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[SUBMISSION] Sabaoth

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9 years 11 months ago #1 by scalliano
[SUBMISSION] Sabaoth was created by scalliano
[INFO]
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
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9 years 11 months ago - 9 years 11 months ago #2 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Sabaoth
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.
Last edit: 9 years 11 months ago by Blue Shadow.

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  • Gez
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9 years 11 months ago #3 by Gez
Replied by Gez on topic [SUBMISSION] Sabaoth
Yes, you meet this little bundle of joy in the final level of TOP 2's partial release.

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  • scalliano
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9 years 11 months ago #4 by scalliano
Replied by scalliano on topic [SUBMISSION] Sabaoth

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
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9 years 11 months ago #5 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Sabaoth
There is still one bit of code left to remove, which is the first line in the Death state. Also, this is still an issue:

Blue Shadow wrote: its death sprites have improper offset.

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9 years 11 months ago #6 by scalliano
Replied by scalliano on topic [SUBMISSION] Sabaoth
I suppose thats what I get for rushing a job a 3am. Should be fixed now.

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  • MagicWazard
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9 years 11 months ago #7 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Sabaoth
You can stun-lock him to death with the Chaingun, since his pain chance is fairly high and his only attack is the BFG, which has a pretty big wind-up. Giving him pain resistance during his BFG attack may be a good idea, as would dropping his pain chance in general a bit.

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
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9 years 11 months ago - 9 years 11 months ago #8 by scalliano
Replied by scalliano on topic [SUBMISSION] Sabaoth
Sound-wise, I kind of wanted him to be more of a generic enemy type than he is in Doom 3. Giving him Sarge's sounds sort of ties him to that one bit in Doom 3 which I was aiming to avoid, particularly where ToPII was concerned.

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.
Last edit: 9 years 11 months ago by scalliano.

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  • Blue Shadow
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9 years 11 months ago #9 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Sabaoth
There is one thing I noticed, its BFG's charging sequence is longer than the player's BFG. Is that intentional?

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.

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).

Changing the A_Chase calls in there, like the following, should solve that:
Code:
A_Chase("", "")

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  • scalliano
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9 years 11 months ago #10 by scalliano
Replied by scalliano on topic [SUBMISSION] Sabaoth
Actually didn't know that - learning something new every day. Link has been updated.

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