Ultra Berserker

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LilWhiteMouse
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Ultra Berserker

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/ultrab.zip

First draft of my DECORATE Berserker (UltraBerserker). Has three weapons: chainsaw, plasma shotgun, and heavy rifle. The Ultra Berserker can't be killed, but it isn't invulnerable. If it takes too much damage it will become inoperable. If you have a repair kit (BerserkerRepairKit) use it next to the berserker to fix it.

The rifle's projectile is kinda fill in as the intended projectile is level themed and inappropriate for general use.
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Osiris Kalev
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Post by Osiris Kalev »

Whoa, that is one cool monster!! I tested him out on Map 30, it was awesome. I especially like the heavy rifle, looks awesome when the bullets explode. How long you been working on this?
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Kirby
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Post by Kirby »

Me likey very very much! :D
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Matt
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Post by Matt »

Looks awesome. Love how you give it a real feel of heft to it. Isn't very aggressive with its attacks, though... two of them just barely took out a cyberdemon after one got downed, and then only after having cornered it at one point and taken out the chainsaws...

I noticed while trying this out in the Industrial Zone that the sprite goes behind things every so often... maybe if you could make the actor a bit bigger?

If that's just the fill-in for the rifle, I'd really like to see what the real thing is! :O
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LilWhiteMouse
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Post by LilWhiteMouse »

Vaecrius wrote:Isn't very aggressive with its attacks, though...
I didn't want it overpowered given it's psuedo invulnerability. That, and forces you to mind it with repair kits. Though if you can get it cornered, the chainsaw will make short work of a cyberdemon.
I noticed while trying this out in the Industrial Zone that the sprite goes behind things every so often...
It's already bigger then a cyberdemon. I don't want to confine where it can go too much as I have to make the architecture big enough as it is.
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Cutmanmike
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Post by Cutmanmike »

I had that problem with my friendly mechs in my wad too, and it was one of the main reasons they had to go :(

I'll try this out after work.
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Unknown_Assassin
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Post by Unknown_Assassin »

I see two slight problem with the Ultra Berserker. If you summon a Zombieman, for instance, the Ultra Berserker's Chainsaw wouldn't work. He (assuming Ultra Berserker is a male inside) would just stick out his chainsaw and nothing would happen (besides the sounds). Note: The Zombieman isn't moving.

Another problem: When you stick a zombieman right in front of the Ultra Berserker, it causes him to be stuck (not the problem). When he uses his chainsaw, it doesn't kill him. He would just attack. Now, if Doomguy strafes to the right (assuming the Ultra Berserker is right in front of you), then you would be attacked by an invisible "layer" of sprite, and the zombieman would go in his pain state, but not lose a single HP. Doomguy's life goes down, while the Zombieman's HP remains the same. To me, it appears to be some kind of radius problem with the chainsaw, but I'm not sure.

Besides that, the Berserker is a cool monster. Well done.
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LilWhiteMouse
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Post by LilWhiteMouse »

It was a design flaw in the original, the chainsaw's projectiles were shot straight out from the side, allowing it to bypass smaller objects. I've since moved the projectile to the center of mass since you can't see it anyway, as well as extended it's range a bit.
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solarsnowfall
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Post by solarsnowfall »

Wow, nice...

There's a bit of a noticeable performance hit on my 2.21 GHz when there are two or more of those projectile explosions on the screen. Is it really necessary to have some 600+ projectiles shot off for everyone of those???

[edit]To give you some idea, I average about 220 fps on map20 of Doom2 in the cyber/spider arena. If I spawn an UltraBerserker to fight them, when it fires of those projetiles my framerate drops to about 40 fps.
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LilWhiteMouse
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Post by LilWhiteMouse »

solarsnowfall wrote:Is it really necessary to have some 600+ projectiles shot off for everyone of those???
614 I think. My copy doesn't use it though, as the rifle is a special attack that's kinda attatched to the project. I had the code left over from my failed ressurection of Adessa, so I used it to fill in for the original attack.

If it does that to your 2.21, imagine how my 1.7 felt when I started bouncing around a spacial mine field of those explosions. At least they're short lived.
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Cutmanmike
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Post by Cutmanmike »

That's awesome. I like those explosion spheres the missiles make, might have to steal them :P (Don't worry, personal not-getting-public project). I couldn't seem to get it to chainsaw a cyberdemon though.

Ahh it's such a shame you can't get GZdoom to work. It must taken ages to convert every frame of animation and rotation into sprites. The squid took me about two hours just to get the measely 3 frames out of it. Maybe i'm just using the wrong modeler for doing this sort of thing.
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LilWhiteMouse
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Post by LilWhiteMouse »

Cutmanmike wrote:It must taken ages to convert every frame of animation and rotation into sprites.
Depends on the model itself. This berserker took about an hour and a half from rendering to wad.

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