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[SUBMISSION] Cryocubus

  • 00_Zombie_00
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8 years 8 months ago - 8 years 6 months ago #1 by 00_Zombie_00
[SUBMISSION] Cryocubus was created by 00_Zombie_00
Name: Cryocubus
Difficulty: Medium
Connections: None
Summon: Cryocubus
Melee: No
Distance: projectile
Type: Demon
Brightmaps: No
Added States: No
ACS: No

Credits:
Submitted: 00_Zombie_00
Decorate: Thanuris
Sounds: Id software
Sprites: Id software
Sprite Edit: 00_Zombie_00 & Eriance (death animation)


Description:
Mancubus variant with properties of ice. dangerous at close range

Sprite:
[img]http://www.m*diafire.com/convkey/4626/wi5zfq45v0bjrq9zg.jpg[/img]

Download Link:
Download
Last edit: 8 years 6 months ago by Tormentor667.

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  • doomedarchviledemon
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8 years 8 months ago #2 by doomedarchviledemon
Replied by doomedarchviledemon on topic [SUBMISSION] Cryocubus
As it stands this is a pretty cool monster so far. I really like the sprites, the attack, and the sound of the attack is quite fitting. However, I would recommend making it so that the monster is not always attacking if the player is in sight but not within range of its attack. Also having it attack when the player is far away will serve no purpose because the player would never get hit by the icy blast. Making it only use that attack when the player is a certain distance away from the monster and having it check to make sure the player is within that range I think would make this monster a little more polished up.

I also think having a long range attack would be cool, but I can see this monster working pretty well with just the one attack. Nice work on this.

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  • yuraofthehairfan
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8 years 8 months ago #3 by yuraofthehairfan
Replied by yuraofthehairfan on topic [SUBMISSION] Cryocubus
site wont let me download it it keeps blocking it telling me its unsafe

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  • Blue Shadow
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8 years 8 months ago #4 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Cryocubus
It downloaded fine for me...


doomedarchviledemon wrote: As it stands this is a pretty cool monster so far.

I see what you did there. :P

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  • MagicWazard
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8 years 8 months ago #5 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Cryocubus
From the preview, the recolor looks nice. From experience, I know it's a bit of a pain to get a good recolor from the Mancubus, since he's all over the palette.

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  • 00_Zombie_00
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8 years 8 months ago #6 by 00_Zombie_00
Replied by 00_Zombie_00 on topic [SUBMISSION] Cryocubus
doomedarchviledemon
Thanks for your comment.
I honestly don't know how to make that change in the attack, which is why I can not apply the change you are suggesting me. I don't know how to use decorate (your thought would improve much the monster).

yuraofthehairfan
If you still have problems, I can upload to mediafire

MagicWazard
I used photoshop to edit each sprite separately, that was a pain in the ass.
I have to leave 3 or 4 times this monster, but finally has life.

I'm not sure if this breaks the rules of the forum, but here is a video of the monster in action for those who wish not to download

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  • yuraofthehairfan
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8 years 8 months ago - 8 years 8 months ago #7 by yuraofthehairfan
Replied by yuraofthehairfan on topic [SUBMISSION] Cryocubus
Got it to work just had to use my older computer and its awesome happy some one finally used the ice sprites
Last edit: 8 years 8 months ago by yuraofthehairfan.

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  • Blue Shadow
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8 years 8 months ago #8 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Cryocubus
I agree with DoomedArchvileDemon on the attack range points. And although a long-ranged attack might easily solve the problem, I think it'd be more interesting to figure out a way to strengthen the monster's weaknesses as a result of having a short/limited attack range.

Now, one thing I noticed is that the monster is incapable of shooting upwards (and maybe downwards, too), making it pretty much useless against flying enemies in particular.

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  • DBJ87
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8 years 7 months ago - 8 years 7 months ago #9 by DBJ87
Replied by DBJ87 on topic [SUBMISSION] Cryocubus
If you give this guy a Melee Threshold &/or melee range, you can then change the missile to be used as a melee attack.

I'm only suggesting this because, the freeze attack is a very short range missile and as it is, it attacks using that regardless of how far away the player is, leaving it very vulnerable out in the open.

If you can do that then give it some Ice style Mancubus Fireballs (or any Ice projectile) so it can attack at a longer range, it'd also be able to defend itself better. Overall, it looks brilliant, tried it out & I think it's a great idea.
Last edit: 8 years 7 months ago by DBJ87.

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  • MagicWazard
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8 years 6 months ago #10 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Cryocubus
I've tried it out, and it's a pretty solid monster overall. I notice a warning at runtime; it has an SS_START marker, but no SS_END marker (it has a PP_END marker instead).

For the attack, since the "flags" parameter is set to 2, this counts as "CMF_AIMDIRECTION". I would suggest removing this so he can aim at flying monsters. (And never use numbers as flags, as this makes it hard to read what's going on without hitting the wiki.)

To prevent him from attacking a target that's out of range, you can use the actor property "MaxTargetRange" and give it a value you feel is appropriate (probably something in the ballpark of 1024 units). Note that this will not STOP him from continuing to attack if a target moves out of range while he's attacking; in this case, you will probably want to use A_JumpIfCloser during his attack loop to see if the enemy is close enough to continue the attack. For example:
Code:
Missile: HIEL G 20 A_FatRaise MissileLoop: HIEL G 0 A_CustomMissile("LanzaHielo",16,-24,0,2) HIEL H 2 A_CustomMissile("LanzaHielo",16,24,0,2) HIEL H 2 A_JumpIfCloser(1024, "MissileLoop") Goto See
In this case, he performs "FatRaise" in a separate state from the attack; if the player is still close enough (1024 units in this example), he jumps back to the start of the attack loop (without repeating "FatRaise"). If the player is not close enough, then he goes back to See so he can potentially move back into range.

Warning: Spoiler!

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