We are showing the hell knight just now because all of its sprites were redrawn and are sharper than ever.
The hell knight is a large tanky chaser enemy than can deal a lot of damage and disrupt your movement by pushing you around, jumping and blocking your way.
What makes hell knights dangerous is their large size. Their running speed is not too high, but they accelerate when jumping. They can also jump higher depending if the player is positioned much higher than they are.
Learn how they behave and you’ll easily dodge them
All this makes them hard to avoid if you cannot focus them 1 on 1.
There are many ways to avoid hell knights. You can even roll through them but your timing has to be good.
Easiest way is to wait till they jump and slam the ground and jump over them at that point. Trying to jump over a running hell knight can cause them to jump to intercept you, and you don’t want to get hit by that (while jumping they have increased damage and knock-back power).
When a hell knight slams the ground it launches a small fire wave that travels over the ground. Don’t get distracted by this, it doesn’t deal as much damage as the knight and it doesn’t push. A chosen hell knight can launch a fire wave that travels way longer.
Hell knights can be hard to ignore with their size and mobility, get used to their way of movement so you can better engage them in a group fight.
Hes big but ignore that bastard, focus on archviles
Let’s not forget about the lesser enemies. They might be small but they received big changes.
Let’s face it; lost souls in miniDoom1 were overpowered as fuck. They could charge into you then just continue to damage until you moved or somehow killed them while they were inside your hitbox. It was pretty bad (also in version 1.0 they used to do double damage).
Now with bouncy action
So now the super needed change: Lost souls now bounce off you. Once they charge you or you run into them, lost souls will be pushed back. A small change but it makes a huge difference!
Lost souls 2016
It’s a new brand of lost soul from D2016. The main difference is that contact with them will make the lost soul explode. The explosion is not too damaging but the pushback effect can be really dangerous, especially since they tend to hang around cliffs. Killing the lost soul will not produce an explosion, just some harmless sparks.
Well this is one enemy that we changed completely. I posted some sketches of this enemy last year and ever since I really liked the concept. I went for it because the alternative was just not different enough from the heavy-weapons-dude or mancubus. I thought this would be better for gameplay diversity. It crawls around walls and ceilings (like the Metroid guys) but it also shoots plasma at you if you cross its line of sight.
This is the only incarnation of the arachnotron in the game, but if we ever release more content for the game, I would like to do a proper sized one based on the Doom64 arachnotron.
Got a soft spot for this fellas, still gotta murder them
Since we are finished with the weapons I wanted to make a chart with the weapon information.
Of course it’s not a complete chart, it doesn’t have values like range or ammo consumption. But those numbers might change in development… well all numbers might change haha.
DPS (Damage per second) is not a determinant factor on which weapon is better. All weapons are better in a situation. The minigun has the highest DPS and it’s definitely not always the best weapon. Most of the times up front damage like the shotgun’s is more useful. Or the Gauss wich might have a low DPS, but its range, auto aim and piercing bullets make it very useful.
Right now I think weapons are mostly well balanced.
A weapons’ SPEED is determined in shots per second. Some of these and DPS values are rounded.
To get an idea of damage values a zombie man has 30HP, imp has 45HP, a pinky 80HP, caco 115HP, baron has 280HP.
I might do a more complete chart later in development.
You might want to open the picture in a separate tab to get full view
Some clarifications: Staggering enemies like in the original Doom is just stoping their movement for a while when they get hit, it’s a new mechanic we are working on. Enemies killed with the chainsaw will always yield a random ammo drop. Soul cube doesn’t have attack speed or DPS because you can not fire it repeatedly even if you have many souls, you have to wait till it returns to you before firing again.