#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/mugshot.png) \[WIP\] Pyrobus

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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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   9 years 6 months ago [\#5471](#5471) by DBJ87  Replied by *DBJ87* on topic *[Pyrobus](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10#5471 "[INFO]

Name: Pyrobus
Difficulty: Very Hard, Boss
Connection: Mancubus, Bruiser Demon, Afrit
Summon: Pyrobus
Melee: Yes (Set with a melee state Flamethrower attack)
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: Yes
GLDefs: Yes (From Scratch)

[CREDITS]
WAD Created by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette (Doom)
Sprites: ID Software, Xim, Tormentor667, Eriance, DBJ87
SFX: ID Software (Doom 3), Tormentor667, Epsi, Ebola (Afrit Fire, Fly, Comet Explode)
Idea Base: Own Idea

[INFO]
When one surviving Mancubus brought the "essence" of Geological Damage back to Hell after the Demons failed the 1994 invasion of Earth. It spent many years underground, trying to improve its brethren while also stewing over the dramatic improvements that Imps & Barons were getting... It eventually had enough of seeing it's species being easy to kill targets and so,it's used it's knowledge of Pyrotechnics, Elements & Geological Destruction to upgrade itself into an unstable & very angry fire spewing monster!

The Pyrobus harnesses the destructive powers of Earth's extinct Volcanoes, turning it's cannons into fully fledged Flamethrowers, having the ability to create various Earthquakes & Fissures (especially when enraged). This Fatso also fires a more explosive set of 6 fireballs in the Traditional Mancubus style & sometimes finishes that off with a round of 6 Volcanic comets!

Obviously, being a Mancubus, it's a large target and because of that, it has had a massive health boost (plus being a Large Boss Monster I expect, you'd want a
decent fight). Despite it's powerful attacks, as long as you have some cover and plenty of ammo, it will go down quicker than expected. Fully immune to Fire or
Splash damage*.

*Early Version Tests with attacks saw it would easily damage, sometimes even killing itself in enclosed areas before you can.

//Attacks
Melee:
Flamethrower- 3 "Stage" flamethrower alternating shots that stop or continue at a set minimum range. Leaves fire burning for a few seconds after shots hit any solid object. On a small map, this will be it's primary attack. It is more vulnerable when using this attack as it is the slowest attack, standing still & easiest to avoid...

Missile:
Missile 1- Pyroblast:
Mancubus' Fat-Shot, but slightly larger, faster, & leaves a lump of fire when it hits a solid object. Fired in 3 blasts and the Pyrobus may jump to fire it's "Volcano" shot at the end of the 3rd shot. (So it will be attacking 6 times)

Missile 2- Sweep Fissure:
Shoots a floor hugging missile in an arch from -24 to 24 in gaps of 12 (up to - 72 to 72). The missile then explodes into a wall of fire, dealing explosive damage & leaving small traces of fire where the blasts erupted from. Causes a light Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability states**. **Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 3- 360 Fissure:
The hardest missile to avoid. Set up like the Sweep Fissure but attacks in full circle of the Pyrobus with a gap of 20 in between each blast (0, 20, 40 etc). Causes a heavy Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability state***. Triggered as a rare Missile attack or as one of the 2 retaliation attacks from it's Pain State. ***Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 4- Volcano:
2 Boulders of slightly hardened Lava that are fired in alteration. Each shot causes a Quake & each boulder drops more fire, over a larger area, than the Pyroblast. Shots. Volcanic shots are fired 6x with a slight delay in between each arm. Only fired if jumped to from Pyroblast, if you escape the final stage of it's Flamethrower or in retaliation to Pain.

[UPDATE HISTORY]

23/01/17 [Version 3.5]
-Finished Darkening Skin & evened out Colours of the Cannons.
-Eye Brightness slightly changed for Frames H-U & V.
-Duplicate or mirrored attack, ready to attack sprites removed.
-Brightmaps for all stages of Walking & Pain added highlighting Eyes.
-Full Body Brightmaps' Brightness vary with the attack used.
-Fissure Attack Sprites have had some changes made to the facial design.
-"Volcano" Comets have been recoloured.

06/02/17
Requested Changes. Noise output (it does become a real pain):
-Dropped Fire & Fissure Attacks have a silent version created & added to the Pyrobus' attacks & projectiles.
-To help with noise reduction, Pain & Fissure Jump % reduced, with original setting left as a note, if you find it has now become too easy.

[PREVIEW]
[V1] [Original file has been deleted. Sprites used, aren't included but will be added if requested]

[V2]

[V3.5]

[DOWNLOAD]
Taken offline.")*

> Fiorello1 wrote: The 360 attack is a ear rape lol, also the volcan one.

The Fissure attacks are based off the Bruiser Baron's floor hugging attacks &amp; designed to be as off-putting as possible (to cause panic or frustration which will break the Player's concentration) in an enclosed area where you have little space to move, the explosive sounds do get a bit much, but the sound is played when the explosives start, one suggestion thing I'll do is take off* a few of the 360 rotation lines, but this means less projectiles are fired &amp; it's easier to avoid in open areas...

I spent a pretty long time getting the gaps between each shot set up fairly but if need be, I'll have to restart that. The other option would be to speed up the PyroSweep movement but then the player will hit easier or the fire spawned won't match the position the explosion took place.

The Volcano attacks are additional missiles fired when jumped from various other triggers, I will reduce the chances of jumping to the Volcano Missile &amp; 360 Fissure from the Pain State. Currently 96/256 (38% chance) to 64/256 (25% Chance) and will reduce (or remove) the chance to jump to the 360 Fissure from the smaller variant.

*Original: (This is just the 1st 3 lines of the 360 Shot, there is 19 in total 0 Front degrees to 360 Back) Code:

 PYCU W 10 Bright A_CustomMissile("PyroSweep",0,0,0,2,0) TNT1 A 0 Bright A_CustomMissile("PyroSweep",0,0,20,2,0) TNT1 A 0 Bright A_CustomMissile("PyroSweep",0,0,40,2,0)

*Less Missiles: (This is just the 1st 3 lines of the 360 Shot, there is 19 in total 0 Front degrees to 360 Back). Code:

 PYCU W 10 Bright A_CustomMissile("PyroSweep",0,0,0,2,0) TNT1 A 0 Bright A_CustomMissile("PyroSweep",0,0,20,2,0) //TNT1 A 0 Bright A_CustomMissile("PyroSweep",0,0,40,2,0)

Any line with "//" won't be activated.

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- **MagicWazard**
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   9 years 6 months ago [\#5472](#5472) by MagicWazard  Replied by *MagicWazard* on topic *[Pyrobus](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10#5472 "[INFO]

Name: Pyrobus
Difficulty: Very Hard, Boss
Connection: Mancubus, Bruiser Demon, Afrit
Summon: Pyrobus
Melee: Yes (Set with a melee state Flamethrower attack)
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: Yes
GLDefs: Yes (From Scratch)

[CREDITS]
WAD Created by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette (Doom)
Sprites: ID Software, Xim, Tormentor667, Eriance, DBJ87
SFX: ID Software (Doom 3), Tormentor667, Epsi, Ebola (Afrit Fire, Fly, Comet Explode)
Idea Base: Own Idea

[INFO]
When one surviving Mancubus brought the "essence" of Geological Damage back to Hell after the Demons failed the 1994 invasion of Earth. It spent many years underground, trying to improve its brethren while also stewing over the dramatic improvements that Imps & Barons were getting... It eventually had enough of seeing it's species being easy to kill targets and so,it's used it's knowledge of Pyrotechnics, Elements & Geological Destruction to upgrade itself into an unstable & very angry fire spewing monster!

The Pyrobus harnesses the destructive powers of Earth's extinct Volcanoes, turning it's cannons into fully fledged Flamethrowers, having the ability to create various Earthquakes & Fissures (especially when enraged). This Fatso also fires a more explosive set of 6 fireballs in the Traditional Mancubus style & sometimes finishes that off with a round of 6 Volcanic comets!

Obviously, being a Mancubus, it's a large target and because of that, it has had a massive health boost (plus being a Large Boss Monster I expect, you'd want a
decent fight). Despite it's powerful attacks, as long as you have some cover and plenty of ammo, it will go down quicker than expected. Fully immune to Fire or
Splash damage*.

*Early Version Tests with attacks saw it would easily damage, sometimes even killing itself in enclosed areas before you can.

//Attacks
Melee:
Flamethrower- 3 "Stage" flamethrower alternating shots that stop or continue at a set minimum range. Leaves fire burning for a few seconds after shots hit any solid object. On a small map, this will be it's primary attack. It is more vulnerable when using this attack as it is the slowest attack, standing still & easiest to avoid...

Missile:
Missile 1- Pyroblast:
Mancubus' Fat-Shot, but slightly larger, faster, & leaves a lump of fire when it hits a solid object. Fired in 3 blasts and the Pyrobus may jump to fire it's "Volcano" shot at the end of the 3rd shot. (So it will be attacking 6 times)

Missile 2- Sweep Fissure:
Shoots a floor hugging missile in an arch from -24 to 24 in gaps of 12 (up to - 72 to 72). The missile then explodes into a wall of fire, dealing explosive damage & leaving small traces of fire where the blasts erupted from. Causes a light Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability states**. **Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 3- 360 Fissure:
The hardest missile to avoid. Set up like the Sweep Fissure but attacks in full circle of the Pyrobus with a gap of 20 in between each blast (0, 20, 40 etc). Causes a heavy Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability state***. Triggered as a rare Missile attack or as one of the 2 retaliation attacks from it's Pain State. ***Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 4- Volcano:
2 Boulders of slightly hardened Lava that are fired in alteration. Each shot causes a Quake & each boulder drops more fire, over a larger area, than the Pyroblast. Shots. Volcanic shots are fired 6x with a slight delay in between each arm. Only fired if jumped to from Pyroblast, if you escape the final stage of it's Flamethrower or in retaliation to Pain.

[UPDATE HISTORY]

23/01/17 [Version 3.5]
-Finished Darkening Skin & evened out Colours of the Cannons.
-Eye Brightness slightly changed for Frames H-U & V.
-Duplicate or mirrored attack, ready to attack sprites removed.
-Brightmaps for all stages of Walking & Pain added highlighting Eyes.
-Full Body Brightmaps' Brightness vary with the attack used.
-Fissure Attack Sprites have had some changes made to the facial design.
-"Volcano" Comets have been recoloured.

06/02/17
Requested Changes. Noise output (it does become a real pain):
-Dropped Fire & Fissure Attacks have a silent version created & added to the Pyrobus' attacks & projectiles.
-To help with noise reduction, Pain & Fissure Jump % reduced, with original setting left as a note, if you find it has now become too easy.

[PREVIEW]
[V1] [Original file has been deleted. Sprites used, aren't included but will be added if requested]

[V2]

[V3.5]

[DOWNLOAD]
Taken offline.")*

 To deal with the sound effect overload, instead of reducing the amount of projectiles he fires, you can simply make some of the projectiles not play sounds.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 6 months ago [\#5480](#5480) by DBJ87  Replied by *DBJ87* on topic *[Pyrobus](https://www.realm667.com/forum/the-workshop/658-wip-pyrobus?start=10#5480 "[INFO]

Name: Pyrobus
Difficulty: Very Hard, Boss
Connection: Mancubus, Bruiser Demon, Afrit
Summon: Pyrobus
Melee: Yes (Set with a melee state Flamethrower attack)
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: Yes
GLDefs: Yes (From Scratch)

[CREDITS]
WAD Created by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette (Doom)
Sprites: ID Software, Xim, Tormentor667, Eriance, DBJ87
SFX: ID Software (Doom 3), Tormentor667, Epsi, Ebola (Afrit Fire, Fly, Comet Explode)
Idea Base: Own Idea

[INFO]
When one surviving Mancubus brought the "essence" of Geological Damage back to Hell after the Demons failed the 1994 invasion of Earth. It spent many years underground, trying to improve its brethren while also stewing over the dramatic improvements that Imps & Barons were getting... It eventually had enough of seeing it's species being easy to kill targets and so,it's used it's knowledge of Pyrotechnics, Elements & Geological Destruction to upgrade itself into an unstable & very angry fire spewing monster!

The Pyrobus harnesses the destructive powers of Earth's extinct Volcanoes, turning it's cannons into fully fledged Flamethrowers, having the ability to create various Earthquakes & Fissures (especially when enraged). This Fatso also fires a more explosive set of 6 fireballs in the Traditional Mancubus style & sometimes finishes that off with a round of 6 Volcanic comets!

Obviously, being a Mancubus, it's a large target and because of that, it has had a massive health boost (plus being a Large Boss Monster I expect, you'd want a
decent fight). Despite it's powerful attacks, as long as you have some cover and plenty of ammo, it will go down quicker than expected. Fully immune to Fire or
Splash damage*.

*Early Version Tests with attacks saw it would easily damage, sometimes even killing itself in enclosed areas before you can.

//Attacks
Melee:
Flamethrower- 3 "Stage" flamethrower alternating shots that stop or continue at a set minimum range. Leaves fire burning for a few seconds after shots hit any solid object. On a small map, this will be it's primary attack. It is more vulnerable when using this attack as it is the slowest attack, standing still & easiest to avoid...

Missile:
Missile 1- Pyroblast:
Mancubus' Fat-Shot, but slightly larger, faster, & leaves a lump of fire when it hits a solid object. Fired in 3 blasts and the Pyrobus may jump to fire it's "Volcano" shot at the end of the 3rd shot. (So it will be attacking 6 times)

Missile 2- Sweep Fissure:
Shoots a floor hugging missile in an arch from -24 to 24 in gaps of 12 (up to - 72 to 72). The missile then explodes into a wall of fire, dealing explosive damage & leaving small traces of fire where the blasts erupted from. Causes a light Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability states**. **Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 3- 360 Fissure:
The hardest missile to avoid. Set up like the Sweep Fissure but attacks in full circle of the Pyrobus with a gap of 20 in between each blast (0, 20, 40 etc). Causes a heavy Quake at the start & end of the shot, signalling when it enters & exits it's invulnerability state***. Triggered as a rare Missile attack or as one of the 2 retaliation attacks from it's Pain State. ***Base damage from shots still hurt it because they explode underneath it (due to it's large size) and it is still able walk over an erupting area.

Missile 4- Volcano:
2 Boulders of slightly hardened Lava that are fired in alteration. Each shot causes a Quake & each boulder drops more fire, over a larger area, than the Pyroblast. Shots. Volcanic shots are fired 6x with a slight delay in between each arm. Only fired if jumped to from Pyroblast, if you escape the final stage of it's Flamethrower or in retaliation to Pain.

[UPDATE HISTORY]

23/01/17 [Version 3.5]
-Finished Darkening Skin & evened out Colours of the Cannons.
-Eye Brightness slightly changed for Frames H-U & V.
-Duplicate or mirrored attack, ready to attack sprites removed.
-Brightmaps for all stages of Walking & Pain added highlighting Eyes.
-Full Body Brightmaps' Brightness vary with the attack used.
-Fissure Attack Sprites have had some changes made to the facial design.
-"Volcano" Comets have been recoloured.

06/02/17
Requested Changes. Noise output (it does become a real pain):
-Dropped Fire & Fissure Attacks have a silent version created & added to the Pyrobus' attacks & projectiles.
-To help with noise reduction, Pain & Fissure Jump % reduced, with original setting left as a note, if you find it has now become too easy.

[PREVIEW]
[V1] [Original file has been deleted. Sprites used, aren't included but will be added if requested]

[V2]

[V3.5]

[DOWNLOAD]
Taken offline.")*

> MagicWazard wrote: To deal with the sound effect overload, instead of reducing the amount of projectiles he fires, you can simply make some of the projectiles not play sounds.

Done &amp; Thank you MagicWazard ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Current update has:
Dropped Fire (From Flamethrower, Fissures &amp; Comets) &amp; the Fissure attacks explosive spawner have a secondary version, which are silent.

Cannons &amp; Pipes across shoulders, still need some work, the Pipes more so, I'm sure everyone can't have missed the disproportionate or uneven colours (random shades of grey) but it's getting pretty tricky to match the colours or smooth them out when zoomed in to fix these minor details. Most easily spotted on the Walking Sprites A-F... everything else seems to be OK, hopefully it's starting to look or live up to some expectations. I really can't think of anything else that can be done after these few details are fixed.

Any modifications others have made to the appearance or the Brightmaps (if any), feel free to share them on this project's page.

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