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.
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).
Valherran wrote:Can damn near insta-kill you if he rams you.
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.
Valherran wrote:1 salvo from the pistol kills your shields.
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.
Valherran wrote:He is actually more threatening than a Cyberdemon.
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.
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.
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).