'Merica!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Discount Ninja
 
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'Merica!

#1

Post by Discount Ninja » Sat Jun 27, 2015 9:06 pm

Do you like Explosions?!?


Image


Get your ammo and grab a snack, it's 'Merica time!



What is this?
This is 'Merica!



'Merica Contains:

Explosions!!!

4 Classes!!!!

Overpowered Weapons!!!

Smarter AI!!!

More Guns!!!

MORE Explosions!!

Everything Explodes!

'MERICA!!!!!

Yayeeeeah!

Image

In all seriousness this is mostly a gameplay mod. The mod is supposed to be fast, furious and fun. With more dangerous environments, and where the monsters will actively destroy ammo and health you desperately need. The guns fire fast, reload quickly, and can be a lot more flashy. I wanted to release this in time for America's independence day.
Spoiler: --== Classes ==-- (Open)
Marines: (Fighter)
Marines start with armor, pistol and some bombs. They are fast and the strongest class in the mod. People who love marines, won't disappoint.
The Marine has evolved into the most destructive soldier in existence. 'Merica!
Special abilities:
Health packs (2) - Portable HP regeneration
Wall Climb - Climb small cliffs
HPshield - Protects your HP only, slowly regenerates
Rad-suit - 100% protection from damaging floors

Engineers: (Support)
Slower, stout. Engineers are support. They can spawn ammo as well as build defenses. They have a powerful array of unique weapons they can use, like a glass cannon. However, the sentry guns are very powerful.
Special abilities:
Create - Armor, Weapons, Ammo, Health
Sentry - Spawns a random gun
Drone - Spawns a very agile drone that repairs itself. A nightmare to any foe.
HP Regeneration - Unlike the shields, this will go up to your maximum HP
Backpack - Starts equipped loaded to go

Assassin: (Rogue)
Stealthy and deadly. The Assassin uses stealth and mobility for tactical engagements. Sneaking past enemy lines the Assassin and deliver quick punishment to anything, anywhere.
Special abilities:
Cloak - Uses energy, can regenerate when standing still
Energy Shield - Keeps HP safe but very costly drains on the energy
Jetpack - Uses energy to fly!
FirstStrike -On some weapons, fire directly out of stealth!
Reaper - Starting Pistol doesn't break stealth when firing!
EMP - Deadly attack to destroy Sentries or Drones
Tatical Map - Picking up a computer map will give total map awareness (IDDT cheat)

BioTech: (Castor)
The Denizens of Hell fear the BioTech. This reaper of souls can quickly change the tides of
battle. Raising the dead or spawning his own personal army of tactical humans is his the core part of this soul reaper.
Special abilities:
Health Pack - Same as marine
Spirit Vision - See and collect wandering souls
Spawn Sprite - Wandering soul sprite will resurrect when it comes in contact with a body
Spawn Army - Spawns a random Human with large bonuses to damage and HP. The army largely
won't hurt itself.
Spoiler: --== Gameplay info ==-- (Open)
--== Elements/Armors ==--
There are 3 Elements that have been added. Ice, Fire, Heavy fire.

Fire is basically any explosion. Only one normal monster is weak to fire.

Bosses will be weak to Ice and Heavy Fire.

Barrels have been replaced with Liquid Nitrogen. They will explode on contact. Assassins collect them for special ammunition.

All large monsters will be weak to Heavy Fire. (Slugs and what not)

Armors have generally been buffed and new ones added. The Shielded armor will protect anyone from
100% damage while it has any value left. Max HP and armor is 500%

The Electronic Blast armor that the Engineer creates is resistant to explosions and zombie arms fire.
It sucks on everything else only giving 20% protection and is very weak to Ice.

The invulnerability sphere has been replaced with the Ultra Shielded armor. 999% Shield rating.

--== Game play ==--
Monsters: With improved AI, the monsters will wander randomly. This give each map a different layout each time you play and adds spice to old maps.

Weapons: All weapons reload, either automatically or manually. Every class has their own unique (mostly) weapons. There are a few weapons that are shared among the classes.

For a good time, visit Map32 in Doom II.

Ammo/Health: Explodes! 'MERICA! (Not effected by Ice)

Trees/Decorations: EXPLODE! 'MERICA!

If you are full to capacity on any ammo. You will kick it instead of picking it up.

Teleporters:
Many gun projectiles now go through Teleporters. So be careful. Ammo will detonate if you teleport
onto it(after you kicked it through the portal). Yes, you can be telefraged by a plasma shot (Not in coop).

--== Sound and Visual Edits ==--

Yes you have a full screen helm hud type thing, but you can also use the standard DOOM Hud. Choose what you want.

Lots of particle effects have been added to the Plasma/BFG type weapons.

All monsters will have a unique active sound.

Corpses will give a 'thud' sound when they hit the ground.

Most Assassin weapons are Silent.

Some Zombies are known to wake up others if the hear about you.

Mood lighting from some floors and ceilings.

--== Consol Shortcuts ==--
So much testing was done that I made shortcuts for just about everything! Sometimes many as I
kept forgetting the shortcut code!

Weapons:
Chaingun - Gun
RocketLauncher - Launcher
PlasmaRifle - Plasma
BFG9000 - BFG
SuperShotGun - SSG
InvulnerabilitySphere - IS
Backpack - BP
BigBackPack - BBP

DoomIMP - IMP
CacoDemon - Caco
BaronofHell - Baron
Hellknight - Knight
CyberDemon - Cyber
SpiderMastermind - Master

Legendary Monsters to try out:
Knight2
Demon2
Caco2
Baron2
Imp2
Angel
Titan
Pain2

There are a lot of new keys. Look them over!
Some of them auto-bind. Sorry if this messes with your client. ^^;

Well there's a lot more but you get the idea.
Spoiler: --== Screenshots ==-- (Open)
Spoiler: --== Planned Features ==-- (Open)
I would like to make this mod a lot more stable and balance this for Deathmatch and Cooperative and I'll need a lot of help to make that happen.

I'd be interested in any ideas or even dumb things to add. After all, this is 'Merica!

I planning on adding a discoloration to the monsters that are raised by the BioTech. And have them change back to their original colors when raised by an ArchVile. Like in ZdoomWars I.

I'm also planning on making player bodies resurrectable to be a monster, depending on the weapon you died with. So your fallen comrades can be raised to become your enemy.

Speaking of corpses. I'll make the normal map placed bodies of monsters resurrectable as well.

The coop skill level is a bit too chaotic and unstable right now. Something I'll need help on fixing.

Oh and less bugs.

More Explosions? But I'm not sure how that's going to be possible.

I'm going to need help with a few of these. Do it for 'Merica!
Spoiler: --== Updates ==-- (Open)
FYI: The version numbers are adding major features, the letters are bug fixes.

-Fixed the MP40 to allow the Biotech to use his abilities.
-Fixed the fists so the Engineer can't spawn troops.
-Enabled the Engineer to use his own Ammo Spawner, with diminished results.
-Friendly Rocket Zombie now only deals 15% damage to the Bio-Tech.
-Added a MR. Torque soundclip. (More to come)


Server settings: I recommend allowing jumping and freelook. Some weapons will not work properly with out that, and some classes will be able to jump anyways, breaking balance. Set the server to require 95% of the monsters cleared if you don't want to break the maps. For cooperative, don't allow any items to spawn.

Credits are in the pk3 file. Let me know what you think. What can be improved, added, taken out? This was mostly a personal mod for myself, thought I'd share. It started out as a joke that kind of took a life of it's own, and turned out to be a lot of fun! Also a shout out to the Devs of Zandronum, thank you, you guys rock!
Last edited by Discount Ninja on Mon Jun 29, 2015 7:52 am, edited 1 time in total.

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CloudFlash
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RE: 'Merica!

#2

Post by CloudFlash » Sun Jun 28, 2015 10:23 am

BUY TORGUE'S WEAPONRY FOR MAXIMUM EXPLOSIVENESS
MEDDLYMEDDLYMEDDLYMEOOOOWWWWWW
why is there no Borderlands mod yet ;A;[/size]
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*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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Armitage
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RE: 'Merica!

#3

Post by Armitage » Sun Jun 28, 2015 12:35 pm

America, Fuck Yeah!
Comin' again to save the.. oh wait

Why is this mod's concept surprisingly similar to After Doom :>

Can't wait to try this out online to break up the Complex fad :O

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RE: 'Merica!

#4

Post by Cyber' » Sun Jun 28, 2015 12:51 pm

This mod is sponsored by ammu-nation.
Projects completed : PROCTF, Jump Maze, Tricky ST, RJX, RJX Remastered, Jump Maze X
Newest Project : Nothing at present, potentially a JM1 update.


Jumpmaze X post is here viewtopic.php?f=58&t=9981&p=115929#p115929
I always love these calm moments before the storm...

Laggy Blazko
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RE: 'Merica!

#5

Post by Laggy Blazko » Sun Jun 28, 2015 6:38 pm

Neat concept. I LOVE EXPLOSIONS!!

I don't think players being able to destroy items would work very well online, though. It could attract griefers.
Why is finding the user CP so hard?

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Discount Ninja
 
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RE: 'Merica!

#6

Post by Discount Ninja » Sun Jun 28, 2015 7:09 pm

Laggy Blazko wrote: Neat concept. I LOVE EXPLOSIONS!!

I don't think players being able to destroy items would work very well online, though. It could attract griefers.
Griefers in Doom? Still trying to wrap my heads around that concept. That's kind of the point, you can destroy the enemy ammo supply until it respawns. That and the Engineer can create ammo,weapons and armor on demand. If it's cooperative, just shoot him. I don't see how that would be any different if someone just took the ammo and died. Because 'MERICA!

You know what? I'm not sure how well a borderlands mod would work, I defiantly should add some Torque sound clips.

"This is literally the greatest thing that has ever happened!!" - Mr Torgue

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Armitage
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RE: 'Merica!

#7

Post by Armitage » Sun Jun 28, 2015 9:32 pm

For the Bio-Tech:

-I can't seem to summon reinforcements with the MP40 equipped.
-The friendly Rocket Zombie can damage you in friendly fire, other projectile based helpers seem fine.

General feedback:

-It seems a little awkward that armor is now a full forcefield preventing all health damage till you run out, I can't judge it's balance factor however given I've only tried this with the first episode of Scythe II so far and the action is definitely thick and fast with strong new enemies and the enhanced A.I dealing out serious damage quickly, but considering items respawn in coop it might make it a tad easy.

I liked what I've seen so far, good work!

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Discount Ninja
 
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RE: 'Merica!

#8

Post by Discount Ninja » Sun Jun 28, 2015 11:20 pm

Thank you! Great feedback!

I have put in your suggestions. I've changed the friendly Rocket Zombie to do a lot less damage to the BioTech.
Fixed the MP40 to work with the Bio-Tech.

As for the shields, that's pretty fair. They were added for class balance and an ability bar, and an incentive to dodge. Otherwise the Assassin seemed just too overpowered. However, the shields only protect the health (unless you're hit by a heavy weapon which can ignore the shields and just kill you) and the armor will give a percentage resistance over your ability bar.
Last edited by Discount Ninja on Sun Jun 28, 2015 11:47 pm, edited 1 time in total.

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Espio
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RE: 'Merica!

#9

Post by Espio » Mon Jun 29, 2015 1:12 am

Whoops I misread. Go figure.
Last edited by Espio on Mon Jun 29, 2015 1:19 am, edited 1 time in total.
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