classname: monster_vermis
health: 3000
size: special
ranged: sporescatter ( multiple projectile splash )
melee: grab/throw
special: static

Our new boss monster is intended to provide a more usefual and varied alternative to either of the id bosses. It is also much easier to implement in a map than the likes of the Dissolution Of Eternity dragon, not being dependent on any special entity setup.

The main characteristic of the vermis is that, like Chthon, it remains at a fixed location and rotates around its z-axis to follow the player. Unlike Chthon, it has both a ranged and melee attack, the challenge of which are both greatly affected by the design of the map in which combat occurs. As well as chapter_finale at the climax of The Lost Chapters, wormtest1 and wormtest2 provide good demonstrations of the variation in gameplay possible with vermis combat.

Slight variations in behaviour are implemented for the vermis between different skill settings: the higher the skill setting, the shorter the pause between spore attacks.

For coop, the vermis’ behaviour is sufficiently modified to ensure that it will direct its attacks at one player for a minimum length of time regardless of any subsequent damage from other players in the game. This is to prevent the coop tactic whereby alternating damage from several players renders a monster helpless as it continuously switches its targets faster than it can make an attack.
Also, watching teammates being grabbed and thrown is just funny.

The vermis’ unusual size and shape means that it’s bbox is wide and very tall. Placing it in your map is not too difficult; the editor boxes specified in the .fgd and .def center roughly on where the base of the vermis’ upper body begins i.e. that part of it the player needs to see and which animates most noticeably. Right in the center of the fleshy ‘bulb’.
The width of the editor box corresponds to the impact bbox used to calculate weapon hits in-game: 128×128 units.

Normally the vermis begins at its full height, but with its feeding tentacle raised and closed while the whole upper body sways slightly from side to side. Alternatively, the vermis can begin well below its combat height inside a pit, pool or other such feature. All of the vermii appearing in the Chapters maps begin in this state.
To implement, add to the vermis the key/value "coiled" "1"

Because of the way Quake lights models, a vermis rising out of a darkened pit or the void will be inappropriately visible right down to the bottom of the model. To compensate for this there are a few skin variants that can be enabled with the key/value "skin" "#" where # corresponds thus:

0 = plain flesh ( default )
1 = void darkness – fading to black at the bottom
2 = slime glow – covered in greenish towards the bottom
3 = lava glow – fading to bright orange at the bottom

The vermis takes damage as normal from all weapons, but its high health means that anything below the SNG is too slow for a main attack.
Grenades are good to provide because the GL has a slightly faster ROF than the RL but its lower accuracy means the player must take a little longer to aim and missed shots will likely fall harmlessly into whatever pit the vermis occupies.
The RL, conversely, allows for a more traditional duck and cover approach, but relying on just rockets from a distance can lead to a slower and possibly less exciting combat.
The LG allows the player to make a satisfying attack on the vermis for the short intervals they are out from cover, while its limited range helps bring them closer to a possible grab attack.

With so much health to decimate, the player is unlikely to enter combat with a vermis already carrying sufficient ammo and it is relatively easy to ensure this is the case in your map. Therefore it is not only the weapons that the player wields on arrival but the ammo that is available during the combat and the associated dangers of acquiring it that determines much of the challenge.

<-Back to the tutorial


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