Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Lollipop
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#41

Post by Lollipop » Thu Jun 20, 2013 3:14 pm

Good luck with this catastrophe, though the whole idea died to me when the statistics thing got on the roll :(
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RE: Player-Controlled BOSS FIGHTS! Alpha Released *Need Mappers*

#42

Post by im1hpu0 » Thu Jun 20, 2013 4:33 pm

if this mod comes out i think it will have much success and i tried the alpha and it was already great so...

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

#43

Post by Luke » Thu Jun 20, 2013 8:52 pm

Catastrophe wrote: Looking for mappers!

[...]

Oh, and the only resource you should use is this. (Don't use skulltag actors & data)
The link is dead.
I'm going to map in UDMF format, tell me if I should change it.
Last edited by Luke on Thu Jun 20, 2013 9:10 pm, edited 1 time in total.

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

#44

Post by Catastrophe » Fri Jun 21, 2013 12:33 am

yeah thats fine... Use this instead: http://static.[bad site]/wads/superdemona4.pk3

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

#45

Post by BloodyAcid » Fri Jun 21, 2013 1:02 am

Ehhh, might be able to do something for this. judging from the current maps, can't be too big, and can be moderately detailed. Sounds easy enough, give me some time.

Catastrophe
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RE: Super Demon! Alpha 6! *Need Mappers*

#46

Post by Catastrophe » Tue Jul 30, 2013 10:08 pm

Alpha 6 is out, nothing really new just a new map and bug fixes.

Also added the 'setup' command for hosters', it will automatically set up the server for you and switch to the first map.

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CloudFlash
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RE: Super Demon! Alpha 6! *Need Mappers*

#47

Post by CloudFlash » Wed Jul 31, 2013 7:50 am

Looks super interesting. Dam, I might even end up making a map for this.
E'ditto: Uh-huh, no I'm not. My doombuilder doesn't recognize any texture and all textures are replaced by those those gray '?' marks... but strange thing is, I can see all when in 'test map' mode. Is this fixable?
Last edited by CloudFlash on Wed Jul 31, 2013 8:07 am, edited 1 time in total.
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RE: Super Demon! Alpha 6! *Need Mappers*

#48

Post by Impact » Wed Jul 31, 2013 11:39 am

CloudFlash wrote: My doombuilder doesn't recognize any texture and all textures are replaced by those those gray '?' marks... but strange thing is, I can see all when in 'test map' mode. Is this fixable?
I'm using the latest GZDoom Builder and it won't load the resources from the .pk3 file.
[spoiler]<N>Devon - <N>Impact - Dr Fetus[/spoiler]

Catastrophe
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RE: Super Demon! Alpha 6! *Need Mappers*

#49

Post by Catastrophe » Wed Jul 31, 2013 6:09 pm

Huh you're right! That's quite strange.

For now, use skulltag actors and data -textures- for resource. You can add your own custom actors if you want.
Last edited by Catastrophe on Wed Jul 31, 2013 6:09 pm, edited 1 time in total.

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RE: Super Demon! Alpha 6! *Need Mappers*

#50

Post by Catastrophe » Fri Aug 02, 2013 4:26 am

Ok kiddo's alpha 9 is out: http://static.[bad site]/wads/superdemona9.pk3

Changes -> Almost all bugs patched, and you start with a badass katana instead of a wimpy chainsaw, also new video.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

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Medicris
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RE: Super Demon! Alpha 9! *Need Mappers*

#51

Post by Medicris » Fri Aug 02, 2013 5:29 am

So, barring the katana which is now fixed in that patch, here's my two cents:
  • Why not use LMS instead of Survival as a mode? Just make PLAYER classes invulnerable to their own weapons, while making the monster classes the only ones to take damage from them. This way, we can see proper points on the scoreboard to show who's done the most damage and whatnot, making the fight a competitive yet cooperative experience.
  • Super Demon on BOSS01 is unable to reach the rocket launcher area, leading to some strong camping potential.
  • Unable to go behind some implied blocks in BOSS04.
  • Boss entry tower in BOSS04 is able to be rocketjumped to with EFG, where the marine is unable to be killed by the boss. Suggest one-way linedef around tower entrances.
  • Unexplained big chunk of boss's health meter dropping right after spawn.
  • The Plasma Commando's BFG is able to free-aim? What the Image? Also, his extremely rapid-fire basic attack can seemingly oneshot people. Other boss's basic attacks don't seem to follow this.

Catastrophe
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RE: Super Demon! Alpha 9! *Need Mappers*

#52

Post by Catastrophe » Fri Aug 02, 2013 5:45 am

- Survival because I can't have custom end game credits.
- Hmmmm, I think the comet reaches there, if not I'll modify one of his weapons.
- Gonna make the entire map passable.
- Above
- Yes, I know why it happens will try to fix.
- Commando is getting his health nerfed.

metroide34french
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RE: Super Demon! Alpha 9! *Need Mappers*

#53

Post by metroide34french » Tue Aug 06, 2013 6:44 am

Hello and very very good the mod for doom 2

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RE: Super Demon! Alpha 9! *Need Mappers*

#54

Post by ARGENTVM » Tue Aug 06, 2013 7:07 am

Hmm... I think I'll need to make a map or two for this once I finish some of the other mapping works in progress.

Catastrophe
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RE: Super Demon! First release!

#55

Post by Catastrophe » Tue Aug 06, 2013 10:52 pm

Welp this wad is now officially a megawad, so in celebration this wad is now finally released.

Check main page for changelog link.

Impact
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RE: Super Demon! First release!

#56

Post by Impact » Tue Aug 06, 2013 11:44 pm

Catastrophe wrote: Welp this wad is now officially a megawad, so in celebration this wad is now finally released.

Check main page for changelog link.
Great to see this wad reach official status, I love the concept and can see this getting big on regular servers :igor:
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arkore
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RE: Super Demon! First release!

#57

Post by arkore » Wed Aug 07, 2013 1:50 am

Saw this today on some server. Couldn't stop playing it. Server is always full too, like 15 players playing. Pretty fun.

Couple things we noticed:
1) The katana seems very weak for a close-up melee weapon.
2) Bug where player(who plays flying Boss on map before) is now regular play on new map, but he can still fly around. This happened a few times.
3) Some bosses need nerfing. There is one boss with instagib flamethrower weapon. (or at least, seems instagib).
4) The sprites for the flamethrower flames have cyan blue color around them. (I assume this cyan color is supposed to be transparent.)

Otherwise, great mod. I'm a fan of BossBattles, and I like your mod!

Thanks,

Edit:
Couple more things:
1) Found it difficult to play as the bosses. Didn't know how to use multiple weapons, and no instructions on what weapons do or how to use them effectively. One player knew how to play, and kept owning us whenever he played as a boss.
2) Also, there is a map where people can hide behind walls and cannot be touched by the Boss or the Boss's abilities. I don't think that's right. It was the map with the elevator down to the outside area with pool of slime and jail-styled room(where Boss starts).
Last edited by arkore on Wed Aug 07, 2013 1:52 am, edited 1 time in total.

Catastrophe
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RE: Super Demon! First release!

#58

Post by Catastrophe » Wed Aug 07, 2013 2:38 am

1.) It does almost 200 damage, play with less people, it'll be more noticeable
2.) Fixed (i hope)
3.) Yes flamethrower boss will be nerfed
4.) idk how to fix it, the sprites arent even cyan

Thanks :D!

1. Hm I don't know on how to make it simpler, give me some ideas
2. Give me the map name.

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Combinebobnt
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RE: Super Demon! First release!

#59

Post by Combinebobnt » Wed Aug 07, 2013 3:37 am

Buff the arachnophyte boss, nobody ever wins as that boss because it doesn't have enough hp and its attacks are hard to land on players.
Juggernaut flamethrower is kinda too powerful.
Decrease the avatar's health by just a little bit.

doomwolf555
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RE: Super Demon! First release!

#60

Post by doomwolf555 » Wed Aug 07, 2013 5:58 am

Can I join to the project with my bosses from skulltag?

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