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[SUBMISSION] Aracknight

  • Ganbare-Lucifer
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1 month 3 weeks ago - 1 month 3 weeks ago #1 by Ganbare-Lucifer
[SUBMISSION] Aracknight was created by Ganbare-Lucifer
Name: Aracknight
Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link
Last edit: 1 month 3 weeks ago by Ganbare-Lucifer.

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  • Gothic
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1 month 3 weeks ago #2 by Gothic
Replied by Gothic on topic [SUBMISSION] Aracknight
The problem with this and the Draugr is that they're simply reskins of the Arachnotron and Revenant respectively. Have you tried giving them new attack patterns or different projectiles?

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

The problem with this and the Draugr is that they're simply reskins of the Arachnotron and Revenant respectively. Have you tried giving them new attack patterns or different projectiles?

 
I thought the armor thingie was enough, I guess I can tweak them a bit

Updated Draugr to give him an Unmaker beam as Missile2

Will think about what to give to the Aracknight

EDIT: Edited the Aracknight to have a Missile2 which spreads upon impact.
Last edit: 1 month 3 weeks ago by Ganbare-Lucifer.

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  • DeVloek
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1 month 2 weeks ago #4 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Aracknight
one suggestion to make this monster behave less like the Arachnotron is to randomly jump to the See state during the attack, so it can reposition. Then make it walk faster so the repositioning attempt isn't just the first step to its downfall ;-)
Also I think the missile2 attack should be used more often.

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  • Gothic
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1 month 1 week ago #5 by Gothic
Replied by Gothic on topic [SUBMISSION] Aracknight
You forgot to define its ActiveSound, and remove the AttackSound as it isn't used. The walking sound doesn't play because it uses the wrong arguments, it should be like this:
Code:
A_StartSound("aracknight/walk",4,CHANF_OVERLAP)
As for the new attacks, the spreading missile is basically what the Corpulent does. Why not just cover more area with its normal attack? like this:
Code:
  Missile:     ARAC A 20 Bright A_FaceTarget     TNT1 A 0 A_FaceTarget     ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,0,0,0)     ARAC G 5 Bright     TNT1 A 0 A_FaceTarget     TNT1 A 0 A_CustomMissile("AracknightMissile",20,0,-10,0,0)     ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,10,0,0)     ARAC G 5 Bright     ARAC G 1 Bright A_SpidRefire     Goto Missile+1

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  • Ganbare-Lucifer
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1 month 1 week ago #6 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Aracknight

You forgot to define its ActiveSound, and remove the AttackSound as it isn't used. The walking sound doesn't play because it uses the wrong arguments, it should be like this:
Code:
A_StartSound("aracknight/walk",4,CHANF_OVERLAP)

As for the new attacks, the spreading missile is basically what the Corpulent does. Why not just cover more area with its normal attack? like this:
Code:
  Missile:     ARAC A 20 Bright A_FaceTarget     TNT1 A 0 A_FaceTarget     ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,0,0,0)     ARAC G 5 Bright     TNT1 A 0 A_FaceTarget     TNT1 A 0 A_CustomMissile("AracknightMissile",20,0,-10,0,0)     ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,10,0,0)     ARAC G 5 Bright     ARAC G 1 Bright A_SpidRefire     Goto Missile+1
 
Thanks
Updated

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  • Gothic
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1 month 1 week ago #7 by Gothic
Replied by Gothic on topic [SUBMISSION] Aracknight

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