As of right now, Giants have no AI and don't work properly. For use in adventure maps and such, Giants should be tweaked and fixed for mapmakers to use. Here are some changes needed for the Giant to function:
-AI. As of recent updates, their AI was removed. Bad idea. Their AI should either be replaced with the Zombie AI, or maybe something like this:
They slowly walk around until they notice the player. They run and attack the player like a Zombie. The player is knocked back, and the Giant waits 2 seconds before running and attacking again.
-Less damage. The giants deal more than a players health bar, at x 13. This is a little too much, and would make boss battles with this mob very difficult. x 4 of damage on easy, x 6 on Normal, and x 8 would be more balanced, as most of the time armor is included in adventure maps.
-Spawning from Monster Spawners. If you were going for a lot of Giants, you might want to use a custom Monster Spawner set to spawn Giants. The specifications for spawning Giants from monster spawners is that the light level must be above 11 and below 8, which isn't possible! It should be changed to any light level, as they don't spawn naturally anyways. If you've ever seen a Giant spawner, the "mini" Giant inside is huge and swirls around the spawner. This would be shrunk down to a proper size.
These three tweaks would make Giants possible to use for most mapmakers. If there are any tweaks you think I missed, just post them below.
I hope they leave giants the size they are in the monster spawners, because it is really funny depending on how you put blocks around the spawner. "He looks like hes stripping!" Beside's if they did shrink them in monster spawners, you couldn't tell what type of zombie they were.
I hope they leave giants the size they are in the monster spawners, because it is really funny depending on how you put blocks around the spawner. "He looks like hes stripping!" Beside's if they did shrink them in monster spawners, you couldn't tell what type of zombie they were.
Maybe, but for use in maps they would be really annoying. I guess you could just hide them, but I'm not sure.
1) Four hearts isn't a two-hit kill, and armor's going to reduce that to next to nothing (it would be a 7-hit kill against an iron-armored player). I'd buff it to 8 damage on Easy (what it is in your suggestion), 12 damage on Normal, and 16 damage on Hard. It's more than most mobs in the game, but giants are enormous so it's justified that they have a ton of damage--even instant-kill levels of damage, but from a gameplay perspective that's a bad idea (then again only an idiot adventure map maker would make you fight a giant without armor or a bow).
2) Giants should have a separate texture from zombies, so texture pack makers can include their own skin for them. Of course since they don't spawn naturally, in the vanilla texture pack there's no reason to give them a unique texture; just make it so that you can change the giant texture without changing the zombie texture.
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-AI. As of recent updates, their AI was removed. Bad idea. Their AI should either be replaced with the Zombie AI, or maybe something like this:
They slowly walk around until they notice the player. They run and attack the player like a Zombie. The player is knocked back, and the Giant waits 2 seconds before running and attacking again.
-Less damage. The giants deal more than a players health bar, at x 13. This is a little too much, and would make boss battles with this mob very difficult. x 4 of damage on easy, x 6 on Normal, and x 8 would be more balanced, as most of the time armor is included in adventure maps.
-Spawning from Monster Spawners. If you were going for a lot of Giants, you might want to use a custom Monster Spawner set to spawn Giants. The specifications for spawning Giants from monster spawners is that the light level must be above 11 and below 8, which isn't possible! It should be changed to any light level, as they don't spawn naturally anyways. If you've ever seen a Giant spawner, the "mini" Giant inside is huge and swirls around the spawner. This would be shrunk down to a proper size.
These three tweaks would make Giants possible to use for most mapmakers. If there are any tweaks you think I missed, just post them below.
Maybe, but for use in maps they would be really annoying. I guess you could just hide them, but I'm not sure.
1) Four hearts isn't a two-hit kill, and armor's going to reduce that to next to nothing (it would be a 7-hit kill against an iron-armored player). I'd buff it to 8 damage on Easy (what it is in your suggestion), 12 damage on Normal, and 16 damage on Hard. It's more than most mobs in the game, but giants are enormous so it's justified that they have a ton of damage--even instant-kill levels of damage, but from a gameplay perspective that's a bad idea (then again only an idiot adventure map maker would make you fight a giant without armor or a bow).
2) Giants should have a separate texture from zombies, so texture pack makers can include their own skin for them. Of course since they don't spawn naturally, in the vanilla texture pack there's no reason to give them a unique texture; just make it so that you can change the giant texture without changing the zombie texture.
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