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[APPROVED] Missile Pod


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 Post subject: Missile Pod
PostPosted: 25 Jun 2012, 20:47 
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Dark Imp  Dark Imp
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Joined: 08 Jul 2010, 15:34
Posts: 57
Name: Missile Pod

Type: Offensive
Palette: Doom
Summon: MissilePod
Use type: Inventory
Duration: Instant
Added States: No
ACS: N/A

--Credits--
Submitted: Mor'ladim
Decorate: Mor'ladim
Sounds: Mor'ladim, Atomic Bomberman, Phantasy Star Online
Sprites: Mor'ladim, Quake 3, Duke Nukem 3D
Idea Base: Original idea

Description:
Deploys a pod which periodically fires homing missiles.

Image


A big thanks to Ghastly for some help with the Decorate code and the very nice flare sprites!


Attachments:
MissilePod.zip [239.02 KiB]
Downloaded 39 times


Last edited by Mor'ladim on 09 Jul 2012, 03:20, edited 2 times in total.
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 Post subject: Re: Missile Pod
PostPosted: 27 Jun 2012, 19:58 
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Hades Elemental  Hades Elemental
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Joined: 19 May 2012, 16:43
Posts: 303
Location: The United States
This is really good! It's fun to see all those little missiles shooting things. But there are just 2 minor things I'd like to suggest changing:

1: I noticed the missiles weren't hurting a cyberdemon when I tested it out. Maybe it could deal just a little damage, like you could give it a damage amount of 1( Not 1 damage, I mean 1-8 damage.)

2: Maybe a better pickup sound would suit the missile pod. Maybe some kind of techish-loading sound?

But it's still awesome.
They have come to end the living;
unforetold and unforgiving.


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 Post subject: Re: Missile Pod
PostPosted: 01 Jul 2012, 22:11 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2661
idGamer wrote:
1: I noticed the missiles weren't hurting a cyberdemon when I tested it out. Maybe it could deal just a little damage, like you could give it a damage amount of 1( Not 1 damage, I mean 1-8 damage.)

Or the +ForceRadiusDmg flag.
Currently reading: Blood Ravens, The Dawn of War Omnibus
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Total approved submissions: 78
Total approved updates: 21
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 Post subject: Re: Missile Pod
PostPosted: 05 Jul 2012, 05:35 
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Dark Imp  Dark Imp
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Joined: 08 Jul 2010, 15:34
Posts: 57
Changed the explosion sprite of the pod, set the +FORCERADIUSDMG flag, added a new pickup sound and also added some effects to the explosions. Though, I think those effects would be too much and clash with other weapons/items that do not have such effects for their explosions. Thoughts?

Also, is the explosion used for the pod from Duke Nukem 3D? It looks like it, but the colors of the sprite make it look like it would be from Powerslave.


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 Post subject: Re: Missile Pod
PostPosted: 05 Jul 2012, 12:11 
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Hades Elemental  Hades Elemental
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Joined: 19 May 2012, 16:43
Posts: 303
Location: The United States
Nice work! The pickup sound is very good in my opinion, and the exposions look good. I don't think they clash noticeably with Doom's existing explosions( at least, not for me).

One thing I'd like to point out, the missiles are much more powerful now. They might be just a little too powerful, but I don't know.


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 Post subject: Re: Missile Pod
PostPosted: 08 Jul 2012, 17:21 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2661
Sorry for the delay, finally getting a chance to look at it.

It does do a little too much damage, but I think it's balanced in how slightly unreliable it is (I've had it target something blocked by a tree :P). I'd still lower the damage a little bit, but not by much.

The way the flare at the back blinks in and out for some reason makes me think I'm lagging :P. I'd make it more (the way I did it was spawn one every tic and make the flare actor last two tics). And scale the flare a little more.

Just minor gripes, and the second one isn't even required. I think it's just about perfect! :D


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 Post subject: Re: Missile Pod
PostPosted: 09 Jul 2012, 03:23 
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Dark Imp  Dark Imp
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Joined: 08 Jul 2010, 15:34
Posts: 57
-Reduced damage to 58, down from 65.
-Changed animation rate and scale of the missile flare effect.
-Added in missing credits.

Hopefully the flare effect doesn't seem too awkward anymore! I was intending it to look like it was blinking. Like how some lights in the distance look. Though, I suppose it is better not to do that, as you are right that it may cause people to think the game is lagging!


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 Post subject: Re: Missile Pod
PostPosted: 11 Jul 2012, 14:07 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2661
That's good. Approved! :D


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