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[UPDATE] Jetpack Zombie

  • DeVloek
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3 months 1 day ago - 3 months 1 day ago #1 by DeVloek
[UPDATE] Jetpack Zombie was created by DeVloek
Update:

Fixes:
  • Pk3 instead of wad
  • reduced filesize of sounds and graphics
  • Zscript instead of Decorate (old code still included)
  • Adjusted sprite offsets
  • Fixed death sound stacking
  • Added deathheight to prevent clipping into ceilings on death
  • Replaced the blood actors that are spawned during the death explosion with textured particles
  • Death explosions now cause damage and spawn blood decals on walls
  • Replaced FLOATBOB with A_Weave (allows more control and imo looks better)
  • Fixed ice death not clearing the NOGRAVITY flag (probably because of DONTFALL. I only noticed this when I was letting him infight the Cryocubus)
  • Added INFO and CREDITS lumps

Rebalance:
  • Reduced health from 300 to 200
  • Removed all measures that prevented infighting
  • Added telegraph to snipe attack (stops weaving)
  • Increased spread of snipe attack from 2 to 3
  • Reduced spread of close ranged spray attack from 16 to 12
  • Reduced dodge speed from 8 to 7 (horizontal) and 16 to 14 (vertical)
  • Can now dodge at any distance to the target. At distances below 512 the dodge will go left and right as before, at longer distances it will have a 45° angle towards the target

https://drive.google.com/file/d/1ABDwRldPBX8PC4oS8Io3_pf1AAKYYSJM/view?usp=sharing

Before you update the repo entry, please take a look at my re-balancing attempts. Since there wasn't a description, I don't know what role the original authors imagined for this monster so I might be off-track here or there.
  • I completely removed any measures to prevent infighting among each other because that's not very Doom-like. Imo, hitscan monsters should always be able to infight, no exceptions.
  • I reduced the health because while playing with the original monster I had the feeling that he is way too beefy for a zombie, even if he looks like he's armored.
  • The close range bullet spray attack was too inaccurate to be a threat, while the snipe attack was always a hit. So I brought those a little bit closer together.
  • I tried to keep the irratic dodging behavior of the original, although I felt he was dodging a bit too fast so I slightly reduced the speed. I didn't bother to exactly replicate all the Decorate state jumps in my code, but it feels close enough.
  • Also the lack of dodging at long distances to the target made it very easy to counter snipe him. With the new behavior he will dodge left and right at any distance, while closing in faster when he's still further away,
If you have any feedback on these points let me know.
 
Last edit: 3 months 1 day ago by DeVloek.

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2 months 4 weeks ago #2 by Gothic
Replied by Gothic on topic [UPDATE] Jetpack Zombie
I think the changes are fine. Besides, the old code is still there.

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2 months 4 weeks ago #3 by Gothic
Replied by Gothic on topic [UPDATE] Jetpack Zombie

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