#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[Submission\] Wandering Eye

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- **doomedarchviledemon**
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   5 years 6 months ago - 5 years 3 months ago [\#8751](#8751) by doomedarchviledemon  *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8751 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")* was created by *doomedarchviledemon*

 Name: Wandering Eye
Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.

[ ![[img](https://i.postimg.cc/zD7kzTy7/WEyeIcon.png) ](https://i.postimg.cc/zD7kzTy7/WEyeIcon.png)
[ Wandering Eye](https://www.dropbox.com/s/bvo10zmlgt08kts/Wanderingeye.wad?dl=0)

 Last edit: 5 years 3 months ago by doomedarchviledemon. Reason: Updated to address feedback

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- **Gothic**
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   5 years 5 months ago [\#8764](#8764) by Gothic  Replied by *Gothic* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8764 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 It's ok, maybe the death frames shouldn't warp, but that's my opinion.

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   5 years 5 months ago [\#8780](#8780) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8780 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 What's the idea behind the warping effect? What's it supposed to represent?

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- **doomedarchviledemon**
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- Pain Elemental
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   5 years 4 months ago [\#8789](#8789) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8789 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 I thought they looked well in more magical themed environment just as well as in a hell themed environment and the warping effect was meant to make it feel more magical. I figured a small magical creature that's nothing but an eye would have some visual auras around it, and possible visual-based magics. Perhaps this effect may be more fitting only with magical themed areas?

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   5 years 4 months ago [\#8794](#8794) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8794 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 To me, it gives it a more ethereal or ghostly nature, which makes it better to not be interactive (i.e. can't be shot and killed), in my opinion.

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- **doomedarchviledemon**
- ![doomedarchviledemon's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar209.png) Topic Author
- Pain Elemental
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   5 years 4 months ago [\#8796](#8796) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8796 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 While I do agree to some extent, in my head anyway, I feel having the added transparency is what pushes something into being more ghostly because it adds to the non-interactive nature and look of that thing; where as I feel this wobbly effect alone is something more like an illusion when being applied to a thing. That's just my thought process anyway. With that said, the idea is to have these creatures be physical and interactive. To cause less confusion and to have it more visually clear I have removed the effect from the enemy.

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   5 years 4 months ago [\#8801](#8801) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8801 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

> doomedarchviledemon wrote: While I do agree to some extent, in my head anyway, I feel having the added transparency is what pushes something into being more ghostly because it adds to the non-interactive nature and look of that thing; where as I feel this wobbly effect alone is something more like an illusion when being applied to a thing. That's just my thought process anyway. With that said, the idea is to have these creatures be physical and interactive. To cause less confusion and to have it more visually clear I have removed the effect from the enemy.

That's fair enough.

Anyway, I was going to add this, but noticed a couple of minor things: - In the Vanish state sequence, instead of making it (in)vulnerable and (not)autoaimable, save yourself the trouble and just make it (un)shootable (i.e. use A\_SetShootable/A\_UnSetShootable).
- A call to [ A\_NoBlocking](https://zdoom.org/wiki/A_NoBlocking) is missing in the Death state sequence (this only needs to be called once).

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- **doomedarchviledemon**
- ![doomedarchviledemon's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar209.png) Topic Author
- Pain Elemental
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   5 years 3 months ago [\#8840](#8840) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8840 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 Updated

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   5 years 3 months ago [\#8842](#8842) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Wandering Eye](https://www.realm667.com/forum/closed-submissions/1565-submission-wandering-eye#8842 "Name: Wandering Eye

Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.")*

 [ Added](https://www.realm667.com/index.php/en/prop-stop-mainmenu-163-64831/friendlies-fauna/2388-wandering-eye)

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