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another hale suggestionName: EverythingIf this hale is selected, every single person becomes a hale, and have to fight till there's only one hale left. It would probably be a little less common than the normal hales.
EDIT: Adding something to Barbatos.Quote from: "Gizmo The Cat"Barbatos Goetia (click to show/hide)Name: Barbatos Goetia (HARD MODE ONLY)Skin: Tomahawk GoetiaTheme: Sounds: HereHealth: Same as Hale, or higher.Speed: Moderate.Color Scheme: Already implemented in the skin. Give him dark greenish outlines though.As seen here.Attack: Slashes an enemy with a huge axe. It's basically a wider ranged Slash Claw that deals massive damage, but has a low rate of fire.Secondary attack: Shoulder Dash. He rams his shoulder into the enemy, paralyzing them for a few moments while dealing minor damage. It also knocks them back quite a bit. (thinking of it now, it's like YD Knight Man's shield dash.)Super Jump: Upper Slash Not as high as Hale's jump, but it doubles as an attack that throws enemies skyward.Rage: There are a few ideas here.1: Genocide Breaker: Fires a huge Force Beam out of his axe. 2: No Items Ever!: He also gets a different rage whenever someone uses an item. Using it will either suck in anyone around him, or have him charge towards his enemy and beat the living daylights out of them. All while saying "No Items Ever!Or as OrangeMario suggested, "he should be given a separate rage bar for No Items Ever/make it a Auto attack that has him rip through everyone to get to the item user, stopping at a linedef that separates the floor from a death pit or something."OR, an idea that came to me now. Two ideas, actually. The first of the two is to replace everyone's items in the beginning of the match with a duplicate. When one of those "duplicate items" are used, Either one of the two happens: (whichever works better)Barbatos teleports right in front of the player, and murders him.Barbatos himself "vanishes from sight". He is unable to move, or be hurt, or anything. People can also clip through him, (if possible) so that it gives off the essense that he actually teleported. Meanwhile, the item the person used summons a Barbatos monster or projectile or something, which proceeds to murder them. The item also freezes them, so that they can't get away. (Or not, maybe you can leave it out. But it's not like you could get away in the first place, considering how fast he moves in the original.) Once the deed is done, the monster vanishes and the hale returns. If anyone is standing in the place where he's supposed to be standing, Telefrag time.The second of the two ideas is to either completely remove everyone's items at the start of the match. Since it's gonna be a guaranteed Hard Mode whenever you fight him, might as well. Either that or give him a special move/item/whatever, which creates an explosion that destroyes the items of whoever's in range. One time use only.3: World Destroyer: Automatically respawns as using Exit Unit, and begins charging his axe with power while standing in one place. (Just to make it a little more balanced, he waits about 3-4 seconds before actually charging.) A timer appears, and the survivors have to beat him down until he stops. He takes no actual damage while charging, but has a separate bar to show how much more hits he can take before losing his rage. When he stops, though, he unleashes a non-lethal explosion that blows people back, just so he can recuperate. Oh right, and if the survivors don't beat him in time? Game over. He slams the axe down on the ground, creating an explosion so big that it wipes out every last player no matter where they are.The timer should start at 160 seconds, or so. But depending on how many players there are, it starts lower. -2 seconds per player. The minimum is 90 seconds. This may sound high to some, but remember that there are often two phases to dealing with this for the survivors. Finding him, and stopping him.It's up to you which one we should use, however, I'm voting for World Destroyer. A large forcebeam sounds scary, but it's kinda generic.Basically I'm just waiting on Silver to accept him, or at least put up that hale template so that I/somebody can try to make him. Where is he, anyway? I haven't seen him in at least a week.
Barbatos Goetia (click to show/hide)Name: Barbatos Goetia (HARD MODE ONLY)Skin: Tomahawk GoetiaTheme: Sounds: HereHealth: Same as Hale, or higher.Speed: Moderate.Color Scheme: Already implemented in the skin. Give him dark greenish outlines though.As seen here.Attack: Slashes an enemy with a huge axe. It's basically a wider ranged Slash Claw that deals massive damage, but has a low rate of fire.Secondary attack: Shoulder Dash. He rams his shoulder into the enemy, paralyzing them for a few moments while dealing minor damage. It also knocks them back quite a bit. (thinking of it now, it's like YD Knight Man's shield dash.)Super Jump: Upper Slash Not as high as Hale's jump, but it doubles as an attack that throws enemies skyward.Rage: There are a few ideas here.1: Genocide Breaker: Fires a huge Force Beam out of his axe. 2: No Items Ever!: He also gets a different rage whenever someone uses an item. Using it will either suck in anyone around him, or have him charge towards his enemy and beat the living daylights out of them. All while saying "No Items Ever!Or as OrangeMario suggested, "he should be given a separate rage bar for No Items Ever/make it a Auto attack that has him rip through everyone to get to the item user, stopping at a linedef that separates the floor from a death pit or something."OR, an idea that came to me now. Two ideas, actually. The first of the two is to replace everyone's items in the beginning of the match with a duplicate. When one of those "duplicate items" are used, Either one of the two happens: (whichever works better)Barbatos teleports right in front of the player, and murders him.Barbatos himself "vanishes from sight". He is unable to move, or be hurt, or anything. People can also clip through him, (if possible) so that it gives off the essense that he actually teleported. Meanwhile, the item the person used summons a Barbatos monster or projectile or something, which proceeds to murder them. The item also freezes them, so that they can't get away. (Or not, maybe you can leave it out. But it's not like you could get away in the first place, considering how fast he moves in the original.) Once the deed is done, the monster vanishes and the hale returns. If anyone is standing in the place where he's supposed to be standing, Telefrag time.The second of the two ideas is to either completely remove everyone's items at the start of the match. Since it's gonna be a guaranteed Hard Mode whenever you fight him, might as well. Either that or give him a special move/item/whatever, which creates an explosion that destroyes the items of whoever's in range. One time use only.3: World Destroyer: Automatically respawns as using Exit Unit, and begins charging his axe with power while standing in one place. (Just to make it a little more balanced, he waits about 3-4 seconds before actually charging.) A timer appears, and the survivors have to beat him down until he stops. He takes no actual damage while charging, but has a separate bar to show how much more hits he can take before losing his rage. When he stops, though, he unleashes a non-lethal explosion that blows people back, just so he can recuperate. Oh right, and if the survivors don't beat him in time? Game over. He slams the axe down on the ground, creating an explosion so big that it wipes out every last player no matter where they are.The timer should start at 160 seconds, or so. But depending on how many players there are, it starts lower. -2 seconds per player. The minimum is 90 seconds. This may sound high to some, but remember that there are often two phases to dealing with this for the survivors. Finding him, and stopping him.It's up to you which one we should use, however, I'm voting for World Destroyer. A large forcebeam sounds scary, but it's kinda generic.
Name: Dark Matter KnightBackstory: Once, in a faraway land, full of magic and monsters, there was a benevolent knight. He was strong, and true, and faithful - until a succubus tempted him to evil. Empowered and corrupted by the succubus' magic, he cut a bloody swath through the kingdom until he found himself in the land of demons. With nothing worth conquering in the immediate area, he brooded and planned his next move, failing to notice the lady riding a ball of darkness slowly floating towards him....Now fully consumed by evil and composed entirely of roiling, malevolent energy, the Dark Matter Knight flies through time and space in search of battle.Skin: Knight ManPalette: Blue:Black, Cyan:Dark Grey, Black: Lightish RedHealth: Medium (Weakness: Flash Stopper and other "light" weapons)Speed:Slow-ish (maybe 0.75 or 0.7)Main: Unlike most hales, Dark Matter Knight has a full complement of weaponry, one for each slot. These weapons consume a shared energy pool that he must replenish by using his Absorb ability (below) or by picking up a weapon from the appropriate slot. Absorb replenishes more than weapons.Slot 1 - Absorb: Dark Matter Knight extends a tendril of his substance to consume the bodies and souls of his victims. A long-range (for a hale melee weapon) ripper that deal massive damage while giving ammo to his other weapons; a killing blow will give health as well. Long cooldown.Slot 2 - Spear: A +RIPPER lance of Dark Matter that travels in a straight line, dealing high damge, but consuming a lot of ammo per shot.Slot 3 - Spiker: A low-ammo-usage volley of low-damage spikes; think like Flood Ranged Forms in Halo 3, but balanced.Slot 4 - lolno: DMK already has a close-range weapon in Slot 1.Slot 5 - Erosion: Dark Matter Knight tosses a portion of his substance onto the floor, forming a puddle that deals damage-over-time to anyone who steps on it. Consumes health as well as ammo.Slot 6 - Magnetism: Dark Matter Knight draws nearby opponents closer to him.Slot 7 - Not sure, I'm kinda tapped out here.Rage: Dark Repulsion. Dark Matter Knight can fly now, woohoo! It also makes his speed high enough to catch up with the other players. Should probably take more damage to activate than with other hales.Super Jump: A super jump. Nothing special, this guy's got enough gimmicks as it is.
Ghost Nappa! (click to show/hide)Theme: Health: Low (150/player or so)Sounds: Dragon Ball Z Abridged lines(Specific quotes could be obtained upon review of Hale concept)Speed: 1.5 in Phase 1, 1.2 in Phase 2Skin Scheme: Hardman. Silver/White (Ghostly) in Phase 1; Gold/Blue in Phase 2PHASE 1Ghost Nappa has met with an unfortunate demise at the hands of a former associate, and must now find his way back to the realm of the living if he's going to be participating in the Hale shenanigans. He can do this by gathering the seven Dragonballs! Unfortunately, the players can take him out before he even gets a chance, so he's going to need to use his otherworldly skills of stealth and trickery! Dragonballs spawn on player spawns like Possession's circuit boards do. Dragonballs teleport back to a spawn point if they're on the ground for 10 seconds. Players can each pick up one dragon ball- doing so gives them a telltale icon above them making them a prime target. If Nappa runs out of health in Phase 1, he dies for good and survivors win.ATTACK : I'm Haunting YouDeals 20 damage and steals the target's Dragonball.SUPER JUMP: I CAN FLYAllows Ghost Nappa Rush-Jet style flight for 5 seconds.RAGE: Or was he ever there to begin with?Charges semi-quicklyNappa becomes totally invisible! He is revealed after taking 10% of his starting health or stealing two Dragonballs.PHASE 2Now that Nappa's collected all the Dragonballs, HE'S BACK BABY!Nappa can either take 50% of his starting health or stay in Phase 2 for one minute before being killed again and restarting Phase 1. This damage is NOT removed from his actual health.ATTACK: Nappa Smash!An instakill punch that fires twice as quickly as other Hale Punches.SUPER JUMP: Best Day EverSemi-long recharge (15 sec?)Fly into the air, and after 3 seconds in the air, dive bombs the area the crosshair is pointing at. Kills everything in a decent radius.RAGE: Everyone Important To You Is Dead.Short recharge, because Nappa doesn't stay in living form for very longNappa takes out every single opponent one by one in a bloodbath of tragedy and fun. Upon using this attack, Nappa charges at his crosshair location at a rapid speed, killing whoever he touches and stopping on a dime if he does so. If you kill someone, you have 5 seconds to aim at someone else and charge at them. Can link as many hits as he wants until he misses.
Hey, here's my idea for what Pikmin said. Brownie points for getting the reference.Code: [Select]Name: Dark Matter KnightBackstory: Once, in a faraway land, full of magic and monsters, there was a benevolent knight. He was strong, and true, and faithful - until a succubus tempted him to evil. Empowered and corrupted by the succubus' magic, he cut a bloody swath through the kingdom until he found himself in the land of demons. With nothing worth conquering in the immediate area, he brooded and planned his next move, failing to notice the lady riding a ball of darkness slowly floating towards him....Now fully consumed by evil and composed entirely of roiling, malevolent energy, the Dark Matter Knight flies through time and space in search of battle.Skin: Knight ManPalette: Blue:Black, Cyan:Dark Grey, Black: Lightish RedHealth: Medium (Weakness: Flash Stopper and other "light" weapons)Speed:Slow-ish (maybe 0.75 or 0.7)Main: Unlike most hales, Dark Matter Knight has a full complement of weaponry, one for each slot. These weapons consume a shared energy pool that he must replenish by using his Absorb ability (below) or by picking up a weapon from the appropriate slot. Absorb replenishes more than weapons.Slot 1 - Absorb: Dark Matter Knight extends a tendril of his substance to consume the bodies and souls of his victims. A long-range (for a hale melee weapon) ripper that deal massive damage while giving ammo to his other weapons; a killing blow will give health as well. Long cooldown.Slot 2 - Spear: A +RIPPER lance of Dark Matter that travels in a straight line, dealing high damge, but consuming a lot of ammo per shot.Slot 3 - Spiker: A low-ammo-usage volley of low-damage spikes; think like Flood Ranged Forms in Halo 3, but balanced.Slot 4 - lolno: DMK already has a close-range weapon in Slot 1.Slot 5 - Erosion: Dark Matter Knight tosses a portion of his substance onto the floor, forming a puddle that deals damage-over-time to anyone who steps on it. Consumes health as well as ammo.Slot 6 - Magnetism: Dark Matter Knight draws nearby opponents closer to him.Slot 7 - Not sure, I'm kinda tapped out here.Rage: Dark Repulsion. Dark Matter Knight can fly now, woohoo! It also makes his speed high enough to catch up with the other players. Should probably take more damage to activate than with other hales.Super Jump: A super jump. Nothing special, this guy's got enough gimmicks as it is.I know the above sounds like NeoDS 2.0, but I deliberately left room for him to be tweaked significantly if need be.