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

##

- **MagicWazard**
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   8 years 9 months ago [\#6574](#6574) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Ghost Revenant](https://www.realm667.com/forum/closed-submissions/934-submission-ghost-revenant?start=10#6574 "[INFO]

Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip")*

 I think I'm pretty good with this as-is, but I might recommend changing his actor name from "GhostSkeleton" to the more intuitive "GhostRevenant".

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy85MzQtc3VibWlzc2lvbi1naG9zdC1yZXZlbmFudD9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   8 years 9 months ago [\#6576](#6576) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Ghost Revenant](https://www.realm667.com/forum/closed-submissions/934-submission-ghost-revenant?start=10#6576 "[INFO]

Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip")*

> MagicWazard wrote: I think I'm pretty good with this as-is, but I might recommend changing his actor name from "GhostSkeleton" to the more intuitive "GhostRevenant".

Thank you, dubbed "GhostSkeleton" as I just following Doom 2's name for summoning a Revenant, but I'm glad overall it seems to have come together. I'll change the name though, it does make a bit more sense &amp; is easier to refer to.

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- **MagicWazard**
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   8 years 9 months ago [\#6579](#6579) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Ghost Revenant](https://www.realm667.com/forum/closed-submissions/934-submission-ghost-revenant?start=10#6579 "[INFO]

Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip")*

> DBJ87 wrote: Thank you, dubbed "GhostSkeleton" as I just following Doom 2's name for summoning a Revenant, but I'm glad overall it seems to have come together. I'll change the name though, it does make a bit more sense &amp; is easier to refer to.

Not sure what you mean. The Revenant's actor name is "Revenant", not "Skeleton". Either way, it's water under the bridge. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   8 years 9 months ago [\#6581](#6581) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Ghost Revenant](https://www.realm667.com/forum/closed-submissions/934-submission-ghost-revenant?start=10#6581 "[INFO]

Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip")*

> MagicWazard wrote:
>
> > DBJ87 wrote: Thank you, dubbed "GhostSkeleton" as I just following Doom 2's name for summoning a Revenant, but I'm glad overall it seems to have come together. I'll change the name though, it does make a bit more sense &amp; is easier to refer to.
>
>
> Not sure what you mean. The Revenant's actor name is "Revenant", not "Skeleton". Either way, it's water under the bridge. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Sorry, was probably thinking about the sprite names, not the actual actor "SKEL A", was a moment where I, tend to type first, think second, otherwise I don't know why I'd gotten that mixed up, because using edited Revenants in my projects (to drop something), simply dubbed "Revenant2" :derp:.

Water under the bridge ![;)](https://www.realm667.com/wink.gif ";)") Something we can smile/laugh about lol.

Anyway It's been updated. Renamed the actor, updated the INFO &amp; GLDefs. Thanks again for this suggestion, it does suit it a lot more &amp; is actually true to what the submission is called.

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- **Blue Shadow**
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   8 years 9 months ago [\#6584](#6584) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Ghost Revenant](https://www.realm667.com/forum/closed-submissions/934-submission-ghost-revenant?start=10#6584 "[INFO]

Name: Ghost
Difficulty: Medium
Connection: Revenant, Spectre, Death Incarnate
Summon: GhostRevenant
Melee: Yes
Distance: Hitscan
Type: Spectre, Undead
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
WAD Created by: DBJ87
Decorate: DBJ87
Palette: PNG Palette/PNG True Colour [Recoloured D64 Sprites]
Sprites: ID Software (Doom 2 & Doom 64), DBJ87
Brightmaps: DBJ87
GLDefs: DBJ87
SFX: ID Software (PS1 Revenant)
Idea Base: Own Idea

[DESCRIPTION]
Spectral Revenant that uses a weak Blinding Flash attack as it's ranged offence while it closes in to use it's more powerful Melee Attack. It moves a lot faster than standard Revenants & is almost completely invisible. Breaks it's invisibility briefly when attacking at a distance, before rapidly returning back to it's Ghostly status. When blinded by the flash attack, the player is more open to damage from the Ghost's attacks as well as Melee* damage & any attacks from other enemies for 12 seconds.

*Any attack that has its Damage Type defined as "Melee".
-Under it's current configuration all attacks (including punches) are the "SkeletonBurn" Damage Type, so I've defined it's Punch Attack as having a Melee Damage output.
- Submitted as a Stealth Monster. It's configured to coincide with the most stable version of GZDoom 2.4 onward.

[ADDITIONAL INFO]

I take credit for the Revenant Sprite edit & creating this monster's Brightmap, Decorate, Sound Info & GLDefs.

I don't take credit for the Doom 64 Sprites used, they were taken from a sprite sheet (which I now cannot find online, to credit who made it) for a Doom 64 Cacodemon based enemy.

[UPDATES]
19/04/17
-Ghost leaves a small "Trail" of Shadow copies of itself while walking, they are purely for decorative purposes.
-Hitscan Damage reduced & spread randomised.
-Puff & Ghost's Hitscan have been given the new damage type "SkeletonBurn" & any Pain causing flags removed to stop Ghosts fighting each other.
-The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).

23/04/17
-Blind Duration lasts 12 Seconds. Every time you are blinded the timer resets.
-+ADDITIVEDURATION Flag removed from Blinding Set-up with notes on the Attack added to INFO
-1 "Bullet" is fired by the Ghost to attempt to blind you, accuracy & Damage increased from last update

28/08/17
-Decorate spelling error corrected.

13/09/17
-Credits, Info, Decorate & GLDef update.
-Blinding Puff Sprites replaced.
-Passover sequence of the penalty given to the player by the Flash has been placed higher in it's Decorate so you can't "avoid" it when hit.
-Vertical Offset of Missile attack reduced.

21/10/17
-Summon renamed to "GhostRevenant", GLDef & Info changed accordingly.

[PREVIEW]

[DOWNLOAD]
http://www.m*diafire.com/file/98xhh0aueus09m0/GhostRevenant.zip")*

 [ Added](http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/1979-ghost-revenant)

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