It is currently 20 Jun 2013, 01:44

Post new topic Reply to topic  Page 1 of 1
 [ 8 posts ] 

[BUG FIXED] Flesh Wizards and Flesh Spawns


Author Message
 Post subject: Flesh Wizards and Flesh Spawns
PostPosted: 23 May 2012, 22:38 
Offline
Chaingunner  Chaingunner
User avatar
Joined: 18 Mar 2012, 16:13
Posts: 139
Location: UK
Flesh Wizards being invisible most of the time makes them difficult to fight. As does their ridiculous speed... As indeed does the fact that the summon flesh spawns for an attack. I think they look and sound good, but the behaviour annoys me a lot more than it challenges me.

What's the general opinion on them here? I get a sneaking suspicion that they'll be as unpopular as the standard stealth monsters proved to be.


Also, on a related note, the techbase has two instances of a room being filled with instantly summoned flesh spawns (once when you press the switch that summons the Cybruiser Cacophony (-4736, -32) and once when you go up a lift (-4472, 672). I don't mind these enemies - it's just their entrance that bothers me. Again, I'd want a consensus behind me before advocating that this is actually changed.


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 23 May 2012, 23:06 
Offline
Icon of Sin  Icon of Sin
User avatar
Joined: 19 Dec 2009, 17:08
Posts: 1055
I'm not really too impressed with the Flesh Wizard myself. It is indeed an annoying monster to fight (stealth and summon!), and the art style doesn't really mesh well with Doom either, despite them being very well drawn.

Maybe if it was buffed up a bit, given a missile attack as well as a summons and presented as a one-off miniboss in Hell somewhere instead?

As for the Flesh Spawn, perhaps instead of simply teleporting in they could be made to bud from fleshy polyps somehow? Not sure how that would work.


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 23 May 2012, 23:29 
Offline
Chaingunner  Chaingunner
User avatar
Joined: 18 Mar 2012, 16:13
Posts: 139
Location: UK
A static summoning creature/flesh pod that is Thing_Activated for a brief period might work?


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 15 Jun 2012, 20:01 
Offline
Site Admin  Site Admin
User avatar
Joined: 11 Dec 2009, 18:51
Posts: 4298
Location: Germany
Agreed with Phobus, his suggestion might be much better


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 16 Jun 2012, 00:01 
Offline
Revenant  i am a xaser
User avatar
Joined: 10 Jun 2010, 05:51
Posts: 554
I'm imagining something like a grating falling from the ceiling and having several fall down (in gothic's area) and having a few 'splash' out of the blood in Grym's area, instead of the current teleport effect. That and have them appear not all in one single cluster, but in a quick sequence.


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 18 Jul 2012, 19:54 
Offline
Revenant  i am a xaser
User avatar
Joined: 10 Jun 2010, 05:51
Posts: 554
So, Flesh Wizards are gone, meaning one half of this is 'fixed', though I'm all for making an alternate entrance for the teleporting Fleshspawns in a few areas. The vent-drop would work in Gothic's area, and a similar scene in Grym's part can be done by adding an animation where they rise out of the blood pool they're currently spawning over. Much better, I'd think. ;P

Don't close this just yet. Just figured I'd report on one half of the problem being resolved-ish. :P


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 16 Aug 2012, 17:55 
Offline
Imp  Imp
User avatar
Joined: 17 Dec 2009, 08:58
Posts: 49
OK, I've changed the entrance of the flesh spawns in the two areas where they come completely out of nowhere. In the room next to the key chamber, they come out of the slimefall room, after the grate breaks and in the room with the wavy green and red goop behind grates and the lost souls, there are corpses that get resurrected.


Top
 Profile  
 
 Post subject: Re: Flesh Wizards and Flesh Spawns
PostPosted: 18 Aug 2012, 02:41 
Offline
Revenant  i am a xaser
User avatar
Joined: 10 Jun 2010, 05:51
Posts: 554
Ah, nice work -- that fixes the problem admirably, I'd think. :)


Top
 Profile  
 
Display posts from previous:  Sort by  

Post new topic Reply to topic  Page 1 of 1
 [ 8 posts ] 


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: