All Monsters
xvel =
tile to drop on death
yvel = tag
to activate on death
pal 17 =
statue (set lotag of monster to the activator tag that wakes
it)
zvel =
group number (see below)
Groups: If a monster is part of a group,
then it will not activate its yvel tag when it dies, unless
all of the other monsters of the same group are already
dead. These means you can create a situation where the
player has to kill an entire group of monsters in order to
activate something. The tag that gets activated is the
one belonging to the last monster that dies (normally you
would give the same yvel to every monster in the group, but
this isn't strictly necessary). Group number are
global. That means that there can only be one group of
that number in the entire episode. If you use zvel 1 on
a group of monsters in level 1, then you must not use group 1
in level 2, etc.
owner = monster aura(s)
It works as a bit field, but it is recommended
to only use one per monster/respawn
1 = speed
2 = might (extra damage)
4 = invisibility and curse
8 = lightning enchanted
16 = poisonous (they do poison damage in
addition to normal damage)
32 =
freezing (chill you)
64 =
burning (set you on fire)
128 =
vampire (if they damage you it adds to their
health)
256 = extra hit
points
Egg Sack 308
spawns spiders (small ones that cannot shoot
webs)
Egg 675
spawns a Rage
Head
Phase Demon 1680
Floats, goes in and out of phase,
fires nonexplosive projectile
Pal 7 triple hit points, fires a more
powerful projectile
Pal 21 double hit points (otherwise
normal)
Pal 24 smaller, faster and dies
easier, shoots demon spit instead of dark plasma
Beheaded Kamikaze
1820
These are pretty much identical to the
enemies from Serious Sam with the same name. They are
headless suicide bombers who run at the player while
constantly screaming (don't ask how).
Piggy 1912
A harmless pig that wanders
around.
Baren Zombie (pigcop) 2000
fires multiple shotgun pellets
pal 10
bigger, tougher, DB shotgun
pal 14
smaller, weaker
pal 23 shoots a single powerful
projectile
Boulder 2080
Not really a creature, but it is a
sophisticated actor.
Boulders will roll down slopes
realistically and cause damage to creatures and some types of
sprites in their path. They can also be moved by kicks
or weapon fire. They split into smaller boulders after
taking enough damage. Certain characteristics of
boulders are determined by their size. They also have
some other settings worth noting:
Extra 1 =
indestructible
Lotag: If non zero, the boulder will
not move until the lotag has been activated (either by an
ACTIVATOR of the same tag, or a WGR2 activation)
Axe Demon 2120
weak, moves fast, has a melee attack,
can jump
pal 7
stronger, fast charging attack
Wizard 3473
floats, can teleport and regenerate,
make spinning force field
pal 0
shoots plasma, can encase player in force fields
pal 10
fire attacks
pal 24
lightning attacks, does not regenerate
pal 25
boss strength, cold attacks, wakes pal 17 golems and wraiths
if they have the same lotag as him
Spider 4264
can walk
on ceiling, use web lines to drop
fires shoots sticky webs and bites; note that the
spiders spawned by eggsacks are babies and cannot shoot
webs
Bat 4096
Extra 0 = flies straight ahead,
disappears when it runs into something
Extra 1 = circles clockwise
EXtra 2 =
circles counterclockwise
Extra 3 = figure 8
clockwise
Extra 4 = figure 8 ccw
hitag =
rate of turn (leave at zero for a rate of 12 degrees per tic,
which is pretty good)
HORNET 4300
A large hornet. It becomes aggressive when the player gets
close.
Cyberdemon 4959
CYBERDEMONSTAYPUT 4960
needs no
introduction
pal 7
fires BFG beam lite
pal 10
fires rockets
pal 13
fires explosive shotgun
pal 0,16
fires plasma
A Cyberdemon with an EXTRA of 4 will
be a super-cyberdemon boss.
Dethnite 5252
define DETHNITESTAYPUT 5253
define DETHNITEBONES 5326
A skelknight leader.
Sword attack emits force blasts that push
player back. His shield can block incoming
attacks.
Also has auras:
pal 0 =
speed aura
pal 1 =
freezing aura
pal 2 =
might aura
pal 3 = no
aura (also true of all pals not listed)
pal 4 =
invisibility aura
pal 8 =
poison aura
pal 20 =
boss (very tough, randomly switches aura, his shield is more
effective, can spawn rage heads and skelknights)
DETHNITEBONES
5326
A pile of
bones that will rise and become a Dethnite if the player gets
near.
Bad Fish 5232
pal 2
faster, goes after player and bites more
AXON 5476 // an NPC
He explains the quest, and gives
helpful items.
HERO 5528 // an NPC
These are automatically spawned by
SOULDOOR. They can also be placed in maps
separately. Heroes will attack nearby monsters and
attempt to follow the player. If they are spawned by
SOULDOOR, they will teleport out of the map after a
while. When a level is completed, heroes that survived
or teleported out of the map are counted and added to a
tally. The next time the player returns to level 0 (the
HUB map), any pal 4 heroes in the map will become normal
heroes (up to the total number saved).
Serpent Demon 5632
spits and
has bite attack, pretty fast
pal 7
tougher, fires several projectiles at once in different
directions
Dragon 5702
flies, breaths fire, swoop
attacks
pal 1 breaths frost instead of
fire
pal 2 much
tougher, more fire, can pick up the player and drop
him
pal 7
smaller and weaker, shoots smaller and faster fireballs (the
wraith projectile)
DRACARRY 5703
This actor
is more of an effect sprite than a monster, but it looks and
moves like a Dragon, and will become a Dragon if attacked. It
has the ability to follow a path of waypoints and pick up and
drop off monsters along the path. For this effect, the two
actors you need to use are DRACARRY (tile 5703) and MONPATH
(tile 496). Here are the mapster descriptions to start with (I
will explain more below)
DRACARRY
PICKS UP, CARRIES, DROPS MONSTERS
USE MONPATH TILE 496 TO SET TRAIL
LOTAG = TAG THAT MAKES DRAGON APPEAR
HITAG = MUST MATCH HITAG OF MONPATH TRAIL
MONPATH
START WITH LOTAG 0, CONSECUTIVE LOTAGS DEFINE TRAIL
MATCH HITAG TO DRACARRY(S) ASSIGNED TO TRAIL
PAL2=ABORT (FIGHT), PAL4=VANISH, PAL6=DROP CARGO
PAL14=PICK UP CARGO, PAL23=LOOP BACK TO LOTAG 0
To begin with, create a
path of MONPATH sprites, similar to LOCATORS, but starting
with lotag 0. Place one or more DRACARRY in places where they
can fly to the lotag 0 MONPATH without obstructions. You can
have more than one MONPATH trail in your map, but each trail
must have its own hitag, and each DRACARRY must also have that
hitag (so it knows what trail to use). A MONPATH trail can be
made to loop (like LOCATORS for RECON) or it can simply end.
If you want it to loop, give the last MONPATH in the trail a
pal of 23. In that case, any DRACARRY assigned to the trail
will loop around the trail until it takes enough damage to
become angry, at which point it will become a regular dragon
and leave the trail. If you want the trail to end, then give
the last MONPATH a pal of 2 or a pal of 4. Pal 2 will make the
DRACARRY become a regular dragon and fight. Pal 4 will make it
disappear from the map.
Now you now how to make the
trail, but you also need to know how to make the DRACARRY pick
up monsters and drop them off. If a MONPATH is pal 14, that
tells the DRACARRY to look for a monster in that sector to
pick up when it reaches that MONPATH. Do not make the sector
too big, because the monster will instantly move to the
DRACARRY from anywhere in the sector, and this will look
strange in large sectors. The best option is to have stayput
monsters in a small sector that are waiting to be picked up
(they can be respawns that appear at the same time as the
DRACARRY). But do not make the sector too small, either, or
the DRACARRY might never enter the sector. A good sector size
is large enough for the monster to comfortably stand in, but
not so large that it can wander more than a few meters in any
direction. Once picked up, the monster will be carried by the
DRACARRY until it reaches a pal 6 MONPATH (which makes it drop
the cargo), or until the monster is killed in flight. Monsters
WILL attack the player while being carried, if they have a
ranged attack.
Ettin 5776
tough, melee attack and "grenade"
attack
gets mad
and more dangerous when badly wounded
Skelknight 5888
slow, weak warriors, bodies will
resurrect
pal 19
faster and twice as tough as pal 0
pal 20
even faster and three times as tough as pal 0
SKELKNIGHTBONES 5958
A pile of bones that
will rise and become a Skelknight if the player gets
near.
WRAITH 5980
WRAITHSTAYPUT 5981
pal 20 = icey
version , shoots tracking ice balls
pal 24 =
Boss (very tough, spawns normal wraiths that stay at his
sides, can attack with lightning and energy balls that spawn
spiders or axe demons)
Golem 6039
define GOLEMSTAYPUT 6040
tough, powerful melee attack that
knocks player back
pal 0 ice
golem, shoots cold blast
pal 10 fire golem, rises from lava
and shoots lava balls
pal 14
slime golem, grabs and poisons player, breaks into smaller
slime golems when shot (up to 7 total)
pal 15 rock golem, blows rocks at the
player
pal 17
golem statue, lotag is activation number
GHOST 6080
Possesses other monsters and makes them tougher, can only
be killed when spirit vision is on. The ghost will float
around and possess the first monster it sees. Killing a
possessed monster will cause the ghost to flee but will not
kill it.
CYBERFLOAT 6450
CYBERFLOATPUT 6451
A floating, legless Cyberdemon. It has
1500 strength, as compared to 4000 for the regular Cyberdemon.
Its rockets also do less damage. However, it can fly and is
still formidable.
HELLHOUND 6489
A fast moving, monstrous canine with
the ability to jump and bite.
EVILDUKE 6656
EVILDUKESTAYPUT 6657
An evil clone of Duke Nukem with a
chaingun and grenades.
Pal 14 = Small and weak, 1 shotgun hit kills. no dodging strafing or jumping or grenades. Drops chaingun ammo.
Pal 12 = Medium size + All evil duke effects running dodging and jumping. - Drops chain gun or grenades.
Pal 10 = Stronger Big and fat and very slow. Uses chain gun and grenades. No Dodging or strafing or jumping. Drops both Chain gun and 2 grenades. takes 2 RPG hits to die.
KORAX 4352
A very
powerful, very large boss. He starts underground and rises
from the ground when he wakes up (do NOT place the sprite
underground, though). Also unlike other bosses, he cause an
activation after he takes a certain amount of damage, instead
of when he dies.
MINIKORAX 4353
A miniboss version of Korax. Still
very powerful. Unlike regular KORAX, he can follow a trail of
TOWNTRAIL sprites, so it is possible to make him follow a
specific path. Set his lotag to 1 to make him do this.
Set lotag on the Towntrail sprites and korax will
activate that tag when passing them
If you set hitag to 1
on a trail sprite, he should resume his normal behavior when
he reaches it. That means he will still
come after you, but
not following trails and he will shoot at you.