[SUBMISSION] Heavy Carbine Zombieman
- Skelegant
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- Demon
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8 years 3 months ago - 8 years 3 months ago #1
by Skelegant
[SUBMISSION] Heavy Carbine Zombieman was created by Skelegant
Name: Heavy Carbine zombieman
Difficulty: Medium
Connections: Heavy Carbine (optional), Bluearmor
Summon: HeavyCarbineGuy, deadcarbineguy1, deadcarbineguy2
Melee: Yes
Distance: Missile
Type: Undead, human
Brightmaps: Yes
Added States: None
ACS: None
Credits:
Submitted: Skelegant
Decorate: Skelegant
Sounds: Id software, Skelegant, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)
Sprites: Id software
Sprite Edit: Skelegant, David G.
Idea Base: Skelegant's heavy carbine
This meaty bloke will mow you down in seconds, and he'll kebab you if you manage to get near him. He's got a 40 in 255 chance of dropping a damaged Mega Armour.
Also comes with two dead guys
Sprites:
Download link: http://www.m*diafire.com/download/mqxvqy4rds8hj9p/HeavyCarbineGuy.zip
Difficulty: Medium
Connections: Heavy Carbine (optional), Bluearmor
Summon: HeavyCarbineGuy, deadcarbineguy1, deadcarbineguy2
Melee: Yes
Distance: Missile
Type: Undead, human
Brightmaps: Yes
Added States: None
ACS: None
Credits:
Submitted: Skelegant
Decorate: Skelegant
Sounds: Id software, Skelegant, FatSoundEffects's (http://www.freesfx.co.uk/sfx/knife?p=2)
Sprites: Id software
Sprite Edit: Skelegant, David G.
Idea Base: Skelegant's heavy carbine
This meaty bloke will mow you down in seconds, and he'll kebab you if you manage to get near him. He's got a 40 in 255 chance of dropping a damaged Mega Armour.
Also comes with two dead guys
Sprites:
Download link: http://www.m*diafire.com/download/mqxvqy4rds8hj9p/HeavyCarbineGuy.zip
Last edit: 8 years 3 months ago by Skelegant.
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- MagicWazard
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8 years 3 months ago - 8 years 3 months ago #2
by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Heavy Carbine Zombieman
Looks pretty promising! I can't try this out right now, but I'll get to it tonight.
I like the impaled corpse actor. (That sounds weird to put a smiley right after.)
EDIT: Alright, I got to try this out. I think my main complaint is that his gun is a bit too accurate, especially for the damage-per-bullet it deals. I realize it's more or less how the actual Heavy Carbine behaves, but against a player, I think it's a bit unfair. Generally, monsters' weapons have at least a slight disadvantage over the player's. (For a relevant example, note how much more inaccurate the Commando's chaingun is versus the player's, and how enemy bullets deal slightly lower average damage.)
I will admit, though, seeing that stream of bullets streak towards you is intimidating, in a way you don't often get out of Doom attacks.
Again, I don't care for the modified zombie sounds, but again, it's easy enough to change those out. So I see no harm in leaving them in (and, for that matter, adding them back to the Machinegun Zombie too) just in case a user does like them.
EDIT 2: I just thought of something--how cool would it be if you could yank the Carbine out of the impaled corpse actor? Like, walk over it, and you collect the gun, and it's removed from the corpse actor's sprite.
I like the impaled corpse actor. (That sounds weird to put a smiley right after.)
EDIT: Alright, I got to try this out. I think my main complaint is that his gun is a bit too accurate, especially for the damage-per-bullet it deals. I realize it's more or less how the actual Heavy Carbine behaves, but against a player, I think it's a bit unfair. Generally, monsters' weapons have at least a slight disadvantage over the player's. (For a relevant example, note how much more inaccurate the Commando's chaingun is versus the player's, and how enemy bullets deal slightly lower average damage.)
I will admit, though, seeing that stream of bullets streak towards you is intimidating, in a way you don't often get out of Doom attacks.
Again, I don't care for the modified zombie sounds, but again, it's easy enough to change those out. So I see no harm in leaving them in (and, for that matter, adding them back to the Machinegun Zombie too) just in case a user does like them.
EDIT 2: I just thought of something--how cool would it be if you could yank the Carbine out of the impaled corpse actor? Like, walk over it, and you collect the gun, and it's removed from the corpse actor's sprite.
Last edit: 8 years 3 months ago by MagicWazard.
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- Skelegant
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- Demon
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8 years 3 months ago - 8 years 3 months ago #3
by Skelegant
Replied by Skelegant on topic [SUBMISSION] Heavy Carbine Zombieman
I've nerfed his power and accuracy slightly, as well as making his attack last a little longer, to make him seem more battle-crazed and less bothered about wasting ammo
As for pulling the gun out of the corpse: http://www.m*diafire.com/download/7vu919vmabw6q33/bloodycarbine.wad
The salvaged gun fires a little slower and less accurately, due to being slightly jammed up with blood and gore lol
As for pulling the gun out of the corpse: http://www.m*diafire.com/download/7vu919vmabw6q33/bloodycarbine.wad
The salvaged gun fires a little slower and less accurately, due to being slightly jammed up with blood and gore lol
Last edit: 8 years 3 months ago by Skelegant.
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8 years 3 months ago #4
by Tormentor667
Replied by Tormentor667 on topic [SUBMISSION] Heavy Carbine Zombieman
This is quality work, I'd really suggest putting all of it together
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- MagicWazard
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8 years 3 months ago - 8 years 3 months ago #5
by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Heavy Carbine Zombieman
So, will that corpse actor be updated so that the bloody carbine is removable from it? Because that would be a great touch. If so, I'd suggest also making a version of the impaled corpse actor that DOESN'T provide a carbine, just in case the modder wants to use the zombie (and the corpse actor) but not the weapon. That would mean more work, of course, but more versatility to modders.
Oh, and like the actual carbine weapon, if his shots could produce a bullet puff on wall impact, that would be sweet! I assume that once the weapon is updated to accommodate this, those changes will be copied here as well.
EDIT: Also, his pain and SEE1 sounds don't seem to be working.
Oh, and like the actual carbine weapon, if his shots could produce a bullet puff on wall impact, that would be sweet! I assume that once the weapon is updated to accommodate this, those changes will be copied here as well.
EDIT: Also, his pain and SEE1 sounds don't seem to be working.
Last edit: 8 years 3 months ago by MagicWazard.
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- Blue Shadow
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8 years 3 months ago #6
by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Heavy Carbine Zombieman
- The screen-shake you experience when it fires its gun doesn't make sense.
- I suggest that it drops a damaged armor instead of a pristine-conditioned one.
- The MGPPAIN, MGPSACT, MGPSEE1 and MGPSEE2 sounds aren't assigned actual sounds.
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- Skelegant
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8 years 3 months ago #7
by Skelegant
Replied by Skelegant on topic [SUBMISSION] Heavy Carbine Zombieman
I fixed the sounds, added dynamic lighting and brightmaps, reduced the quake radius, and added a damaged armour bonus.
I'm not sure whether to add the corpse with gun to the wad, or to leave it seperate. I could always make a heavy carbine pack with the zombie, the guns, and the corpses, but that might be difficult to categorize.
I'm not sure whether to add the corpse with gun to the wad, or to leave it seperate. I could always make a heavy carbine pack with the zombie, the guns, and the corpses, but that might be difficult to categorize.
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- MagicWazard
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8 years 3 months ago - 8 years 3 months ago #8
by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Heavy Carbine Zombieman
Well, what I'd suggest is packaging both versions of the gun into a single weapons submission, and have the zombie submission link to the weapons in the weapon submission. Also, as mentioned before, I'd produce 2 versions of the impaled corpse--one that provides the worn-out weapon when walked over, and one that doesn't--just so that if somebody chooses to use the zombie, but not the corresponding weapon(s), they won't be blocked from using the impaled corpse actor.
Last edit: 8 years 3 months ago by MagicWazard.
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- Skelegant
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8 years 3 months ago #9
by Skelegant
Replied by Skelegant on topic [SUBMISSION] Heavy Carbine Zombieman
Done I fixed his bullets too, so now they puff on wall impact.
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- ThrashFanBert94
- Zombieman
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8 years 3 months ago #10
by ThrashFanBert94
Replied by ThrashFanBert94 on topic [SUBMISSION] Heavy Carbine Zombieman
can you make it like A to g 678?
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