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Dark Vile - Feedback requested


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 Post subject: Dark Vile - Feedback requested
PostPosted: 28 Aug 2012, 06:30 
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Cyberdemon  Approved Adder
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Current Version is 4 (Make sure you aren't running an ancient version of ZDoom/GZDoom)

What's new/changed in this version:
  • The invulnerability shield now lasts only for the "charge" sequence as opposed to the whole duration of the attack, before; this gives the player a chance to attack the monster while it's still stationary, but at the same time has to avoid being hit by the flames.
  • Added a second version of the monster that doesn't have the "afterimge" effect.

Also, I've decided to make the monster free for the public to use. So if anyone is interested in using this thing in their personal project(s), you're free to do so now.

Previous version(s) changelog
Original post
This doesn't apply anymore


Last edited by Blue Shadow on 06 Feb 2013, 20:01, edited 3 times in total.

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 Post subject: Re: Requesting feedback on this monster
PostPosted: 28 Aug 2012, 15:58 
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SSG Zombie  Doom Forever: better than Duke
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so basically the arch-vile from doom 3 :3:
minus the stronger attack, and dot being able to summon monsters, someone should make this though.
A true conniseur of the great FPS boom (1992-1999)


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 28 Aug 2012, 16:25 
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Cyberdemon  Approved Adder
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Well, the attack for this monster is inspired by the Doom 3 archvile's flame attack, though it's not my intention to replicate that monster's attacks/abilities in this.


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 28 Aug 2012, 18:57 
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Hades Elemental  Hades Elemental
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I had a hell of a time getting Mediafire to actually let me download the file (as opposed to just popping up an ad or something). -__- I've never liked that site very much...but I finally got this guy downloaded and took him for a test drive.

Overall, I like him quite a bit. If anything, I think his attack could stand to be slightly stronger--40 points of damage for the full stream of his default attack is a fair chunk of health, but most players would probably not stand in the stream long enough to get the full damage. I like the fact that you played it conservative, though, rather than making it flagrantly overpowered. I think that he should have some visible change to his appearance and/or behavior below the 35% health threshold at which his attack pattern changes, though, so that the player has a clue to keep an eye out for enhanced attacks.

I do think it's a bit of a shame that he has no resurrection abilities, though. I realize that there's no extensibility to the resurrection ability at the moment (not without extensive ACS, that is), so giving a monster this tough the ability to resurrect pretty much any corpse could be dicey. Still, I will say that I've been hoping someone would make an Arch-Vile variant that can resurrect monsters, but doesn't have the bastard undodgeable attack of the stock Arch-Vile. :3 This guy's attack and basic behavior would make him a great candidate for something like that. (I was thinking of utilizing a similar attack pattern for re-envisionings of Doom RPG's Infernis and/or Apollyon, but heaven knows I'll probably not get around to it anytime soon.)

Do you think that giving him the ability to revive monsters when below 35% health is an addition you would be willing to consider? This way, the player will only have to worry about him reviving things after he's taken a bunch of damage--a savvy player can lure him to an empty area and attempt to kill him there with little risk of errant resurrections. Not a necessity, but just a suggestion.

Anyway, that's my thoughts on the matter. :)
Co-founder of Awesome Towne, an indie game studio--come visit our website!


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 29 Aug 2012, 07:29 
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Cyberdemon  Approved Adder
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MagicWizard wrote:
I think his attack could stand to be slightly stronger--40 points of damage for the full stream of his default attack is a fair chunk of health, but most players would probably not stand in the stream long enough to get the full damage.
You're right. I could increase the damage output but you've got to account for different scenarios: One where you have to fight the monster in close-quarters and you don't have sufficient space to maneuver. Another where approaching the monster and fighting it in close range is a must to make your shots count with the shotguns (this could be dangerous because the closer you are to it the more likely you are going to get burned easily). Add to that how the attack deals damage; it does a very small amount of damage every tic as opposed to inflicting one big chunk, which means you're gonna need a blue armor at least to actually resist any amount of damage.

I don't want to punish the player for not screwing up, because in case they do, it will be very bad taking all that damage.

Quote:
I think that he should have some visible change to his appearance and/or behavior below the 35% health threshold at which his attack pattern changes, though, so that the player has a clue to keep an eye out for enhanced attacks.
The only thing I can think of is to make it use the full animation of the archvile attack, but that will make it too invulnerable for an attack that is not significantly different or powerful than its standard one.

Personally, I don't see it necessary, since the same dodging tactics still apply.

As for the resurrection ability, I'm won't make it have that one. It's a very annoying ability (to me anyway) and the archvile already has it which is enough, IMO. Besides, not every archvile variant needs to have an ability like that.



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 Post subject: Re: Requesting feedback on this monster
PostPosted: 29 Aug 2012, 07:58 
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Hades Elemental  Hades Elemental
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Blue Shadow wrote:
...Add to that how the attack deals damage; it does a very small amount of damage every tic as opposed to inflicting one big chunk, which means you're gonna need a blue armor at least to actually resist any amount of damage.

I don't want to punish the player for not screwing up, because in case they do, it will be very bad taking all that damage.

I understand; that's why I said "I like the fact that you played it conservative, though, rather than making it flagrantly overpowered." ;)

Quote:
Personally, I don't see [changing his behavior below 35% health] necessary, since the same dodging tactics still apply.

I agree; but since a few other monsters--like D'Sparil, or the ZSpecOps--have set precedent for some form of modified behavior (like speed or aggression) below a certain health threshold, and you're already using a health threshold to control attack behavior, I thought it worth suggesting.

Quote:
As for the resurrection ability, I'm won't make it have that one. It's a very annoying ability (to me anyway) and the archvile already has it which is enough, IMO. Besides, not every archvile variant needs to have an ability like that.

Most of the Arch-Vile variants DON'T have resurrection, if I remember correctly. ;) It's just that resurrection is the Arch-Vile "trademark", so I'm gonna bring it up out of reflex whenever I see an Arch-Vile variant without it. It's nothing personal, I assure you. O:-)



In any event, I like this monster, and hope to see how it develops--hopefully into something that you're willing to share with the community. :) We could always use more Arch-Vile mods...


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 29 Aug 2012, 10:05 
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Cyberdemon  Approved Adder
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MagicWizard wrote:
In any event, I like this monster, and hope to see how it develops--hopefully into something that you're willing to share with the community. :) We could always use more Arch-Vile mods...
Well, I've never released any monsters before. Mainly because what I've made thus far is the same simple recolor (same color scheme, I might add) with basic behavior as this one. I only made two monsters and this is the third. The first two are a part of this map. You can check them out if you have any interest in seeing them in action as well as using them in your personal projects.

Anyway, thanks for sparing a couple minutes to test this thing and for the input. Much appreciated.


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 30 Aug 2012, 13:46 
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Shotgunner  Shotgunner
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this ... is ... AWESOME!!! i love it! :derp:

i had an idea, if u can make it summon random dark imps from the dark imp pack in the beastiary. that will make it look like the doom 3 one and fit to the darkvile's color.
games I've beaten in UV:
TCOTD 1+2
KDiZD
stronghold
simplicity
ZDCMP1
UTNT
zen dynamics
plutonia 2
zpack
the refinery

games I'm currently playing in UV:
LOS
neo doom


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 30 Aug 2012, 16:37 
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Cyberdemon  Approved Adder
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A summoning ability crossed my mind from the beginning of creating this monster, but then I decided to drop the idea because I couldn't figure out/I don't know of a way to execute it perfectly to suit my needs. You see, I'm using this monster in a gameplay mod. If I were to use it in a mapping project, then it would be an easy task to implement.


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 Post subject: Re: Requesting feedback on this monster
PostPosted: 01 Sep 2012, 08:30 
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Shotgunner  Shotgunner
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oh cool! I'd love to see the mod when It's done! where will you post it?


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