
P.S. if you can be any of the monsters in this pack who would you be?
Some good ideas in there, thanks. I think there are a couple of concepts there that I'm definitely going to use (like the circling fireballs on that archvile, or a kamikaze lost-soul kind of enemy).Hellstorm Archon wrote:http://mts.richarddecosta.com/category/ ... s/monsters
I finally managed to find this guy's website after some time, and I'd like to share it. Although the link originally showed more monsters, these frankensprites are decent enough to provide ideas.
Only if you're already hurt, his charge can do a total of 60-90 damage (three ticks of 20-30 if you let him ram you for the entire duration).Valherran wrote:Can damn near insta-kill you if he rams you.
I think that's fair. Compare to the original raptor shotgun grunt, one well-placed shot of his can take down your shields just as easily. Granted, raptor grunts are rarer.Valherran wrote:1 salvo from the pistol kills your shields.
I disagree. It could be that I feel this way because I designed him, and I know exactly how to kill him, but killing this guy is really just a matter of placing one powerful, well timed attack.Valherran wrote:He is actually more threatening than a Cyberdemon.
Is there a way to do that for the sprite itself? I don't think spawning hitboxes like in Brutal Doom will work for the charge attack, and I'm not sure how to handle it when the Warden isn't facing you directly (when he's infighting and blocking something with his back to you).Valherran wrote:If you can modify his sprites so that you can shoot him anywhere in the body, except where he is holding the shield, that will balance him out. Also toning down his damage is a must, on a side note, the sprite enhancement I said above could also work with that grenadier too, as he also block way too much.
That would help, would also recommend you make it more obvious to the player that he is about to charge, maybe a battle shout? His shield bash isn't very obvious either, might need a new attack animation for that. You should see what this guy does to you on Masochist mode, he completely flattens you in less than 2 seconds if you get close.Only if you're already hurt, his charge can do a total of 60-90 damage (three ticks of 20-30 if you let him ram you for the entire duration).
He is liable to follow up with a shield bash after his charge, though, so you need to get away from him whenever he's charging. If he drove you into a corner with his charge he'll probably start bashing repeatedly.
It's supposed to function like the charge attack that a lot of videogame boss monsters have. I'm going give him a slight delay and make him telegraph this attack more clearly, though, so that the player has time to prepare and get out of the way.
Raptor Grunts only deal half damage to shield at point blank range.I think that's fair. Compare to the original raptor shotgun grunt, one well-placed shot of his can take down your shields just as easily. Granted, raptor grunts are rarer.
I'll probably make the Warden spawn less often, I don't want to create too many situations where you're fighting more than one of them simultaneously.
That is going to be a serious hassle when you start fresh and you get 2 or more of these guys in the same room. Though it may even out after you nerf him a bit.I disagree. It could be that I feel this way because I designed him, and I know exactly how to kill him, but killing this guy is really just a matter of placing one powerful, well timed attack.
Your options for that include:
Powerfist, charged grenade (two clicks should be enough), raptor shotgun, autocannon, plasma rifle in shock mode, and the sniper rifle.
So you either resort to heavy weaponry, or if you don't have a heavy weapon yet, you always have access to the fist, and usually some grenades too.
Ok, maybe not the sprite, but maybe create an invisible small-arms fire proof shield that would appear directly in front of the shield and as the same shape? Same for the grenadier too.Is there a way to do that for the sprite itself? I don't think spawning hitboxes like in Brutal Doom will work for the charge attack, and I'm not sure how to handle it when the Warden isn't facing you directly (when he's infighting and blocking something with his back to you).
Yeah, you're probably right. At the very least I'll make a new swing frame and make the animation longer so that it's more obvious. I'll nerf the charge and bash damage by a few points too while I'm at it.Valherran wrote:His shield bash isn't very obvious either, might need a new attack animation for that.
Really? I've always been tense around them because I thought they were one-hit killers. Maybe that was in the previous beta.Valherran wrote:Raptor Grunts only deal half damage to shield at point blank range.
Yeah, that's what I meant by using hit-boxes. This solution will work but it introduces a new set of problems that I have no idea how to solve, and it might mess up the charge attack.Valherran wrote:Ok, maybe not the sprite, but maybe create an invisible small-arms fire proof shield that would appear directly in front of the shield and as the same shape? Same for the grenadier too.
Spoiler:
Hmm, odd. I can't replicate this. I just tried jamming three of them in a small room right next to a door, closed it behind me and waited for them to open it. Nothing. I've never seen it happen in regular gameplay either.The Stealth Grunt is always walking around and opening every door in the level, the opening doors part needs to be removed.
Spoiler:Aside from that, I've been working on the Berzerker's sprite set. Hopefully this guy will be there in the next version:
It's supposed to give you 3 by definition, but I've had it grant 1 or 2.Mav3rick wrote:Bug: the grenadier drop box only give you one grenade instead of the standar
Mav3rick wrote:the warden just drop pistol ammo, so far no other items i have seem so far
Code: Select all
dropitem "golampistol" 100
dropitem "pistol_ammo" 100
dropitem "pistol_ammo" 100
dropitem "shieldbooster" 80
dropitem "healthstim" 80
I'll keep testing this in gameplay a little more. Maybe I'll scrap this guy altogether.Mav3rick wrote:skull wizard seeking missile can be deadly if there is no much room to avoid, probably reduce the damage 5% ~ 8%?