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[REJECTED] BFG Arachnotron


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 Post subject: Re: BFG Arachnotron
PostPosted: 15 Jun 2011, 03:43 
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Commander Keen  A rather ghastly dragon
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The Damager wrote:
maybe its the demolisher's babys :D

A brain sitting on a mechanical platform spawning more brains on mechanical platforms?
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 Post subject: Re: BFG Arachnotron
PostPosted: 15 Jun 2011, 03:50 
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Lost Soul  NULL ≠ TNT1
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Ghastly wrote:
A brain sitting on a mechanical platform spawning more brains on mechanical platforms?

This is DOOM we're talking about. Even the description for the Spider Mastermind is a joke that it is the mother of the arachnotrons.
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 Post subject: Re: BFG Arachnotron
PostPosted: 15 Jun 2011, 04:23 
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SSG Zombie  Addicted to Cacodemons.
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Joined: 14 Jun 2011, 22:19
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True, look it up. i think it even said it BEFORE doom 2 cameout lol. also for (g)zdoom, skulltag users, in doom1 wiht no addon wads, type summon "arachnotronplasma", no quotes. unlike doom2 monsters (which are soundless and become invisible) there is actually sprites for this. maybe ID was gonna put in arachnotrons for doom 1.
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 Post subject: Re: BFG Arachnotron
PostPosted: 15 Jun 2011, 18:57 
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Dark Imp  Dark Imp
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Fixed the first post.


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 Post subject: Re: BFG Arachnotron
PostPosted: 20 Jun 2011, 14:49 
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Lost Soul  NULL ≠ TNT1
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Better, I guess... Though having a different size cannon would help this out majorly. Try using the Demolisher's BFG cannon for size comparison.

An alternative is to shrink the size of the BFGBall either by shrinking the sprite itself, or by using the scale property. I'll post the parameters from the ZDoom Wiki below.

Quote:
Scale value

Combines XScale and YScale.
Range is [0.0, 4.0].
Default is 1.0.


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 Post subject: Re: BFG Arachnotron
PostPosted: 20 Jun 2011, 15:05 
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Dark Imp  Dark Imp
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Fixed the BFGBall scale to be smaller compared to Demolisher's.


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 Post subject: Re: BFG Arachnotron
PostPosted: 20 Jun 2011, 16:37 
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Cyberdemon  Approved Adder
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Since the projectile's sprites have been scaled down, the spawn offsets need adjustment because when firing, the projectile comes out from the monster itself (the organic part) rather than from the gun.

Also, how about reducing the projectile's power and effect by half, for instance, since the monster is a baby spider.


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 Post subject: Re: BFG Arachnotron
PostPosted: 20 Jun 2011, 16:47 
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Dark Imp  Dark Imp
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Well, it's fixed again.


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 Post subject: Re: BFG Arachnotron
PostPosted: 20 Jun 2011, 16:54 
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Arachnotron  Really?
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Joined: 04 Mar 2010, 21:30
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Popsoap wrote:
This is DOOM we're talking about. Even the description for the Spider Mastermind is a joke that it is the mother of the arachnotrons.


u mad

But seriously, Doom is the game where you punch ass-level with Cyberdemons, you can run 90 MPH (without a wall) and you can make Nazi porridge with a rocket launcher.

Realism and sanity are among the many casualties of Doom.


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 Post subject: Re: BFG Arachnotron
PostPosted: 25 Jun 2011, 21:28 
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SSG Zombie  Addicted to Cacodemons.
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Joined: 14 Jun 2011, 22:19
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Yeah so. their not supposed to have realism or sanity. You got freaking invisble monsters, a programmer's decapitated head, and plasma blasting big fu*king guns!


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