InformationName: Ranger Zombie
Difficulty: Easy
Connections: None
Summon: RangerZombie
Melee: Low accuracy, fast, weak
Distance: Snipe
Type: Human Zombie Sniper Hitscan
Added States: Occasionally dodges/alerts nearby monsters
ACS: No
CreditsSubmitted: FLiP
Decorate: Xim, but *heavily* modified by me
GLDefs: Xim
Sounds: Raven Software, Id Software, Logan MTM
Sprites: Id Software
Sprite Edit: Xim
DescriptionOkay, I think this is mostly a behavior mod but here goes...
The idea behind this zombie is to get a good bit of efficiency in dealing ranged hitscan damage and still remain somewhat a threat at closer ranges, while not becoming overpowered for a zombie. This guy only has a meager 50 hp and dies with only 1-2 shotgun blasts, but puts out some decent sniper fire and manages to stay in one place for the most part without using complex scripts, thanks to a few generous flags. Also, I wanted it to be compatible with a classic doom theme.
At range it deals enough consistent accurate damage to off "higher" monsters particularly easy, combined with a slight dodge action that activates after pain it makes this zombie particularly effective against enemy AI monsters. When target enemies close within a certain distance (512), the ZombieRanger immediately switches to a low accuracy (and damage penalizing) rapid bolt-action rifle attack.
The RangerZombie at any time holds a magazine full of 5 rounds and must reload afterwards, regardless of what attack it uses. For instance the ZombieRanger might pop off 2 accurate ranged shots at an enemy and when the opponent closes within range it will try to rapidly fire off the other 3 at the enemy and reload. Whenever it starts this close range bolt action (you can hear it pulling the mechanism after each shot, except before reload) routine, first it will call out for nearby allies before it empties the clip, you can audibly hear it as the monsters "sight" sound over again.
This unit doesn't make much sound before it fires, or before you get within close proximity to it. A few of these in an open map can take a player by surprise probably(1), conversely, its hitscan attack is designed to aim at the monsters attack angle and wait a few minute fractions of a second before it fires. What that means is that this sniper won't likely hit very quickly moving targets (like a player, or even fast monsters) unless they stop and remain stationary at the right time/angle for a moment, penalizing a player for standing still.
(1) Sounds just like the shotgun sarge
The monster will occasionally strafe-dodge when you inflict pain upon it, but not very much, considering it only has 50 hp and is easily dispatched (good for dodging imp fireballs though). It does not have the "A_ChaseFast" function as its primary mode of moving, only when it gets hurt, and even then it only seems to activate about 20% of the time. It has the NODROPOFF flag so it won't walk over cliffs.
So, the resume would be something like this:
- Zombie, low hit points, easily killed
- Very accurate, consistent attack at range
- Fires in place for the most part when enemy is visible
- Hitscan nerfed so disadvantage vs fast moving targets
- Dodges when it can
- Quickly finds/switches to new targets
- Empties clip when enemies get in proximity, with penalties
- Alerts nearby monsters when enemies get close
- Has 5 shots before reload no matter what attack it uses
- Can fit in with classic doom as a sniper, i think(?)
- I think it has some efficient AI for a very small monster (vs stock)
Feedback is appreciated as this is my first custom monster of sorts. Figured maybe we needed something in classic doom to represent the dead nasty efficiency of a human military organization.
SpeedyShare Link: *** RENAMED DECORATE ***
http://www.speedyshare.com/files/292288 ... Zombie.rar