Harbinger 2.0

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Re: Harbringer boss monster

Postby Shadelight » Mon May 31, 2010 9:00 pm

That would be greatly appreciated, LilWhiteMouse. :)
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Re: Harbringer boss monster

Postby LilWhiteMouse » Tue Jun 01, 2010 1:46 pm

I think I've done all the grunt work. Rewrote a lot of it from scratch.
http://home.midmaine.com/~lilwhitemo/harbinger.7z

Fluff text for the original project:
Spoiler:


[EDIT] If anyone is wondering why the Harbinger has so many HPs, you were never meant to take it on with infantry. You were supposed to escort these units to within their firing range so they could bring it down.
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Re: Harbringer boss monster

Postby LilWhiteMouse » Wed Jun 02, 2010 1:04 pm

Bumpity
Working on a few improvements:
I've tightened the spread of the eye beam spawn points, so they don't appear outside the sprite.
Gave the magma cannon shots an initial downward angle in case it doesn't have a proper target.
Gonna try and tweak the foot impacts to better match the location of the sprite.
Still not happy with the death. I need large gore sprites, any suggestions? I'll make my own if need be.
Spoiler:

I'd like to make the Suicide Souls a little flashier. Compared to the magma shot and eye beams they're rather boring.
Would there be any objections if I changed the belly gun into a flamer?
Forgot to fix the magma gun's facing to the body when it's destroyed.
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Re: Harbringer boss monster

Postby Shadelight » Wed Jun 02, 2010 1:21 pm

:surprise: Those are awesome models.
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Re: Harbringer boss monster

Postby Xaser » Wed Jun 02, 2010 4:54 pm

Wow -- this guy is just as awesome as I remember. :)

Ah, it's times like these I wish I hadn't stopped adding to Zen. Thankfully, that wish only lasts for a couple of seconds before I realize how absolutely silly that would be. :P
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Re: Harbringer boss monster

Postby Matt » Wed Jun 02, 2010 6:15 pm

Xaser wrote:Wow -- this guy is just as awesome as I remember. :)

What Xaser said.

It's precisely because they're not as flashy that I've probably taken more hits from the suicide souls than anything else... nothing quite like turning around and suddenly meeting with a screaming skull before dying, almost took me back to the very first time I'd ever seen a Lost Soul. :shock:

Dunno about the flamer... it was never worth going anywhere near the thing to shoot it,* so unless the player's forced to get in close for whatever reason it seems to be a pretty big downgrade.

*except when I cheated and used the BFG
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Re: Harbringer boss monster

Postby LilWhiteMouse » Wed Jun 02, 2010 7:31 pm

Vaecrius wrote:nothing quite like turning around and suddenly meeting with a screaming skull before dying

They actually do this now, scream as they fly.

Vaecrius wrote:Dunno about the flamer... it was never worth going anywhere near the thing to shoot it,* so unless the player's forced to get in close for whatever reason it seems to be a pretty big downgrade.

Base friendly AI isn't that smart. Moths to the flame they are.
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Re: Harbringer boss monster

Postby Shadelight » Wed Jun 02, 2010 10:33 pm

Yeah, I think I'll move this now so it doesn't get lost in this forum for all eternity. :P
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Re: Harbringer boss monster

Postby LilWhiteMouse » Thu Jun 03, 2010 1:29 am

Revised edition:
http://home.midmaine.com/~lilwhitemo/harbinger.7z
OGG'd the bigger sounds, dropped the file size down to 1mb 7zipped. Suicide Souls are a little better, and improved the aiming of the eye beams. The Harbinger now holds it's position when it uses it's eye beams, and the legs stop as well. Left the belly gun as is, just tweaked it's range a little.

Friendly marines will occasionally stop attacking/moving. I could probably fix this, but I've strived to keep them as simple as possible for outside modification.
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Re: Harbinger 2.0

Postby Ceeb » Thu Jun 03, 2010 1:46 am

We need to create the title of "Mistress of ZDoom Innovation" specifically for LWM. :lol:
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Re: Harbinger 2.0

Postby David Ferstat » Thu Jun 03, 2010 5:24 am

And, yet again, I can't connect to Mouse's ISP. Can someone please post a mirror?

Many thanks.
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Re: Harbinger 2.0

Postby Captain Ventris » Thu Jun 03, 2010 7:33 am

You really need to get a line down to her secret lair installed like the rest of us, David.
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Re: Harbinger 2.0

Postby LilWhiteMouse » Fri Jun 04, 2010 12:28 am

Revisions for the next version:
The belly gun was firing too high, forgot to fix it when I went back to the old projectile.
When the Harbinger is reduced to 3 parts, and the body is still alive, it now enters a panic mode. In this mode it attacks more often, and can use it's eye beam attack without any delay. When in this mode, I reduced it to a max of four beams to compensate.
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Re: Harbinger 2.0

Postby David Ferstat » Fri Jun 04, 2010 2:54 am

Captain Ventris wrote:You really need to get a line down to her secret lair installed like the rest of us, David.

Dammit, I was wondering what was wrong! :)
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Re: Harbinger 2.0

Postby LilWhiteMouse » Sat Jun 05, 2010 7:23 am

http://home.midmaine.com/~lilwhitemo/harbinger.7z
Updated the first post with a more permanent screenshot.
Added an extra visual effect to the magma pools.
A better death, actually leaves a bit of carcass behind now. Still needs work though. I was able to cheat with my Super Mastermind and use the Mastermind death. Haven't really found anything useful for the Harbinger yet.
Split things into three wads (all contained in the 7zip), the harbinger itself, the demo map, and the extra bits. The extras.wad does contain the friendly marines which are required, but I figure any end user will probably (and should) modify them to make their own cannon fodder.

To do still:
The final death.
Strip the demo level to bare minimum, and add a second more playable demo level. Probably raid the failed Hellspawn 2 map for bits.
Rename some of the sprites to be unique (ripped straight from Heretic/Hexen).
Update the eye beams to use FastProjectile instead of MageWandMissile.
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