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Evil Buildings Variations (Pack 1)
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Feb 13, 2021 1:39 am    Post subject:  Evil Buildings Variations (Pack 1)
Subject description: ,,MasterHaosis Monster Factory" presents few buildings which evil forces can use! Or you!
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Hello mortals! This time I present to you first pack of ,,Evil Buildings Variations". I used my old Halloween building as base, then decided to make several versions of it, depending of monster type. In this pack you got Vampire version, Frankenstein version, Werewolf version and Mummy version. They all have same ,,generic" buildup, generic building without those specific addons.
They are remapable. Each of 4 types has something different, according to monster they represent:
Vampire Version - coffin, grave with dirt ground, blood cauldron and bat active anim.
Frankenstein Version - To match elements from old movie, it has ,,borrowed" tesla Coil elements with active anim (since lab needs electricity), open grave ready to be used, and some stolen corpses, and technical elements.
Mummy Version - It has egyptian style to match mummy thematic. It has obelisk, mini pyramid and egyptian statue. It has no active anims.
Werewolf Version - To match and resembles of this, I added old dead tree (so Werewolf can jump at it probably), it has metal cage with beast's head (which is active anim), and dismembered corpses covered in blood, as it always follow cursed beast.
Maybe soon I will create new pack for additonal monsters.

ARTMD files:

Do not forget to add Buildup anim if you want to make it buildable! EVILB0MK


[EVILB1]
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
CanBeHidden=False
ActiveAnim=EVILB1_A
ActiveAnimZAdjust=-30
ActiveAnimPowered=no

[EVILB1_A]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=200
Layer=ground
Shadow=yes

[EVILB2]
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
CanBeHidden=False
ActiveAnim=EVILB2_A
ActiveAnimZAdjust=-30
ActiveAnimPowered=no

[EVILB2_A]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=27
LoopCount=-1
Rate=200
Layer=ground
Shadow=yes

[EVILB3]
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
CanBeHidden=False

[EVILB4]
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
CanBeHidden=False
ActiveAnim=EVILB4_A
ActiveAnimZAdjust=-100
ActiveAnimPowered=no

[EVILB4_A]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=150
Layer=ground
Shadow=yes


Pack1.rar
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 Filename:  Pack1.rar
 Filesize:  507.47 KB
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OrangeNero wrote:
Me picking a fight? I know I am the greatest user alive here so everyone starts reading topics with my posts first and ignores the ones before and after.

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McPwny
Rocket Cyborg


Joined: 29 Jan 2018

PostPosted: Sat Feb 13, 2021 2:11 am    Post subject: Reply with quote

the attention to detail and creative recycling of existing assets is impressive. you should consider learning how the .tmp terrain files work since  
not enough people make them and they require pixel-art level attention to detail and also recycling of existing assets
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.shp artist and critic of voxels

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Feb 14, 2021 1:27 am    Post subject: Reply with quote

I like them all. Good auxiliary or tech branch ideas.

Coil looks the best but they all look good.


Just needs a few more ideas of techs these babies unlock.

Love your theming ideas man.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Feb 14, 2021 10:02 am    Post subject: Reply with quote

McPwny, thank you man! I am glad you like it, more will come.

ANIMAL MAN !!!!!!!!
WHERE HAVE YOU BEEN MAN? I miss you and GalaxyKid...
Thank you man, I am glad you like this work too. I finished yesterday witch and devil version, you have to see them. They have two active anims haha
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