Mutiny v3 - 1-2-3-4! I declare Mars War!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Woolie Wool
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Mutiny v3 - 1-2-3-4! I declare Mars War!

#1

Post by Woolie Wool » Mon Sep 09, 2013 3:28 am

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Old Mutiny 2.0 release thread (ZDoom Forums)

Mutiny is a gameplay mod for ZDoom and Zandronum that pits you, 15 years after the events of Doom II, against the forces of the rebel marine general Giuseppe Eduardo in his plot to take over all of human space. What this means in practical terms is marines, marines everywhere! You fight an onslaught of human enemies and war robots that are faster, deadlier, and smarter than the forces of hell. Mutiny delivers tense, high-stakes gameplay where clever tactics, a good aim, and a bit of patience lets you dispatch your relatively frail human opponents with ruthless efficiency, and the careless end up scattered in hundreds of juicy pieces on the floor.

Some of the features new from Mutiny 2.0:
* Convenient (for me at least, maintaining the wad was a chore) new pk3 format
* Many new sprites and graphics, including never-before-seen elite and medic marines by Xim.
* New, much cleaner HUD and status bar.
* Full Zandronum compatibility. Mutiny coop is now a reality.
* Ammo is much tighter than Mutiny 2.0, where you could become completely overstocked with everything very easily.
* Rebalancing to certain weapons and enemies
* New and improved grenades in three types--frag, EMP, and gas, each with its own applications, strengths, and weaknesses.
* Medics will only be able to revive a dead marine once, and not at all if the marine is gibbed. This is to prevent scenarios where medics revive fallen enemies and other medics over and over.
* Shared keys (like Samsara)--pick up a key in coop and all other players will get the same key
* New, more predictable grenade physics that will greatly reduce the likelihood of blowing yourself up
* Gas grenades are actually useful now with a new gas effect
* Projectiles fired at allies will pass through them, preventing embarrassing self-fragging (at the expense of breaking DM support, sorry)

A Mutiny coop server has been set up (thanks TerminusEst13!) and will run (hopefully) every weekend. You can find it on IDE or Doomseeker under the name ":: [BE] New York :: Mutiny v3 Public Testing". The current Mutiny version is late alpha quality. Expect bugs, rough edges, dummied out resources, etc. These will all be fixed in due time.

Mutiny build 9/21/13, for this weekend's Mutiny server
http://static.[bad site]/wads/mutiny ... 1sep13.pk3
http://static.[bad site]/wads/mutiny-randomizer.wad

This weekend's map set:
Mars War v3.01 by Nathan Lineback
Spoiler: CREDITS (Open)
Wildweasel for sprites, sounds, graphics, DECORATE code, testing, and assistance
DMARMY3.DEH and '90s fantasies of replacing monsters with marines for primary inspiration
Enjay's Marine Assault for graphics, sounds, enemy types (although I completely re-coded them in DECORATE instead of Dehacked), and secondary inspiration. Enjay also made the sprites and base code for the Minitank, the Cop and Executive sprites, the menu fonts, and the sprites for the Armor Shard and EMP Grenade.
Mark Quinn for marine sprites
XXLFragger for marine sprites
NMN for sprites
Doom 2.5 team and Doom 3 Weapons Mod for energy shot graphics
Id Software for modified Doom, Wolfenstein, and Quake II graphics and Quake, Quake III Team Arena, and Doom 3 sounds
Raven Software for Heretic and Hexen sounds and Jedi Outcast sounds
Scuba Steve for knife graphics
B.J. Rowan for knife pickup
Apogee Software for Rise of the Triad and Duke Nukem 3D sounds and sprites
Xim for Elite sprites
Graf Zahl for sprites and code used for the Imp Hybrid
Eriance for weapon sprites/code, sounds, muzzle flashes, and Cybruiser graphics and sounds
Vader for Hybrid Supersoldier, Mechdemon, and head of Pistol Officer
Daniel for weapon code and armor graphics
Captain Toenail for Commando and Plasma Marine graphics
Kinsie for components of the Doom Enhanced mod
Nash for components of the Nash's Gore mod
Rogue Software for Strife graphics and sounds
FormGen Corporation for dog graphics
Per Kristian, Blox, and Z86 for smooth versions of regular Doom weapons
FreeDoom team for graphics
Agent Spork for HUD numbers
Snarboo for weapon sprites
Midori for weapon sprites
George Hamlin for sentry bot sprites
Neoworm for sentry bot code
LWM for boss sprites, sounds, and code
KDiZD team for corpse sprites
Mr. Wolf for crewman sprites
Toke for PDW marine head
Laz Rojas for sounds
TiC for pieces of the Rocket Guy used for the Rocket Marine
Interplay Productions for Fallout Tactics sounds
Mike12 for the new rifle
Infirnex for Amor Shard
JoeyTD for centered grenade launcher
TerminusEst13 for ACS code, testing, server hosting, and assistance
Vaecrius for ACS code
Synert for ACS code
Last edited by Woolie Wool on Sat Sep 21, 2013 6:46 pm, edited 1 time in total.

Toumal
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RE: Mutiny v3 - So Nice I've Remade it Twice

#2

Post by Toumal » Thu Sep 12, 2013 7:33 am

I like this! I've set up a server for it on the [SoFurry] cluster.

You should really add version numbers to the pk3 file and releases though. Otherwise updating this will be a pain.

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Ænima
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RE: Mutiny v3 - So Nice I've Remade it Twice

#3

Post by Ænima » Sat Sep 14, 2013 2:02 am

I've loved this mod ever since its first release.

The main annoyance for me, though, is the overabundance of A_FastChase. There are better ways to make "smart" enemy movement that don't involve doing the Electric Slide all over the place. :p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Woolie Wool
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RE: Mutiny v3 - So Nice I've Remade it Twice

#4

Post by Woolie Wool » Sat Sep 14, 2013 10:06 pm

This weekend's server is now up, playing The Darkening Episode 2! Unfortunately I can't play at the moment because my ping is over 600.
Last edited by Woolie Wool on Sat Sep 14, 2013 10:44 pm, edited 1 time in total.

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DevilHunter
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RE: Mutiny v3 - So Nice I've Remade it Twice

#5

Post by DevilHunter » Sun Sep 15, 2013 1:41 am

Ænima wrote: ...The main annoyance for me, though, is the overabundance of A_FastChase. There are better ways to make "smart" enemy movement that don't involve doing the Electric Slide all over the place. :p
Same here, but if anything, This wad is pretty nice. The Mons-- Human sounds are not overused. Overall, good job.

Woolie Wool
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RE: Mutiny v3 - So Nice I've Remade it Twice

#6

Post by Woolie Wool » Sun Sep 15, 2013 4:27 am

Thanks to everyone who accompanied me through the first run through Darkening Episode 2! Feel free to report any bugs you found.

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DevilHunter
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RE: Mutiny v3 - So Nice I've Remade it Twice

#7

Post by DevilHunter » Sun Sep 15, 2013 5:21 am

Well, the Spec Op Soilder seems to be a bit OP, even its Gas Nade. I mean, you run into a room, insta dead cuse of them. Other then that, I don't see anything wrong.

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Dark-Assassin
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RE: Mutiny v3 - So Nice I've Remade it Twice

#8

Post by Dark-Assassin » Sun Sep 15, 2013 6:55 am

I remember this.
Was one of the WADs I played the most back in the day.
Actually worked well with Skulltag's Invasion with a little bit of editing here and there.

Woolie Wool
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RE: Mutiny v3 - 1-2-3-4! I declare Mars War!

#9

Post by Woolie Wool » Sat Sep 21, 2013 6:58 pm

Week 3 server is now up with Mars War 3.01 as the level set.

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