Now before someone shuts me out about how I come up with all these mod ideas but never I walk the walk, I'll let you know I'm going to implement the good ideas into the WhiteHot mod.
In coop modes in WhiteHot, I'd like to have all of the monsters have at least one custom attack which they didn't have before. Examples can be found in fvf, supercoop, and rquake where ogres sometimes fire rockets, scrags teleport when hit, and shamblers use an explosive attack.
I'd like to get input on my ideas as well as for you to post your own ideas in this thread. The available monsters are:
Same rules apply from the death message thread: your ideas that I implement will be credited.
I'll start~
boss
Increase health to 5. When having 3 health left, summon the shamblers and zombies (without telefragging them) into the arena. Perhaps do something drastic when having 1 health left.
Note: Chthon originally has 3 health (1 health in easy mode) which decreases by one every time the player uses the lightning column on it.
demon
I got nothing
dog
Players attacked by dogs are poisoned. The player will lose 1 health every second until they grab a health box.
enforcer
When the player is in attacking range, have a #% chance to use Stim Packs (yes, taken straight from Starcraft) which decrease their health by 10 but double their movement and attack speed temporarily.
An alternative to increasing the attack speed would be use SuperCoop's enforcer ai where they have a Super Laser Gun which shoots just as frequently as the Super Nail Gun.
Stim Pack — Marine and Firebat ability; it lets the affected units fire and walk twice as fast, with the cost of 10 hit points. [Wikipedia]
fish
Same as the dog, players attacked by fish are poisoned. The player will lose 1 health every second until they grab a health box.
ogre
I have nothing
hknight
Death Knights would have a #% chance when attacking to summon Pentagram powers. They would give off a powerup light and would be impervious to damage for 30 seconds. After using this power, the Death Knight would not be able to summon it again by chance until 4.5 minutes pass by.
knight
Knights would be given a crappy version of the Death Knight ranged attack. Another alternative is to have them phase closer to you, idea taken from rquake.
oldone
I got nothing
shalrath
Vores have the power to focus their efforts on the player and slow their movement dramatically. The vore cannot move or attack while focusing on the player. This attack happens by #% chance when the vore would attack.
shambler
This is pretty evil. The Shambler has a 1% chance when attacking to focus their efforts on a player (similar to the vore). The shambler would freeze the player from moving, have the player float up a bit then cause 50000 damage on them a second later. The player's death would look similar to a telefrag. The shambler can use this attack from any place it can see the player. The shambler's model would be looping in the charging state while using this attack (the model frame that the shambler does before striking you with lightning).
soldier
Similar to the enforcer, Grunts can use stim packs which would double their movement and attack speed temporarily.
tarbaby
Cause explosive splash damage when attacking a player.
wizard
Taken from SuperCoop, have the wizard phase around the player when attacked.
zombie
When a player is killed by a zombie, another zombie spawns where the player died. Another idea is to give the zombie a melee attack which resembles biting. Braaaaaaaaaaainssssssss
In coop modes in WhiteHot, I'd like to have all of the monsters have at least one custom attack which they didn't have before. Examples can be found in fvf, supercoop, and rquake where ogres sometimes fire rockets, scrags teleport when hit, and shamblers use an explosive attack.
I'd like to get input on my ideas as well as for you to post your own ideas in this thread. The available monsters are:
- Chthon - boss.qc
- Fiend - demon.qc
- Rottweiler - dog.qc
- Enforcer - enforcer.qc
- Rotfish - fish.qc
- Ogre - ogre.qc
- Death Knight - hknight.qc
- Knight - knight.qc
- Shub-Niggurath - oldone.qc
- Vore - shalrath.qc
- Shambler - shambler.qc
- Grunt - soldier.qc
- Spawn - tarbaby.qc
- Scrag - wizard.qc
- Zombie - zombie.qc
Same rules apply from the death message thread: your ideas that I implement will be credited.
I'll start~
boss
Increase health to 5. When having 3 health left, summon the shamblers and zombies (without telefragging them) into the arena. Perhaps do something drastic when having 1 health left.
Note: Chthon originally has 3 health (1 health in easy mode) which decreases by one every time the player uses the lightning column on it.
demon
I got nothing
dog
Players attacked by dogs are poisoned. The player will lose 1 health every second until they grab a health box.
enforcer
When the player is in attacking range, have a #% chance to use Stim Packs (yes, taken straight from Starcraft) which decrease their health by 10 but double their movement and attack speed temporarily.
An alternative to increasing the attack speed would be use SuperCoop's enforcer ai where they have a Super Laser Gun which shoots just as frequently as the Super Nail Gun.
Stim Pack — Marine and Firebat ability; it lets the affected units fire and walk twice as fast, with the cost of 10 hit points. [Wikipedia]
fish
Same as the dog, players attacked by fish are poisoned. The player will lose 1 health every second until they grab a health box.
ogre
I have nothing
hknight
Death Knights would have a #% chance when attacking to summon Pentagram powers. They would give off a powerup light and would be impervious to damage for 30 seconds. After using this power, the Death Knight would not be able to summon it again by chance until 4.5 minutes pass by.
knight
Knights would be given a crappy version of the Death Knight ranged attack. Another alternative is to have them phase closer to you, idea taken from rquake.
oldone
I got nothing
shalrath
Vores have the power to focus their efforts on the player and slow their movement dramatically. The vore cannot move or attack while focusing on the player. This attack happens by #% chance when the vore would attack.
shambler
This is pretty evil. The Shambler has a 1% chance when attacking to focus their efforts on a player (similar to the vore). The shambler would freeze the player from moving, have the player float up a bit then cause 50000 damage on them a second later. The player's death would look similar to a telefrag. The shambler can use this attack from any place it can see the player. The shambler's model would be looping in the charging state while using this attack (the model frame that the shambler does before striking you with lightning).
soldier
Similar to the enforcer, Grunts can use stim packs which would double their movement and attack speed temporarily.
tarbaby
Cause explosive splash damage when attacking a player.
wizard
Taken from SuperCoop, have the wizard phase around the player when attacked.
zombie
When a player is killed by a zombie, another zombie spawns where the player died. Another idea is to give the zombie a melee attack which resembles biting. Braaaaaaaaaaainssssssss
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