[SUBMISSION] Behemoth
- flyingbrick
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- Dark Imp
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11 months 1 week ago - 11 months 1 week ago #11
by flyingbrick
Replied by flyingbrick on topic [SUBMISSION] Behemoth
I've now readded the armor, readjusted health for the armor, shortened the flamethrower jump distance, and made it so that some of the flamethrower's radius damage is replaced with normal damage, instead of having normal damage stacked on top of explosive damage. Practically the same as the normal hellforged behemoth, except one of his cannons fires a tick later to prevent projectile clipping, and his flames deal damage to enemies immune to radius damage.
Last edit: 11 months 1 week ago by flyingbrick.
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- flyingbrick
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11 months 1 week ago - 11 months 1 week ago #12
by flyingbrick
Replied by flyingbrick on topic [SUBMISSION] Behemoth
So I think the big guy is about done. In the mean time, I'll be working on converting the mauler and hell duke. I haven't changed the behemoth since the last update I made a good few hours ago.
Last edit: 11 months 1 week ago by flyingbrick.
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- Gothic
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11 months 1 week ago - 11 months 6 days ago #13
by Gothic
Replied by Gothic on topic [SUBMISSION] Behemoth
Did you upload an older version? Its attacks don't play any sounds.
Last edit: 11 months 6 days ago by Gothic.
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- flyingbrick
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11 months 6 days ago - 11 months 6 days ago #14
by flyingbrick
Replied by flyingbrick on topic [SUBMISSION] Behemoth
it's not an older version, I decided to make it near identical to the original behemoth from hellforged, just with a couple differences, which were made to make infighting more fun/ preventing the behemoth from getting stomped by an up close cyberdemon, and to prevent the basilisk missiles from clipping into each other. just noticed the sound problem, and I've just fixed it.
edit: just fixed the sound issue
edit: just fixed the sound issue
Last edit: 11 months 6 days ago by flyingbrick.
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- Gothic
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9 months 2 weeks ago #15
by Gothic
Replied by Gothic on topic [SUBMISSION] Behemoth
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