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[SUBMISSION] Director

  • Ganbare-Lucifer
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1 month 3 weeks ago #1 by Ganbare-Lucifer
[SUBMISSION] Director was created by Ganbare-Lucifer
Name: Director
Difficulty: Hard
Connection: Spider Mastermind
Summon: Director
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria, Comet1337
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

Description:
A more upgraded variant of the deadly Spider Mastermind, where instead of cybernetic machinery, hell-forged machinery was used to build it. Watch out and be careful about obliterating it, or it will turn you into confetti with its nailgun projectiles.

https://drive.google.com/file/d/1zUzhuieiKhuzcv5tg8niv0g5tpqHod1N/view?usp=drive_link

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  • DeVloek
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1 month 2 weeks ago #2 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Director
At the risk of sounding like a wuss, I think this one is a bit overpowered. Even with 200 health and 200 blue armor you are dead within 3 seconds, regardless of distance. Dodging the fast projectiles is almost impossible unless the map has a lot of obstacles to take cover behind, then you can take a potshot or two between its attacks.
Maybe give the attack a random spread so not all shots hit dead center on the player? or reduce the speed, or damage, or all of the above?
I'm just glad it has less health than a Spiderdemon ':-o !:-K

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  • Gothic
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1 month 2 weeks ago #3 by Gothic
Replied by Gothic on topic [SUBMISSION] Director
It's also missing its nailgun firing sound.
For telegraphing purposes, I suggest using the rolling cannon animation before the SSG attack, and not after.
For its regular nailgun attack, make it fire 2 nails per shot instead of 3.
Also its Spawn state should loop, not skip to its See state.

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  • Ganbare-Lucifer
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1 month 2 weeks ago #4 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Director

It's also missing its nailgun firing sound.
For telegraphing purposes, I suggest using the rolling cannon animation before the SSG attack, and not after.
For its regular nailgun attack, make it fire 2 nails per shot instead of 3.
Also its Spawn state should loop, not skip to its See state.
 
Updated

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  • Gothic
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1 month 2 weeks ago - 1 month 2 weeks ago #5 by Gothic
Replied by Gothic on topic [SUBMISSION] Director
Did you sped up its firing animation? It's ludicrously fast now, it should be like this:
Code:
  Missile:             DIRE A 20 A_FaceTarget     DIRE A 0 A_JumpIfCloser(368,"Missile2")     DIRE G 0 Bright A_PlaySound("director/maulf1",4)     DIRE G 0 Bright A_CustomMissile("DirectorNail1",54,0,frandom(1,9))     DIRE G 4 Bright A_CustomMissile("DirectorNail1",54,0,frandom(-1,-9))     DIRE H 0 Bright A_PlaySound("director/maulf1",4)     DIRE H 0 Bright A_CustomMissile("DirectorNail1",54,0,frandom(1,9))     DIRE H 4 Bright A_CustomMissile("DirectorNail1",54,0,frandom(-1,-9))     DIRE H 1 Bright A_SpidRefire     Goto Missile+2
EDIT: You should change its chasing state so it plays the walking sound without getting interrupted:
Code:
  See:     DIRE A 0 A_StartSound("director/walk",4,CHANF_OVERLAP)     DIRE AABBCC 3 A_Chase     DIRE D 0 A_StartSound("director/walk",4,CHANF_OVERLAP)     DIRE DDEEFF 3 A_Chase     Loop
Last edit: 1 month 2 weeks ago by Gothic.

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  • Ganbare-Lucifer
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1 month 2 weeks ago #6 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Director

Did you sped up its firing animation? It's ludicrously fast now, it should be like this:
Code:
  Missile:             DIRE A 20 A_FaceTarget     DIRE A 0 A_JumpIfCloser(368,"Missile2")     DIRE G 0 Bright A_PlaySound("director/maulf1",4)     DIRE G 0 Bright A_CustomMissile("DirectorNail1",54,0,frandom(1,9))     DIRE G 4 Bright A_CustomMissile("DirectorNail1",54,0,frandom(-1,-9))     DIRE H 0 Bright A_PlaySound("director/maulf1",4)     DIRE H 0 Bright A_CustomMissile("DirectorNail1",54,0,frandom(1,9))     DIRE H 4 Bright A_CustomMissile("DirectorNail1",54,0,frandom(-1,-9))     DIRE H 1 Bright A_SpidRefire     Goto Missile+2
EDIT: You should change its chasing state so it plays the walking sound without getting interrupted:
Code:
  See:     DIRE A 0 A_StartSound("director/walk",4,CHANF_OVERLAP)     DIRE AABBCC 3 A_Chase     DIRE D 0 A_StartSound("director/walk",4,CHANF_OVERLAP)     DIRE DDEEFF 3 A_Chase     Loop
 
Updated

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  • Gothic
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1 month 2 weeks ago #7 by Gothic
Replied by Gothic on topic [SUBMISSION] Director
Added
Gave it back its armor and gldefs.

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