[WIP]Trials of The LureMaster - CLASSES UP!

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neoworm
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Re: [WIP]Heretic - Trials of The LureMaster

Post by neoworm »

It will surely work as a good enchanted elven armor. But dont know why Black Isle call this abomination chainmail...
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

Finished up the armor pickups. The amulet of protection (25), mithril helmet (50), shield of darkness (100) and enchanted armor (200 (maximum) ). All are cumulative. :)
Spoiler: Armor pickups
And as a small treat, here's all 5 golem variants, most from Hexen 2. They go from left to right as weakest to most powerful:
Spoiler: Golems
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Vegeta(dw)
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Vegeta(dw) »

I like the Golems. I'd only add different sizes for them

-Normal
-Stone and Crystal (little bigger)
-Iron, a bit bigger
-Bronze a bit bigger than
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

I might make the Flesh and Stone Golems a little smaller (not by much, since they might get easily confused with the much, much weaker normal Golems from Heretic) and the Crystal a little bigger (it has 3000 health, for crying out loud :P).

Anyone have a good sprite set for something like the Hexen 2 Glyph Of The Ancients (Paladin version, where he throws it, and it detonates)? I'd like to replace the Time Bomb with it.
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

Okay, I changed the golem sizes how I said I would in my previous post (Crystal golems look much more powerful, now). Also, from a suggestion from Vegeta, I'm working on a good edit for the Glyph's pickup sprite (I'll have another for it's projectile).

I just thought up a new powerup, too: The Lich Skull. When used, it drains 75 health from the user (Can you have a custom obituary, somehow, on Thing_Damage?), but protects against 90% of damage, doubles your speed and doubles the strength of your weapons (combined with the Tome Of Power, it'd do a lot of damage). What do you all think?

Edit: Could someone put a red pulse (Animated. 3 or 4 sprites would looked best) around this sprite?:
Image

Edit2: Not sure about the balance. I think it should be either 75 damage and 90% protection, 75 damage/50% protection, 75 damage/no protection or 50 damage/no protection. What do you all think?
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oODemonologistOo
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Re: [WIP]Heretic - Trials of The LureMaster

Post by oODemonologistOo »

Simple ideas ;

Make that powerup drain health over time OR as you attack OR move. (As it doubles those)

It should have protection, otherwise I would only use tomes. Let the protection be... %85? Or %75.

Will it kill the player if there isn't enough health to drain? Or just stop? (Obviously, I assume the second case :lol: )

How were you thinking it to drain if it isn't going to deal 75 damage all of a sudden?
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

oODemonologistOo wrote:Make that powerup drain health over time OR as you attack OR move. (As it doubles those)
Can't do that without ACS that's way over my head (At least, draining while moving or firing). At the moment, it just takes 75 health to use.
It should have protection, otherwise I would only use tomes. Let the protection be... %85? Or %75.
At the moment, it's the only double-damage powerup in the mod. Combined with other powerups, like Quartz Flasks, Dragonskin Bracers or Tomes of Power (Especially Tomes of Power. Can you imagine double damage on already powerful weapons?), it gets extremely powerful even without protection.
Will it kill the player if there isn't enough health to drain? Or just stop? (Obviously, I assume the second case :lol: )
I put A_JumpIfHealthLower in, so it fails if you don't have enough health to use it. I thought some players who don't know what it does might get desperate, use it and accidentally kill themselves (that, and I couldn't find a way to attach an obituary to Thing_Damage :P).
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oODemonologistOo
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Re: [WIP]Heretic - Trials of The LureMaster

Post by oODemonologistOo »

Well, I would never waste something that valuable to any regular enemy, or any regular army. (Up to maybe a few dozen :o Tome of Power was an item I rarely used along with those Time Bomb [forgot the name :shock: ]) I would only use it against a boss. I won't always have health over 100; or quartz flasks or urns of ashes to cover me. I wouldn't really want to waste my health for more damage against that boss; instead I would use Tomes of Power. How about a protection of %45?

Also, draining 5 damage per 2 second would be cool, you could make a red pain screen take over and play some sound maybe?

Apart from those, how much damage bonus does a Tome of Power give?
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

oODemonologistOo wrote:Apart from those, how much damage bonus does a Tome of Power give?
Not really a damage bonus, but it makes your weapons fire differently. The Ethereal Crossbow fires many more shots, the Dragon Claw fires a hitscan attack that fires a bunch of ripping projectiles, the Pheonix Rod fires a flamethrower, etc..

As for being stingy with powerups, with how the game took away all but one of each powerup you had, when you exit the level, I understand that. I've removed that little limit, already, so you could amass a small armory in a few maps. Without that limit, you could get three Tomes of Power in the first two maps, so players should probably use them. :P
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Vegeta(dw)
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Vegeta(dw) »

Hey, I tested the pk3 you sent me.
I really like everything, specially the attack of Medusa, I have no idea how did you do that.
The only thing I'd change is to add more speed to the Golems, in Hexen II they're a bit faster, and when they punch they still move on your direction (yet at a slower speed). But everything is great. You really did an amazing job.
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Gez »

Ghastly_dragon wrote:Not really a damage bonus, but it makes your weapons fire differently. The Ethereal Crossbow fires many more shots, the Dragon Claw fires a hitscan attack that fires a bunch of ripping projectiles, the Pheonix Rod fires a flamethrower, etc..
More complete description can be found by [wiki=Classes:HereticWeapon]looking at the wiki[/wiki]. Each of the weapons linked to in that article (the seven listed and the two in the text) is the normal version and offers a link to the powered-up version.
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oODemonologistOo
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Re: [WIP]Heretic - Trials of The LureMaster

Post by oODemonologistOo »

Ahh, I meant for example, the crossbow launches more arrows with Tome of Power; but what's the difference of damage between the normal one and the powered up one? Averagely, how much increment did it do? Has anyone found it? (For each weapon) That would help you balance the new item.
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Gez »

Again, everything is in the wiki. "This weapon fires one large energy projectile and two smaller ones in a fixed spread." "The tomed ethereal crossbow fires three powerful energy projectiles followed by glittering trails and two smaller ones." With links to the projectiles. So you can follow these links and see how much damage each projectile does. This way, just by looking at the wiki and clicking around, you learn that the normal crossbow has a maximum total of 14 damage and the powered crossbow a maximum total of 22 (assuming all projectiles hit the same target, which they rarely do). Let's not forget that this value is then multiplied by a random number between 1 and 8, so by "14 damage" you should understand that it'll really remove between 14 and 112 hit points.
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

And double that potential damage with the Lich Skull, and suddenly it's overbalanced, if you're protected from some amount of damage (especially since I can't get it to pierce armor).

Also, due to the increased speed, I haven't gotten hit, that much in the test situations I whipped up. 75 damage, no protection, double damage and double speed seems perfect, for the Lich Skull.

The Glyph of The Ancients is coming along pretty nicely, as well.

Edit: Glyph is done, just about. :D
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Ghastly
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Re: [WIP]Heretic - Trials of The LureMaster

Post by Ghastly »

Okay, I'm going full-burn on the first map. For a first map, it'll be pretty large and non-linear. It'll quickly branch off into four paths (in absolutely no particular order) that'll open up the fifth, final path that leads to the exit.

To finish up the general resource, all I really need are slightly edited sprites of the aforeposted Lich Skull sprite. Anyone want to put a red glow on it, preferably one that's fading in an out. It should only be 3 or 4 sprites, but a nice gradient like that is beyond my ability with PaintShop Pro.

Edit: I realized I forgot a few things, so I just did those. I added dynamic lights to the Frost Fang, I implemented the jumping attack and ACS-activated states for the Sabreclaw, and started really revamping the Avatar (I ditched all attacks but the fireball one, let it revive dead monsters and I'm giving it different abilities to put it closer to the Shadow Wizard, Acolyte and the LureMaster (that I haven't designed, yet) ).
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