A thread about hales: reworks and a few new ones (1 Viewer)

hello to anyone that checks this thread every now and again, here's another hale, call it a teaser to something bigger with every passing moment that ff2 (as of this post) doesn't update.
note: this is just the conception, won't probably be changed but I haven't really gotten straight into doing the hale because well, you'll understand when I get to it and actually get it all done up.
johnny.png

Johnny or as he's called in the files as mecha johnny, a hale that's a direct inspiration from dr_playstation's final boss, assets and all.
What this hale will offer compared to other hales is that of wind up abilities that take time to activate but have devastating damage potential.
  • His rage will be a rocket turret mode where he'll shoot budfaces, this is instantaneous compared to his other modes; will be unable to build rage whilst in this mode but is immune to damage for a short while upon activation
  • his sub ability or reload ability will be his gun on the right hand that'll shoot fire yellow balls with a wind up, will have a movement speed slow whilst he's reloading it before going back into his normal speed; rage couldn't be generated during this as well
  • his special ability (which he gains the ability to use after losing a life, on the ropes whether to have it as a 100% rage long cd usage ability or one time use) will be an attempt at something entirely new where he'll spawn a budcard that sends out a major redflag to everyone on the map:
  • it'll explode after 10s, killing anyone that's within its radius (smallish)
  • afterwards johnny gets insanely strong effects and covers the map in a thick white fog with a music change, he deals crits, has quick fix uber, faster movement speed (say 460) and a strongman powerup for 30s; basically a gtfo ability that means shit's about to hit the fan
and he's a super jump hale, so don't worry since my intentions aren't entirely ill.
playstationprojectiles.png

here's what the ability stuff looks like, the yellow ball does have an effect attached to it but I've not a clue about ripping the particles assets from the actual map so it'll be a golden yellow glow.
a more in line hale with older gmod humour or just the game's humour in general, might be hated, might not, albeit the hale's got a good boss theme and funny sounds that'll drip feed easy dopamine.
 
Hi, quarter or more of a year necro bump post about new hale stuff, this is mostly about a few of the new things and I just wanted to make a sneak peak for because making these hales is quite the undertaking.
most of these hales are going to be unique as unique can be potentially, I have no way of knowing if they'll work, if any of this will work in the end and it's mostly just spitballing nothingburger nonsense.

pepsiman.png

Pepsiman: The Running Hero

Design in mind for this hale is to be incredibly quick on the ground but lacks a lot of lock down and outright damage until pepsicans start littering the map:
  • The "quick" design will be stuff like grounded only dashing that'll cost minor amounts of rage but come at the cost of being slippery, low cd but hard to use effectively
  • A rage that gives a basic uber that turns him into the old pepsiman design and whenever you hit someone you'll throw those white pepsi cans around, those can be picked up by any person for buffs, hale included.
  • The blue pepsi that'll be a cleaver weapon that'll send people sliding or flying on hit whilst making them marked for death
that's all for pepsiman

cirnofumo.png

Cirno: The Ice Fairy
Koishi is a hale most people know here, this hale also originates from her series and since I couldn't find a single good model for her because I can't port models for the life of myself so instead I took this.

This hale will be like pepsiman where she can't hit hard with melee attacks, actually she'll only do at best 45 damage per melee attack nor will she have high movement speed to make up for it, but as compensation has an insanely high ability field that you can cycle through with reload and special.
  • Low to high rage cost abilities that come online at different stages as the game goes on, the lower rage cost ones have lower cds but don't have as much destructive potential as the others; delaying as this hale won't cover for this since there'll be a fail-safe design choice where reds will get buffs as the game goes on, so don't play like a wuss.
  • Normal hale design with a super jump but comes with a glide option
  • Higher end abilities (3) will be one-time use abilities that'll give all reds buffs if they survive it, which can range from temporary minicrits to permanent buffs like mannpower strength if the hale fails to kill well enough
  • All rage casts are delayed and prompt every person on the map with an overlay saying which spell is being used
and who is this hale for you might ask, no clue because I've never seen a hale with 9 abilities, they'll all do different things mostly.
I wish I could find a good model.


xX_Arnold_Gaming_Xx.png

xX_Arnold_Gaming_Xx
This isn't a summon hale and yes that means everything there you're seeing does have a meaning.
Complete redo of how I wanted to approach this hale's design, what this hale does is gain a different mode every 60s after the round starts for 30s that does different things on hit as said mode, some interesting, some not so much.
  • Teleport hale, no nonsense
  • Forms can provide different benefits as already stated:
  • Grey does nothing but provide strong kb/airblast resistance
  • Green catapults people upwards in an aoe
  • Purple teleports to a random enemy but has lower melee damage as a result
  • Blue gives everyone lower gravity on hit.
  • Rage scrambles all player positions rapidly and gives the hale a random buff once it's finished
that is all for what this hale will do, it's very basic and straight forward with a added merit of complete randomness added to it.

that's pretty much the sneak peak and I haven't even finished them for the most part since I'm just lazy, see you in 2027 when they're finished.
 
Hi, quarter or more of a year necro bump post about new hale stuff, this is mostly about a few of the new things and I just wanted to make a sneak peak for because making these hales is quite the undertaking.
most of these hales are going to be unique as unique can be potentially, I have no way of knowing if they'll work, if any of this will work in the end and it's mostly just spitballing nothingburger nonsense.

View attachment 37287
Pepsiman: The Running Hero

Design in mind for this hale is to be incredibly quick on the ground but lacks a lot of lock down and outright damage until pepsicans start littering the map:
  • The "quick" design will be stuff like grounded only dashing that'll cost minor amounts of rage but come at the cost of being slippery, low cd but hard to use effectively
  • A rage that gives a basic uber that turns him into the old pepsiman design and whenever you hit someone you'll throw those white pepsi cans around, those can be picked up by any person for buffs, hale included.
  • The blue pepsi that'll be a cleaver weapon that'll send people sliding or flying on hit whilst making them marked for death
that's all for pepsiman

View attachment 37288
Cirno: The Ice Fairy
Koishi is a hale most people know here, this hale also originates from her series and since I couldn't find a single good model for her because I can't port models for the life of myself so instead I took this.

This hale will be like pepsiman where she can't hit hard with melee attacks, actually she'll only do at best 45 damage per melee attack nor will she have high movement speed to make up for it, but as compensation has an insanely high ability field that you can cycle through with reload and special.
  • Low to high rage cost abilities that come online at different stages as the game goes on, the lower rage cost ones have lower cds but don't have as much destructive potential as the others; delaying as this hale won't cover for this since there'll be a fail-safe design choice where reds will get buffs as the game goes on, so don't play like a wuss.
  • Normal hale design with a super jump but comes with a glide option
  • Higher end abilities (3) will be one-time use abilities that'll give all reds buffs if they survive it, which can range from temporary minicrits to permanent buffs like mannpower strength if the hale fails to kill well enough
  • All rage casts are delayed and prompt every person on the map with an overlay saying which spell is being used
and who is this hale for you might ask, no clue because I've never seen a hale with 9 abilities, they'll all do different things mostly.
I wish I could find a good model.


View attachment 37289
xX_Arnold_Gaming_Xx
This isn't a summon hale and yes that means everything there you're seeing does have a meaning.
Complete redo of how I wanted to approach this hale's design, what this hale does is gain a different mode every 60s after the round starts for 30s that does different things on hit as said mode, some interesting, some not so much.
  • Teleport hale, no nonsense
  • Forms can provide different benefits as already stated:
  • Grey does nothing but provide strong kb/airblast resistance
  • Green catapults people upwards in an aoe
  • Purple teleports to a random enemy but has lower melee damage as a result
  • Blue gives everyone lower gravity on hit.
  • Rage scrambles all player positions rapidly and gives the hale a random buff once it's finished
that is all for what this hale will do, it's very basic and straight forward with a added merit of complete randomness added to it.

that's pretty much the sneak peak and I haven't even finished them for the most part since I'm just lazy, see you in 2027 when they're finished.

The only good candidate here would be Pepsiman, although I would personally give him a gibbing ability which could be paired with his skateboard (making it directional or similar to CP`s rage dash).


I don`t think we need another weeb boss for the foreseeable future and judging by the description it seems to be quite broken.
"Higher end abilities (3) will be one-time use abilities that'll give all reds buffs if they survive it" - huge emphasis on that IF part, pretty sure that means you wont be able to survive them 80-90% of the time, same as Heffe`s rage + smites.


The third guy, I don`t even know.
Seems like he would cause confusion, whether for the fella playing him or REDs fighting him, due to his color change and constant ability shifting.
Will probably get played by the usual suspects (2-3 people max, same as Rattleton/Ronald).
 

Users who are viewing this thread