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[SUBMISSION] Obsidian Ravager

  • DeVloek
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1 year 3 months ago - 1 year 3 months ago #1 by DeVloek
[SUBMISSION] Obsidian Ravager was created by DeVloek
Information:
Name: Obsidian Ravager
Difficulty: medium - hard
Connections: uses BaronBall sprites
Summon: ObsidianRavager
Melee: yes
Distance: projectile, homing projectiles, trap
Type: Demon, Ch’thonic
Brightmaps: yes
Actor modification: no
ACS: no

Credits:
Code: DeVloek
GLDefs: DeVloek
Sounds: Crate Entertainment
Sprites: DeVloek, Crate Entertainment
Sprite Edit: DeVloek
Idea Base: Obsidian Ravager from Grim Dawn

Description:
The Obsidian Ravager from Grim Dawn. Uses similar attacks as in the original game, which includes 2 different projectile attacks, a trap that encases the target in a circle of obsidian shards, and a devastating melee lunge.

Sprite:
[img


Download Link:

https://drive.google.com/file/d/1OTuRLNAyMEMzG9bZsf-eFWqXYpbvXX-m/view?usp=sharing
Last edit: 1 year 3 months ago by DeVloek.

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  • Gunslahyer_Pi
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1 year 3 months ago #2 by Gunslahyer_Pi
Replied by Gunslahyer_Pi on topic Obsidian Ravager
Oh wow!

This guy looks menacing as! I look forward to checking this guy out tonight! Very Hexen/Heretic vibes. Could even put this dude in Doom as a boss toon. 

Well done man!

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  • DeVloek
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1 year 3 months ago #3 by DeVloek
Replied by DeVloek on topic Obsidian Ravager
Thanks. I think it would fit well as some kind of mini-boss in Doom. It has 2000 hp so is somewhere between a Baron and a Cyberdemon difficulty wise. The projectiles are easy enough to dodge given enough space, but the trap attack can be really dangerous if caught in the wrong place at the wrong time. Worst case scenario is getting trapped in melee range ;) But the trap is easily destroyed with any weapon better than a pistol so there's always a way to escape, and it is also removed automatically after a few seconds.

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1 year 3 months ago #4 by Gunslahyer_Pi
Replied by Gunslahyer_Pi on topic Obsidian Ravager
I could use two of these dudes as Gate Guardians for my .wad.

Of course I'll include all credits back to you. This is one of more impressive monsters I've ever seen and the attacks sound pretty decent too.

So awesome.

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  • DeVloek
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1 year 3 months ago #5 by DeVloek
Replied by DeVloek on topic Obsidian Ravager
Cool, let me know how it goes, I didn't have the time to test it in a real map environment yet. btw placing 2 of them in a room may lead to traps overlapping which may look weird sometimes. If that happens too often you can lower the chance of the trap being used (line 54 in the zscript) or even turn it off entirely.

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  • Gothic
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1 year 3 months ago #6 by Gothic
Replied by Gothic on topic Obsidian Ravager
Really well done monster. My only nitpick would be that the big projectile could leave a bigger scorch instead of the regular baron ball scorch.
Also while it is inside a pk3, it needs to be organized in directories.

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  • DeVloek
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1 year 3 months ago - 1 year 3 months ago #7 by DeVloek
Replied by DeVloek on topic Obsidian Ravager
Alright, but I'm not sure what the conventions are. Can you point me to an example?

edit: nvm, I downloaded one of the latest accepted submissions and organized my pk3 accordingly.
I will take a look at the scorchmarks, also I noticed that if the monster is below the target, the projectiles hit the floor. I'll try to find a solution for that and update the uploaded file when it's done
Last edit: 1 year 3 months ago by DeVloek.

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1 year 3 months ago #8 by DeVloek
Replied by DeVloek on topic Obsidian Ravager
I updated the download link with the latest version.

Now the scorch decals should match the different projectile sizes better. Also projectiles should no longer hit the ground when the target is above.


 

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1 year 3 months ago #9 by Gothic
Replied by Gothic on topic [SUBMISSION] Obsidian Ravager

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