MetaDoom v666 "Titan" (🪓 p123)

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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby whatup876 » Sat Apr 03, 2021 4:07 pm

I am somewhat curious about your plans for the Marauder, because he seems specifically crafted for the new Doom games, even if this mod has its fair share of changes and reinterpretations.

I know he can't work as a Baron rep because that one was already buffed and they're usually slow.
Maybe a Revenant rep means keeping a bit of the speed, turning the axe projectile into a homing one and treat the SSG as a melee? (but that wouldn't be hitscan anymore)

I recall the Gladiator's shield (second phase) "reflecting" attacks by shooting projectiles as reaction of it getting hit, so that could be borrowed for the Marauder, if his shield is in fact only in front of him and not an Hexen invincibility state. (like the player's wall shield inventory item but attached to an enemy, whether or not you'd also replicate the energy/plasma exploit)
Maybe he could summon Hellhounds and drop an SSG as a weapon too.

Maybe instead of being invulnerable all the time with a chance of being shootable, he could be the opposite, no?

A crazier idea would be if the Summoner or Infernis were to summon a Marauder, as a "replacement" for a dead high tier enemy (like Revenant) and treat the Marauder as a vague replacement of the Rev.
And even use that thing from Eternal's Archvile summoning process: You see an orange Marauder being "built", but if you attack his summoner, he vanishes because you stopped the process.
Although, Marauders also usually come in red portals. (this would all be feedback related)

He'd probably make a bit more sense as a level/map-only feature but that would be unfun and not do any justice.
As far as enemy goes, i feel like the Marauder and maybe Carcass are the more interesting ones.

Either way, if the Marauder and Sentinel Hammer do get added, i wonder what the trailer could be for this update.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Sun Apr 04, 2021 10:05 am

I don't want to delve into my Marauder plans at the moment, because I dunno if I'll get around to executing on them, but he won't replace anything, be some Arch-Vile summon, or be custom-map-only. I have a funky mechanic planned that will almost certainly be able to be turned off or customized with a CVar for people who don't want to deal with him.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby whatup876 » Wed Apr 07, 2021 1:22 pm

With the inclusion of the Marauder, i recall he had some unused lines in Eternal.
Maybe those could be used, as another talking enemy after the Former Assassins.

The Infernis Diabolist attack appearing, when he's not seeing you seems like an interesting twist.
It being explosive could mean you can use it against other enemies if you're lucky and strategic enough.
And the fact that (like the traditional Arch fire attack) that he's still "locked" in it but without the flames being on the player means you can have an easy opportunity to fight back.

I do wonder if the Demonic Troopers' spawning has a limit, like the Unwilling.
Specially if Infernis shows up in a map like Plutonia's Hunted.

edit: also, if the player somehow kills the Marauder, would the Marauder drop pick ups as reward?
I also wonder if the (as in IF) hammer could also help the player take him down a bit, even if done differently from TAG2.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Mon Apr 12, 2021 7:39 am

The boys are coming. Give the dev build a poke to see them for yourself. 🪓
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Re: MetaDoom v666 "Titan" (🪓 p123)

Postby mamaluigisbagel » Mon Apr 12, 2021 4:00 pm

well, I actually fought one, and I'm happy with how they were implemented, though maybe easier...but that may be a good thing for some people xD

The only gripe I have about the dev build so far, which has probably been mentioned before, is the self-damage on the Flame Belch. I'm glad it still gives you armor, but I try to avoid the flames where they drop so I don't get hurt. I could wait for the flames to end, but almost everytime the flames fade, the armor pickups fade away at the same time. More of a nitpick as I can still get some armor out of it.

EDIT: After fighting a couple more (about 8) I'm starting to think they may be a bit too easy for me, but its not like you can perfectly recreate them. Basically, I find them easy, but if you think they're just right, let it stay that way.
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Re: MetaDoom v666 "Titan" (🪓 p123)

Postby comet1337 » Tue Apr 13, 2021 1:38 am

the axe yields infinite health from the axe man
his shield got stuck in a wall once (just visual), and it could be a lot closer to him
he has a tendency (with fastmonsters on anyway) to get stuck in a melee loop near corners, very easy to cheese
perhaps a fastprojectile equal to his size, with +stepmissile to check if there is a clear shot or not
dudes also kinda easy for not a whole lot of effort. 3 ssg shots, or 3 gauss shots, and the gauss shots can kill him in one stun. even the normal shotgun can get a follow-up shot in after the stun and take him down in 3 cycles
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Re: MetaDoom v666 "Titan" (🪓 p123)

Postby Kinsie » Tue Apr 13, 2021 3:53 am

Thanks for the suggestions, I've made them a bit less willing to get caught on solid objects, removed the Axe's ironic effectiveness, and tried making them a bit harder.
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Re: MetaDoom v666 "Titan" (🪓 p123)

Postby mamaluigisbagel » Tue Apr 13, 2021 4:37 am

also will add it is a bit amusing and useful when his eyes flash and an enemy accidentally hits him, stunning him so I can hit him xD dunno if thats intentional or even fixable.

But I'll give it another run. It did seem in my run through Doom 64 for Doom 2 that there were a LOT of Marauders, but they weren't too much of an issue unless paired with other monsters.
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Re: MetaDoom v666 "Titan" (🪓 p123)

Postby Kinsie » Wed Apr 14, 2021 7:01 am

I've made a few adjustments to our new friends over the last couple of days. They're now faster, harder, a little smarter, and more capable of navigating terrain. I'm still not 100% happy with them, though, as their wall-detection typically prevents them from engaging the player in narrow corridors like the start of Plutonia MAP01, but they're quite a ways scarier than they were previously. Any feedback or suggestions are greatly appreciated.
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