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Boss: The Last Yeti #40

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Mikusch opened this issue Oct 25, 2019 · 1 comment
Open

Boss: The Last Yeti #40

Mikusch opened this issue Oct 25, 2019 · 1 comment

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@Mikusch
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Mikusch commented Oct 25, 2019

The Yeti from Jungle Inferno would make a good Heavy boss.
The model is already present in the game (models/player/items/taunts/yeti/yeti.mdl) and has the same armature as the Heavy model, meaning his animations can be used.

If this idea is well received, then I'll personally try to add this boss to the gamemode.

General Description

The Yeti should be a tanky Heavy boss with a lot of HP (800 base HP, +850 HP per player). Super jump and rage gain can also stay the same as Saxton Hale's.
As a trade-off this boss is going to be really hard to miss. A big, white model and loud footsteps will make sure of that.
We have too many sneaky bosses, I want to go rambo mode.

Passive Ability: Ground Slam

Every time the boss lands from a super jump, the ground trembles and everyone in a small radius around the impact takes damage and gets flung up into the air.

Rage: Radial Freeze

Upon activation, the boss slows down all players in a certain radius. After 3 seconds, all affected players are completely frozen for x seconds and can not use any of their weapons. Freeze radius and duration depend on rage percentage.
This allows players with good reactions to escape during the first phase of the rage but leaves them extremely vulnerable if they fail.

Sounds

When it comes to sounds, there are not too many related to the Yeti in the game but I'm sure if we use them effectively this should not be a problem.

Music:
ui/gamestartup27.mp3 - Jungle Inferno music

Round Start:
ambient_mp3/lair/animal_call_yeti1.mp3 to ambient_mp3/lair/animal_call_yeti7.mp3

Yeti roars:
player/taunt_yeti_roar_beginning.wav
player/taunt_yeti_roar_first.wav
player/taunt_yeti_roar_second.wav - Would make a good death sound

Other sounds:
player/taunt_yeti_appear_snow.wav - Can be played to REDs who are in the rage radius
player/taunt_yeti_land.wav - Ground stomping passive

Footsteps:
player/footsteps/giant1.wav
player/footsteps/giant2.wav

@FortyTwoFortyTwo
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Only problem i have is the rage percentage.
Freeze radius and duration depend on rage percentage.
When you use rage, you lose by either 100% or 200%, rather than directly set to 0%. So i wouldn't scale by percentage, unless if you want to directly set rage down to 0%, and can take a bit to properly get percentage to scale from core plugin.

Otherwise i'm good with this, bonus points if you add env_shake to yeti when using rage to give even more of a rawr feel. Can't tell much whenever if this would be balanced or not until it get playtested.

@Mikusch Mikusch mentioned this issue Oct 27, 2019
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