[SUBMISSION] Sabaoth
- scalliano
- Topic Author
- Dark Imp
- Posts: 9
Name: Sabaoth
Difficulty: Hard
Connections: Zombie Tank
Summon: Sabaoth
Melee: Yes
Distance: Projectile
Type: Human, Undead, Cybernetic
[CREDITS]
Submitted: scalliano
Decorate: scalliano
GLDefs: scalliano
Sounds: Id software, 3D Realms
Sprites: Id Software, 3D Realms
Sprite Edit: Dulle, scalliano
Idea Base: Dulle's original unfinished work for Ghastly_dragon's Doom 3 monsters in Doom 2 project.
[DESCRIPTION]
It looks like Hell's denizens have given your commanding officer the VIP treatment. Fast, aggressive and packing the latest in state-of-the-art firepower and a claw arm that will definitely reach out and touch you, this guy mightn't be the biggest threat you'll face, but he's no pushover.
My first submission to the new and improved R667!
[PREVIEW]
[DOWNLOAD]
https://www.m*diafire.com/?58dehpazpk0zglr
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- Blue Shadow
- Administrator
- Posts: 1129
Its melee sequence is missing a "Goto See" at the end of it, making the monster scream in pain after each attempted melee attack (a fall-through). Also, its death sprites have improper offset.
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- Gez
- Administrator
- Posts: 59
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- scalliano
- Topic Author
- Dark Imp
- Posts: 9
Blue Shadow wrote: Was this monster a part of a mod? It has some code that says so, like the items it's supposed to drop on death and the damagetype-specific pain and death states. They all should be omitted.
Its melee sequence is missing a "Goto See" at the end of it, making the monster scream in pain after each attempted melee attack (a fall-through). Also, its death sprites have improper offset.
Ah, yes - I appear to have included the wrong .WAD in the zip file. Link has been corrected.
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- Blue Shadow
- Administrator
- Posts: 1129
Blue Shadow wrote: its death sprites have improper offset.
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- scalliano
- Topic Author
- Dark Imp
- Posts: 9
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- MagicWazard
- Moderator
- Posts: 808
Also, maybe it's just me, but I'm not a big fan of monsters using the BFG tracers. I just feel like a traditional splash damage projectile is more sporting. That's a personal value judgment, though.
I do feel like he deserves some Doom 3 sound bites. I was kind of disappointed not to hear him say something like "Welcome to the MESS HALL!" upon sight, or one of his various "I'm going to kill you!" variants as a roaming sound.
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- scalliano
- Topic Author
- Dark Imp
- Posts: 9
That said, in regards to everything else, I just copied his DECORATE wholesale from ToPII this time (why I didn't do that in the first place ... ergh!) so his painchance is now very low and the +NOPAIN flag is already added to his Missile state. He should also continue to chase you as he's charging up, so he's at least as aggressive as he should be. Link has been updated.
As a footnote, I originally tried giving him his actual Doom 3 stats, but he was a total wuss.
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- Blue Shadow
- Administrator
- Posts: 1129
There is a small issue with this: you forgot that A_Chase is responsible for making the monster actually attack, sending it to the appropriate state depending on the situation (Melee, if target in melee range, or Missile otherwise). This has the potential to interrupt the monster's charging, sending it to the beginning of either of these states (again, depending on the situation).scalliano wrote: He should also continue to chase you as he's charging up, so he's at least as aggressive as he should be.
Changing the A_Chase calls in there, like the following, should solve that:
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- scalliano
- Topic Author
- Dark Imp
- Posts: 9
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