I think there's a problem with players moving way too close to the worm, so I think the most effective way to counter this would be to give the worm it's own mound to give the player less space and keep them away so they're susceptible to poison and have to dodge attacks.
Here's an example with my amazing graphics design talents: https://gyazo.com/d9a850aa70f9203c59c459c759d80b07.png
Add obstacles in the way, like rocks/small things to trip you up if you're not wary. Maybe some of it can double as some cover for melee attacks? (look at Environments for ideas)
Buff the melee attack slightly, have it do a flat 50 damage. Also see if you can disable the knockback the melee causes as it can knock people into poisonous gas effectively one-shotting them.
Make the multi-ball attacks do less damage, currently all ball (seem to?) do 35 each. Single should do more and multiple balls should do less as they are harder to dodge.
The gigantic cube with a flat grass floor in a nice sunny day does its job, but I seriously think what contributes a lot to morgoth is his lair and music. Compare the atmosphere of Morgoth and the Queen Worm and you'd see what a difference it is.
I think the arena would be a lot better if it were underground, or some kind of hill and wasn't on a perfectly flat floor. I would love to see a rock or two to break it up a bit or a stalagmite/stalactite in a cave as obstacles.
VIP should affect the cooldown for winning and reduce it 25%, the cooldown for failing seems kind of pointless at two minutes and should honestly be removed for everyone.
I think the boss should be repeatable, first time should be free and apply cooldown. But there should be a practice mode/or you should have to pay for any further attempts with coins/guns.
This was my first time being there for a release like this and I'm glad to contribute my ideas in a meaningful way. Thanks.
name it zulrah
make it drop scales to charge a special needle gun that has a capacity like a crystal
have it cause slowing poison that does very low damage but stacks and lasts for a long time
07-04-2016, 03:52 PM (This post was last modified: 07-04-2016, 03:52 PM by Brassx.)
First off, THERE IS SUPPOSED TO BE BOSS MUSIC. WHAT BOSS FIGHT HAVE I EVER DONE WITHOUT BOSS MUSIC!?!? But really though it does have music, but I honestly forgot to add it to the download list. Fixing that now.
The reason why the Arena is a straight cube is because there are 12 of them. Anything too complex(displacements) could easily add a shitload to the filesize, as well as a lot more time to the compile time. I wanted to keep the filesize down as much as possible, and well, the fact that I am definitely not a mapper. But yeah I agree it could use some touch ups, and I'll see what I can do. (If someone wants to try their hand at it, you're free to make a prefab(just a vmf file) for the lair. The dimensions needs to be roughly 3328w, 3328l, 2304h, or you can PM me and I'll send you a template VMF)
Cooldown for losing is there to give the arenas time to clear up, as well as give people a chance to fight if all of the arenas are busy. Once more people complete the quest, I'm not sure how many fights will be going on at a time.