[Submission] Plasma Caster
- XLightningStormL
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- Dark Imp
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- Posts: 11
3 years 3 weeks ago - 3 years 3 weeks ago #1
by XLightningStormL
[Submission] Plasma Caster was created by XLightningStormL
Information:
Name: Plasma Caster
Class: 6
Type: Projectile
Summon: PlasmaCaster
Ammo Type: Cell
Credits:
Code/GLDEFS/Sprite Edit: XLightningStormL
Sounds: Interplay
Sprites: Midway, ID Software, Robot J, SilentZora, johnny, Captain Toenail, zirron
Idea Base: Plasma Caster from Fallout 1/2
Description:
UAC Plasma Caster for when you absolutely, positively have to liquify someone or something into a puddle of Goo. Uses 5 cells per shot.
Sprite:
https://i.imgur.com/6KGAmod.png
Download Link:
https://drive.google.com/file/d/1GC8E8X_g5HY6_7uTh6977_JCrgqVu8XP
Name: Plasma Caster
Class: 6
Type: Projectile
Summon: PlasmaCaster
Ammo Type: Cell
Credits:
Code/GLDEFS/Sprite Edit: XLightningStormL
Sounds: Interplay
Sprites: Midway, ID Software, Robot J, SilentZora, johnny, Captain Toenail, zirron
Idea Base: Plasma Caster from Fallout 1/2
Description:
UAC Plasma Caster for when you absolutely, positively have to liquify someone or something into a puddle of Goo. Uses 5 cells per shot.
Sprite:
https://i.imgur.com/6KGAmod.png
Download Link:
https://drive.google.com/file/d/1GC8E8X_g5HY6_7uTh6977_JCrgqVu8XP
Last edit: 3 years 3 weeks ago by XLightningStormL.
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- Gothic
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3 years 3 weeks ago #2
by Gothic
Replied by Gothic on topic Plasma Caster
A simple but nicely done weapon.
Are the decal graphics the exact same as the default gzdoom decals? Because if they are, you don't need to include them.
Are the decal graphics the exact same as the default gzdoom decals? Because if they are, you don't need to include them.
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- Xim
- Demon
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3 years 3 weeks ago #3
by Xim
Replied by Xim on topic Plasma Caster
Yay! More Fallout weapons. I noticed the pick-up is different in the preview pic then in the pk3. I kind of like the preview pic version more, reminds me more of the gun from Fallout.
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- XLightningStormL
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- Dark Imp
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3 years 3 weeks ago - 3 years 3 weeks ago #4
by XLightningStormL
Replied by XLightningStormL on topic Plasma Caster
They should be modified versions for consistency with the changed scale of the caster projectile.
As for the preview icon, it was an older version of the sprite, just updated the preview link to the proper world sprite, which is itself closer to the actual design of the P94 from Fallout 1/2 (and not the Plasma Caster from FNV/F76)
As for the preview icon, it was an older version of the sprite, just updated the preview link to the proper world sprite, which is itself closer to the actual design of the P94 from Fallout 1/2 (and not the Plasma Caster from FNV/F76)
Last edit: 3 years 3 weeks ago by XLightningStormL.
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- inkoalawetrust
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3 years 2 weeks ago #5
by inkoalawetrust
Replied by inkoalawetrust on topic [Submission] Plasma Caster
I think you should use a different sprite set for the projectile, currently it just uses the spites of the Hell Knights' fireballs, which looks weird since this is supposed to be and looks like a technological plasma weapon, like the plasma rifle or BFG, yet shoots out fireballs like some kind of magical weapon.
Also it would help to add some kind of visual and/or sound effects to make the weapon and/or the projectiles it fires feel more powerful, because currently it can do enough damage to one shot any low tier demons and two-three shot mid tier ones like Mancubi. But it's firing sequence and projectiles are pretty underwhelming in comparison, such as the projectiles' exploding sequence just being the impact animation of the Hell Knights' fireballs sped up.
Also it would help to add some kind of visual and/or sound effects to make the weapon and/or the projectiles it fires feel more powerful, because currently it can do enough damage to one shot any low tier demons and two-three shot mid tier ones like Mancubi. But it's firing sequence and projectiles are pretty underwhelming in comparison, such as the projectiles' exploding sequence just being the impact animation of the Hell Knights' fireballs sped up.
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- Gothic
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3 years 2 weeks ago #6
by Gothic
Replied by Gothic on topic [Submission] Plasma Caster
I'm not familiar with the original weapon from Fallout, is it supposed to shoot some kind of slime? Because if that's the case, it'd be ok to keep the Baron ball sprites.
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- XLightningStormL
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- Dark Imp
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3 years 1 week ago #7
by XLightningStormL
Replied by XLightningStormL on topic [Submission] Plasma Caster
Yeah, Plasma in Fallout 1/2 was basically a blob of superheated gas that became a slime like material, hence why it would melt most enemies.
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- Gothic
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3 years 1 week ago #8
by Gothic
Replied by Gothic on topic [Submission] Plasma Caster
Instead of using modified BAL7SCRx graphics, use CBALSCRx, they're the exact same, but more centered.
Also to distinguish the caster projectiles from Baron balls, maybe they should leave a trail or something.
Also to distinguish the caster projectiles from Baron balls, maybe they should leave a trail or something.
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- XLightningStormL
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- Dark Imp
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2 years 11 months ago #9
by XLightningStormL
Replied by XLightningStormL on topic [Submission] Plasma Caster
Quick Update:
No new link, use the Topic Link (as it was an update)
- Scorches now use CBALSCRx
- Increased the bass and timing of the sound effect
- Caster Projectile now uses more unique sprites (basically a frakensprite of the alpha green plasma balls and baron shot)
No new link, use the Topic Link (as it was an update)
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- Gothic
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2 years 11 months ago #10
by Gothic
Replied by Gothic on topic [Submission] Plasma Caster
The new projectile looks better, but there are other minor issues:
- The projectile deals a lot of damage for the little ammo it uses. For comparison I can kill a Baron with 3 or 4 caster shots, instead of firing around 50 plasma balls. You should raise the ammo usage to 10 or maybe 15 if you want to balance it.
- The offset of the caster light is too high:
- The death frames of the projectile have non existent lights assigned to them.
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