Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 12, 2022 13:20:25 GMT -5
UPDATE: Current prospective v1.4 June 26, 3:13PM
@contracommando
Submitted for your approval.
Did a complete playthrough of every map in LZDoom which is usually less demanding and I prefer over regular GZDoom.
Could you also replace the outdated credit.png under images on ModDb. And I suggest making a new post on the front page of the project so people know it's updated. Also it would be good if you fixed anything I listed under Issues Not Addressed.
MAJOR UPDATE: Sunday, June 19th, 2022, 4:59 AM (just docs updated later)
See new post further down.
UPDATE AGAIN: Tues 10:48 PM Couldn't find original intended sprites but fixed 4242 Tall Techno Floor Lamp and 4243 Short Techno Floor Lamp. Added 4244 Blue Lamp. Set GLDefs for them and the red candle item for Flame Hands. Lots of tweaks to nmap11 (accidentally said under nmap12 change log txt but that doesn't matter). Tweaked light levels of time machine in map33 and nmap12. Fixed two mispellings of LightSpawner which can still be spawned in place of Pain Elemental. Lamps have the better gfx from Kontra's other alien mod. Random spawned ones are scaled appropriately. The 4242 one I made slightly larger scale with a bigger light area.
UPDATE EDIT: Tues 5:23 PM Nothing major. Added NoIntermission to zmapinfo for map33. Set correct frames for NewShotgun (KSSG*) and gave it back map id# of 6826 though it's currently placed only in titlemap in deathmatch only. Defined a pickup message for a Smartgun ammo item. Auto-aligned vertices to grid in map33 and nmap11. I might just continue tweaking things for the better until the official download is updated, but nothing else comes to mind right now.
EDIT EDIT: Reupload 6:18 PM. Fixed a script in nmap12. Changed a Lower Floor by Value to Move to Value so it doesn't hurt for it to activate multiple times (purposedly made it so you don't actually have to kill every single terminator and the friendly one has been irrelevent.)
EDIT: Quick reupload Monday 5:15 PM. Increased Seagal Magic Dopplerganger summons Max back up to 3 (was originally 13 and for a short time I reduced it to 1). Still have Technomancer starting with only 1 of it, but made the Seagal classes each start with 3. SeagalAttack damage is still how I increased it (25-55 rather than 25-35). Also properly updated some info in DBP48v1.3.txt.
v1.3 with a load of fixes and adjustments. Added your Terminator Battle Demonstration Demo as a complete map. I think I got mostly everything in the change log.txt. Updated credit48.png appropriately. Added some information to readme.txt renamed to DBP48v1.3.txt, but it's still not a proper readme made from the template. See if you like all the changes.

AvPvTvJvHvS v1.3 Sunday, June 12th, 2022, 2:05PM update
--------------- Major Addition:
Terminator Demonstration Battle WIP.wad combined in as Nmap12 Los Angeles 2029.
(SHIT! That's only 7 years away!)
Secret Exit added to nmap11 to take you there. And nmap11 exits back to nmap11.
Except in In DM mode with time/frag limit exiting Nmap11 goes to Nmap12 Nmap12 goes to Map01 (Normal Doom 2 but with the mod)
Added map33 which is just a time machine to take you to nmap01. So you can warp to custom map set from command line or launchers.
---------------- Fixed/Changed:
In the pk3:
Renamed the two worst sound bites and a normal voice one to be unused. Replaced them with new ones. Added unused laugh as other possibily.
Gave T800Terminators map id# 15000 Gave USCMSpawner map id# 15109 Added normaly visible Possessedmanvis with map id# 16666.
Took away NewShotgun's recently given map id# since it's obviously unfinished.
Slowed down self-healing of some Doom enemies to match the rest of them. Made Pain Elemental and Lost Souls heal slower than that.
Added Meatsaw and many already included weapons KEYCONF.
Also In KEYCONF commented out the four lines regarding the motion tracker so you no longer get the error msg when pressing q. Turret changed from T to G since T is for typing messages.
Technomancer starts with Meatsaw and Seagal Summons reduced to 1. SeagalAttack does 25-55 damage instead of 25-35.
Fixed allied USCM colonial marines skipping first death frame and using it for their pain frame. Don't know why they repeatedly go into a pain frame at a certain interval while wandering while having no enemies to fight.
Doubled health for nmap02 Boss Alien Queen and nmap09 Boss Spidermastermind.
------------ In the .wad:
Added bunch of decorate stuff from Terminator Demonstration Battle WIP.wad included its map as nmap12 Los Angeles 2029 AD
Replaced Chainsaw with Double Meatsaw that gets enhanced by berserk.
Added replacement dsplasma sound. Added JR_LITEW and SKY2029 textures. Added more decorations.
Added sprites for beta Evil Sceptre and Unholy Bible since various ZDooms already have them in Decorate or Zscript.
All maps include coop starts 1-8 and 8 DM starts. More weapons in most maps.
nmap01 - split sectors at door to cockpit and brightened them, added doorred1 textures. Added block sound to a bunch of lines throughout map. nmap02 - weapon & ammo adjustment nmap03 - Made teleporter go back to start area so you can reach new room there once you have blue key. nmap04 - Fixed some really sharp upper walls. Made lava pit near beginning escapable. Added FlameHands, VomitAttack, Goblin and Cerebus summons nmap05 - thing tweaks nmap06 - More weapons nmap07 - More weapons nmap08 - Sector damage set from 10-20% to 2-5%. Added health. Added PhasmaPlasmaRifle + its ammo, and BenelliShotgun. nmap09 - Creates Exit when Boss is killed or playing without monsters. nmap10 - Made teleporter off island with soulsphere work. Changed high up hanging body to nonblocking. Added PhasmaPlasmaRifle + its ammo, and BenelliShotgun. Added Cerebus and Goblin summons and couple more DM starts. nmap11 - secret exit to Nmap12 added and thing tweaks. nmap12 - Replaced all friendly allies from original version with USMC spawner except for one friendly T800 (MBF logic flag) Added exit that opens up when enemies are wiped to go back to Nmap11 titlemap - Threw in a whole ton of deathmatch only weapons and items
------------------------------ * Issues not addressed *
Worst probs:
1. In Chasecam you slide around and your walk only animates briefly as you let go of the movement keys, whether you're Seagal or Technomancer. I experimented with deleting the zero duration tnt frames under Spawn and See for the various classes but it didn't help. Also maybe Technomancer player class shouldn't have Raise frames. I repeatedly let an Arch-Vile kill me at close range (typed resurrect in console to re-alert him and lore him over where I last died) and nothing happened. He didn't raise anything up from my remains.
2. Bunch of warnings on startup that have been around forever.
3. Don't know why Colonial Marines repeatedly go into a pain frame at a certain interval while wandering while having no enemies to fight.
4. Doesn't seem to be any way to see the statbar face or a regular statbar like the replacement one in earlier versions of this mod. Just seem to have option for custom HUD on or off, but noncustom is actually a different custom.
I'm not about to delve into the code or whatever is causing those four issues more than I already have.
Just commented out q trying to call a nonexistent script to toggle motion tracker.
In some earlier version saw an arachnotron unable to damage a weak zombieman it was pissed at. Just picked three different ammo gfx for Smartgun ammo items. RipleysPulseRifle which seems to be a combination with a flame thrower looks a little funky.
Noticed there's more unused weapon gfx but there's already tons of weapons.
nmap12 is quite demanding with how much stuff is in it and everything going on. I only added more weapons, ammo, and health, aside from exit area inside a building.
I have not taken some remaining map advice that involved chopping out parts of maps or streamlining them further. Did a ton of map tweaking and fixes and it's up to anyone else to further fix their maps.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 13, 2022 16:33:40 GMT -5
Now how about some music!
Deep Space 2222 AD makes me think of that song.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 14, 2022 21:18:42 GMT -5
Here's another song that makes me think of nmap11 Dead Man's Drink, except it's about the movie Total Recall. And here's one that starts out about Jason Voorhees. Be sure to get the latest download link here or see the top of this page. Last updated Tuesday 6/14 10:48 PM. www.mediafire.com/file/me5hf0yb3z522jv/DBP48_V1.3.zip/file@contracommando I think I'm done here. Want to make this version official? Though it would be nice to see the remaining issues fixed. I haven't figured them out.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 17, 2022 17:03:34 GMT -5
Something that should be fixed in the official upload:
In the .pk3 DECORATE.shotgun
Change some of the frames to use the muzzle flash ones like this:
Fire: TNT1 A 0 A_JumpIfNoAmmo("Dryfire") TNT1 A 0 A_PlayWeaponSound("SHTGFIR") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("ShotgunLoaded", 1) TNT1 A 0 Radius_Quake (1, 2, 0, 1, 0) KSSG A 1 TNT1 AAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunTracer", random(-2, 2), 0, 10, -1, 0, random(-2, 2)) KSSG R 1 Bright A_Light(5) TNT1 A 0 A_GunFlash KSSG STHGF 2 KSSG E 6 Goto Ready
Also the graphics are obviously a double barrel but it shoots like a single barrel and only uses one shell. That should be changed. So maybe take those AAAAAAA (seven A's) and double or almost triple it. How much does the SSG shot again, 20 pellets? Almost triple the seven of the single barrel. And of course make it take two shells per a shot. So far this shotgun is only placed in titlemap in DM-only. I'll do this later in my uploaded version but don't have at the moment. I'll probably throw the Jason or Seagal summons in a few more maps as not very many at all have them. Nmap05 and Nmap09 have the Jason summons, and Nmap11 has the Seagal summons and I'm not currently aware of any others though Jason is placed as an enemy in nmap01, nmap02, nmap11, and maybe nmap09. Also in the startup warnings: the one about puke1 being an unknown actor should be easy to resolve. I'm guessing it refers to either the VomitAttack weapon or the floating possessedman.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 18, 2022 18:10:54 GMT -5
Ok major update that hopefully won't need anything else from me. Also updated the txt file as I found the regular PulseRifle uses grenades as its alt-fire and you can toggle iron sights with it. Put that and ammo in many maps and as well as another unused pistol or another. Still the unresolved issues listed in upper post, but should be much funner to play through now. Played through every map in LZDoom.
www.mediafire.com/file/me5hf0yb3z522jv/DBP48_V1.3.zip/fileSunday, June 19th, 2022, 4:59 AM update ------------------------------------- nmap01 - fixed some sharp point architecture Made some kind of reactor room due less damage. Brightened the 0/5//10/64 light light corridors to 74 through 80 in case flashlight doesn't work for some people. Added some little crates to use as steps so you don't have to jump. nmap03 - fixed textures at blue door nmap04 - made some sectors less damaging nmap05 - pentacle no longer a teleporter. More lines blocking sound. nmap06 - fixed two lava sectors missing their damage nmap07 - flipped switch pillar linedefs facing wrong direction. (Were hard to activate facing wrong way) nmap08 - fixed some sharp point architecture. Moved medikit so it's gettable. Did away with teleporter to inescapable crushing deathtrap. Teleports to beginning. nmap10 - Fixed blue door I accidentally left open while checking textures. nmap12 - Moved a few vertices slightly onto grid to get rid of a triangle of sky on the ground. Adjusted or added weapons&ammo&health through mostly all maps. Added & changed a few monsters. Now have at least 6 seconds to kill JasonResurrectionSpectre. Commented out Ghost flag on it. All it does is make it immune to projectiles like Ghosts in Heretic. Jason no longer appears on nmap02 on skills on 3 and 4, since he just occupies and chops up the Alien Queen. Alien Queen health reduced back to what it was. And close attack speed increased (three 8 duration frames changed to 6) NewShotgun fixed up and put in some maps. It's a double barrel which shoots 16 pellets costing 2 shells. So it's more than double the 7 pellets of regular SG, but not 20 pellets of the SSG which would be nuts due to it being more accurate than SSG. Technomancer no longer starts with JasonConjuration. AutoTurret item and SmartgunDrum ammo both use the same large rounded green case sprite. The AutoTurret always used it and it is now placed in some maps. Practically everything given a map ID# so it can be forced to spawn rather than a random spawner for when you need it to be so. BlueTorches no longer spawn instead of Green. Chance of light sources spawning as possessed types reduced, except BlueTorches wouldn't spawn possessed and now they can, so lowered their chances more than the others. (Blue torches random regular and possessed were replacing green, while regular blue placement weren't touch - fixed now) Regular torches (Occultic) that won't spawn possessed given map ID#s and the ones can spawn posssessed replaced with them anywhere they would be stuck throughout the maps. Also flagged Ambush on every single one can spawn possessed. Pulse rifle clips (regular bullets I think) changed to map ID# 6833 and now pistol clips replace 2007 ammo clip Changed a pickup message to call a clip a magazine. Possessedman and Spectres that would drop a Pulse Rifle ammo now randomly drop Pulse Rife or Pistol ammo. Possessedman Spectre will drop Pulse rifle ammo, pistol ammo, or relic spawner. Shotgunguy Spectre (if it even spawns without being specifically placed) will randomly drop different types of shotguns. Made duplicate actor of Puke named Puke1 to resolve a startup warning. VomitAttack weapon, possessedman, Possessedmanvis still seem fine. ======================================
You want Time Machines? We got Time Machines!
Also some notes on Nmap05 Ungodly Infernal Pleasure Garden Had a dream that some nonspecific Sandy Petersen episode 3 map had a whole bunch of unused and floating architecture outside the normal map bounds. A week later each, I had three more dreams of more architecture of it or the version I was working on.
So I chose Unholy Cathedral, fixed the teleporter puzzle by Tom Hall that Sandy regretted not fixing and properly flagged some things that weren't set to appear on any difficulty. Also changed health and armor bonuses to the press release version's unholy bibles and substituted skull tag red max health bonuses from Zandronum.pk3 for the evil sceptres. Fixed some texture alignment. Then in making an expansive outside I improvised the outside of the cathedral and surrounded it with various other parts of E3 style stuff and pre-release parts of Doom 2 maps not seen in the released game so you can see them (most of them) all together in one map.
So here's what is combined in: Doom Alpha 0.5 Limbo by Tom Hall with my interpretation of its appearance on the Inferno intermission map as its outside entrance. Pre-release beginning of map01 Entryway but changed its motif to more E3 style with lots of adjustment/alignment to look better.
Pre-release alternate map07 huts by unknown author, with more reasonable light levels and missing textures fixed.
Pre-release map12 factory red brick building as it originally looked + alignment.
The E3 looking part of normal Doom 2 map19 Citadel and a little more, with the one separate building overhauled to appear E3 style.
Just some square pillars from map24 Chasm. Pre-release parts of at least two of the three pre-release versions of Spirit World.
Pre-release map31 Wolfenstein secret area with maybe some of the final version blended in. My interpretation of Hell Keep's and House of Pain's appearances on the Inferno intermission map. An overhauled tower from my unfinished map from the early development of Skulltag. It seems to be surrounded with my interpretation of a perimeter wall surrounding Pandemonium which I don't remember if it was supposed to be that (should look more metal4 rather than ashwall though). Most of the stuff I saw in dreams though not fully realized or scripted to be moving since the map is currently still in vanilla format. Other stuff and rooms where they could fit just improvised or loosely based on some of the dream stuff. Obviously an epic sandbox type map so if you don't like them, tough cookies. I was already working on this map for a little project of my own, volunteered it to this project before getting much involved and have tailored it better since.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 19, 2022 17:41:25 GMT -5
OK, no more updates to the project from me hopefully. I just overhauled the documentation in the zip giving it a proper main .txt masterfully composed by myself. I'm awaiting my Pulitzer Prize.
Also it was the least equipped Mark-For-Death Seagal I did my LZDoom playthrough with. Used saves here and there. Died some. All played pretty reasonable though (now at least). I didn't find every single secret or completely explore a couple maps. I used jumping to reach a secret in nmap10. There's no reason people can't make new add-on levels in whatever format for a completed Doomer Boards Project. This one conveniently leaves the normal Doom 2 maps unreplaced and now practically everything has a map ID# so you can specifically place everything if you don't like randomization.
Regarding the Limit-Removing version: Briefly checked out Limit-Removing version which I will not be doing any work on. It's currently a mess. The effort making the UDMF maps Deep Space 2222AD and Xenomorph Hive into Limit-Removing ones with decent detail is really cool. Several maps seem to have better lighting detail. But trying to run it in Zandronum bombs right away with a Gldef error. Odamex worked. Noticed HOM in map07 Deja Vu and in the console in various maps I'm seeing errors about textures not found. Imps should be replaced with a lesser Alien. Quickly warping and briefly checking out each map, I didn't see Jason or Terminators until the final map08. The Jason is harmlessly stuck on top of a pillar. At least the T800 shoots at you. I didn't check if its sprite offsets and the rear view of a shooting frame are fixed like I did in the pk3 a ways back. Just not sure what's going on with this version of the Amphitheater other than you fight a cyber while it takes a real long time for the exit to open and there's credits floating in the air. My textures are in and I see they've been utilized some. I understand my maps missing since Dead Man's Drink is a tough deal to convert to vanilla while it grew in size after the release date, and the other map contains iwad material (but also original and pre-release material). Something to keep in mind about map03 and its alternate version Deja Vu, is you only play one or the other in the normal version. Deja Vu is the more refined one to choose, though I turned an empty room that didn't open into something new in map03. It makes use of Boom conveyors and Legacy compat 3D floors (but unfortunately I couldn't make them work exactly together in vanilla format so the 3D floor ones are stationary. They could scroll but wouldn't carry things, so I stopped their scrolling.) So anyway, the Limit Removing version starts out strong but quickly deteriorates and looks like some missed opportunities at a glance. I'm not doing anything to fix that verison though. Shame to see so many problems after I did so much to fix the regular version.
So the current regular version and its docs:
DBP48v13.pk3, DBP48v13.wad, and changelog13.txt are still the same, 4:59 AM version. www.mediafire.com/file/me5hf0yb3z522jv/DBP48_V1.3.zip/fileCompletely redid DBP48v1.3.txt starting with a mismash of upload template versions going back to '94. Added FILE_ID.DIZ LOL Updated Credit48.png Added a dbp48.bat that simply says gzdoom -file dbp48v13.pk3 dbp48v13.wad (though I recommend LZDoom) Here's a zip of just the docs if you don't feel like redownloading the main 112MB zip. www.mediafire.com/file/wkrunyu4yx1eam4/48docs.zip/fileOr behold my exquisite composition right here: =========================================================================== Archive Maintainer : Kick back and have a beer. Advanced engine needed : GZDoom or LZDoom at zdoom.org/downloads Primary purpose : Single+Coop play, Deathmatch supported =========================================================================== Title : Doomer Boards Project #48
AvPvTvJvHvS v1.3
Filenames : DBP48v13.pk3 and DBP48v13.wad Release date : June 1st, 2022 Date Finished : June 19th, 2022 Author : Kontra Kommando, MayhemicDestrvctor, Gokuma Comfy, and Limit-Removing version by d1m3 Email Address : [REDACTED] Other Files By Authors : Aliens: The Ultimate Doom, Xenomorph Hive, Starship Konrad, Friday the 13th: Jason's Doom, Occultic Doom, Infernal Immolation Demo, Terminator & Phased Plasma Rifle Demonstration Battle WIP, WARSATAN.wad, Map13 Terraced Estate of Terror in Ray Mohawk2, Guilotine of the Gods map in Realms of Cronos, Some maps in Twango1.wad, Connery Announcer ClassicT.wad, Entry-Hangar, SeHackEd Misc. Author Info : At least one of them can break cinders with his bare hands!
Description : Do you try to walk the path of peace, or do you try to attain humanity while merging the occult with technology? The choice is yours, or is it fate? Or is there no fate but what we pull out of our asses? You decide... If you're not a total pusillanimous.
The classes: Mark-For-Death Seagal - starts with fast FistRedux, 3 Magic Doppleganger. 4 AutoTurrets, 10 Grenades Hard-To-Kill Seagal - starts with fast FistRedux, M4A3Pistol, super shotgun, 3 Magic Doppleganger, 200 armor 5 AutoTurrets, 50 Grenades Out-For-Justice Seagal - starts with fast FistRedux, regular shotgun, 3 Magic Doppleganger, 200 armor, 10 Grenades Technomancer - starts with Meatsaw, M4A3Pistol, 13 Goblin summons, 13 Cerebus summons, 1 Seagal Doppleganger, Vomitattack, FlameHands, 300 armor, 10 Grenades
Different classes start with different ammo. All get 20 flares. Try Alt-Fire with various weapons.
-Fight primarily with melee. Left-click/Fire punches. Right-click/Alt-fire kicks.
-Melee uses stamina points, but regenerates overtime. Mini-berserker packs give 300 stamina points and 200 health.
Berserk further enhances Meatsaw replacing Chainsaw.
Pulse Rifle's alt-fire = grenades Mouse3 is default to toggle iron sights for that weapon.
F is flashlight.
z or Enter is for flare.
G is to deploy turret guns.
Can customize the additional functions/keys under controls.
Crouching may be necessary Jumping may be necessary
Jason CAN be killed, but it is very hard... (Destroy Dark Vortex Spectre before he resurrects!)
May want to turn off custom HUD to see ammo for current weapon or less info on screen. Toggle to see which HUD you prefer for how you're playing.
Additional Credit to whether they want it or not : Matador, Sergeant Mark IV, jdredalert, NeoWorm, Endless123, Valherran, SidDoyle, Tormentor667, Captain Toenail, Gez, Gothic, MarlboroMike2100, Mike12, Justin Fisher, AconyX, BigDickBzzrak, Riderr3, Solmyr, Teder, Scypek2, LoneAlpha2401, Ryzen, 129thVisplane, Gabenslair, Jimmy, Dynamo, Sandy Petersen, Tom Hall, the rest of id, Raven, 3D Realms, Lex Safanov, H.R. Giger, Bill Paxton, Sigourney Weaver, Steven Seagal, James Cameron, Michael Biehn, Arnold Schwarzenegger, DannT SuperCupcakeTactics, Pistoolkip, cyborgbeardman, Deimos Anomaly, Xim, Alexander, Paul, Banjo, Wh1teFang, Doomero21, Zrrion, and a couple salty youtubers.
See Credit48.png for more detailed info of who contributed what.
Most Doomer Boards Projects are different from this one. =========================================================================== * What is included * * Type of DOOM II files*
Example Usage : lzdoom -file dbp48v13.pk3 dbp48v13.wad New levels : Twelve and a half-ish New Sounds : Yes New Music : Yes New Graphics : Yes Dehacked/BEX Patch : No Decorate : Yes GlDefs : Yes Sndinfo : Yes ACS scripting : Yes Zmapinfo : Yes Demos Replaced : None Other : I... don't... know... Other files required : GZDoom or LZDoom, doom2.wad
* Play Information *
Game : DOOM2 Episode and Level # : DBP#48 episode: Map33, Nmap01 through nmap12. Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Supported Other game styles : Last Man Standing? Survival? Whatever works. Difficulty Settings : Yes, but not in map33 and only slightly in nmap12
Maps and their progression: Map33 Time Displacement Device (just a start lobby) by Gokuma Nmap01 Deep Space 2222 AD by Kontra Kommando Nmap02 Xenomorph Hive by Kontra Kommando Normal Exit goes to Nmap03, while killing boss goes to Nmap10 Nmap03 Gateway/Palace of the Damned 4000 BC by Kontra Kommando+MayhemicDestrvctor Nmap10 Gateway/Palace of the Damned II, alt version by Comfy Either Nmap03 or Nmap10 then exit to NMap04 Nmap04 Palace of the Damned 4000 BC - Interior by Kontra Kommando Nmap05 Ungodly Infernal Pleasure Garden by Gokuma, Sandy Peterson, Tom Hall, unknown id mapper Nmap06 Mayhemic Nmap07 Destructor Nmap08 Blood Temple by Kontra Kommando Nmap09 Luciferian Amphitheater by Kontra Kommando Nmap11 Dead Man's Drink by Gokuma Beat Boss to win the game or take Time Machine secret exit to Nmap12 Los Angeles 2029 AD (Bonus Challenge map) Which then exits back to Nmap11
Or map progression by frag/time limit: Map33, Nmap01, Nmap02, Nmap03, Nmap04, Nmap05, Nmap06, Nmap07, Nmap08, Nmap09, Nmap11, Nmap12, normal Doom 2 map01
Can access Nmap10 by Host or Player 1 entering changemap nmap10 in console. You can also try changemap titlemap in deathmatch, but it's just another version of nmap09.
Additional Map editing/additions by Gokuma and edits by Matador.
* Construction *
Base : New from scratch + Modified. Other files by authors, various resources. Parts of Nmap05 come partly from iwads and many parts from pre-release versions of Doom 2 maps and Doom alpha version 0.5 Limbo. See Credit48.png about various components of the mod. Build Time : About two months because we're rule breakers. Editor(s) used : Slade, Ultimate Doom Builder, probably other Doom Builder variants, idbsp v1.0, Paint.net, and probably more Known Bugs : 1. Playing in chasecam, you slide around and walk animation only briefly animates as you let go of keys. 2. Colonial Marines going into pain frame at a certain interval while wandering before having enemies to fight. Maybe it's supposed to be a marching grunt? 3. Startup warnings involving unknown gore actors and truncation of floating points involving minigun and at least one pulse rifle. 4. No way to see new statbar face? Or replacement starbar from earlier version? Custom HUD on/off simply switches between two custom HUD's. May Not Run With : Zandronum unfortunately Tested With : LZDoom and GZDoom
* Copyright / Permissions *
Authors MAY use these levels as a base to build additional levels.
Authors MAY use the contents of these files as a base for modification or reuse.
You may distribute this file in any electronic or physical format. (BBS, Diskette, CD, DVD, Laser Disk, Punch Cards, Tape, smuggling with nuns into convent, prison wallet, etc.) In fact it would be rude if you didn't distribute it.
This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/
You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. But printing it out to wallpaper your home is totally cool.
* Where to get this WAD *
The Usual: idgames? Just the Limit-Removing version maybe.
Web sites: https://doomer.boards.net
https://doomer.boards.net/thread/2649/dbp-avp-terminator-jason-seagal
https://www.moddb.com/mods/dbp48-aliens-vs-predator-vs-terminator-vs-jason-vs-hell-vs-steven-seagal
https://gokuma.neocities.org
FTP sites:
BBS numbers: Software Creations BBS?
Other: AOL? Compuserve?
ok thanks for reading goodbye.
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Deleted
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Post by Deleted on Jun 21, 2022 9:08:12 GMT -5
I have updated the moddb page to have your latest 1.3 v update. 40oz sorry to pester you, but when can we expect this project to be added to the archive?
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Post by Deleted on Jun 21, 2022 9:50:10 GMT -5
I want to post new images, but I can't seem to do it at the moment.
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Post by Deleted on Jun 21, 2022 9:53:54 GMT -5
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Post by Deleted on Jun 21, 2022 10:21:53 GMT -5
You know what I think would make things a lot cooler...
If someone were to beef up the vanilla shotguns. Make them fire like the auto-shotgun with tracers, and give the blast more satisfying sound and power. I could try, but I don't really have the time. The assets are in the mod, they just need to be put together.
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Gokuma
Doomer
Nothing is surprising in clown world.
Posts: 471
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Post by Gokuma on Jun 22, 2022 17:54:00 GMT -5
Excellent! Thanks Kontra Kommando. 
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Post by Deleted on Jun 23, 2022 10:41:22 GMT -5
We made it over 500 downloads, not bad, 12 thus far for the current daily cycle. I think we can make it to 1000 for sure by the end of the summer.
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Post by Deleted on Jun 23, 2022 10:51:08 GMT -5
Gokuma I really like what you did with the game, and if you want to add one more update before June in up, I think that would be cool. I think this is a fun mod, I like what we have produced. You were able to give it the polish that it needed. There is even a limit-removing version now. This is not a fucking joke mod. This is an official DBP-mod. It does not break with tradition, at least not in an egregious way. I think a small but loud minority of lemmings just wanted to pill on it, because it was admittingly janky as fuck upon release. But who gives a fuck because millions of people play doom and video games. But this is a mod that I am proud of, so everyone that took part in hating on it can kiss my balls. To those who actually give fair criticism, I thank you! 40oz I'd like to follow up with my previous question about the archive.
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Post by Deleted on Jun 23, 2022 11:09:22 GMT -5
GokumaI think Blood Temple needs some attention, because there's two main issues. The back-tracking is a pain, and there is not enough health for the player. If you wanted to take a crack at improving upon that map, I think it would fix a core issue.
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Post by Deleted on Jun 23, 2022 11:12:00 GMT -5
Gokuma Also, maybe we should beef up the Queen on level 2 and beef up the Spiderdemon on level 9. They should have 10,000 HP like Jason. Then they won't just die like pieces of shit in 2 minutes or less. Also, perhaps when Jason dies, he should just stay dead, after 10,000 HP. Or, Jason should have less hp, but keep respawning, with a longer time to reanimate. Thing is, sometimes the transitional actor that spawns glitches out on complex geometry sometimes.
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matador
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Post by matador on Jun 23, 2022 11:31:28 GMT -5
Or, Jason should have less hp, but keep respawning, with a longer time to reanimate. Thing is, sometimes the transitional actor that spawns glitches out on complex geometry sometimes. Personally, I think this is the best option. I think he's way too grindy at 10,000 HP, I think he'd work better with HP closer to a Baron, something like 1500 HP or so. He'll still be threatening due to his speed and respawning ability.
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Post by Deleted on Jun 23, 2022 11:33:06 GMT -5
Gokuma One more radical idea that would fix a core issue. make is so berserker packs do not switch you to fist redux. It is an easy fix of just omitting that line of code from the actor. This will make it so it doesn't disrupt gunplay, without having to modify your settings. OR! We can just make it that the player starts with a berserker pack, and eliminate them all together. Or replace them with some other item, like regular heath. This would also be a quick fix.
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Post by Deleted on Jun 23, 2022 11:35:00 GMT -5
Or, Jason should have less hp, but keep respawning, with a longer time to reanimate. Thing is, sometimes the transitional actor that spawns glitches out on complex geometry sometimes. Personally, I think this is the best option. I think he's way too grindy at 10,000 HP, I think he'd work better with HP closer to a Baron, something like 1500 HP or so. He'll still be threatening due to his speed and respawning ability. Also, he could just remain in that sitting state for an extended period of time. Then just "goto see" again. I think that might be the optimal way now that I think about it.
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Post by Deleted on Jun 23, 2022 11:42:05 GMT -5
I think if these fixes were applied it would greatly enhance the gameplay experience and address many of the grievances.
Everything else is there for it to be an enjoyable experience.
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Gokuma
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Post by Gokuma on Jun 23, 2022 16:35:21 GMT -5
@contracommando Oh I just saw the 3000 HP and didn't realize the instance called JasonVoorheesActor placed in nmap11 has 10,000. I thought he was oddly tough to kill the first time around and easier after respawning as the 3K HP one. I would definitely keep the 3000 HP resurrecting one in Deep Space 2222. It's a really good horror thrill element you created there until someone strategizes a good way to take him on. Since I made that one not appear on skill 3 and 4 in nmap02 because he just occupies and chops up the Queen, I put him in nmap10 on medium and hard as a surprise, but I'm mistakenly made it the 10K HP one, not knowing the HP difference. At least there's plenty of room to run around in that map. Maybe make the 10K HP appearing as the final boss in nmap11 not resurrect, but keep the 10K HP on him. If you could whip up some Jason X version of the gfx for that version it would rock. And I should change the 10K HP one in nmap10 to the 3K HP one. If you want me to streamline your nmap08 Blood Temple, I'll go ahead and do so. I thought I got all maps to a good amount of health lying around with some armor and occasional want for armor, but I can add more. I thought the mini-berserkers giving 200 health and being dropped by enemies seemed a bit unbalanced in the player's favor, but some enemies really annihilate much of your health if you they get the jump on you, so they seemed to balance each other. So as you play through maps armor seems to be a little scarce since the enemies destroy it on you so much, so the want for armor balances out the major influxes of health. I could add a little green armor, especially to map08, maybe a blue. I just really don't like megaspheres as they make a player too much of a tank. Fortunately I don't think we have a single one in any map. Just my opinion but I would keep the whole dynamic of some enemies dropping berserk packs and not starting with it, but turning off the forced switch to fists would be good. Without Jason chopping her up, I think the Queen is good with 9000 HP and I did increase her attack speed. Before I got rid of Jason on skills 3 and 4, I tried setting her HP to 18000 but it was just annoyingly much. The Boss Spider Mastermind on nmap09 I already increased from 3000 to 6000, but I suppose we could do more, maybe increase to 8000. I just feel like having a different amount for each boss helps with variety. Before we add anything or make really dramatic changes I think most pressing issues I listed as 1 through 4 under known bugs should be resolved. It would be nice to see no error warnings on startup. The truncation of floating values for the minigun and at least one of the pulse rifles I don't know what that's about. It looks like the unknown actors for some gore refer to aliens. Maybe there's pieces of the decorate of Aliens: The Ultimate Doom you missed copying over. Then there's the choice between two different custom HUD's with apparently no way to see a regular statbar or the earlier replacement one, with the custom statbar face With one of the custom HUD's (with custom HUD turned "off") I don't think there's any way to see what keys you possess which is definitely a problem. Then there's the player classes not animating their walk/run until they're slowing to a stop. (I see Aliens: The Ultimate Doom has this problem as well). And a little weird behavior of the colonial marines but that's the least of these. Anyway, glad you like what I did with the project. I'll gladly make more revisions, but it would probably be good if you resolve some of those issues quick. I can do those other revisions on the weekend.
Also, I was thinking of taking a copy of the project and trying to make it work with Zandronum, which may help people having performance issues. LZDoom should work better than GZDoom for people but there's still stuff that occasionally makes either port chug on my 2019 laptop. I would keep careful track of exact changes required so I can quickly do it again with later versions of the regular GZ/LZDoom version. Since it's still decorate and not Zscript it should be very reasonable to do.
Here I put in an autoexec.cfg in my Doom folder logfile warnings.txt and GZDoom saved this full listing:
Script warning, "dbp48v13.pk3:decorate.50ae" line 43: Truncation of floating point constant -2.500000 Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 782: Unknown class name 'LeglessDrone' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 810: Unknown class name 'LeglessLeftArmlessDrone' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 838: Unknown class name 'LeglessRightArmlessDrone' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 895: Unknown class name 'LeglessWarrior' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 923: Unknown class name 'LeglessLeftArmlessWarrior' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.aliengore.txt" line 951: Unknown class name 'LeglessRightArmlessWarrior' of type 'Actor' Script warning, "dbp48v13.pk3:decorate.minigun" line 63: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 70: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 76: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 83: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 89: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 96: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 101: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.minigun" line 107: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.pulserifle" line 62: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.pulserifle" line 76: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.ripleyspulserifle" line 83: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.ripleyspulserifle" line 96: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.ripleyspulserifle" line 109: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.smartgun" line 57: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.smartgun" line 62: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.smartgun" line 79: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.smartgun" line 84: Truncation of floating point constant -0.800000 Script warning, "dbp48v13.pk3:decorate.tacticalpulserifle" line 61: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.tacticalpulserifle" line 64: Truncation of floating point constant -0.500000 Script warning, "dbp48v13.pk3:decorate.xenomorphwarrior" line 82: Numeric type expected, got "ALIEACT1" Script warning, "dbp48v13.pk3:decorate.xenomorphwarrior" line 87: Numeric type expected, got "ALIEACT2" Script warning, "dbp48v13.pk3:decorate.xenomorphwarrior" line 92: Numeric type expected, got "ALIEACT1" Script warning, "dbp48v13.pk3:decorate.xenomorphwarrior" line 97: Numeric type expected, got "ALIEACT2" Script warning, "dbp48v13.wad:DECORATE" line 984: Truncation of floating point constant 2.250000 Script warning, "dbp48v13.wad:DECORATE" line 786: Unknown class name 'InternalgutsBigger1' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 787: Unknown class name 'InternalgutsBigger2' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 788: Unknown class name 'InternalgutsBigger3' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 880: Unknown class name 'InternalgutsBigger1' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 881: Unknown class name 'InternalgutsBigger2' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 882: Unknown class name 'InternalgutsBigger3' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 968: Unknown class name 'InternalgutsBigger1' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 969: Unknown class name 'InternalgutsBigger2' of type 'Actor' Script warning, "dbp48v13.wad:DECORATE" line 970: Unknown class name 'InternalgutsBigger3' of type 'Actor'
EDIT: Just resolved all of the startup warnings, but more playtesting is required. Quick got rid of the truncation of floating point ones. I just went to each of those lines and changed random to frandom. Copied DECORATE.MoreAlienGore and DECORATE.XenomorphDrone from Alien Trilogy Beta 1.1.pk3 Went in that pk3's DECORATE.XenomorphWarrior and copied everything from ACTOR LeglessWarrior on down to the one in DBP48's pk3. Then up at lines 82,87,92,97 I fixed the A_PlaySound(127, "ALIEACT1"). Just put the values in the right order:
TNT1 A 0 A_PlaySound("ALIEACT1", 127) or TNT1 A 0 A_PlaySound("ALIEACT2", 127)
Now I just need to make sure it doesn't try to spawn anything with no sprites. I noticed this project has more Doomy looking aliens compared to Aliens: The Ultimate Doom, so I don't know if there's graphics of legless aliens crawling around missing or not.
UPDATE: Sweet. Tried summon drone and they're in and they can be blasted to just their upper torso crawling around.
Doesn't seem to be any chance of that happening to Warriors though. Summoned tons of warriors and blew them apart all different ways. I turned autoaim off and even tried targeting their legs too. So either the chance isn't there or something is off with the body area target damage. (Chance wasn't there.) You can type summon legless warrior
and get them that way and then blow off arms. Added drones to random spawners.
Added torseblast4 to random warrior deaths which spawns flyingwarriortorso that becomes a legless one crawling around on the ground. So now we can have legless warriors, but they don't happen as often as legless drones. Torsoblast1 and 2 look identical so maybe one of those was supposed to be the one with flyingwarriortorso.
Well I guess I'll make other requested revisions and upload a version so we have something more fixed up to work with. I remember the Dragoon (XenomorphBat) spawning in some earlier version of this mod, but in more recent versions it seems to they only spawn with I specifically placed them with a map id#. So have a chance of them spawning instead of flying enemies (Lost Souls, Cacodemons and Pain Elementals). They have same dimensions and slightly less health than a lost soul.
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Gokuma
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Post by Gokuma on Jun 23, 2022 23:32:53 GMT -5
OK, here's a v1.35 so far. www.mediafire.com/file/abht7obumgpadrt/DBP48_V1.35.zip/filenmap08 could still use more work.
Friday, June 24rd 12:23 AM, 2022 ---------------------------------------------------------------- Resolved all startup warnings. Xenomorph Drone added. Xenomorph Warrior can be blown into a crawling legless upper half like the Drone. Xenomorph Bat (Dragoon) may spawn in place of Doom flying enemies. Berserk packs no longer force switch to fists. Added Phased Plasma Allied Male and Female Marines so chances of flame thrower marine is now 1/5 rather than 1/3. Lowered a control sector for time machine light details by 130 in map33 and nmap11. Added blue armor, more health, more ammo, and some more enemies to nmap08. Added a little detail to empty corridor. At teleporters of which two go near beginning, got rid of two, and have just the remaining go to red key area. At another teleporter to beginning made that go to red key as well. Made destination a teleporter back to that one. Boss Spider Mastermind raised from 6000 HP to 8000 HP. nmap10 instance of Jason changed from 10000 HP version to 3000 HP one. Nmap12. Killed all terminators on skill 3 but kill count was one short of opening end. So adjusted the script to need two less kills or to open the end when 6 or less enemy monsters are left. Changed Terminator's death special form Script Execute to Script_ExecuteAlways. Terminators being killed simulaneously was probably not counting some due to only one instance of the script being allowed, so should be completely fixed now. 10000 HP Jason in nmap11 won't resurrect. Adjusted RGB color balance for more color to small red and blue floop lamps, and red candle item for FlameHands in Gldefs.
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Post by Deleted on Jun 24, 2022 3:16:43 GMT -5
OK, here's a v1.35 so far. www.mediafire.com/file/abht7obumgpadrt/DBP48_V1.35.zip/filenmap08 could still use more work.
Friday, June 24rd 12:23 AM, 2022 ---------------------------------------------------------------- Resolved all startup warnings. Xenomorph Drone added. Xenomorph Warrior can be blown into a crawling legless upper half like the Drone. Xenomorph Bat (Dragoon) may spawn in place of Doom flying enemies. Berserk packs no longer force switch to fists. Added Phased Plasma Allied Male and Female Marines so chances of flame thrower marine is now 1/5 rather than 1/3. Lowered a control sector for time machine light details by 130 in map33 and nmap11. Added blue armor, more health, more ammo, and some more enemies to nmap08. Added a little detail to empty corridor. At teleporters of which two go near beginning, got rid of two, and have just the remaining go to red key area. At another teleporter to beginning made that go to red key as well. Made destination a teleporter back to that one. Boss Spider Mastermind raised from 6000 HP to 8000 HP. nmap10 instance of Jason changed from 10000 HP version to 3000 HP one. Nmap12. Killed all terminators on skill 3 but kill count was one short of opening end. So adjusted the script to need two less kills or to open the end when 6 or less enemy monsters are left. Changed Terminator's death special form Script Execute to Script_ExecuteAlways. Terminators being killed simulaneously was probably not counting some due to only one instance of the script being allowed, so should be completely fixed now. 10000 HP Jason in nmap11 won't resurrect. Adjusted RGB color balance for more color to small red and blue floop lamps, and red candle item for FlameHands in Gldefs.
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Nice work! however, for those older sprite for the Drone and Warrior, I purposefully didn't include them because they didn't go with the other sprite. For example, the xenomorph I am using doesn't use the legless state. Could you revert the xenomorph to way it was, but keep the other fixes you made?
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Gokuma
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Post by Gokuma on Jun 25, 2022 11:04:27 GMT -5
Thanks, but man, that's a really cool feature. Think you could at least work on the legless sprites for the warrior to match them up. I took the drones out of the random spawners, made the warriors no longer spawn the legless, but I made an instance called warrior2 inheriting from warrior that can be halved with a map id#. Neither them nor drones are placed anywhere though. www.mediafire.com/file/abht7obumgpadrt/DBP48_V1.35.zip/fileI want to do more work and rename it v1.4 this weekend. Have things to attend to right now. Saturday, June 25rd 11:39 AM, 2022 ---------------------------------------------------------------- Xenomorph Drone no longer spawns. Currently not placed anywhere. Xenomorph Warrior no longer can be turned into legless. But added Warrior2 with map ID# that can be but never randomly spawns. Currently not placed anywhere. Xenomorph Bat no longer can replace Lost Soul because Pain Elemental would spawn both them and lost souls and they'd fight each other. Changed Phased Plasma Marines to shoot the stronger player PhasedPlasmaBall rather than the weak TerminatorBall one. Nmap04: enlarged ledge passageway a bit. Revenent spawned instead of zombieman before and couldn't move, though would occasionally fire. Fixed some sharp point architecture and aligned textures. Nmap08: Lots of texture alignment. Turned old teleporter destination into a visible teleporter back to beginning room, but monsters won't use it. Added secret room. Fixed some sharp point architecture. Raised a bunch of blood pools from -32 to -24 so you can more easily walk in and out without jumping as much. Nmap09: Since Xenomorph Praetorians seem to not spawn randomly in place of anything placed, changed ten Xeno spawns to them, five of each group. Nmap12: Moved a Terminator stuck on too skinny a ledge. Incorporating some of d1m3's limit-removing edits or variations of them into regular version maps and further editing. (Light levels, details, texturing, little thing placement) Added flats: GrLunoir by Lunoir, Flat20L & TLiteFor
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Gokuma
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Post by Gokuma on Jun 26, 2022 12:48:14 GMT -5
Prospective v1.4 www.mediafire.com/file/709dkpwzuz1pz2v/DBP48_V1.4.zip/fileSunday, June 26th, 2022, 3:13 PM update
Now what would really top this off, but I don't have the graphic talent for is matching up the legless Xeno warrior sprites so we can add back that possibility to the regular warrior instance. If someone really wants that possibility as it is, they can place Warrior2 map ID# 17064 in a map for it. Currently it's not used anywhere. And making another set of Jason sprites to look like Jason X for the 10,000 HP one. Take the normal sprites, increase their size to 130% as a base to work with (so we can get rid of scale 1.3 for that instance of Jason or set scale 1.0 in case it inherits) and make them look like the regenerated mostly metal Jason from the movie Jason X. Also the regular Jason sprites have a little shadow line under a foot here and there. Maybe edit that out or maybe it's fine? I only noticed when looking at them in Slade.
Then remaining issues: 1. Playing in chasecam, you slide around and walk animation only briefly animates as you let go of keys. 2. No way to see new statbar face? Or replacement statbar from earlier version? Custom HUD on/off simply switches between two custom HUD's. Can't see keys in one of them. 3. Really minor: Colonial Marines going into pain frame at a certain interval while wandering before having enemies to fight. Maybe it's supposed to be a marching grunt?
---------------------------------------- Latest Changes:
Fixed Marineb (flame thrower) having female sounds, though the MarineBAlly it spawns always had the correct sounds. Added one more random sight sound to him. PhasedPlasmaMarines now shoot a volley of 3 shots instead of repeated rapid fire, but they still fire a lot. Nmap12 is better balanced now. Enemy TerminatorBall damage increased from 2 to 6 because nmap12 was way too easy with marines and one friendly terminator now shooting the more powerful player PhasedPlasma. Also a group of Terminators vs a group of Xeno Warriors is more balanced now. The Xenos would just rip them up before. Added T800Ally thing 17065 which shoots more powerful player PhasedPlasmaBall. Replaced MBF-friendly-flagged T800's with it in maps. (Nmap12, Skill1&2 Nmap11, Added Skill1&2 one on Nmap05) Changed vert and horizontal offsets of Terminators shooting plasma from 32,0 to 48,8 so it looks like it's coming from the gun. Texture alignment nmap06 and nmap07. Nmap03 & Nmap10 incorporated more of d1m3's Limit Removing version edits but modified. Various texture alignment and floor&ceiling height tweaking. Nmap08 tweaked a little more.
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Post by Deleted on Jun 26, 2022 15:17:55 GMT -5
Great job! I will upload it tomorrow. I don't even have 2 mins to write this post at the moment. Btw, i think the issue with the marine going into a pain state is due to how the faction system works. It seems that they aren't "resistant" to the "target damage" that activates them to fight. Instead, it is just feeling constant pain because the damage factor isn't set to zero for one of the factions.
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