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FF2 LordM's Bosses: Spider-Man updated!


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LordM
Junior Member
Join Date: Oct 2018
Old 12-03-2018 , 22:14   LordM's Bosses: Spider-Man updated!
Reply With Quote #1

Ok, this is the first release of this boss I have been working on for a while now.
I plan to release more bosses in the future, so this is going to be the first one.
I test all of these bosses on Transit's Beta server; he is a cool guy, so if you want to join here is the IP: 160.202.167.17:27500 (come join, its fun here)
This boss has a new model now, rigged by me which took a long time(the rig is okay, not that great)
Regular Model:

Rage Model:
Spider-Man
Health Equation: (((603+n)*n)^1.04)
Gains 100% Rage every 2750 damage
Scout Boss
Second Release Video: new video https://www.youtube.com/watch?v=FhC6DOITNF8
Abilities:

Both Climb walls, and Web swing are currently in testing to be used with animations. I will release the edited version of dynamic defaults climb walls later.
Climb Walls: dynamic parkour, using spidey's actual ability to climb walls
Web Swing: press reload in midair to web swing(attaches to sky, sorry)
Web Zip: press special to use a grapple hook (forces left click, and deals barely any damage to players)
Weigh Down
Passive:
Spider Sense: this ability works now.
Alarms you to danger. Whenever a spy decloaks, an engineer builds a sentry, medic ubercharges, soldier uses battalion, it notifies you with a sound clip and model change.
There is now an option to outline the person/object that triggers it
ABILITY WORKS 100% now, before it only activated once per round.
PHP Code:
"abilityX" 
    

        
"name" "spidey_sense" 
        "arg1"    "1200.0" 
// range that Spies decloaking trigger spider sense
        
"arg2"    "6000.0" // range that Sentries(s) being built trigger spider sense
        
"arg3"    "5500.0" // range that Medic(s) activating uber trigger spider sense
        
"arg4"    "3000.0" // range that Battalion, Buff Banner, or Demoman charging trigger spider sense
        
"arg5"    "9000.0" // range that Sniper with crits aimed at target trigger spider sense
        
"arg6"    "5.0" // duration of the model change spiderman gets when spider sense triggered
        
"arg7"    "models/freak_fortress_2/spiderman/spider-man.mdl" // the model spiderman recieves when spider sense is triggered   
        
"arg8"    "models/freak_fortress_2/spiderman/spider-man.mdl" // normal model
        
"arg9"    "freak_fortress_2/spiderman/spidersense2" // overlay spiderman recieves when spider sense is triggered
        
"arg10"    "1.0" // duration of the overlay being shown to spiderman
        
"arg11"    "5.0" // cooldown for how often spider sense can be triggered (by each triggerer, this is not a global CD)(without this, players can be overloaded and crashed)
        
"arg12"    "1" // allow an outline to show on the person who triggers spider sense?
        
"arg13"    "5.5"    // duration of outline, if arg12 = 1
        
"plugin_name" "special_spiderman" 
    

Web Shooters: This weapon no longer uses the flare projectile, now overrides it with the web projectile
It is a rocket-based projectile with no explosion.
It slows enemies on hit, and the slow effect can stack based on successive hits landed with the weapon.
Another unique aspect of it is that instead of damaging buildings, it stuns/disables the buildings. My logic behind this is that if webs would get stuck inside like the machinery of the sentry, it could jam it.
PHP Code:
"abilityX" 
    

        
"name" "web_shooters" 
        "arg1"    "tf_projectile_flare" 
// projectile to override and get rid of
        
"arg2"    "4000.0" // projectile speed
        
"arg3"    "10.0" // projectile dmg  
        
"arg4"    "10.0" // percentage player is slowed per hit
        
"arg5"    "50.0" // maximum percentage of slow that can be applied to player
        
"arg6"    "3.0" // duration of slow
        
"arg7"    "models\freak_fortress_2\spiderman\webbing.mdl" // projectile model
        
"arg8"    "freak_fortress_2/spiderman/webshooter.mp3" // firing sound
        
"arg9"    "0.0"    // not yet implemented
        
"arg10"    "0.60" // HudY, useless now
        
"arg11"    "5" // amount of successive hits it takes to overlay player, also max successive hits
        
"arg12"    "freak_fortress_2/spiderman/weboverlay" // overlay path shown to players hit by webs(based on successive hits)
        
"arg13"    "3.5"    // duration of overlay
        
"arg14"    "freak_fortress_2/spiderman/webshooter.mp3"    // sound played when player is hit with overlay
        
"arg15"    "5.0"    // duration buildings are stunned when hit by webs
        
"arg16"    "freak_fortress_2/spiderman/webshooter.mp3" // sound played when buildings are hit by webs
        
"plugin_name" "special_spiderman" 
    

Base Speed:
Starts with 130% and ends off with around 143%(390 hammer units per second, and ends off with 430 hammer units per second)
Rage:
Press E/call for medic to gain the following:

Spider Reflexes
Cost 100% Rage
For 5.5 seconds, slow down the game, and dodge everything except for fire.
3 Web Entangles:
3 abilities, press E or call for medic to activate them(after rage)

Fist:
Scout Bat without the Bat model
100-120 damage on hit

DOWNLOAD: http://www.mediafire.com/file/c1uka2...erman.zip/file

Ghostface model by Unknown(comment below for credit)
Model:


Ghostface


Health Equation: ((560+n)*n)^1.075/3
Gains 100% Rage every 2 thousand damage
Soldier Model

Abilities:
(no mobility)
Weigh-Down

Base Speed:
110% and ends off with 136%(330 hammer units per second, and ends off with 410 hammer units per second)
Rage:
Gain 2 Clevers
Fog the entire map
Stun
The 2 Clevers are able to deal critical damage if they are landed in the back of an enemy(use backburner hitbox, might be different than spy knife idk)

Life Loss:
Teleport to a random player
Summon a minion with a health equation:
Gain 1 point teleport
(540*n)^1.02 where n is the current amount of players alive when this happens

This minion has identical weapon stats to the boss, except it has a 50% knockback resistance due to the fact that it is weaker than the boss(nerf if you want to) and does not have any abilities

THIS MINION IS VERY POWERFUL FOR A MINION, and only SUMMONS ONCE PER LIFE LOSS(up to 2 minions total)

Knife:
Is able to backstab(backburner hitbox) even though this is a soldier boss.
Normal Damage
Deals alot of damage to buildings


DOWNLOAD: http://www.mediafire.com/file/iyc6am...tface.zip/file

Last edited by LordM; 02-02-2019 at 17:06. Reason: big update
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RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 12-12-2018 , 15:17   Re: LordM's Bosses: First Release
Reply With Quote #2

i made that boss
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LordM
Junior Member
Join Date: Oct 2018
Old 12-12-2018 , 17:33   Re: LordM's Bosses: First Release
Reply With Quote #3

Yes, I know that you made the MODEL which is the only thing I used that you made. I already gave you credit in the boss's CFG file, and I did everything else for the boss. My version of this boss is COMPLETELY different than yours, and I am not sure why you would post that on here other than to ask for model credit.

Last edited by LordM; 12-12-2018 at 18:36.
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AnubisTF2
Senior Member
Join Date: Oct 2015
Old 12-13-2018 , 16:09   Re: LordM's Bosses: First Release
Reply With Quote #4

Quote:
Originally Posted by LordM View Post
Yes, I know that you made the MODEL which is the only thing I used that you made. I already gave you credit in the boss's CFG file, and I did everything else for the boss. My version of this boss is COMPLETELY different than yours, and I am not sure why you would post that on here other than to ask for model credit.
i really hope you asked for permission before using it..
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LordM
Junior Member
Join Date: Oct 2018
Old 12-19-2018 , 15:12   Re: LordM's Bosses: First Release
Reply With Quote #5

Quote:
Originally Posted by AnubisTF2 View Post
i really hope you asked for permission before using it..
I got permission from the server owner to recreate this boss, as not many users were interested in an outdated, and quite frankly, boring boss.

Last edited by LordM; 12-20-2018 at 12:36.
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GANGST
Member
Join Date: Oct 2019
Old 06-06-2022 , 21:36   Re: LordM's Bosses: Spider-Man updated!
Reply With Quote #6

Hello there, I have a quick question, for whoever made the Spiderman boss (assuming it's not LordM) would he or she be okay if I edited the "spider sense" sound files to fit my "Bonk Girl" boss as she is utilizing the special spiderman subplugin? (There is lore for this) The main reason why I'm asking is that I've recently just discovered that it seems like I have to use the spider sence sound files for the ability even though my hale is different otherwise the missing files may give a lot of errors on the console.

Please respond when you can
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Last edited by GANGST; 06-06-2022 at 21:41.
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