TNT-TC Sprites

and Descriptions of Monsters

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Monsters


Pet Rock

Sketch filename
petrock.gif
Monster description
Looks like a flat-bottomed boulder, pretty much equal looking from all sides so as to be confused with the non-monster sprite.
Wakeup action
Boulder tips up, exposing an underbody, and eye stalks shoot up from the top. Underbody shows crab-like appendages.
Wakeup sound
Like two stones (think of well-worn stones from a creekbed) hit together, in a rhythm of "tink.......tink..tink", followed by a rusty spring sound as the rock raises up.
Roaming action
Fast scurrying
Roaming sound
Occasional scraping of something over gravel
Far attack
None
Far attack sound
N/A
Close attack
Top half splits and raises up, exposing a whirling toothed wheel, similar to a power saw blade, but much more vicious looking. Teeth jut out at angles from the disk. Monster is still low to the ground, and attacks at (shall we say) a point just under waist high.
Close attack sound
Chainsaw sound but with a higher-pitched secondary harmonic, reminiscent of a dentist's drill.
Robustness
Tough. It's a rock. Short, so it can go through openings a player can't get through.
Limitations
Can be picked off at a distance before it gets in close
Vulnerabilities
None
Pain action
Saw wavers up and down as if thrown off balance
Pain sound
Saw sound drops in pitch, adding a scraping like a stripping gear
Death sequence
Top of head flies off and shatters, eye stalks explode, saw blade disintegrates. Leaves the bottom half of the shell as a dead body, not that different looking from a live one at a distance.
Death sound
Shattering of rock, followed by the sound of pebbles hitting the ground/floor
Comments
Shortness may be an interesting design consideration for level designers.
Design by
Ty Halderman

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Hissing Bastard

Sketch filename
hissbast.gif
Monster description
Moderately small coiled gray snake, while asleep is close to the ground and hard to see.
Wakeup action
Head pops up from coil, tongue flicking
Wakeup sound
Hissing (duh)
Roaming action
Squirming of the coil seems to propel it around, somewhat slowly and inefficiently
Roaming sound
Scraping like of fish scales being cleaned
Far attack
Springs up to nearly vertical (same radius) and flies rapidly through the air whipping around within that radius. Head/neck has expanded to a cobra hood.
Far attack sound
Hiss becoming a shriek then back to a hiss
Close attack
Coiled again, with head extended and a cobra hood appearance, striking like any good snake would.
Close attack sound
Sharp hiss-snap combination
Robustness
Fast once moving, poisonous(?) bite, good appearing from multiple directions at once.
Limitations
Can't change direction while in the air
Vulnerabilities
Pretty wimpy--blow it away with a SG shot
Pain action
Hood disappears, damage seems to occur to the head mostly. Hood reappears.
Pain sound
Could perhaps use first half of far attack hiss-shriek, though something more panicky would be better.
Death sequence
Head flies apart, leaving headless coil as body. Dead body looks a lot like a sleeping snake...
Death sound
Pain sound degenerating into a gurgle
Comments
Can't wait to get attacked by 6 of these in a circle.
Design by
Ty Halderman

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Leaf Erikson

Sketch filename
leaferik.gif
Monster description
Large brown tree, face vaguely identifiable as a way to show which way it's facing. When still, has root system invisible underground. Same sprites used for static tree that is not a monster. Relatively few leaves.
Wakeup action
Rips roots out of ground and uses them to walk on with a rippling effect. Moderately slow mover.
Wakeup sound
Rustling of leaves with twig-snapping sound
Roaming action
Largest 2 lower branches sway back and forth while it moves, trunk rotates slightly left and right as it moves forward. Roots visible while moving.
Roaming sound
Rustling leaves, perhaps a slight low moan like that of wind
Far attack
Plucks 3 sharp branches from its left side, throws them underhanded with its "right" arm. They travel like a cluster of arrows. As soon as they've been broken off, you can see them regrow for the next cycle. ("Arm" is one of the two large branches mentioned in Roaming above, which have three smaller sticks as "fingers")
Far attack sound
Crack of breaking branches followed by a whoosh of air as they are launched. Whip a real branch through the air fast--that sound.
Close attack
Grabs player with the two largest branches, and scratches and stabs mercilessly with short branches extending from the front. Do not use the launched "arrow" branches for this--they should be reserved for throwing.
Close attack sound
Serious scratching
Robustness
Pretty heavy-duty character, large radius
Limitations
Slow moving (don't get caught in a crowd of these, similar to a crowd of pinkos)
Vulnerabilities
Slow, arrows are easy to dodge but hard to see (should they be flaming? What did he light them with if so?)
Pain action
Both large arms thrown back, chunk of wood seems to be chopped out of "stomach", grimaces
Pain sound
Wooden-sounding groan with overtones of a big wood door creaking
Death sequence
Top 2/3 cracks into smithereens, leaving a stump as dead body.
Death sound
Tremendous crackling as of a tree splitting
Comments
This is fun.
Design by
Ty Halderman

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Sand Worm

Sketch filename
sandworm.gif
Monster description
Mostly invisible underground monster, lives only under sand, so must be used in that environment. Not seen normally.
Wakeup action
Sudden spray of sand from the ground
Wakeup sound
Sound of kitty litter being poured
Roaming action
Makes a "hump" of sand as if something is just under the surface moving around.
Roaming sound
Very low volume sound of something moving through sand
Far attack
None
Far attack sound
N/A
Close attack
Rears up out of the sand and gnashes teeth. Looks like a big worm, segmented, no eyes, with rows of teeth in a rounded sucker-like mouth.
Close attack sound
Slurping gnawing sound
Robustness
Pretty tough, seems leathery. Hard to see unless attacking.
Limitations
No far attack. Need to design these into areas where there is only sand, and keep them from climbing out onto solid ground (since they won't)
Vulnerabilities
Probably will explode rockets above them since they have to be as tall as their attacking self.
Pain action
Mouth constricts to a sphincter, head retracts
Pain sound
Sound from slurping the last out of a cup with a straw, deepened in pitch and slowed down
Death sequence
Splits vertically and rolls in on itself until it's underground again (no dead body)
Death sound
Pain sound, rising in pitch, then tearing of cloth and gurgling
Comments
This one may be hard to implement and is of limited range, but can piggyback with the Water Worm for graphics (same species, one under sand, one under water)
Design by
Ty Halderman

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Water Worm

Sketch filename
sandworm.gif
Monster description
Worm creature, same as Sand Worm but lives under water. Most details repeated here. Mostly invisible underground monster, lives only under water, so must be used in that environment. Not seen normally.
Wakeup action
Sudden spray of water from the surface
Wakeup sound
Sound of high pressure water from a nozzle
Roaming action
Makes a "hump" of water (no wake) as if something is just under the surface moving around.
Roaming sound
Very low volume sound of something splashing
Far attack
None
Far attack sound
N/A
Close attack
Rears up out of the water and gnashes teeth. Looks like a big worm, segmented, no eyes, with rows of teeth in a rounded sucker-like mouth.
Close attack sound
Slurping gnawing sound
Robustness
Pretty tough, seems leathery. Hard to see unless attacking.
Limitations
No far attack. Need to design these into areas where there is only water, and keep them from climbing out onto solid ground (since they won't)
Vulnerabilities
Probably will explode rockets above them since they have to be as tall as their attacking self.
Pain action
Mouth constricts to a sphincter, head retracts
Pain sound
Sound from slurping the last out of a cup with a straw, deepened in pitch and slowed down
Death sequence
Splits vertically and rolls in on itself until it's under water again (no dead body)
Death sound
Pain sound, rising in pitch, then tearing of cloth and gurgling
Comments
This one may be hard to implement and is of limited range, but can piggyback with the "Sand Worm" monster for graphics (same species, one under sand, one under water)
Design by
Ty Halderman

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Shrimp of Death

Sketch filename
shrimp.gif
Monster description
Insectoid creature, cross between a shrimp and a scorpion. Has diaphanous wings similar to Tinker Bell, feelers like a shrimp, and a tail like a scorpion. Eyes are compound, has mandibles, back is segmented shell like a shrimp or lobster.
Wakeup action
Turns toward player
Wakeup sound
Shrill cycle like a cicada
Roaming action
Just flies around, hovering somewhat
Roaming sound
Mosquito buzz in your ear, short cycle
Far attack
Brings pointed tail to its stomach. The normal yellow glow in the stomach area is stimulated by this and forms an energy ball, which is flipped out as if attached to the tail point.
Far attack sound
Sound of electrical energy mixed with cicada cycle, both cut short at the moment of release.
Close attack
Stabbing with pointed tail
Close attack sound
Cicada cycles, grunt and squish with each stab
Robustness
About equal to today's Cacodemon. Moves faster though, and isn't prone to floating away.
Limitations
None
Vulnerabilities
None
Pain action
Head curls down, tail curls up, making it smaller overall. No visible damage.
Pain sound
Last half of cicada trill, starts abruptly
Death sequence
Wings disappear into dust, body stretches out vertically then disintegrates from the bottom up, leaving the head. falls violently on its "face", with head being the only dead body part.
Death sound
3 overlapping wakeup sounds, with rapid die-down to low pitch at end.
Comments
Probably green/brown in color, with red fleshy underbelly except for yellow glow of stomach. Tip of tail should look bloody during close attack.
Design by
Ty Halderman

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Star Beast

Sketch filename
starbst.gif
Monster description
Heavy ground dweller that walks upright. Has a thick shoulder mane and a head that is a cross between a bear and boar (large head with snout and overlapping tusks, but furry). Hind quarters are strong, solid and hairy, with obvious paws with big claws (like a bear).
Wakeup action
Crouched down when asleep, with head down. When woken up, the head snaps up (showing glowing red eyes), followed by a somewhat lumbering rise to 'his' feet. Arms rise above shoulder height, but are ridiculously short for his size.
Wakeup sound
Roar, obviously insulted to have been woken up.
Roaming action
Lumbering shuffle, slow
Roaming sound
Occasional snort
Far attack
Raises arms out front of himself. Electric glow seems to come from his midsection, up his trunk, over the shoulders, down the arms and forms a blue lightning ball between the outstretched arms. He puts this ball in his mouth, rares back his head, and spits it at you. It's a very damaging fireball and it expands as it leaves his mouth into a player-sized ball.
Far attack sound
Rising pitch groan, overwhelmed by electrical sounds and punctuated with a "pshoo" sound of him spitting out the ball (sort of like the monster-spitter sound, but not)
Close attack
Those short arms are about head high on the player, and have serious claws (3) which shred.
Close attack sound
Tearing of meat off of a space marine
Robustness
Baron x 2
Limitations
Taller than player, may get stuck on the other side of a doorway.
Vulnerabilities
None
Pain action
Brings paws together at stomach, bends forward, as if he just got a Karate chop to the solar plexus.
Pain sound
Low gutteral grunt
Death sequence
Head back, lightning effect burns him up. Dead body is 2 back paws charred on top, different heights (one above ankle, one half-shin).
Death sound
Higher pitched version of wakeup, followed by electrical static and a "whoomp" at the end.
Comments
Design by
Ty Halderman

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Water Serpent

Sketch filename
serpent.gif
Monster description
Loch Ness has nothing on our little world. We have our own serpent, which is not particularly benign and is willing to be seen.
Wakeup action
Head rears up out of the water, then disappears.
Wakeup sound
Splashing sound, followed by a loud exhale.
Roaming action
We see a single coil of this creature coming up out of the water. It rises up "already in progress" so we don't see the head, but you can see scales on the back moving "forward", followed by a 'cute' tail. The rest of the time there's just a hint of a bulge in the water.
Roaming sound
Occasional splashing, bubbling
Far attack
Rears up to about marine-height and comes toward the player at pretty high speed, straight line. Impacts the player by running into him.
Far attack sound
Loud exhale, followed by sucking inhale.
Close attack
Hits player with head. Closes eyes just before a strike, but hits hard.
Close attack sound
Inhale followed by thud like a boxing glove on a punching bag.
Robustness
Not particularly, though heavy mass.
Limitations
Should only be used in deep water. Use monster- only teleports to keep it at bay away from the water edge. If player can't go into this water, it doesn't have to be deep water.
Vulnerabilities
No weaponry,
Pain action
Eyes get big (surprised that you would hurt him) backs off a bit.
Pain sound
Quick sucking inhale
Death sequence
Splits in two, guts falling into the water, followed by the rest of him. No dead body.
Death sound
Splitting sound. Shuck an ear of corn.
Comments
Like the Worm family, there could be one of these for other environments than water.
Design by
Ty Halderman

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Lightning Strike

Sketch filename
lightng.gif
Monster description
This is a close-attack strike monster, invisible except when striking. Very tall (128 or 256 if possible?) and narrow. Environmental enemy.
Wakeup action
Nothing discernable
Wakeup sound
None
Roaming action
Roams toward player. Careful attention to the ground will reveal a small circle of tiny sparks from the static charge.
Roaming sound
Low static discharge sound
Far attack
None
Far attack sound
None
Close attack
Bolt comes from above. Need to be careful with graphics on this one because it will be so close. For someone else looking at it, it would seem to come from above the player to the ground.
Close attack sound
Crack of thunder, fairly short. Don't sweat the echoes unless it works out well.
Robustness
Can't be hurt (super-high hit points). This is an environmental thing. Its height allows the level designer to trap it in certain areas as an environmental danger.
Limitations
Limited by height, don't use over water. Will attack anything.
Vulnerabilities
None
Pain action
N/A
Pain sound
N/A
Death sequence
N/A
Death sound
N/A
Comments
This will be cool if it works.
Design by
Ty Halderman

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Arachnoid

Monster description
Daddy Longlegs spider on steroids
Wakeup action
While asleep, it's about the height of a pet rock, with legs balled up underneath. It then wakes up to extend the legs to about 50 height with body supported low. Small body relative to total size.
Wakeup sound
Echoing shriek, dropping in pitch rapidly and then rising slightly as it trails off.
Roaming action
Walking is performed while the creature rotates in a counterclockwise direction. Head has a 4-sided symmetry with a "face" on each of the 4 sides. As it rotates, the head stays pointed forward then rotates another 1/4 turn to face forward with that side. Maybe the faces are somehow different (eye color?) to add to the effect.
Roaming sound
Occasional echoing scratch.
Far attack
Body is drawn up to height 80, unfolding the legs to do so. A hanging appendage trails below, with a bulbous end that generates a fireball.
Far attack sound
Multiple sucking Thh-p! sounds as it rises, then the usual firing sound like the SOD has.
Close attack
None
Close attack sound
N/A
Robustness
Seems hard to hit, low pain odds. Hit points are fairly low though, for the times it does get hit.
Limitations
Taller than a player when awake and may not be able to get through doors.
Vulnerabilities
Few. Can drop over cliffs to follow player, may need no-monster lines to restrict.
Pain action
Nothing visible happens
Pain sound
Shrieking hiss sound
Death sequence
Body enlarges as it drops to the ground, and the legs crumple underneath. Flips over at the end, and dead body looks like an upside-down head with legs curled up above (think dead spider)
Death sound
Hissing and shrieking alternate quickly with a rapid dropoff in overall pitch and a final fading hiss. Sounds somewhat pneumatic.
Comments
Legs may be a problem because if too thin they will alias away at distance.
Design by
Ty Halderman

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Medusa Head

Monster description
A separated huge head from the Medusa mythical creature. This one is a bit different in that it is 4-sided (identical faces) with snakes for hair. It rotates, and hovers slightly above ground with "guts" hanging down underneath as if the head was ripped from a body somewhere. About the size of a Cacodemon but more of a cube.
Wakeup action
Faces the player, sort of :)
Wakeup sound
Huge hissing of snakes (half-dozen overlapping sounds) and a female gasp of surprise
Roaming action
Head rotates and it drifts slowly toward the player. Rotation is done as 3 steps of 30 degrees, bringing another face forward. Since all 4 sides are the same, it'll seem to rotate continuously.
Roaming sound
Echo-y hiss and chatter
Far attack
Throws a snake at you from her head (Pain Elemental attack)
Far attack sound
Whip and crack
Close attack
None
Close attack sound
N/A
Robustness
Pretty tough. Could be a boss.
Limitations
Big, also stays close to the ground and does not really float. Just drawn that way.
Vulnerabilities
Not a lot. Probably a worse enemy than the Pain Elemental because the snakes have better AI than skulls did.
Pain action
Grimace, pulls snakes in toward head protectively
Pain sound
Female shriek with hissing overtones
Death sequence
Burns from the bottom, dripping "stuff" down into a puddle. Snake "hair" is writhing frantically the whole time, and maybe seems to drop into the goo at the end and dissolve. A pretty long death sequence.
Death sound
Echoing scream, hisses, gurgles, ending in a long sigh
Comments
The more I think about it the more this should be a boss.
Design by
Ty Halderman

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Scarecrow

Monster description
Typical scarecrow, holds a pitchfork, eyes closed and head lowered slightly until awakened
Wakeup action
Head snaps back, eyes open, pitchfork held with two hands
Wakeup sound
Loud sound of straw being stretched or pulled apart
Roaming action
Leaves a small mound of straw as it moves
Roaming sound
Straw being dragged
Far attack
None
Far attack sound
N/A
Close attack
Jabs you with a pitchfork
Close attack sound
kind of a fleshy thunk sound changing to a slightly muffled metal hitting bone as the pitchfork penetrates the skin then striking the rib cage
Robustness
About the same as a DOOM demon
Limitations
No far attack
Vulnerabilities
Burns easily
Pain action
Bits of straw fly off
Pain sound
Shrieking hiss sound
Death sequence
Normally falls apart leaving a mound of straw, exploding death bursts into flames leaving a pile of ashes.
Death sound
A surprised "Oooooh!!" diminishing in intensity as it dies, exploding death is a nice crackling fire sound.
Comments
Suggestions for improvements most welcome, if he can be done, the 2nd type of death will be great to watch!
Design by
Gary Gosson

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Psyvix

Monster description
Replaces Chaingunner
Wakeup action
Stands up from a meditative "kneel" or similar position and faces you.
Wakeup sound
Breaths out a deep wheezey and raspy breath
Roaming action
? Walks like but slightly slower than an Archvile
Roaming sound
Delicate but wheezy/raspy breathing
Far attack
Holds out hands (which illuminate) and fires a mind psycotic weapon at you. Similar attack damage as the Chaingunner but...
Far attack sound
A VERY low rumbling much like Darth Vader when he used the force. Just a deep looping rumble.
Close attack
Some type of Psy-blast like the air-gun fist type thing in quake. Can be dangerous around cliff-type structure bumping you (like the archvile) into goo.
Close attack sound
Similar to the BFG start up firing sequence
Robustness
Similar in size to the Archvile. He is a brown/green "humanoid" (biped) in appearance.
Limitations
Same as chaingunner/archvile/player
Vulnerabilities
2 biggest weapons. Would take about 4-5 DEAD ON shots with a double barrel; same strength as Caco.
Pain action
Same % chance to show pain as the archvile. You find it a small victory if you can get it to show pain
Pain sound
Wet sticky cry
Death sequence
Puts hands up to it's own face and basically takes itself out with it's own power. What is left is cartilige and bone with meat attached. And it smells VERY bad.
Death sound
A scream that fades out as the sound of its own power as it takes itself out. You never really get the privilege of killing it. It kills itself saving you the trouble (or the joy)
Comments
We need a biped-type creature in this game. Something we can identify with. I really am looking for something between an imp and the Archvile with INVISIBLE projectiles similar in speed/damage to a chaingun. It's actually "choking" you or something as your health decreases.
Design by
David Shaw

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