#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) Shadow Hunter

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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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   8 years 9 months ago [\#6602](#6602) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6602 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 I have included the flag to change it to become not solid when it enters its vanish state.

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- **Blue Shadow**
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   8 years 9 months ago [\#6609](#6609) by Blue Shadow  Replied by *Blue Shadow* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6609 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 One thing I found while testing this earlier: the monster's death sprites have offset issue.

[ ![[img](https://i.imgur.com/o5LrHWNm.png) ](https://i.imgur.com/o5LrHWN.png)
[ ![[img](https://i.imgur.com/Y9sHCYgm.png) ](https://i.imgur.com/Y9sHCYg.png)

Both of those screenshots are of the same monster, taken from opposite sides.

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- **doomedarchviledemon**
- ![doomedarchviledemon's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar209.png) Topic Author
- Pain Elemental
- ![Pain Elemental](https://www.realm667.com/media/kunena/ranks/rank_9_pain.png)

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   8 years 9 months ago [\#6612](#6612) by doomedarchviledemon  Replied by *doomedarchviledemon* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6612 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 Offset issue has been fixed. The monster was actually intended to fall like that just because I was making the animation line up with the feet. Like when it gets shot it falls backwards and so I made it fall through the motion instead of it like... somehow do the whole feet are now swept forward and landed perfectly where it was standing like a rug was pulled from under the monster fall thingy. Idk, animator mind and logic overwriting the in-game offset issues lol.

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- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg)
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   8 years 9 months ago [\#6615](#6615) by Blue Shadow  Replied by *Blue Shadow* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6615 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 Yeah, I figured as much. Too bad it just doesn't work like that.

Anyway, this is now approved. I'll give it a couple of days to see if something comes up before adding it.

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- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   8 years 9 months ago [\#6616](#6616) by MagicWazard  Replied by *MagicWazard* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6616 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 If you want him to stagger back a bit when dying, you could perhaps use [ ThrustThing](https://zdoom.org/wiki/ThrustThing) to give him a bit of angular momentum. I don't think it's necessary, though. I'm good with him as-is. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg)
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   8 years 9 months ago [\#6618](#6618) by Blue Shadow  Replied by *Blue Shadow* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6618 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

> MagicWazard wrote: If you want him to stagger back a bit when dying, you could perhaps use [ ThrustThing](https://zdoom.org/wiki/ThrustThing) to give him a bit of angular momentum.

It'd feel odd, though, when it's used with other monsters which don't have something like that.

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- **Blue Shadow**
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   8 years 9 months ago [\#6621](#6621) by Blue Shadow  Replied by *Blue Shadow* on topic *[Shadow Hunter](https://www.realm667.com/forum/closed-submissions/995-shadow-hunter?start=10#6621 "Name: Shadow Hunter

Difficulty: Medium
Connections: None
Summon: ShadowHunter
Melee: No
Distance: Projectile
Type: Ghost
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon, TheMightyHeracross
Sounds: Freesounds, SeriousSam
Sprites: HorrorMovieGuy
Idea Base: HorrorMovieGuy's sprite sheet on this enemy

Description: In the dead of night this clocked figure emerges from the darkness to hunt down the living. Hard to see and hard to keep a beat on them, even in the light, these ghosts are excellent stealth hunters.")*

 [ Added](http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/1980-shadow-hunter)

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