#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Aracknight

##

- **Ganbare-Lucifer**
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   2 years 4 days ago - 2 years 2 days ago [\#12152](#12152) by Ganbare-Lucifer  *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12152 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")* was created by *Ganbare-Lucifer*

 Name: Aracknight
Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link
 [ ![ARACA1D1.png](https://www.realm667.com/forum/attachment/2352) ](https://www.realm667.com/forum/attachment/2352 "ARACA1D1.png")

 Last edit: 2 years 2 days ago by Ganbare-Lucifer.

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- **Gothic**
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   2 years 3 days ago [\#12159](#12159) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12159 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

 The problem with this and the Draugr is that they're simply reskins of the Arachnotron and Revenant respectively. Have you tried giving them new attack patterns or different projectiles?

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- **Ganbare-Lucifer**
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   2 years 3 days ago - 2 years 2 days ago [\#12162](#12162) by Ganbare-Lucifer  Replied by *Ganbare-Lucifer* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12162 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

> [ Gothic wrote: ](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12159)

>
>  The problem with this and the Draugr is that they're simply reskins of the Arachnotron and Revenant respectively. Have you tried giving them new attack patterns or different projectiles?

I thought the armor thingie was enough, I guess I can tweak them a bit

Updated Draugr to give him an Unmaker beam as Missile2

Will think about what to give to the Aracknight

EDIT: Edited the Aracknight to have a Missile2 which spreads upon impact.

 Last edit: 2 years 2 days ago by Ganbare-Lucifer.

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- **DeVloek**
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   1 year 11 months ago [\#12229](#12229) by DeVloek  Replied by *DeVloek* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12229 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

 one suggestion to make this monster behave less like the Arachnotron is to randomly jump to the See state during the attack, so it can reposition. Then make it walk faster so the repositioning attempt isn't just the first step to its downfall ![;-)](https://www.realm667.com/media/kunena/emoticons/cacwnk.gif ";-)")
Also I think the missile2 attack should be used more often.

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- **Gothic**
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   1 year 11 months ago [\#12363](#12363) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12363 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

 You forgot to define its ActiveSound, and remove the AttackSound as it isn't used. The walking sound doesn't play because it uses the wrong arguments, it should be like this: Code:

A_StartSound("aracknight/walk",4,CHANF_OVERLAP)

As for the new attacks, the spreading missile is basically what the Corpulent does. Why not just cover more area with its normal attack? like this: Code:

 Missile: ARAC A 20 Bright A_FaceTarget TNT1 A 0 A_FaceTarget ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,0,0,0) ARAC G 5 Bright TNT1 A 0 A_FaceTarget TNT1 A 0 A_CustomMissile("AracknightMissile",20,0,-10,0,0) ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,10,0,0) ARAC G 5 Bright ARAC G 1 Bright A_SpidRefire Goto Missile+1

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- **Ganbare-Lucifer**
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   1 year 11 months ago [\#12364](#12364) by Ganbare-Lucifer  Replied by *Ganbare-Lucifer* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12364 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

> [ Gothic wrote: ](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12363)

>
>  You forgot to define its ActiveSound, and remove the AttackSound as it isn't used. The walking sound doesn't play because it uses the wrong arguments, it should be like this:
> Code:
>
> A_StartSound("aracknight/walk",4,CHANF_OVERLAP)
>
>
>
>
> As for the new attacks, the spreading missile is basically what the Corpulent does. Why not just cover more area with its normal attack? like this:
> Code:
>
>  Missile: ARAC A 20 Bright A_FaceTarget TNT1 A 0 A_FaceTarget ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,0,0,0) ARAC G 5 Bright TNT1 A 0 A_FaceTarget TNT1 A 0 A_CustomMissile("AracknightMissile",20,0,-10,0,0) ARAC H 4 Bright A_CustomMissile("AracknightMissile",20,0,10,0,0) ARAC G 5 Bright ARAC G 1 Bright A_SpidRefire Goto Missile+1

Thanks
Updated

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- **Gothic**
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   1 year 11 months ago [\#12372](#12372) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Aracknight](https://www.realm667.com/forum/closed-submissions/2104-submission-aracknight#12372 "Name: Aracknight

Difficulty: Hard
Connections: Arachnotron
Summon: Aracknight
Melee: No
Distance: Projectile
Type: Demon, Cybernetic
Brightmaps: No
GLDefs: Yes
Actor modification: No
ACS: No
Submitted: Ganbare-Lucifer
Decorate: Amuscaria
Sounds: id Software
Sound Edits: Amuscaria
Sprites: id Software
Sprite Edits: Amuscaria

https://drive.google.com/file/d/1b2zRXPPSnd_C3gcRNlkE4PV1qPEEzO8k/view?usp=drive_link")*

 [ Added](https://www.realm667.com/index.php?option=com_content&view=article&id=2712)

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