[SUBMISSION] Zombie Fodder
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #11
by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Zombie Fodder
Nice! I'm really liking this so far. A couple points of feedback:
*The Quake variant's gibs travel a little fast compared to the average projectile. They did in Quake as well, but that was Quake, and projectiles in general in that game tend to move faster versus those in Doom.
*I see you manually lowered the Quake version's GibHealth; good thinking. I've still had him "survive" a direct rocket hit, though, but I guess that's just the nature of Doom's random number generator (I'm pretty sure Quake added the equivalent of +EXTREMEDEATH on all their explosives to guarantee a gib death, which default Doom weapons don't do).
*Why the Golem soul being released when the Quake variant gibs? I'm not objecting, I'm just curious. I'd personally instead follow the Quake example and have him explode into gibs (I'm sure you could re-use some from Duke 3D), but that comes down to a stylistic choice.
*I REALLY love the new sound effects on both variants! It totally fits the character. I'm not even going to suggest using the Quake SFX for the Quake version, since I don't think it's necessary in this case (but if you want to... )
*The Quake variant's gibs travel a little fast compared to the average projectile. They did in Quake as well, but that was Quake, and projectiles in general in that game tend to move faster versus those in Doom.
*I see you manually lowered the Quake version's GibHealth; good thinking. I've still had him "survive" a direct rocket hit, though, but I guess that's just the nature of Doom's random number generator (I'm pretty sure Quake added the equivalent of +EXTREMEDEATH on all their explosives to guarantee a gib death, which default Doom weapons don't do).
*Why the Golem soul being released when the Quake variant gibs? I'm not objecting, I'm just curious. I'd personally instead follow the Quake example and have him explode into gibs (I'm sure you could re-use some from Duke 3D), but that comes down to a stylistic choice.
*I REALLY love the new sound effects on both variants! It totally fits the character. I'm not even going to suggest using the Quake SFX for the Quake version, since I don't think it's necessary in this case (but if you want to... )
Please Log in or Create an account to join the conversation.
- HorrorMovieGuy
- Topic Author
- Imp
Less
More
- Posts: 5
8 years 6 months ago #12
by HorrorMovieGuy
Replied by HorrorMovieGuy on topic [SUBMISSION] Zombie Fodder
I can make the gib fly slower. I made it fast because it didn't go very far at a slower speed, but I guess I could solve that problem by having it manually lose the nogravity flag after a few ticks. Oh, and I didn't include quake-like gibs on the XDeath because most mods use it's own gore system, so I thought I'd leave it up to the modder to include their own mod's gibblets in his xdeath state. The golem soul is mainly to indicate that he's down for good for the people that never played Quake.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago - 8 years 5 months ago #13
by MagicWazard
EDIT: Oh, and you should probably update the description to indicate that there's a version that's only killable through fragging. The current description only references the original punching-bag version.
Replied by MagicWazard on topic [SUBMISSION] Zombie Fodder
Or you could just give it an even lower gravity value than currently. I doubt anyone will complain about it being "unrealistic" in a game where most projectiles aren't even subject to gravity.HorrorMovieGuy wrote: I can make the gib fly slower. I made it fast because it didn't go very far at a slower speed, but I guess I could solve that problem by having it manually lose the nogravity flag after a few ticks.
EDIT: Oh, and you should probably update the description to indicate that there's a version that's only killable through fragging. The current description only references the original punching-bag version.
Last edit: 8 years 5 months ago by MagicWazard.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
Less
More
- Posts: 1129
8 years 4 months ago - 8 years 3 months ago #14
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Zombie Fodder
My only issue, which had already been mentioned, is the projectile's speed. Other than that, I approve.
Last edit: 8 years 3 months ago by Tormentor667.
Please Log in or Create an account to join the conversation.
- Dreadopp
- Administrator
Less
More
- Posts: 183
8 years 1 month ago #15
by Dreadopp
Replied by Dreadopp on topic [SUBMISSION] Zombie Fodder
Agreed with Blue Shadow.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
Less
More
- Posts: 1129
7 years 8 months ago #16
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Zombie Fodder
Any news?
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
Less
More
- Posts: 1129
7 years 7 months ago #17
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Zombie Fodder
Considering the projectile's speed isn't an actual bug, I've decided to
add
this.
Please Log in or Create an account to join the conversation.