[SUBMISSION] Minotaur
- Ganbare-Lucifer
- Topic Author
- Cacodemon
Less
More
- Posts: 135
1 month 4 weeks ago - 1 month 3 weeks ago #1
by Ganbare-Lucifer
[SUBMISSION] Minotaur was created by Ganbare-Lucifer
Name: Minotaur
Difficulty: Medium
Connections: Maulotaur
Summon: Taur
Melee: Yes
Distance: Charge
Type: Minotaur
Brightmaps: No
Actor modification: No
ACS: No
Code: Ganbare-Lucifer
Sounds: Sound Ideas
Sprites: Raven Software
Sprite Edit: SunMadCat, Craneo, Ganbare-Lucifer
Idea Base: Low Tier for the Maulotaurs
Description:
The Minotaur is a low tier version of the Maulotaur, while they lack any weapon for fighting, they still pack power to battle.
https://drive.google.com/file/d/1ATlWlvOEZZeUGkkBAykJxSzeXikwXa9M/view?usp=drive_link
Difficulty: Medium
Connections: Maulotaur
Summon: Taur
Melee: Yes
Distance: Charge
Type: Minotaur
Brightmaps: No
Actor modification: No
ACS: No
Code: Ganbare-Lucifer
Sounds: Sound Ideas
Sprites: Raven Software
Sprite Edit: SunMadCat, Craneo, Ganbare-Lucifer
Idea Base: Low Tier for the Maulotaurs
Description:
The Minotaur is a low tier version of the Maulotaur, while they lack any weapon for fighting, they still pack power to battle.
https://drive.google.com/file/d/1ATlWlvOEZZeUGkkBAykJxSzeXikwXa9M/view?usp=drive_link
Last edit: 1 month 3 weeks ago by Ganbare-Lucifer.
Please Log in or Create an account to join the conversation.
- Gothic
- Moderator
Less
More
- Posts: 1230
1 month 3 weeks ago #2
by Gothic
Replied by Gothic on topic [SUBMISSION] Minotaur
Nice job at making a mid tier Minotaur. There are a couple of things that could be improved:
I think its speed should be raised to 12.
- The shadow underneath the Minotaur's head keeps changing places. It should stick to the left side like the original Maulotaur. This problem is only present in the front facing frames, so it shouldn't be that hard to fix:
- The quake projectile lacks sprites. Also set its RipSound property to "".
Code:
Missile:
TNT1 A 0 A_JumpIfCloser(368,"Quake")
Goto Charge
Charge:
TNT1 A 0 A_StartSound("taur/attack3",5)
TAUR U 2 A_FaceTarget
TNT1 A 0 A_StartSound("taur/whoosh",6)
TAUR UUUUU 4
{
ThrustThing(angle*256/360,10,0,0);
return A_JumpIfCloser(256,"Quake");
}
Goto See
Quake:
TNT1 A 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)
TAUR V 10 A_FaceTarget
TAUR W 7 A_FaceTarget
TNT1 A 0 A_StartSound("taur/attack2")
TNT1 A 0 A_Quake(4,12,0,400)
TAUR X 12 A_SpawnProjectile("TaurQuake")
Goto See
Please Log in or Create an account to join the conversation.
- Ganbare-Lucifer
- Topic Author
- Cacodemon
Less
More
- Posts: 135
1 month 3 weeks ago #3
by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Minotaur
UpdatedNice job at making a mid tier Minotaur. There are a couple of things that could be improved:
- The shadow underneath the Minotaur's head keeps changing places. It should stick to the left side like the original Maulotaur. This problem is only present in the front facing frames, so it shouldn't be that hard to fix:
Also for its sliding state, instead of using A_SkullAttack, try this so it doesn't try to slam you repeatedly:
- The quake projectile lacks sprites. Also set its RipSound property to "".
Code:Missile: TNT1 A 0 A_JumpIfCloser(368,"Quake") Goto Charge Charge: TNT1 A 0 A_StartSound("taur/attack3",5) TAUR U 2 A_FaceTarget TNT1 A 0 A_StartSound("taur/whoosh",6) TAUR UUUUU 4 { ThrustThing(angle*256/360,10,0,0); return A_JumpIfCloser(256,"Quake"); } Goto See Quake: TNT1 A 0 A_ChangeVelocity(0,0,0,CVF_REPLACE) TAUR V 10 A_FaceTarget TAUR W 7 A_FaceTarget TNT1 A 0 A_StartSound("taur/attack2") TNT1 A 0 A_Quake(4,12,0,400) TAUR X 12 A_SpawnProjectile("TaurQuake") Goto See
I think its speed should be raised to 12.
Please Log in or Create an account to join the conversation.
- Gothic
- Moderator
Less
More
- Posts: 1230
1 month 3 weeks ago #4
by Gothic
Replied by Gothic on topic [SUBMISSION] Minotaur
Please Log in or Create an account to join the conversation.