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[SUBMISSION] Bishop MK2

  • CaptainToenail
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11 months 1 week ago #1 by CaptainToenail
[SUBMISSION] Bishop MK2 was created by CaptainToenail
I decided to dip my toes into zscript for this one - it is a new boss enemy for Strife. It is a multipart monster consisting of two actors stuck together. Let me tell you it was a pain to get working correctly.

Credits:
Code: Captain Toenail
GLDefs: GZDoom (lights.pk3)
Sounds: Strife
Sprites: Strife
Sprite Edit: Captain Toenail
Idea Base: Heavy Hover Tank from Quake4

Information:
Name: Bishop MK2
Difficulty: Hard
Connections: Strife iwad required
Summon: HoverBishopPlatform
Melee: No
Distance: Projectile
Type: Cyborg
Brightmaps: None
Actor modification: None
ACS: None

Description:
After its defeat, the Bishop's design was revisited and retrofitted by the
Order to create this new cybernetic transhuman nightmare.

The Bishop MK2 is armed with an explosive, shoulder-mounted energy torpedo
cannon. The Bishop's torso is mounted atop an autonomous hover platform,
forgoing the mechanised legs of the previous design.

The hover platform is a combination of technology derived from the
Programmer's platform and the Sentinel robot. It is capable of moving
independently from the Bishop's control. The platform is surrounded by
rotating jets of flame which help keep it aloft, and it is armed with its
own laser strip which it will fire rapidly when in close range.

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  • Gothic
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11 months 4 days ago - 11 months 4 days ago #2 by Gothic
Replied by Gothic on topic [SUBMISSION] Bishop MK2
This is a really well made monster, and I like that you can shot both parts.
My only nitpick is that if you chose to shot the base first, it dies quicker than shooting him in the body and then the base. I think this could be remediated in 3 ways:
  1. If you kill the base first, and thus ending the fight earlier, make it spawn green projectiles from all angles directed to the player, or an energy shockwave similar to the Mauler2's explosion.
  2. If you kill the torso first, slow down the base, make it fire erratically and make it move around without a clear path. Basically make it blind.
  3. [strike]Make it so both the base and torso share a single health bar.[/strike]Actually this would make the whole 2 actors thing irrelevant so nevermind.
  4. Instead of instantly dying when the base dies, make the base incapable of shooting, and maybe it gets slower too.
This is only my opinion, and If you think you can't do it, or if you don't want to, then leave it as it is.
Last edit: 11 months 4 days ago by Gothic.

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11 months 3 days ago #3 by CaptainToenail
Replied by CaptainToenail on topic [SUBMISSION] Bishop MK2
No problem Gothic that's a good point. Some interesting ideas there I'll see about making some changes.

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11 months 3 days ago #4 by CaptainToenail
Replied by CaptainToenail on topic [SUBMISSION] Bishop MK2
Thoughts on this? I have changed the health ratio (1200 on the platform, 600 on the torso) but also destroying the torso will cause the platform to go malfunction and eventually explode. Either way both parts are defeated. Would pair well with a sniper rifle or railgun. I also found a more elegant way of sticking the parts together every tic.

Updated description
"Description:
After its defeat, the Bishop's design was revisited and retrofitted by the
Order to create this new cybernetic, transhuman nightmare.

The Bishop MK2 is armed with an explosive, shoulder-mounted energy torpedo
cannon and mounted atop an autonomous hover platform. This platform can fly
and is armed with a laser array which will fire at close range.

Destroying the torso of this enemy will disrupt the targeting of the hover
platform and cause it to malfunction and self-destruct."

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  • Gothic
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11 months 3 days ago #5 by Gothic
Replied by Gothic on topic [SUBMISSION] Bishop MK2
That looks amazing.
Added

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