New Monster/Enemies ideas

Discussion about Blood and its addons.
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Daedalus
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Re: New Monster/Enemies ideas

Post by Daedalus » Jul 8th, 2013, 10:46

Blob, right! I was thinking of flat oozes. One of these features in the Shadow Warrior Shareware's level 3, I think, which is really just a pretty funny sector trick.

Never seen nor heard of that game, but it does sound somehow familiar...
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Re: New Monster/Enemies ideas

Post by MoonStalkeR » Jul 27th, 2013, 21:15

Acolyte
acolyte.png
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For the same reason as the previously mentioned zealot, Plasma Pak acolytes seem like a lackluster enemy. Behavior feels incomplete and its graphics are yet another palette swap of the cultist. Perhaps a secondary attack can replace the way acolytes sloppily lob TNT at close range? If you are in close proximity, the acolyte ignites his explosives satchel and enters suicide bomb mode, during which he becomes fast moving and detonates when either: bumping into you, when the fuses burn out(if you escape), or if killed. Regardless of what the your next move will be, the outcome will include a large TNT barrel-equivalent explosion and ludicrous gibs.

Type: human/cabal
Tier: medium
Weakness: see plasma pak acolyte
Resistance: %acolyte%
Hitpoints: %acolyte:
Primary attack: TNT bundles thrown at medium-long range
Secondary attack: suicide bombing run at close range

Zealot
11.png
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Update. Also replacement for vanilla zealot. Hovers through map at moderate speed. Attacks are fast-moving bolts projected from the staff, similar to stone-gargoyle optic attack(which itself resembles miniature Tesla cannon overcharges). Such spells would do significant damage, with defense against them being spirit armor. Players tend to pay attention to the vital body and fire armors, but spirit armor is neglected due to the sparse existence of forces it can absorb. Body armor is important because of the naturally ubiquitous presence of kinetic attacks, especially gunfire. Fire armor can represent the difference between survival and death - whether the risk stems from brief exposure to the breath of a hellhound or a common explosion... The importance of spirit armor would rise if there was a high-threat , non-rare enemy that it protects against.

Type: human/cabal/arcane
Tier: high
Weakness: %cultist% + spirit
Hitpoints: %cultist% x2.5
Primary attack: fast, blue bolts with minor splash damage at medium-long range (spirit-based)
Secondary attack: zap?
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Re: New Monster/Enemies ideas

Post by Blood of Nightmares » Jul 27th, 2013, 21:35

Hmmm...maybe you could try replacing the Fanatic with a new sprite perhaps? Thus making the Cultist a distinguishable enemy.

Maybe you could try to make Cultists in their non-Robed public appearance as well (Regarding their distinguishable ranks, The Cultists are the agents, Fanatics are the Soldiers, Acolytes are the Newbies, Zealots are the magic users, and Prophets are the High Ranking Cabal close to the Chosen).

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Re: New Monster/Enemies ideas

Post by MoonStalkeR » Jul 28th, 2013, 19:22

Would the hypothetical public appearance of cultists also include their characteristically deformed faces?

I think having just two cultist deviations, cultist and fanatic, is fine. It was Plasma Pak that went crazy with green, sky-blue, etc. When all of them were in view simultaneously, it looked like a scene out of a festival or fast user-mod. Why not add a pink one that shoots napalm as well :P

What would you re-imagine a revamped fanatic to look like. Less formal robes? More humanized faces? Maybe even the addition of a prominent-looking Tommy gun to the sprite will suffice.
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Re: New Monster/Enemies ideas

Post by NoOne » Aug 1st, 2013, 13:44

MoonStalkeR wrote:Acolyte
acolyte.png
For the same reason as the previously mentioned zealot, Plasma Pak acolytes seem like a lackluster enemy. Behavior feels incomplete and its graphics are yet another palette swap of the cultist. Perhaps a secondary attack can replace the way acolytes sloppily lob TNT at close range? If you are in close proximity, the acolyte ignites his explosives satchel and enters suicide bomb mode, during which he becomes fast moving and detonates when either: bumping into you, when the fuses burn out(if you escape), or if killed. Regardless of what the your next move will be, the outcome will include a large TNT barrel-equivalent explosion and ludicrous gibs.

Type: human/cabal
Tier: medium
Weakness: see plasma pak acolyte
Resistance: %acolyte%
Hitpoints: %acolyte:
Primary attack: TNT bundles thrown at medium-long range
Secondary attack: suicide bombing run at close range

Zealot
11.png
Update. Also replacement for vanilla zealot. Hovers through map at moderate speed. Attacks are fast-moving bolts projected from the staff, similar to stone-gargoyle optic attack(which itself resembles miniature Tesla cannon overcharges). Such spells would do significant damage, with defense against them being spirit armor. Players tend to pay attention to the vital body and fire armors, but spirit armor is neglected due to the sparse existence of forces it can absorb. Body armor is important because of the naturally ubiquitous presence of kinetic attacks, especially gunfire. Fire armor can represent the difference between survival and death - whether the risk stems from brief exposure to the breath of a hellhound or a common explosion... The importance of spirit armor would rise if there was a high-threat , non-rare enemy that it protects against.

Type: human/cabal/arcane
Tier: high
Weakness: %cultist% + spirit
Hitpoints: %cultist% x2.5
Primary attack: fast, blue bolts with minor splash damage at medium-long range (spirit-based)
Secondary attack: zap?

Any chance you do full animation one of this units?
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Re: New Monster/Enemies ideas

Post by MoonStalkeR » Aug 1st, 2013, 18:14

I lack the skill and knowledge to craft a genuine, breathing specimen. All I did was copy-pasting and colorizing to get an idea of what such a monster would look like in Blood. The only feasible way is probably to sculpt a physical model with posable body-parts or just use an action-figure, photographing each pose using the same parameters as the legendary Kevin Kilstrom did. I still want to know if anyone here attempted this before...

On the other hand, creating a full animation for the zealot by sprite-work alone sounds reasonable. Since the zealot maneuvers via floating instead of walking, frames of leg locomotion would not be required, leaving only a small amount of frames that need to be edited. It would not take long for a sprite artist(especially a craftsman from the Doom community) to create a complete set.
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Re: New Monster/Enemies ideas

Post by MoonStalkeR » May 8th, 2014, 20:55

How well would walking skeletons fit in Blood? I remember Kurt's B2R promising such a treat. Theoretically, they can be armed with melee weapons and serve a role related to the ax zombie, or for a twist; gun-toting skeletons?

When it comes to monster strengths and weaknesses, Blood adds the perfect amount of complexity. The enemies' response to damage types is important to take into consideration when complementing the beastiary. A skeleton and possessed suit of armor would pioneer a wholly new class, simply due to their inanimate origins and inability to bleed – what will be their weakness? Fantasy lore is not always in agreement, but skeletons have a tendency to be magic resistant. In the case of armor, it is the wearer who acquires a weakness to energy/magic attacks due to the conductive properties of metal, but what of the armor itself is another question.

It should be clear that bone and metal are resistant towards the elements – magic, electricity, and fire in Blood's case. If these props become vessels for a malicious force, would the only way to evacuate the spirit or “terminate the script” be to damage them until they become unusable?
<Boilerplate> Thing is MoonStalkeR: You seem to be suffering from schizphernia, which the MoonStalkeR personality is your base one, Mobius is the aggressive personality, Krypto is the depressive personality, Nautalus is the pervert personality, etc

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Re: New Monster/Enemies ideas

Post by wangho » May 21st, 2014, 04:50

How about skeletons that have no weapons but walk around and once they see you they detach their skulls with their hands and then throw it at you causing damage. Once they have thrown their own skull they will then run at you and melee you with their hands/claws.

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Re: New Monster/Enemies ideas

Post by MoonStalkeR » May 22nd, 2014, 23:31

That is somehow a very familiar image.

Image

The inventory item also gives the idea of a "ghost diver". The Scooby Doo series accumulated a memorable bestiary.

Image
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Re: New Monster/Enemies ideas

Post by MoonStalkeR » Oct 14th, 2014, 04:46

Wraith
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Type: undead/ethereal
Tier: medium
Resistance: %phantasm%
Hitpoints: 1/2 phantasm
Ranged : volley of three phantasm projectiles with added homing property
Melee: grasps soul, slowing and damaging player temporarily

Like the phantasm, only vulnerable during attack move. Slower and more timid than its fellow netherworld denizen, and while the wraith primarily attacks from a distance, the player should also avoid closing in due to risk of its ghastly touch. Similar behavior-wise to Blood II's lackluster "death shroud".

Behemoth

Type: demon
Tier: high
Resistance: %gargoyle%
Weakness: tesla cannon
Hitpoints: 2x gargoyle
Melee: bash
Medium range: charges towards targets direction until colliding, painchance not possible
Long range: shockwave

Like the previous one, based on a Blood II enemy. Compliments gargoyles and hellhounds, sharing properties with them. An aggressive, witless beast that would serve a a tank-like role without taking it to a boss tier. I couldn't paste together another silly concept for this one, but it should be built like the behemoth from Blood II, with Kevin Kilstrom style teeth and maybe no visible eyes.
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Re: New Monster/Enemies ideas

Post by Krypto » Apr 27th, 2015, 12:22

Reading through this thread my favorite/original idea was Wangho's Innocent Zombie ^^

The only idea I thought of years back was a 'Purple Cultist' with triple health, immune to all fire based weapons and wielding The Life Leech! :twisted: but he'd have to be place specially to prevent him from destroying his comrades altogether.

Maybe Zealots should be able to throw 'Proximity Dynamite' :D

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Re: New Monster/Enemies ideas

Post by MoonStalkeR » Oct 23rd, 2015, 22:15

Werewolf
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Type: human/beast
Weakness: life leech
Primary attack: leaping bite
Secondary attack: claws
Hitpoints: Roughly like gill beast, except more vulnerable to flame

May be disguised as innocents before morphing. Fast-moving, especially dangerous in groups and in open locations. Less mobile underwater. At first I imagined them with grey fur so they would stand out from the hellhound/cerberus species, but there wasn't enough contrast to the torn shorts (all civilians wear teal). Most common near wooded areas and wilderness.

Arsonist

Acolyte variant
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<Boilerplate> Thing is MoonStalkeR: You seem to be suffering from schizphernia, which the MoonStalkeR personality is your base one, Mobius is the aggressive personality, Krypto is the depressive personality, Nautalus is the pervert personality, etc

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