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Blind Pinky

  • doomedarchviledemon
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7 years 1 week ago - 6 years 5 months ago #1 by doomedarchviledemon
Blind Pinky was created by doomedarchviledemon
Name: Blind Pinky
Difficulty: Medium
Connections: Pinky Demon
Summon: BlindPinky
Melee: Yes
Distance: No
Type: Demon
Brightmaps: No
Added States: No
ACS: No

Submitted: DoomedArchvileDemon
Decorate: DoomedArchvileDemon
Sounds: Doom 64
Sprites: HorrorMovieGuy
Idea Base: Enemy that reacts to sound

Description: This deformed pinky demon has adapted to living in areas of complete darkness. Unlike its cousin it has no eyes or horns. While this may seem like it would make for a less threatening creature, that's far from the truth. With lack of vision it has extremely good hearing and will use its superior speed to quickly attack its prey before they can escape. Additionally, it has sharper teeth which gives more ripping power. They wander around aimlessly but as long as you stay quite you should be safe... shh.



Blind Pinky

[strike]Note: Currently not happy with the sounds but wanted to get this up now to get any feedback on this while I'm figuring out something that will better fit for sounds.[/strike]
Last edit: 6 years 5 months ago by doomedarchviledemon.

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  • Blue Shadow
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7 years 4 days ago #2 by Blue Shadow
Replied by Blue Shadow on topic Blind Pinky
I'm leaning towards "No" with this one. It's not much of a threat, even with the increased speed and damage. Fighting it is of little consequence. In fact, I find fighting and killing it is better than sneaking past it. Since it wanders aimlessly if it doesn't have a target, it could get into a room as an "unwanted guest" where you're doing some fighting and catch you by surprise. So you're better off killing it as soon as you see it, which again, is not a big deal and kind of defeats the point of it being blind.

The monster might work in a survival/survival-horror setup where usually health and ammo are scarce, but not in Doom, I feel.

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  • doomedarchviledemon
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7 years 4 days ago #3 by doomedarchviledemon
Replied by doomedarchviledemon on topic Blind Pinky

Since it wanders aimlessly if it doesn't have a target, it could get into a room as an "unwanted guest" where you're doing some fighting and catch you by surprise.

The monster might work in a survival/survival-horror setup where usually health and ammo are scarce


This is more or less the feel I was going for. A monster that exists as a sort of sound-based trap for the player, not a direct threat. Typically with more than one in a single room at a time, that way even if the player kills one of them the rest would be triggered and swarm the player very quickly on top of whatever else may be in the room. Also, I agree that it would fit more with a survival/survival-horror setup, but I feel like that's up for the modders to decide if they choose to use it.

Are there any changes you could suggest to make this monster a little more threatening/fitting? More health so it's slightly harder to kill perhaps? At least two SSG shots max I was thinking.

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  • Blue Shadow
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7 years 21 hours ago #4 by Blue Shadow
Replied by Blue Shadow on topic Blind Pinky

doomedarchviledemon wrote: Are there any changes you could suggest to make this monster a little more threatening/fitting? More health so it's slightly harder to kill perhaps? At least two SSG shots max I was thinking.

Making it more durable might help a little, but beyond that, I don't know what else you can do. Remember: it's a pinky demon, not a mancubus, archvile or baron of hell; you can only buff it so much before you get into "ridiculous territory".

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  • doomedarchviledemon
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6 years 11 months ago #5 by doomedarchviledemon
Replied by doomedarchviledemon on topic Blind Pinky

Making it more durable might help a little, but beyond that, I don't know what else you can do.


Well let's hope it is enough. I bumped its health up to 250 which allows it to withstand one SSG point blank and four SG point blank max. It's around the middle between the regular Pinky and a Hell Knight. I also lowered the max damage output to 45 instead of 50. The reason for the added health could be explained by due to their lack of sight their skin has toughed up to withstand accidentally bumping or ramming into walls while chasing their prey.

I also went ahead and tested a few maps on Doom 2 and placed a few groups of them in various areas. Usually around two or three per group. Among the more mid-sized areas with a few other enemies they seemed to make a normal fight a bit harder, even when focusing on them. Any higher number of them in a group I think would be a bit much.

Do these changes help it at all or is it still not that good?

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  • MagicWazard
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6 years 11 months ago #6 by MagicWazard
Replied by MagicWazard on topic Blind Pinky
I'm actually leaning towards the opposite of Blue Shadow's opinion...it's nothing too exotic, but that's OK; not every monster needs a major gimmick. And yes, it might be a little unpredictable due to its wandering nature, but if the mapper wants to use a predictable monster, there's plenty of them to choose from. (Besides, there are plenty of other monsters that offer similarly unpredictable behavior, not to mention mapping techniques involving sound propagation or teleporters to make more conventional monsters less predictable than usual.)

Anyways, I'd suggest lowering the health back down a notch. If it's not intended to be a major threat, and its combat behavior is straightforward, it doesn't need to absorb *too* much damage, especially if it benefits from a pack mentality. I'd also increase its wander speed, as it's pretty laid-back at its current value.
Warning: Spoiler!

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  • ravick
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6 years 11 months ago #7 by ravick
Replied by ravick on topic Blind Pinky
What about it being able to get a target when it touches it? A very small area of "sigh" could do that. :)

Also, I guess it is waaaay too slow when wandering. I agree that a lower health would be better.

Anyway, nice idea. it could be used for "wild" Hell areas. :)

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  • doomedarchviledemon
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6 years 11 months ago #8 by doomedarchviledemon
Replied by doomedarchviledemon on topic Blind Pinky

What about it being able to get a target when it touches it? A very small area of "sigh" could do that. :)


Good idea. It has now been implemented. It's actually a bit scarier now with this implemented because of the jump in speed. It's like ok, ok, sneaking past, getting through, OH GOD IT'S ON ME! :lol: The range is quite small though. Obviously this can be changed by a designer who decides to use this demon, but for now does the range seem good enough?

I have also made it a little faster while wandering, lowered its health from 250 to 200 which is still stronger than a regular Demon but not by too much, and adjusted its saturation to make it more albino. I still need to get some better sounds for this guy. Current sounds are... meh. In the meantime, any other feedback is very welcome.

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  • doomedarchviledemon
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6 years 9 months ago #9 by doomedarchviledemon
Replied by doomedarchviledemon on topic Blind Pinky
Update time!

The Blind Pinky now has some good sounds! Yay!...... That's about it really.

If you have any feedback please feel free to share.

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  • MagicWazard
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6 years 8 months ago #10 by MagicWazard
Replied by MagicWazard on topic Blind Pinky
I think his death animation plays a bit too fast, but I think that's my only feedback at this point. I think the Doom 64/PSX sounds work fine for him. I'd say "yes" to him, as long as there's no other objections.

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