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I think this is unrelated to the Zdoom forums since it's a news only about the Skulltag version of BD, but I already finished the monster replacement for the Hectabus: The Juggernaut. http://img155.imageshack.us/img155/3936/juggernauta.png
Sergeant_Mark_IV wrote:I think this is unrelated to the Zdoom forums since it's a news only about the Skulltag version of BD, but I already finished the monster replacement for the Hectabus: The Juggernaut. http://img155.imageshack.us/img155/3936/juggernauta.png
Sergeant_Mark_IV wrote:I think this is unrelated to the Zdoom forums since it's a news only about the Skulltag version of BD, but I already finished the monster replacement for the Hectabus: The Juggernaut. http://img155.imageshack.us/img155/3936/juggernauta.png
Duke: "Holy Sh*t!". I love the fact that the brutalized Skulltag monsters are getting new sprites instead of being a palette replacement. So his weapons are dual Chainguns and a shoulder weapons instead of a spread of green projectiles? At least make him drop a box of bullets, then. Also, I can't tell if that shoulder weapon is a Rocket or Grenade launcher.
Last edited by southpark2010 on Mon Jun 04, 2012 4:08 pm, edited 1 time in total.
Yes, and dual Rocket Launchers. And his rockets are the same as the player's rockets (Faster than a Cyberdemon fireball, and insta-kills you if hits directly, even if you have 200 health and armor).
He will fire his dual chainguns until the target is dead or out of sight. Sometimes he will fire a volley of 6 rockets in a space of time of 2 seconds (but it will make a sound that tells the players to stop firing and get the fuck out of his sight). He will move at the same speed of a Hell Knight, and will instakill a player that gets in front of his treads.
One funny thing: I scripted in a way that allows his body rotate when he is targeting the player without moving his chassis to make him act like a real tank-like monster. I'm still working to see if I can make him fire without having to stop moving.
Sergeant_Mark_IV wrote:Yes, and dual Rocket Launchers. And his rockets are the same as the player's rockets (Faster than a Cyberdemon fireball, and insta-kills you if hits directly, even if you have 200 health and armor).
He will fire his dual chainguns until the target is dead or out of sight. Sometimes he will fire a volley of 6 rockets in a space of time of 2 seconds (but it will make a sound that tells the players to stop firing and get the cake out of his sight).
Damn. Does he fire the Rockets simultaneously to the Chaingun? Or does he fire them separately?
Sergeant_Mark_IV wrote:
One funny thing: I scripted in a way that allows his body rotate when he is targeting the player without moving his chassis to make him act like a real tank-like monster. I'm still working to see if I can make him fire without having to stop moving.
I wondered why he looked like he was going to attack yet his chassis is facing in another way.
Sergeant_Mark_IV wrote:I think this is unrelated to the Zdoom forums since it's a news only about the Skulltag version of BD, but I already finished the monster replacement for the Hectabus: The Juggernaut. http://img155.imageshack.us/img155/3936/juggernauta.png
Love what your Doing Sarge your remakes of the Skulltag Monsters/Weapons are what have made me loyal to the Skulltag version of Brutal Doom. The Hectebus Remake looks amazing.
On a side note that post I made a page or 2 ago about the Mancubi dropping Grenade launchers sometimes during a headshot death was only witnessed during Skulltag Brutal Doom play. I'm not sure if it would happen or if its even possible for it to happen in the Zdoom version of Brutal Doom.
Sergeant_Mark_IV wrote:I think this is unrelated to the Zdoom forums since it's a news only about the Skulltag version of BD, but I already finished the monster replacement for the Hectabus: The Juggernaut. http://img155.imageshack.us/img155/3936/juggernauta.png