: Re: New enemies
Post by: Captain Trek on November 07, 2009, 21:17
That's an interesting idea, but I'm not sure I agree with the concept of it raising anything as a type of former human. In my opinion, there could be a limit on what it can resurrect, or it could raise the creature as a Raised variant, which is much slower and weaker than a normal creature, and doesn't leave a corpse when it dies, due to the sheer degradation of the body.

Funnily enough, all this is actually rather what I was thinking of with my former medic idea, except that my concept was that his revivals would either be limited by range (meaning he has to be adjacent to the corpse) or limited to formers only, but if it comes down to a choic between the two, I'd definately say go for the one that actually has a precedent in an offical Doom related product...
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 08, 2009, 01:37
I mean mini-bosses spawned on ORDINARY levels, just like uniques. We don't have such. AoD is spawned in UC, it's not an ordinary level, it has layout.
Hmm, just had an idea for a message that could pop up, like it does with uniques. What does everyone think of "You feel a stronger presence of evil..."?
Title: Re: New enemies
Post by: Jarkko on November 08, 2009, 18:03
Heh, they'd be armed with crowbars, wrenches, hammers and... chainsaws :P

Former chainsaw-man would be great. The sound he'd make walking around wouldn't be the normal "Heyy" forman humans make but rather the idle sound of the chainsaw from Doom, with the occasional louder chainsaw noise thrown in.
Title: Re: New enemies
Post by: Melon on November 09, 2009, 01:50
I think there should be no "champion monsters". Each mini-boss should have an unique name and its type should be like in the Doom RPG.

So we would have:
"Epyon, the nightmare"
"Malek the druj"
"Thomas, the belphegor"

And so on, and so on...

However we shouldn't copy names from Doom RPG, we should use our own. So we could have: http://en.wikipedia.org/wiki/List_of_monsters

Just check the possibilities!
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 09, 2009, 01:56
No, no, its "Malek the Sellout" :P
Title: Re: New enemies
Post by: Aki on November 09, 2009, 03:13
Aki, the Rabid :>
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 09, 2009, 03:24
Dave, the Lackie :D
Title: Re: New enemies
Post by: raekuul on November 09, 2009, 08:16
I support Vile, under the condition that all Foo-Viles on N! are Arch-Viles.
Title: Re: New enemies
Post by: ZZ on November 13, 2009, 03:30
And this topic was supposed to become sticky?
Come on, guys!
Support the topic!
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 14, 2009, 06:22
Turns out there WAS a new enemy thread (http://forum.chaosforge.org/index.php/topic,26.0.html), but was (I assume) ultimately closed due to lack of interest.. so keep the ideas coming!
Title: Re: New enemies
Post by: ParaSait on November 14, 2009, 06:26
Mrazerty, the Cookie Monster! :D
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 14, 2009, 06:41
*Mrazerty, the Cookie Monster appears!*
*Mrazerty steals your cookies!*
*Mrazerty EATS your cookies!*
*You are sad.*
:D
Title: Re: New enemies
Post by: Melon on November 16, 2009, 00:33
*Mrazerty, the Cookie Monster appears!*
*Mrazerty steals your cookies!*
*Mrazerty EATS your cookies!*
*You are sad.*
:D
*Mrazerty reads the fortune from the cookie.*
*Mrazerty is sad...*
Title: Re: New enemies
Post by: ZZ on November 21, 2009, 07:38
I won't give this topic to die:
The pack of unique enemies:
Former Psychopat
'He was crazy and was in base hospital. But the invasion destroyed hospital and corrupted the corrupted brain.The rezult is HIM. He managed to upgrade the chaingun and now he's on killing spree. Hope he don't see you'
Picture:'h'
Weapon:Super chaingun(2d6)*5[100\100] +3;
Armor:1+wearable;
Special:Shoots anything in his sight range. Spawns in an empty room;
Inventory:Minigun+50 10mm.
The ultimate Former human;

The Slayer
'The imp, who've killed so much that the hell gave him the power to KILL. Destroys you in a few moment's. He is your primary target'
Picture:'i'
Weapon:-Chain fireball(2d7)*3 +5;
             -Fist attack(5d6);
Armor:1+wearable;
Special:4 sqare expoision, only last missle causes;
Inventory:Missle launcher+3 rockets;
The ultimate imp.

Horned demon
Picture:'D'
Weapon:-Horns(chainsaw damage);
Armor:2;
Special:4 sqare charge(number of squares charges=damage multiplier);
Inventory:Butcher's cleaver;
The ultimate demon;

Winged Terror
Picture:'O'
Weapon:-Fire breath(3d5) +5;
             -Hit(2d5);
Armor:4;
Special:Fire breath hit everything in it's fir line;
Inventory:Assault shotgun.
An ultimate cacodemon;

The Flying Dutchman
Picture:'OOO
      OOO
      OOO
'
Weapon:Spawns a 1-13 of Lost Souls around him, 13 in the middle;
Armor:Immune to anything except RL and BFG;
Special:When spawns 13 LS, dies.
Inventory:Necroarmor;
The ultimate Pian Elemental;

Hell Champion
Picture:'B'
Weapon:Lava ball(Damage=Lava damge\2, leaves and 3X3 lava pool) +4;
Armor:3+wearable;
Special:Don't attack when you have 1 HP (noble);
Inventory:Baron's Armor;
The ultimate Hell Knight\Baron;

Devil's Gear
Picture:'R';
Weapon:Rocket launcer(6d6) autohit;
Armor:6;
Special:When dies explodes like fuel barrel;
Inv:Revenant's Launcher+10 rockets;
The ultimate revenant.

Cyber Spider
Picture:'A'
Weapon:Overcharged Plasma Rifle(don't destruct);
Armor:0;
Special:Surrounded with arachnotrons, spawns only in Arachno Caves;
Inv;Nuclerar Plasma Rifle;
THe ultimate Arachontron;

Wizard Vile;
Picture:'V';
Weapon: Arch-Vile's fire blast;
Armor:4;
Special:Spawns 3 Arch-Viles on the start, ressurects all monsters including Arch-Viles;
Inv:Hell Staff + Pfaseshift complect.
The ultimate Arch-Vile


All enemies got 2X HP from the original and give 20 times more XP.
Title: Re: New enemies
Post by: Fanta Hege on November 21, 2009, 09:38
Ideas eh?


Former Technician.
'Intresting enough, this guy doesn't seem to want to directly fight you, but instead anoy you otherwise by looting stuff before you get them"
Picture; 'h'
Weapon; Combat Dislocator (does not drop when dead, however any remaining ammo drops).
Armor; 3, can wear additional ammo, so watchout!
HP; 10
Speed; 90%
Special; Picks up any item it will see even mods and junk, thus you can lure them.
Inventory; 20x powercell.


Tormented Spirit
'Bitter beeing that doesn't want to do anything else then share their pain.'
Picture; 't'
Weapon; 3d4 meelee
Armor; 1
HP; 60
Speed; 130%
Special; Recoils 10% of damage back to the player when hurt.

Guard Drone

Picture; G
'Metallic dead machine ensurance for precious items'
Weapon; Low power Railgun shots (4d4?), extreem precaution recommended.
Armor; 5
Hp; 55
Speed; 115%
Special; Only spawns inside large vaults, usualy with cacodemons, maybe Ao100 only aswell.
Title: Re: New enemies
Post by: Melon on November 21, 2009, 14:23
Xavier had enough. For the past two days, he was trying to survive through this hell. He didn't have time to eat or to drink. Well, even if he did found anything edible he wouldn't try it. Maybe the food was poisoned or toxic and turned everyone into mindless zombies? He didn't have any technical equipment to analyse food or air surrounding him. All the computers went crazy, even simple terminals didn't work. Not knowing why, he was getting deeper and deeper into the complex, hoping to find the answer. Although he was so scared that his hair turned white because of the horrors he had seen, he knew the answer lied somewhere beneath. He could have escaped using the emergency shuttle, but something was luring him...

His first day was shit. That's all you can tell. His first day as a security officer was a shit. Before he went out from the locker room to meet his new co-workers, he checked if he had everything with him.


Glock 119
Damage: 2d4(semi-auto) 3d2x3(full-auto)
Damage type: Physical
Accuracy: +6
Base fire time: 0.8 sec (semi-auto) 0.9 sec (full-auto)
Base reload time: 1 sec
Clip size: 15
Ammunition: 10mm ammo
Alternate fire: Full-auto shot
Alternate reload: Only if you have dualgunner
Appearance: {
Comments: Standard firearm of security officers. It provides the possibility to quickly switch between full-auto and semi-auto firing modes. It is highly accurate and quite fast and reliable. It doesn't need any extra aiming, since the gun is pretty light and required to use in immediate situations.


Taser
Damage: 8d1 Stuns enemy for d4 seconds (lesser than hell knight)
Damage type: Physical
Accuracy: +3
Base fire time: 1 sec
Base reload time: 1 sec
Clip size: 20
Ammunition: Power cells
Alternate fire: Aimed-shot
Alternate reload: Overcharges the taser. It deals 2d(X/2) damage (X is the number of cells in taser), but afterwards the taser is destroyed. Such attack also stuns the enemy.
Appearance: {
Comments: Standard firearm of security officers. It is used to stun/paralyse any threats... Weapon is supposed to be harmless, but it call deal sometimes the significant amount of damage, especially when overloaded


Riot shield
Protection: 1
Move speed: -20%
Knockback: -10%
Appearance: ]
Comments: A very useful tool in skillfull hands. It must be equiped as an alternate weapon. Can only be used with pistols, otherwise the game just ignores it. When equiped, it provides +1 protection. If you are attacked with conventional weapon, all the damage goes to the riot shield and tears it down a little. However, plasma/explosion/magical attacks deal half of the damage to you, half to the shield

Xavier checked the junk he was carrying by the book. He stood up and went to the door. Outside, they were already waiting for him, John and Sanchez.

Former security officer
Appearance h
Health: 15
Armour: +1
Accuracy: +2
Damage: The same as Glock but halved
Speed: 80%
Inventory: Glock, taser, riot shield + ammo. What they have is quite random.
Comments: Specialized in disarming and controlling riots, they were sent to UAC base to provide basic protection for the civilians.
Title: Re: New enemies
Post by: mikee on November 25, 2009, 20:53
former human janitor

"All of those barrels had to come from somewhere... once in charge of disposing of the base's waste products, this zombie goes mindlessly about its task.  Here it comes with its cart!"

Has no attacks but occasionally drops barrels of fuel/gas/napalm, depending on difficulty.  Explodes when hit by anything except melee.
Title: Re: New enemies
Post by: thelaptop on November 26, 2009, 00:55
Uh I dunno if anyone has said this before, but what about Spectres?  You know, those half-visible demon like things that you can sort of see or something?  They can share the same stats as demons, but will reduce accuracy from ranged weapons; you can only detect them when they are very close, say one or two tiles away.

On another note, maybe we can have partial invisibility power ups that mimic the same effect, like reducing outright the accuracy of any ranged weapon?
Title: Re: New enemies
Post by: Tavana on November 26, 2009, 03:29
I think you'll find the sixth post has a little something to say about Spectres (http://forum.chaosforge.org/index.php/topic,2290.0.html).
Title: Re: New enemies
Post by: UnderAPaleGreySky on November 26, 2009, 04:39
Spectres.. the long demanded monster for DoomRL :P
Title: Re: New enemies
Post by: X-Heiko on November 26, 2009, 08:19
The only type of weapon not carried by a former human would be a rocket launcher. A former AT Soldier, so to speak. Only that he would have to be really slow in order not to be overpowered. I think a "not a great danger but could become one if not shot quickly" type monster would fit in, although you do find enough rocket launchers...

Maybe a mutant that spits acid and leaves an acid trail?
Title: Re: New enemies
Post by: thelaptop on November 26, 2009, 08:55
I think you'll find the sixth post has a little something to say about Spectres (http://forum.chaosforge.org/index.php/topic,2290.0.html).
Ah ha.  Read it -- interesting.  Thanks for the reference!  (=
Title: Re: New enemies
Post by: Melon on November 27, 2009, 00:53
The only type of weapon not carried by a former human would be a rocket launcher. A former AT Soldier, so to speak. Only that he would have to be really slow in order not to be overpowered. I think a "not a great danger but could become one if not shot quickly" type monster would fit in, although you do find enough rocket launchers...

Maybe a mutant that spits acid and leaves an acid trail?

I really like that acid blob type of monster. The question is whether it wouldn't be too cumbersome for the N! players, they will definitely slow the pace of the game.
Title: Re: New enemies
Post by: X-Heiko on November 27, 2009, 09:11
I really like that acid blob type of monster. The question is whether it wouldn't be too cumbersome for the N! players, they will definitely slow the pace of the game.

Would disabling the acid trail after their first kill fix that?
Title: Re: New enemies
Post by: Frankosity on November 27, 2009, 10:23
Crossposting from the Unique Items thread sort of, but I've had an idea for a range of corrupted UAC security systems.

- CCTV: basically a stationary enemy that, if you spend too long in it's LOS, raises an alarm that leads all the enemies on the level to your position. It'd only have like 1 HP or something, so it wouldn't be a hassle to destroy by any means, but unwary or slow players could potentially get themselves into hot water.

Alternatively, setting of the alarm could actually summon some Formers to your position, the type determined by your level.

- Security Turret: another stationary enemy which has a weapon equivalent to a chaingun, but has more HP than a Former Captain and higher accuracy.

There could also be stronger variants on these once you get into Phobos Hell- CCTVs could be replaced by Observers, nasty little creatures that are functionally identical but summon demonic creatures instead, and the turrets could be replaced by a demonic plasma-throwing equivalent called an Obelisk or Corruptor or something.


Title: Re: New enemies
Post by: ZZ on November 27, 2009, 12:24
I love unique enemies, so uniquize(!) the turret
Trap Gun
Appearence:'.' \ 'T' before\after deployment;
Weapon:Plasma Gun;
Special: Invisible before pop-up, shows when player nears it in a :
  *** 
*****
*****
*****
 ***

range, then arms for 2 seconds, then fires like an ordinary plamagun;
Inventory: Plasmagun + 100 cells.

Cool!
Title: Re: New enemies
Post by: Melon on November 27, 2009, 18:39
Would disabling the acid trail after their first kill fix that?
That is the question to the N! players [;
Title: Re: New enemies
Post by: The DoomRLguy on November 29, 2009, 14:31
Belphegor:
Appearance: B
Health 90
AO100 Miniboss, uses baron shots 3 times at once, 80 HP. Melee like baron, but buffed. Armor: 3
Exp 650
Stolen from Skulltag.

Spectres: See another thread. There's already one.

Spider Mastermind:
Appearance: A
Health 150 (3 quarters of cyberdemon, like in doom)
Fires like a former sergeant, but 4 times, like a chaingun.
Exp value 1200

Icon of sin:
Appearance: I
Health 300
Exp 2500
Attacks with baron shots occasionally, otherwise spawning monsters like JC does, but 1 at a time. Can't move.

Maulotaur
Appearance M
REALLY rare. AO100 only, lower levels only.
Health 150
Attacks with 5 fireballs maybe a bit stronger than imp, spread out a bit like mancubus. Hammer-smashes you in melee. Also can send fire along the ground, like a weaker rocket. Stolen from heretic for lolz.

Former general
Appearance h
Health 10
Easy to kill, but if you fail, you pay the penalty. And it's a big one. Kill him fast or bite his BFG!

Heresiarch:
Appearance H
Rarest enemy ever. AO100 only. Health 250. Attack with:
1."The heresiarch raises his arms into the air!"
2."The heresiarch's hands glow!"
3. Attack with either:
10 weak fireballs, slightly weaker than imp.
2 stronger fireballs, around damage of mancubus hit each.
Summon a hell knight.
Protective shield. Reflects all attacks back at user with -60% chance to hit. Minimum hit chance 10%. Reflected attack deal half damage. Has a 5% chance to wear out next turn, 10% the next, 15% the next, etc. After it wears out, his next 2 spells cannot be the shield.
Stolen from Hexen.

Self-upgrader (need better name)
Appearance h
Health 10
Attacks with pistol, but gradually gets deadlier, moving up through shotguns and up your keyboard to the BFG! Doesn't start growing in power until he sees you. As an upside though he will drop whatever weapon he would be using, so pwning him at the right moment could bag you a BFG.

These will need editing first, but i kept to the demon-type ones. Nothing too undoomy.Edit and discard at will! They are just ideas!
Title: Re: New enemies
Post by: ZZ on November 30, 2009, 07:37
[color=text color which you want]Your text[/color].

IOS(this will be better) and A are Doomish, the rest is just good.
Title: Re: New enemies
Post by: skarczew on December 01, 2009, 05:01
Former Pacifist
h
Very rare to see, low or non-existant armor, speed from fast to very fast, no melee / ranged attacks.
HP comparable to Former Humans or Sergeants.
No weapons, aside from one funny thermonuclear device ... =) .

He activites the device as soon as he sees the player.

If a player kills him before the device is activated, he drops it.
If a player kills him during the countdown, the device is destroyed.
If a player does not kill him within countdown time, there is one big BOOM.
Title: Re: New enemies
Post by: UnderAPaleGreySky on December 01, 2009, 05:59
This, I like. And can't see any way of making it better.  :D
Title: Re: New enemies
Post by: skarczew on December 01, 2009, 06:06
This, I like. And can't see any way of making it better.  :D
You are welcome =) .

This idea seems to perfectly match the game - simple, funny, BOOMbastic =) .
Title: Re: New enemies
Post by: bfg9001 on December 01, 2009, 08:26
I could see that sort of enemy causing a lot of frustration! Or even still, have him run at you like a suicide bomber and when he touches you, have the nuke go off :P
Title: Re: New enemies
Post by: X-Heiko on December 01, 2009, 12:00
I've been shot at by a sergeant I didn't see a few times now. Being seen by a pacifist and going the other way... that would suck. I'm no big fan of the "weak guy carries big gun" idea, but that's just my taste.

Yes, I suggested a former rocket soldier. I know. But a rocket launcher is not *that* evil.
Title: Re: New enemies
Post by: skarczew on December 02, 2009, 01:42
I could see that sort of enemy causing a lot of frustration! Or even still, have him run at you like a suicide bomber and when he touches you, have the nuke go off :P
I think it would make him too weak. Monsters like Captains / Sergeants are pretty weak anyway and die fast.
10 seconds before the thermie goes BOOM is a lot of time imho. I usually get fried much more faster by more standard enemies like commandos or mancubies (last record: 200%->negative HP during reload of combat shotgun, AoI run; there were no monsters in sight when i started reload :) ).

Quote
former rocket soldier
Former RPG Marine / Rocketeer would be interesting - especially if he could use the rocket jump ability to get to his target and destroy walls in order to hit the player behind them :D .
Title: Re: New enemies
Post by: raekuul on December 02, 2009, 19:58
This is probably mod material instead of Main Branch material, but: Tsutomu Yamaguchi, the only man to survive two nuclear attacks, inspires me to suggest the Ash Zombie. It's an enemy that isn't affected by the thermie or by thermie-like effects. Oh, and he's got Fireangel.

Ash Zombie
z
Starting from Floor 16
Not affected by splash damage
Not afftected by Thermies and similar blasts
Does not leave a corpse
Can wield dropped weapons
Starts with a pistol
HP similar to Cacodemon
Title: Re: New enemies
Post by: mikee on December 02, 2009, 20:19
Former Pacifist
h
Very rare to see, low or non-existant armor, speed from fast to very fast, no melee / ranged attacks.
HP comparable to Former Humans or Sergeants.
No weapons, aside from one funny thermonuclear device ... =) .

He activites the device as soon as he sees the player.

If a player kills him before the device is activated, he drops it.
If a player kills him during the countdown, the device is destroyed.
If a player does not kill him within countdown time, there is one big BOOM.

Hahaha.  Imagine seeing this guy on a pacifism run.  A melee run would be pretty awful, too.
Title: Re: New enemies
Post by: UnderAPaleGreySky on December 24, 2009, 06:08
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!
Title: Re: New enemies
Post by: Tavana on December 28, 2009, 08:44
Former Bomb Tech
et cetera

MFa would make them do no damage, just in case you weren't aware.
Title: Re: New enemies
Post by: Fanta Hege on December 28, 2009, 09:07
Shade
Is it even real? Is it just a fragment of your imagination? Something moving in the corner of your eye..? Whatever it is, its better off dead.


s

HP; 15.
Armor; None
Speed; 180% (Oh god what)
Weapon/attack; Fires a small fireball/acid/something that deals 1 - 4 (1d4) damage, no splash damage however, similiar to plasma/bullets.
Special; Constantly attempts to move in and out of players view, attacking in a hit and run type of a pattern.
Title: Re: New enemies
Post by: metroidRL on December 28, 2009, 11:38
Metal demon
appareance: c
speed: 150%
HP: 36.
Armor: 2
accuaracy: +3 meele accuaracy.
Damage 1d6+6/7-12 = 9
"Did you think that the demon is bad well think again this demon has upgraded robotic legs and now move more faster it can be spawned with other demons and metal demons and doesn't knock back with most of the shotguns.

like that or more harder.

Title: Re: New enemies
Post by: ChaoticJosh on December 28, 2009, 22:28
No love for my favorite fodder enemy?

Terror Elemental
appearance: O
speed: 180%
HP:40
armor: 1
Melee: 0
range: 0
accuracy: 0
"Pain Elementals? That's kiddy stuff boy, these are terror elementals. A living breathing gate into the underworld, these will zip about and spawn demons like crazy.

So they're like pain elementals, except that they spawn demons instead of lost souls. I think it would be more appropriate if it they spawned them more aggressively than pain elementals, since they're kind of pushovers as is.
Title: Re: New enemies
Post by: thelaptop on December 28, 2009, 22:34
I think it would be more appropriate if it they spawned them more aggressively than pain elementals, since they're kind of pushovers as is.
I see you've not done an AoMr run and being spawned in the middle of a room full of demons/lost souls...
Title: Re: New enemies
Post by: UnderAPaleGreySky on December 29, 2009, 03:13
MFa would make them do no damage, just in case you weren't aware.
And? One specific build is immune to the bastard, no big deal. The rest are still fairly annoyed :P

Oh, and what if the bomber opens a room full of Arachno's? Plasma goodness for all ^^
Title: Re: New enemies
Post by: Gargulec 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%
Title: Re: New enemies
Post by: Kornel Kisielewicz on December 29, 2009, 04:48
/me prepares the Holy Hand Grenade.
Title: Re: New enemies
Post by: skarczew 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 =) .
Title: Re: New enemies
Post by: ZZ 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.
Title: Re: New enemies
Post by: skarczew 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.
=)
Title: Re: New enemies
Post by: UnderAPaleGreySky 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
Title: Re: New enemies
Post by: skarczew 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.
Title: Re: New enemies
Post by: Melon 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)
Title: Re: New enemies
Post by: thelaptop 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! (=
Title: Re: New enemies
Post by: raekuul on December 30, 2009, 07:27
Doesn't the Holy Hand Grenade of Antioch also spawn in the Spider's Lair? [/badjoke]
Title: Re: New enemies
Post by: UnderAPaleGreySky on December 30, 2009, 07:34
And should you defeat the rabbit, you may challenge the legendary Black Beast of Aaaaarrrrrrggghhh!
Title: Re: New enemies
Post by: thelaptop 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*
Title: Re: New enemies
Post by: Psion 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.
Title: Re: New enemies
Post by: Melon 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 [;
Title: Re: New enemies
Post by: Madtrixr 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