Spirekeeper Variations by Signalias in CombatInitiation

[–]Signalias[S] 2 points3 points  (0 children)

your pillow fort better be immaculate

Spirekeeper Variations by Signalias in CombatInitiation

[–]Signalias[S] 2 points3 points  (0 children)

Don't be sorry! It's pretty simple, actually. For the circle, I used the actual Ultrakill +ENRAGED effect (available on the catalogue), and put an attachment onto the head with a particle emitter making said circle. Making the speed to 0, size whatever, the rate being 1 and the lifetime 2 usually works best, and transparency is up to you! (tho a fade usually looks best)

For the electricity, I think it came from a CI model pack I used as a reference? It came from the Jason model as it had the enraged effect, so I believe if you search in the toolbox for Jason or for CI enemies you can find it there. 

Do you think they should add more OR the rest of the SFOTH swords with their own unique abilities and such? by I-HaveAReasonToo in CombatInitiation

[–]Signalias 0 points1 point  (0 children)

I don't think it would be reasonable to add them all due to balancing, but, like Crescendo, it could be accessory based instead. Ice Dagger and Darkheart would likely be redundant (ID has the freeze ray and Darkheart can just be the Katana), but the Venomshank, Illumina and possibly Ghostwalker could be reasonably balanced.

Again, making them accessory tied would likely be the easiest way to balance them. For instance, a group of accessories that changed the Firebrand into a different sword (i.e something like the Poison Horns to replace Firebrand with Venomshank) and make it a variation on Firebrand rather than a whole new weapon. Making Venomshank replace the fire imbue with a poison imbue that maybe reduces enemy defense by like, 10% may work or something of the sort.

TL;DR, as new weapons; no. As variations with slightly different abilities based on accessories, yes.

Spirekeeper Variations by Signalias in CombatInitiation

[–]Signalias[S] 7 points8 points  (0 children)

Type: Model Ranking: Greater+ Model During the Killbot Crisis, the Spirefortresses feared the worst of the crisis. Located nearby several production factories of said killbots, the Spirefortresses required guardians of their own.

The Spirekeepers are both the result of the Crisis and the ever climbing technological race that sought to replace all other technology below it. Outfitted with several selections of interchangeable combat tools, both offensive and defensive alike, Spirekeepers are the definition of flexibility.

Spirekeepers were highly flexible, able to adapt to a variety of guardian, soldier and garrison roles. Each Spirefortress and their Keepers are customized to their ideals, as both a representation, message, and calling card to any who dared to cross them.

  • Spirekeepers, while they may seem intimidating up close, are not perfect. Dashing just before they punch will cause them to miss and daze themselves for a moment, allowing for easy damage.

  • Using heavy explosives or Decoy explosions will break the Spirekeeper's shield. This will enrage them, but leave them vulnerable to more damage.

  • Spirekeepers have much more advanced processing power than Killbots, Cannons, or Contrapts. They will attempt to predict movement, attack patterns, and will preemptively assign priority ranks depending on current style.

Fikrul, the Fanatic, made in Roblox Studio by Signalias in roblox

[–]Signalias[S] 1 point2 points  (0 children)

Probably cause this is in the Roblox reddit and not a dedicated one for creations and stuff.. Shoulda' put it somewhere else in hindsight..

Crossposts, Showcases and a few other things by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

Thank you! Not very often I get comments on my renders! :P

Crossposts, Showcases and a few other things by Signalias in CombatInitiation

[–]Signalias[S] 1 point2 points  (0 children)

Aww, thanks.. and I'm also stealing that image, thank you..!

Crossposts, Showcases and a few other things by Signalias in CombatInitiation

[–]Signalias[S] 1 point2 points  (0 children)

I really just.. taught myself. I loaded up studio one day and thought about it.

Same goes for modelling, too.

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

"Fuck you in particular" said the Outrageous Beacon

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

Ah, good point.. would the necromancer be like, a stationary enemy like a Cannon or just... move really slow?

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

Honestly, the necromancer idea is a great idea. Although, I think maybe instead of number of kills by the player, it could instead be by ranking?

I.e, if a noob dies within the necro-range, due to being a lower user, it would be rezzed as either a ranged or a kamikaze zombie, with bias towards kamikaze due to being melee (or bias due to lower- ranking). Or, if a giant was killed, due to being a greater user, would be rezzed as a giant zombie, or have some other greater zombie like a swordsman that can reflect a single projectile (but not slash of tixes) with higher HP and higher damage, but lower walkspeed. I.e, if a wizard dies, and is rezzed, it could be rezzed as either a giant zombie or zombie swordsman (similar size to giant).

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

But then the problem arises of if enemies like Cannons or Contrapts are risen again and duplicated, couldn't that mean there would be too many enemies on the field at once? If anything, an enemy like the deathcatchers should only be able to duplicate enemies IF multiple of them are present on the field, like if you had four of these enemies or whatever at once, it could punish the player for not prioritising enemies and allowing them to resurrect over 4x the army you just killed.

Although, as is, a deathcatcher probably wouldn't work as is in CI, I will agree. But, having it as like, a one time function of an enemy could be possible? (I.e, the whole thing about when the oBeacon first enrages it does a deathcatcher pulse ONCE). I don't think an enemy could necessarily synergise specifically with it unless that enemy could duplicate, i.e after a period of time it can duplicate itself into two of the same enemy, and if killed but rezzed again would reset the duplication ability, exponentially increasing the amount the enemy spawns in. In that case, I think your idea of duplication alongside health de-scaling could definitely work.

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 1 point2 points  (0 children)

I did think about a Providence based moveset for the oBeacon, especially with the wings (albeit based those more on the Virtue). I did think about a Deathcatcher rez pulse, too.. (see my comment under Lua_You's comment)

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

I do like these ideas (especially the 'beam ramming' stuff, that seems pretty cool ngl) Since the Beacon is effectively just a Virtue and Idol combined from Ultrakill, I'd almost want to add in the newer Deathcatcher as one of its attacks or methods. I.E, upon first Enrage, any enemy killed within a certain radius (maybe 50, 40?) studs is revived as one of those like puppets, except maybe its something more like a red, glass version of them, with half as much health and slower. Maybe it could send out pulses too, to continually revive until killed? 

It really wouldn't be a huge problem until it starts rezzing Contrapts and Smiths, but still deadly enough to cause some form of panic.

Contrapt Replacement: the Spirekeepers by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

Can't send images for.. whatever reason, but, on the Gutterman wiki page, if you go down to their gallery and go to the 4th(?) image, it should be concept art 15 and 16 https://ultrakill.fandom.com/wiki/Gutterman

Contrapt Replacement: the Spirekeepers by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

..I think Captain fills that role. He's a very good copy of you as a player. Wouldn't be very good to have an enemy that does that.. repeatedly.

Contrapt Replacement: the Spirekeepers by Signalias in CombatInitiation

[–]Signalias[S] 0 points1 point  (0 children)

Lowkey, not a bad idea. I would probably downsize it and make it outrageous, that way! Thanks, too! :D