Lizardcommando's mods journal
Moderator: wildweasel
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I just released the final version of the Exterminator. This time this will be a wide-release version. I made a few minor tweaks to the weapon order. I also added in a few new sound effects for weapon and item pickup sounds.
http://www.geocities.com/lizardcommando/enter.html
Just go to the download page.
Here's an alt. link:
http://www.relentlessbeating.com/wads/M ... termin.zip
http://www.geocities.com/lizardcommando/enter.html
Just go to the download page.
Here's an alt. link:
http://www.relentlessbeating.com/wads/M ... termin.zip
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I'll do a self-critique for the latest release. It'll be shorter than the first one I did.
Alright, so there are a few new things that are in The Exterminator: The .45 Machine Pistol, the SMG Trooper, and the secondary function for the Infantry Rifle. The .45 Machine Pistol is a compact machine pistol that uses the same ammunition as your starting weapon, the .45 Pistol. Its rate of fire is slower than the 9mm SMG, but it's stronger than the SMG. The only downside is the magazine size is slightly smaller than the SMG and the reload time is longer. I personally like how the animation turned out. I went through about 4 redesigns until I stopped with the current version that's in the mod. That was no fun at all.
The SMG trooper is the new replacement for the chaingun guy. He uses the 9mm SMG and runs a bit faster than the pistol guys. I was thinking about adding in an SMG Trooper that uses the .45 Machine Pistol, but I decided against it. I just modified the Strife rebel's head and made it an open helmet so that you can see the guy's mouth. I think I slightly modified the death animation.
The secondary function for the Infantry Rifle is a melee attack. Oh boy did I have fun animating this (no I didn't, actually). It's stronger than the Shotgun's melee attack, but I wouldn't use it too often since it's slower than the Shotgun melee attack.
There is one thing that is missing from this version than in previous versions and that's the signature Molotov Cocktail. I wish I could have fixed it, but it became too painful and annoying trying to get it to work just right so I had to ultimately get rid of it.
The only thing I regret not being able to do is get the molotov cocktails to work right. Other than that, I'm pretty happy how it turned out.
I hope I can get around to releasing a new version with the Lizard enemies. A couple of old characters return in The Exterminator, but there will be a some new characters as well. I'll try to redesign most of the enemies from the Lizard War graphics mod. I'm gonna try and go for a Metal Slug 5-ish theme for the enemies this time around. What this means is that there may be more mech-based enemies than Lizard soldiers. These enemies will most likely be replacing the Cyberdemon and Spidermastermind. I might also replace the Mancubus with a mech-like enemy.
Sooo, does anyone want to do a review for my mod?
Alright, so there are a few new things that are in The Exterminator: The .45 Machine Pistol, the SMG Trooper, and the secondary function for the Infantry Rifle. The .45 Machine Pistol is a compact machine pistol that uses the same ammunition as your starting weapon, the .45 Pistol. Its rate of fire is slower than the 9mm SMG, but it's stronger than the SMG. The only downside is the magazine size is slightly smaller than the SMG and the reload time is longer. I personally like how the animation turned out. I went through about 4 redesigns until I stopped with the current version that's in the mod. That was no fun at all.
The SMG trooper is the new replacement for the chaingun guy. He uses the 9mm SMG and runs a bit faster than the pistol guys. I was thinking about adding in an SMG Trooper that uses the .45 Machine Pistol, but I decided against it. I just modified the Strife rebel's head and made it an open helmet so that you can see the guy's mouth. I think I slightly modified the death animation.
The secondary function for the Infantry Rifle is a melee attack. Oh boy did I have fun animating this (no I didn't, actually). It's stronger than the Shotgun's melee attack, but I wouldn't use it too often since it's slower than the Shotgun melee attack.
There is one thing that is missing from this version than in previous versions and that's the signature Molotov Cocktail. I wish I could have fixed it, but it became too painful and annoying trying to get it to work just right so I had to ultimately get rid of it.
The only thing I regret not being able to do is get the molotov cocktails to work right. Other than that, I'm pretty happy how it turned out.
I hope I can get around to releasing a new version with the Lizard enemies. A couple of old characters return in The Exterminator, but there will be a some new characters as well. I'll try to redesign most of the enemies from the Lizard War graphics mod. I'm gonna try and go for a Metal Slug 5-ish theme for the enemies this time around. What this means is that there may be more mech-based enemies than Lizard soldiers. These enemies will most likely be replacing the Cyberdemon and Spidermastermind. I might also replace the Mancubus with a mech-like enemy.
Sooo, does anyone want to do a review for my mod?
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I'm still moving along with this project slowly. I've already started replacing most of the enemies with my own guys. I finished making the sprites for the Shotgun guy. I also just finished the new burning animation. The first screenshot just shows the new shotgun guy. The last two screenshots show off the new burn animation. I'm starting to make the new imp replacement. It won't be those dumb ass baby Lizards that "threw" grenades. It'll be a Lizard soldier armed with a bazooka, just like those soldiers from Metal Slug. I'm not done with it yet. I'm about halfway done with the walking animation.



Sooo, does anyone want to review the Light version of The Exterminator?



Sooo, does anyone want to review the Light version of The Exterminator?
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Cool. Thanks for offering to write a review Marty. 
Ok, so I just finished making the new sprites for the Imp replacement. It's a Lizard soldier carrying a bazooka. They're supposed to be like those Bazooka soldiers from Metal Slug.
I got the coding for the bazooka guy working now thanks to Vaecirus from the ZDoom forums. I'll try to post screenshots of these guys in action. BTW, is there a way to not have these guys attack each other if they hit one of their own or another enemy?

Ok, so I just finished making the new sprites for the Imp replacement. It's a Lizard soldier carrying a bazooka. They're supposed to be like those Bazooka soldiers from Metal Slug.
I got the coding for the bazooka guy working now thanks to Vaecirus from the ZDoom forums. I'll try to post screenshots of these guys in action. BTW, is there a way to not have these guys attack each other if they hit one of their own or another enemy?
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I just finished making the new sprites for the new SMG soldier guy. I'll post screenshots later. I have one problem though. I'm trying to fix the dead Zombieman object since I added some new frames to the new Zombieman replacement. Whenever I try fixing it, it gives me a weird error. Something about something trying to pull an illegal move or something. I dunno, I have no damn clue. What's wrong with this?
Code: Select all
actor DeadOfficer replaces DeadZombieMan
{
Game Doom
DropItem None
Skip_Super
States
{
Spawn:
Goto Super.Death+6
}
}
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
Assuming your alive version of the DeadOfficer is called Officer...
The : means that the created actor inherits from the actor after the :. What skip_super does is make it so that the new actor only inherits the states and not the properties (FLOORCLIP, Width, Height, Damage etc. etc.)
Code: Select all
actor DeadOfficer : Officer replaces DeadZombieMan
{
Game Doom
DropItem None
Skip_Super
States
{
Spawn:
Goto Super.Death+6
}
}
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
So I added in the old mafia lizard guys from ICD-Lizard into this mod and they haven't really aged well. The Barney Lizard surprisingly still look decent compared to the new guys and even the old LSMC grunt looks somewhat decent. The mafia lizards just don't look that great. I might end up either remaking them or getting rid of them altogether. Oh, and I still havent' got screenshots yet, I'll do it today. Stay tuned for those!
As for new enemies, I'll replace the demons with a brand new enemy. So say goodbye to those dumb fat assassin Lizards from Lizard War! All I can say is that it's pretty much like the Phantom from ICD-Lizard except it's a bit weaker and I may end up giving it some kind of charging attack if it's possible. What I mean by that is that from a certain distance the new enemy will leap towards me. I think I've seen this similar kind of attack in another mod. I'm not sure which one. I may have to make it act a bit like a Lost Soul... Oh well. When I get to making the graphics, I'll ask for help.
Another new monster will replace either the Baron of Hell or the Mancubus. It'll basically be like those Rebel Army mechs from Metal Slug 3. Would it be possible to give an enemy more than two attacks? What I want is for it to have 3 attacks: Two long distance attacks and one melee attack. The first long distance attack will have the mech shoot a machinegun. It'll really shoot fast projectiles. Think of them as tracer rounds or something. The second long distance attack will be a missle. It'll probably be as strong as a Revenant missile. The third attack (melee) will simply be a melee attack. Oh man, this is probably going to be a real pain in the ass to animate and an even bigger pain to code...
As for new enemies, I'll replace the demons with a brand new enemy. So say goodbye to those dumb fat assassin Lizards from Lizard War! All I can say is that it's pretty much like the Phantom from ICD-Lizard except it's a bit weaker and I may end up giving it some kind of charging attack if it's possible. What I mean by that is that from a certain distance the new enemy will leap towards me. I think I've seen this similar kind of attack in another mod. I'm not sure which one. I may have to make it act a bit like a Lost Soul... Oh well. When I get to making the graphics, I'll ask for help.
Another new monster will replace either the Baron of Hell or the Mancubus. It'll basically be like those Rebel Army mechs from Metal Slug 3. Would it be possible to give an enemy more than two attacks? What I want is for it to have 3 attacks: Two long distance attacks and one melee attack. The first long distance attack will have the mech shoot a machinegun. It'll really shoot fast projectiles. Think of them as tracer rounds or something. The second long distance attack will be a missle. It'll probably be as strong as a Revenant missile. The third attack (melee) will simply be a melee attack. Oh man, this is probably going to be a real pain in the ass to animate and an even bigger pain to code...
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Here are some new screenshots of the mod. It features the new SMG Trooper in action and a screenshot of the Imp replacement.

The SMG Trooper and the Mafia Lizard* shooting each other.

The SMG Trooper alive and killing me.

The SMG Trooper's dying animation.

The Bazooka guy running around. Another Bazooka guy somewhere in the background blasted the Shotgunner.
This will probably be the last batch of screenshots until I finish some more guys.
*The Mafia Lizards may not make an appearance in the finished release.

The SMG Trooper and the Mafia Lizard* shooting each other.

The SMG Trooper alive and killing me.

The SMG Trooper's dying animation.

The Bazooka guy running around. Another Bazooka guy somewhere in the background blasted the Shotgunner.
This will probably be the last batch of screenshots until I finish some more guys.
*The Mafia Lizards may not make an appearance in the finished release.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Alright, so I finished remaking the LSMC grunt last night and now I am in the middle of remaking one of the SWAT lizards. This may take a while since I'm remaking all three of them. I might end up keeping one of the Mafia Lizards. I know the Desert Eagle mafia lizard will end up being removed since there really is no point in having him.