#252 posted by madfox on 2020/01/23 08:06:41
I see no trouble in t_tower, can be the adjustments for the statics.
I have the same thing with sacrof
I had to recover the seized Stratos, which is the one that drops.
Mincer melee attack is 50*, but it also has a charge attack of 14.
#253 posted by yhe1 on 2020/01/23 08:34:11
but the turret does look collapsed on my computer, but as long as your are aware of the problem, I am sure you can fix it.
so the mincer can do 64 damage in one bite? Reduce the damage to 36, so that it can only do 50 damage. The only one who should do 60-70 damage melee is the boss Scarof.
Skeleton also walks too slow.
#254 posted by yhe1 on 2020/01/23 08:35:36
can you put the Scarof and Mini Scarof in an big open area in the next map, along with a shambler. Really hard to test in that small area.
#255 posted by yhe1 on 2020/01/23 11:49:13
Madfox, one more thing, in the latest version, a mong can take more than a rocket, while two rockets can kill a lionman. Can you double check the health settings between the game and your table?
 All Monsters?
#256 posted by madfox on 2020/01/25 05:03:09
Lionguy health 220 - Mong health 180.
- Added Phantom and Sphinx.
- Experimental stadium, not sure of the attacks.
- Changed the tt_tower as the static collapsed the entity.
- I keep the sticky warning : "h_gross is a HexenII model".
dev2.22
Coding made me ketchup.
#257 posted by yhe1 on 2020/01/25 05:38:30
Lionguy and Viking needs more health due to being Melee monsters. 300-350, tougher than Gross
Mong is too tough at 180, the most powerful enforcer from AD, the eliminator, only has 120 health. 80-100 health is good for Mong.
How is the Joker doing? The square blade? the pain pose?
#258 posted by yhe1 on 2020/01/25 05:43:06
These are the AD health values you can use for reference:
AD Monsters
------------------------------------------------------------------------------
monster_spider (30/75HP) // Erratic arachnids in brown/green variety
monster_voreling (30/60HP) // Ankle biting, crazy jumping, mini shalraths
monster_swampling (30/60HP) // Ankle biting, poisonous three legged terrors
monster_lostsoul (30HP) // Floating skull with a ram/bite attack
monster_dguard (35HP) // Medieval style soldier replacement (melee only)
monster_eel (35HP) // Fast moving sneaky fish firing plasma (range only)
monster_boil (40HP) // Proximity mine with tarbaby like explosive damage
monster_zombiek (60HP) // Sword wielding zombie, fast movement (melee only)
monster_dcrossbow (75HP) // Chainmail knight with crossbow (sniper ability)
monster_gargoyle (120HP) // Large flying fireball throwing imp (range only)
monster_gaunt (120HP) // Flying plasma wielding harpy creature (range only)
monster_scorpion (80/120HP) // Brown/green range stinger and black jumping surprise
monster_skullwiz (120HP) // Tall wizard with fast skull missiles and teleportation
monster_hogre (200HP) // Ogre Hunter model replacement (extra melee)
monster_hogremac (200HP) // Alternative ogre model with mace weapon
monster_hogreham (300HP) // Heavy metal ogre model with hammer attack
monster_dknight (250HP) // Hell Knight model replacement (classic silver)
monster_wraith (300HP) // Semi-transparent wraith with debuff attacks
monster_dfury (400HP) // Fast sword wielding knight with magic attacks
monster_dsergeant (400HP) // Blue Flail knight with homing missiles
monster_drole (500HP) // Large tentacle tank with rocket/melee attacks
monster_minotaur (500HP) // Giant hulk with fast plasma/poison attacks
monster_golem (500HP) // Massive mountain of rock with large fists and feet
monster_army_rocket (45HP) // Red armour heat seeking rocket soldiers
monster_army_grenade (60HP) // Green armour Z aware grenade firing soldiers
monster_army_plasma (75HP) // Blue armour high damage plasma gun soldiers
monster_pyro (100HP) // Yellow armour flamethrowing enforcer (burn defuff)
monster_fumigator (100HP) // Green armour Posion Spewing enforcer (poison debuff)
monster_jim (50/100HP) // Fast moving flying laser/rocket robot
monster_defender (100HP) // Dual wielding SSG (melee range) and GL (mid range)
monster_eliminator (120HP) // Blue armour double firing plasma gun enforcers
monster_centurion (120HP) // Flying hover board plasma gun enforcers
monster_freddie (500HP) // Slow moving weapons platform with ogre on top
monster_seeker (500HP)
#259 posted by yhe1 on 2020/01/25 05:44:33
Also include that Green scorpion skin you made, no reason to waste it.
#260 posted by yhe1 on 2020/01/25 05:58:52
I don't think the skeleton should be based on the Zombie, rather it should be based on the mummy from Mission pack 2:
https://quake.fandom.com/wiki/Mummy
Tough, slow monster that does high damage, but no regen.
#261 posted by yhe1 on 2020/01/25 06:02:42
where is the Phantom and Sphinx? I cannot find them.
 Phantom & Sphinx
#262 posted by madfox on 2020/01/25 21:37:48
They're in the easy level.
#263 posted by yhe1 on 2020/01/25 21:53:55
Found the Sphinx, but not the Phantom
Sphinx and Phantom are bosses, so they should be same size as Scarof with basically the same health and damage.
Can you do a big and small version of Sphinx and Phantom.
Check the bounding box of the sphinx, big Scarof doesn't infight with it
#264 posted by yhe1 on 2020/01/25 21:55:26
The projectile that the sphinx fires should be a recolored (orange) vore ball.
 With
#265 posted by madfox on 2020/01/25 22:50:12
The voreball effects?
#266 posted by yhe1 on 2020/01/25 22:53:55
yes,but no homing, and while you are on that, make all the rockets explode please.
the Phantom fires 3 bats at once, so shrink down the chasm bat and use the model as a projectile.
 While On It..,
#267 posted by madfox on 2020/01/25 23:05:05
yes, but I experience some fault in the launching of *.mdl and sprite files. They always appear in the first stage of animation. In fact, they're freezed while they could play the whole scene.
It needs some time_argument on spike.mdl in weapons and client, then Stratos would also look better.
Phantom is in easy on the spot where the quaddamage and gate stands.
#268 posted by yhe1 on 2020/01/25 23:30:31
The current size is fine for the small phantom, but the big phantom should be the size of this guy:
https://quake.fandom.com/wiki/Overlord
Do you have problems making the phantom fire three prjectiles? Like I said before, AD's fury knight also does the same thing. The AD fury knight also fires the exact same projectile as the sphinx, so you can use that model as well.
#269 posted by yhe1 on 2020/01/26 11:19:18
Pic for reference
https://www.dropbox.com/s/14pcua1ijzlcs9o/fury%20knight.jpg?dl=0
The sphinx fires those fireballs and the Phantom fires bat in that pattern.
 Szj
#270 posted by madfox on 2020/01/26 12:27:00
That's a load of fireballs in one row!
 Rondo
#271 posted by madfox on 2020/01/30 11:18:35
Finished the last two bosses and added their attack scene.
It's easy saying AD's fury knight has an attack code, but extracting this from the rest of the code is useless without changing all other parms.
I can't upload at the moment, notepad won't line up with the net.
 Dev2.23
#272 posted by madfox on 2020/01/30 23:01:01
I think I'm close to porting the bunch of Chasm entities to Quake.
So now the fine tweaking for health and strength attack.
- Updated from post#257.
lionguy - melee_attack 25* health 300
viking - melee_attack 25* health 300
grunt - melee_attack 20* missile attack 20* health 120
- Added two big versions (2 and 1.5) for resp. Phantom and phinx.
- Made a testlevel for the endbosses. map skill setting:
- easy = Sacrof / normal = Sphinx / hard = Phantom .
- -game dev2.23 map pod00.map
dev2.23
#273 posted by yhe1 on 2020/01/31 00:04:15
The sphinx is only suppose to fire one fireball, the fireball also explode.
The Phamtom is good, just replace the golden flower with the chasm bat.
Both Phamtom and Sphinx died too easily, they are supposed to have around 3000 health.
Is the mincer's melee damage still at 50? reduce it to 36.
Can I see the updated chart you have for all monster's damage and Health.
#274 posted by yhe1 on 2020/01/31 00:06:59
The Sphinx also seems to float in the air instead of laying on the ground.
#275 posted by yhe1 on 2020/01/31 00:07:38
I mean that The Sphinx's corpse also seems to float in the air instead of laying on the ground.
#276 posted by yhe1 on 2020/01/31 00:30:54
Make the Sphinx's bite attack and fireball both around 85 damage.
Make the Phantom melee attack around 65, then make each projectile damage 25, for a total of 75 damage if all three hit.
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