Super Mastermind draft

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.+:icytux:+.
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Re: Super Mastermind draft

Post by .+:icytux:+. »

CodenniumRed wrote:Interesting concept though I can't seem to summon the whole guy at once! Just the carriage and legs, brain and laser seperately....
you gotta have a high enuff sector for it to work. try map20 and jump down the blood pool.
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Kinsie
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Re: Super Mastermind draft

Post by Kinsie »

I can't seem to download this, or even connect to your host at all.
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Medricel
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Re: Super Mastermind draft

Post by Medricel »

CodenniumRed wrote:Interesting concept though I can't seem to summon the whole guy at once! Just the carriage and legs, brain and laser seperately....
The carriage summons the other parts shortly after it spawns.
NiGHTMARE
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Re: Super Mastermind draft

Post by NiGHTMARE »

Looks fantastic, though I'd shrink the top gun down by at least 25%.
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LilWhiteMouse
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Re: Super Mastermind draft

Post by LilWhiteMouse »

Enjay wrote:Now there's an idea. I wonder who could make a monster like that. ;)
I really didn't like that thing, but it was a request and not my personal choice. Hellspawn's Scorpian Minion was the prototype I built but it was rejected over the existing "Scorpian Mastermind".

I've got the two basic attacks added so far, chainguns and plasma cannon. The cannon is big because it's an artillery class version of the plasma shotgun my Berserker and Ultra Berserkers use. It has a smaller spread then the shotgun, but it's shots scatter on impact for area damage. I want to avoid a belly gun, makes it too much of a Harbinger copy. Between it and my Tankoids I don't want to get in a rut.

When the base becomes disabled, the brain now hops off and drags itself along with it's minuscule arms. The base also regenerates the brain, to make a "headshot" problematic. Still no death frames.
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Unknown_Assassin
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Re: Super Mastermind draft

Post by Unknown_Assassin »

This looks quite nice. It can dance too. :lol:
Kinsie wrote:I can't seem to download this, or even connect to your host at all.
Better?
.+:icytux:+. wrote:you gotta have a high enuff sector for it to work. try map20 and jump down the blood pool.
Map 1 outside is big enough.
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Enjay
 
 
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Re: Super Mastermind draft

Post by Enjay »

The big top gun makes perfect sense to me. It's just that it doesn't really look like what it is from the front view. Not sure what to suggest about that though. However, the size is absolutely reasonable for a huge plasma canon IMO and being top mounted also makes sense. It's a setup that you are likely to find in real life - stick the gun on top so that it can fire over stuff and, what's more, the main body can take cover behind terrain features.
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DoomRater
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Re: Super Mastermind draft

Post by DoomRater »

So I added an attack to the brain and summoned it as a friendly.... and the brain part still attacks me.
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DOOMERO-21
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Re: Super Mastermind draft

Post by DOOMERO-21 »

hahahah scorpion mastermind XD
i think the model have hight resolution?
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Kinsie
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Re: Super Mastermind draft

Post by Kinsie »

This is very impressive!
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Enjay
 
 
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Re: Super Mastermind draft

Post by Enjay »

LilWhiteMouse wrote:I really didn't like that thing
I like it's basic idea, the mechanincal nature of it and the attacks it has as well as the basic scorpion-like stance and appearance that it has. I've used it in a few personal maps that I have just been messing around with. The aligator/crocodile head and the featureless yellow "eyes" detract from it a bit though IMO.
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Cutmanmike
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Re: Super Mastermind draft

Post by Cutmanmike »

LilWhiteMouse wrote:When the base becomes disabled, the brain now hops off and drags itself along with it's minuscule arms.
I would love to see this :D
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LilWhiteMouse
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Re: Super Mastermind draft

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/super2.zip

Only has two basic attacks, dual chainguns and the plasma cannon. While on the base, the brain is constantly regenerated. Not fast enough that it's impossible to kill, but it'll make things easier if you disable the base first. When disabled, the brain hops off and drags itself along. The death is admittedly crude, but I'm not a pixel artist.

HP/Damage are by no means balanced, tune as needed. I've used a number of stock Doom2 resources, so anything that replaces them, will also effect this. The rocket explosion gfx/sounds, and the Spider Mastermind's sounds most notably. Also, I've no idea on bugs. I'll fix anything that turns up if I can.
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hnsolo77
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Re: Super Mastermind draft

Post by hnsolo77 »

now that is a hell of a fight
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DoomRater
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Re: Super Mastermind draft

Post by DoomRater »

Yeah, summoning the base as a friendly doesn't set the brain or gun as friendly and they shoot me. I forgot how to fix this...
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