Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Zupoman
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RE: Super Demon BOSS FIGHTS! You are the Boss!

#21

Post by Zupoman » Sat Dec 22, 2012 6:40 pm

someoneelse wrote: Anyone hit by a projectile is automatically kicked from the server. Alt-fire bans.
Nah. If projectile hits somebody, server crashes. Can be done multiple ways (like using Thing_Hate to make creature hate itself).
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RE: Super Demon BOSS FIGHTS! You are the Boss!

#22

Post by Razgriz » Sun Dec 23, 2012 8:59 am

What about when you have less than 25% health you can use more powerful versions of your attacks when you're the boss? Or if anything you get an additional move that's pretty strong too.
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Catastrophe
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RE: Super Demon BOSS FIGHTS! You are the Boss!

#23

Post by Catastrophe » Sun Dec 23, 2012 3:53 pm

That sounds good. I think I'll go with speed & damage boost, then again it would seem fair to give them a desperation attack at low health... Tough call.

Oh yeah, gameplay video.
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Last edited by Catastrophe on Sun Dec 23, 2012 3:57 pm, edited 1 time in total.

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RE: Super Demon BOSS FIGHTS! You are the Boss!

#24

Post by Lord_of_D: » Sun Dec 23, 2012 5:06 pm

remembers me to cat and mouse mod. looks cool, hope to see more soon :3
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RE: Super Demon BOSS FIGHTS! You are the Boss!

#25

Post by Catastrophe » Fri Dec 28, 2012 7:19 am

Ok guys, after procrastinating for a couple days, I've managed to get the stats working. Here's a screenshot!

Image

Expect more stats and crap to be on that scoreboard

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RE: Super Demon BOSS FIGHTS! You are the Boss!

#26

Post by Submerge » Fri Jan 04, 2013 5:46 am

This sounds like a great idea. I hope it sees the light of day.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#27

Post by Catastrophe » Sat Mar 02, 2013 11:03 pm

So guys, I've released a public alpha with only one level. I'm looking for people who can map for this project, if you're interested please PM me or post on this thread. Also, you can pick out the boss you want for your map. More information on the topic of this thread.

Oh and here's gameplay from the first level. (Sorry, bad rendering I know)
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#28

Post by W1D3A55 » Sun Mar 03, 2013 1:11 am

Seems a bit like the Master of Puppets mod, but still looks pretty good. I could do some mapping for this if you want.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#29

Post by Catastrophe » Sun Mar 03, 2013 3:02 am

Yeah, that'd be nice :)

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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#30

Post by IdeIdoom » Sun Mar 03, 2013 5:36 am

So I did test it and it was pretty good , except for the second map.
When this comes out , I will recommend this because it's fun when playing with friends.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#31

Post by Catastrophe » Sun Jun 16, 2013 6:06 pm

News just in....

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NOT DEAD!

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Echo
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RE: Super Demon BOSS FIGHTS! You are the Boss!

#32

Post by Echo » Sun Jun 16, 2013 6:24 pm

Lord_of_D: wrote: cat and mouse mod
That was a great little experiment. An idea for this mod would be to use the same playing style for whoever's selected to be the monster; rather than sliding and strafing all over the place while firing like any other player does, instead force them to move as monsters do, and force them to stop every time they attack.

Of course maps would have to be designed in a way so that they're not balanced toward either side, but if C&M was anything to go by then it's that such map designs are very possible.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#33

Post by Catastrophe » Sun Jun 16, 2013 8:43 pm

Yeah, I did get this idea after playing cat & mouse, it was a good mod

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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#34

Post by doomwolf555 » Sun Jun 16, 2013 8:49 pm

it really needs a lot of fix 90% of mod bugged.I can make cool bosses if you want like these:
http://www.youtube.com/watch?v=GJoIULR_gl0
http://www.youtube.com/watch?v=FVn1MQfxw-c

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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#35

Post by Echo » Sun Jun 16, 2013 9:29 pm

After several more matches, disregard my earlier suggestion on making 'Boss Players' move like regular monsters. They really need player movement! Right, so the concept is fine. In fact, it's excellent. Playwise though... um. Well that's what testing is about. Currently, the bosses themselves are probably fine; the maps however are off. I know this is minor nitpicking, but that's what alphas are for!

- Maulotaur
Okay fucking fuck this, undetail shit and make the whole thing bigger. Currently everyone just gets raped by that fucking floortoast attack. Unless the Bossplayer is a total spaz, but you can't gear this toward retards.

- Bruiser Demon
Flat and detail-free. I won my (only) round as the boss here, but also won every round as a Marine. Needs height variation more than anything, obstacles that players have to jump but the Bruiser can climb/walk over easily?

- Archon Of Hell
Probably the most balanced, but the Archon 'lair' needs a second entrance. Currently everyone piles in and runs away after getting shots off, while the Archon rarely leaves. I got a Chainsaw kill because of this. A fucking CHAINSAW KILL.
Last edited by Echo on Sun Jun 16, 2013 9:30 pm, edited 1 time in total.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#36

Post by Ænima » Sun Jun 16, 2013 10:13 pm

Do you scale the boss player's health based on the number of players?
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W1D3A55
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#37

Post by W1D3A55 » Mon Jun 17, 2013 12:08 am

I remember submitting a map for this ages ago, and today I fount in the beta test that it wasn't there.

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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#38

Post by Catastrophe » Mon Jun 17, 2013 12:39 am

Send it to me again.

@aenima yes, they all cap at 10,000 (anything beyond that is insanse)
Last edited by Catastrophe on Mon Jun 17, 2013 12:39 am, edited 1 time in total.

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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#39

Post by piratefinn » Wed Jun 19, 2013 6:23 pm

I also should point out if not already known that there was a severe health bar glitch, which meant it would reduce hugely then not at all, so I had no idea how Close we were to killing the bosses. Happened most often with the Minotaur.
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#40

Post by Catastrophe » Wed Jun 19, 2013 11:06 pm

Yeah I know about it.

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