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[SUBMISSION] Minotaur

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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
 
Last edit: 1 month 3 weeks ago by Ganbare-Lucifer.

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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:
  • 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 "".
Also for its sliding state, instead of using A_SkullAttack, try this so it doesn't try to slam you repeatedly:
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.

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1 month 3 weeks ago #3 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Minotaur

Nice 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:
  • The quake projectile lacks sprites. Also set its RipSound property to "".
Also for its sliding state, instead of using A_SkullAttack, try this so it doesn't try to slam you repeatedly:
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.
 
Updated

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1 month 3 weeks ago #4 by Gothic
Replied by Gothic on topic [SUBMISSION] Minotaur

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