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[SUBMISSION] Cryocubus

  • 00_Zombie_00
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8 years 5 months ago #11 by 00_Zombie_00
Replied by 00_Zombie_00 on topic [SUBMISSION] Cryocubus
Sorry for taking so long to answer. The suggested changes were applied. Thank you all for commenting :D

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  • MagicWazard
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8 years 5 months ago #12 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Cryocubus
I hate to say this, but the current version is far too powerful. I don't think he needed a long-range attack at all, but the one he has is much too deadly; not only do the projectiles home in and move very fast, but they also render the player completely immobile. His close-range attack is also 4 times more powerful than it was before--it can kill the player nearly instantly. I'm sorry, but I think that the long-range attack should be removed or changed significantly, and the short-range attack should be reverted back to what it was before. There was no problem with the short-range attack originally, other than his tendency to attack from too far away.

Also, the runtime warning still remains; it has an SS_START marker, but no SS_END marker (it has a PP_END marker instead).

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  • Blue Shadow
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8 years 5 months ago #13 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Cryocubus
The latest version (v3) has the short-ranged attack only, but it's still powerful. In fact, it's so powerful, the monster can (not always guaranteed, though) kill a cyberdemon easily and rather quickly without giving it a chance to retaliate.

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  • Dreadopp
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8 years 1 month ago - 8 years 1 month ago #14 by Dreadopp
Replied by Dreadopp on topic [SUBMISSION] Cryocubus
Any update to what was mentioned previously?

I just had a chance to try this one out. The sprites are nice. :) I also agree that it is too powerful. The other thing I noticed while I was playing was that even if I was hiding behind a pillar, it would sit there constantly trying to shoot me (same thing happens if the player gets killed). As a result, I would get hit pretty hard almost as soon as I left cover.

Edit: The sound should also be in Ogg or FLac format and the info and credits lumps should be included in the wad.
Last edit: 8 years 1 month ago by Dreadopp.

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  • 00_Zombie_00
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7 years 10 months ago #15 by 00_Zombie_00
Replied by 00_Zombie_00 on topic [SUBMISSION] Cryocubus

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  • Tormentor667
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7 years 9 months ago #16 by Tormentor667
Replied by Tormentor667 on topic [SUBMISSION] Cryocubus
Looks good to me as it is now...

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  • Blue Shadow
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7 years 9 months ago #17 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Cryocubus
Unfortunately, there are a few problems:
  • The attack is a little too weak. I had the monster fight a revenant at close range; the revenant emerged victorious from that fight. As a comparison, a revenant would be destroyed if fighting a mancubus.
  • Maybe introduce the ability for the attack to occasionally cause pain (?)
  • Sometimes the attack doesn't cause damage. Due to the projectile's high speed, it can cover a good distance between one call of A_Explode and another. So it's like there is a "blind spot", if you will.
  • The monster keeps firing at its target even after it kills it. It stops only after the target explodes into ice shards.
  • The monster doesn't check whether it can see its target or not when attacking. If it starts shooting you, and you hide behind a wall for cover, it just keeps shooting as long as you're in its range.
  • There is an instance where the monster would start shooting its target, and then immediately stop and go back to chasing. I'm not sure what's the cause of this behavior, but I reckon MaxTargetRange and A_JumpIfCloser aren't on the same page.
  • The user variable seems to be a leftover from an older version. If there won't be any need for it, then remove it.
  • The sound should either be in OGG or FLAC. It's in MP3 currently.
  • WAD related: the INFO lump is missing.

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  • Blue Shadow
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7 years 7 months ago #18 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Cryocubus
Closed due to lack of feedback from the author.

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