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[SUBMISSION] Ranger Zombie


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 Post subject: Ranger Zombie
PostPosted: 30 Jun 2011, 02:23 
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Zombie  Zombie
Joined: 30 Jun 2011, 00:32
Posts: 10
Information
Name: 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

Credits
Submitted: FLiP
Decorate: Xim, but *heavily* modified by me
GLDefs: Xim
Sounds: Raven Software, Id Software, Logan MTM
Sprites: Id Software
Sprite Edit: Xim

Description
Okay, 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

Image


Attachments:
RangerZombie.rar [65.5 KiB]
Downloaded 121 times


Last edited by FLiP on 30 Jun 2011, 20:21, edited 2 times in total.
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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 03:52 
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Lost Soul  NULL ≠ TNT1
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Joined: 18 Jun 2010, 19:02
Posts: 193
Location: Iowa
As much as I applaud your effort on the description, you don't need to make it that long, a paragraph would suffice.

After looking through the wad, I noticed the DECORATE lump is named DEC_RNGZ. Change that please, it prevents the actual code from being read by ZDoom.

Also, don't forget to add the submission tag to the thread.
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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 04:07 
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Zombie  Zombie
Joined: 30 Jun 2011, 00:32
Posts: 10
You might need to define "DEC_RNGZ" in your decorate lump. This is not meant to be a playable stand alone wad. Or am I wrong, someone more knowledgeable might be able to help out.

Either way, try the unit before you criticize, I just posted it a few minutes ago so I know you haven't checked it out yet.

Do you need to know how?


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 04:16 
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Lost Soul  NULL ≠ TNT1
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Joined: 18 Jun 2010, 19:02
Posts: 193
Location: Iowa
FLiP wrote:
You might need to define "DEC_RNGZ" in your decorate lump. This is not meant to be a playable stand alone wad. Or am I wrong, someone more knowledgeable might be able to help out.


In general, the lump name that holds the code should be named DECORATE. There are a few exceptions like Pillowblaster's enforcer, which has two different variations (one was rejected since it contained manual reloading).

This is a guideline though as far as I know, I don't recall there ever being a rule specifically stating what the DECORATE lump should be named. You'll have to wait until an administrator gives imput on this.

The submission tag is a must however, for it helps the administrators sort out new submissions and updates.


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 04:18 
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Zombie  Zombie
Joined: 30 Jun 2011, 00:32
Posts: 10
type:

#include <whatevernameyouwant>

...

http://www3.telus.net/NeoHippo/TUTORIAL ... 20Map.html

Your Welcome.


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 13:31 
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Cyberdemon  Approved Adder
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Joined: 01 Feb 2011, 20:07
Posts: 882
Again, rename the DEC_RNGZ lump to DECORATE and resubmit.


FLiP wrote:
type:

#include <whatevernameyouwant>

...

http://www3.telus.net/NeoHippo/TUTORIAL ... 20Map.html

Your Welcome.
And yes it's your job not ours.


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 14:05 
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Lost Soul  NULL ≠ TNT1
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Joined: 18 Jun 2010, 19:02
Posts: 193
Location: Iowa
Why exactly are you refusing to change the lump name? I can easily rename the DECORATE lump so it works.

The thing here is that I shouldn't have to edit ANYTHING to be able to test this out.

Hate to say this, but you're leading this submission to it's own grave.


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 16:13 
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Icon of Sin  O'Neill with it.
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Joined: 13 Dec 2009, 20:48
Posts: 1173
Location: IN SPACE
FLiP wrote:
This is not meant to be a playable stand alone wad.
Popsoap wrote:
The thing here is that I shouldn't have to edit ANYTHING to be able to test this out.

Submissions need to be able to run "out of the box". A Decorate lump needs to be named DECORATE. I don't like your "meh, do it yourself, if you even know how" attitude, so I'm telling you to change it and reupload it.

And make sure to do this while you're at it:
  • Tag it as a submission.

You're welcome.
Douglas Adams wrote:
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 17:44 
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Dark Imp  Dark Imp
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Joined: 18 Nov 2010, 17:58
Posts: 66
Location: Phobos/Australia
A new take on hitscanner zombies, for a first submission I think it's not bad at all. :-)

I compared this to the Sniper Zombie already on here and it was a nice idea to have him more often stay put instead of slowly advancing on the player. One thing you could try is adding the "AVOIDMELEE" flag so that when the player is closer to it, it attempts to move away. I also liked the behavior change of him shooting much more rapidly than normal once the player had gotten closer and his accuracy/damage is reasonably balanced as well.

The sprite deserves mentioning for being the same as the sniper zombie already here, sprite editing is a pain to do well (it is for me anyway) so I can appreciate that. Just don't do a recolor and call it "dark ranger" or some-such.
Good work though. :-)


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 Post subject: Re: Ranger Zombie
PostPosted: 30 Jun 2011, 19:20 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2667
FLiP wrote:
This is not meant to be a playable stand alone wad.

R667 submissions are meant to be testable, so admins can see what the submission is and so modders can see what it is.
Currently reading: Blood Ravens, The Dawn of War Omnibus
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