[WIP] Complex Doom: LCA (Legendary Complex Addon)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Locked
Mcmatthew
Registered just to make one post
Posts: 1
Joined: Tue Sep 13, 2016 1:16 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#81

Post by Mcmatthew » Tue Sep 13, 2016 1:23 am

Hey i have a few question about your mod. What does the legendary rune do? As far as i can tell it makes your shotguns shoot faster and your own rockets not hurt you. Also i was wondering if difficulty affects spawn rates or just the normal stuff like amount and quality of monsters.

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#82

Post by Sepia-Paper » Tue Sep 13, 2016 1:36 am

Mcmatthew wrote:Hey i have a few question about your mod. What does the legendary rune do? As far as i can tell it makes your shotguns shoot faster and your own rockets not hurt you. Also i was wondering if difficulty affects spawn rates or just the normal stuff like amount and quality of monsters.
The Leg-Rune is 3 runes in 1

Increases Attack Damage
Increases Fire rate
Makes you immune to Splash Damage and Damaging Floors (Sludge/Lava etc) and Resistance to general Attacks.

Difficulty generally affects quality of monsters(Attack speed and Damage) but it primarily depends on the maps your playing.

User avatar
Twinkletwats
 
Posts: 22
Joined: Tue May 31, 2016 8:05 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#83

Post by Twinkletwats » Tue Sep 13, 2016 7:21 pm

Legendary,

Have you ever considered creating an LCA wiki? Or at least a compendium, a-la Doom 2 manual? Every time I join an LCA server on Zandronum, it seems like there's something new added and I can never quite seem to stay ahead of the curve. It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time (for example, I played yesterday and saw Enraged Legendary Zombies and Imps, which absolutely wrecked my face)

User avatar
Jimp Argon
 
Posts: 40
Joined: Sun Jul 10, 2016 6:04 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#84

Post by Jimp Argon » Tue Sep 13, 2016 7:34 pm

Twinkletwats wrote:Legendary,

Have you ever considered creating an LCA wiki? Or at least a compendium, a-la Doom 2 manual? Every time I join an LCA server on Zandronum, it seems like there's something new added and I can never quite seem to stay ahead of the curve. It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time (for example, I played yesterday and saw Enraged Legendary Zombies and Imps, which absolutely wrecked my face)
I second this about the wiki.... Also the enraged Zombies and Imps have been a thing for a little while now.

When I last played (Yesterday) I came across a lengendary cowboy and Nazi's. Now that was both new & interesting.

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#85

Post by Sepia-Paper » Tue Sep 13, 2016 8:47 pm

Jimp Argon wrote:
Twinkletwats wrote:Legendary,

Have you ever considered creating an LCA wiki? Or at least a compendium, a-la Doom 2 manual? Every time I join an LCA server on Zandronum, it seems like there's something new added and I can never quite seem to stay ahead of the curve. It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time (for example, I played yesterday and saw Enraged Legendary Zombies and Imps, which absolutely wrecked my face)
I second this about the wiki.... Also the enraged Zombies and Imps have been a thing for a little while now.

When I last played (Yesterday) I came across a lengendary cowboy and Nazi's. Now that was both new & interesting.
Cowboy ??!!!

User avatar
doomjoshuaboy
Developer
Posts: 304
Joined: Thu Aug 02, 2012 5:36 am
Location: Australia
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#86

Post by doomjoshuaboy » Tue Sep 13, 2016 11:50 pm

Sepia-Paper wrote:
Cowboy ??!!!

That was my idea and was in my own lca. -_-

Leg cowboy
Leg chainsaw
Leg revolvers
Leg chainsaw zombie
leg railgun (finished)
leg Sawed-off shotgun (Senpie's work)

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#87

Post by Sepia-Paper » Wed Sep 14, 2016 12:00 pm

doomjoshuaboy wrote:
That was my idea and was in my own lca. -_-

Leg cowboy
Leg chainsaw
Leg revolvers
Leg chainsaw zombie
leg railgun (finished)
leg Sawed-off shotgun (Senpie's work)
Leg Kamikaze?

User avatar
Twinkletwats
 
Posts: 22
Joined: Tue May 31, 2016 8:05 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#88

Post by Twinkletwats » Wed Sep 14, 2016 1:34 pm

Jimp Argon wrote:
Twinkletwats wrote:Legendary,

Have you ever considered creating an LCA wiki? Or at least a compendium, a-la Doom 2 manual? Every time I join an LCA server on Zandronum, it seems like there's something new added and I can never quite seem to stay ahead of the curve. It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time (for example, I played yesterday and saw Enraged Legendary Zombies and Imps, which absolutely wrecked my face)
I second this about the wiki.... Also the enraged Zombies and Imps have been a thing for a little while now.

When I last played (Yesterday) I came across a lengendary cowboy and Nazi's. Now that was both new & interesting.
See and that's the thing. They had been a thing for a while, yet I had never seen them cause I hadn't played since before summer. If I had known about the enraged guys (through a wiki or something like that), I probably would've jumped on way sooner to give it a try.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#89

Post by fr blood » Wed Sep 14, 2016 2:07 pm

Guys please, do not put LCA and all these addons into the same bag.
The "Enraged" variants of Legendary Monsters are just a damn copy/past + bad recolor made by a lazy guy who isn't able to make his own code.
The Legendary Cowboy and Zombie are also from others addons, so please don't go ask here if you find anything new.

When you download the files if you don't see a new lca-v1.*.*.pk3 then it's only other addons.

And you could also open the .pk3 file using Winrar(something that everybody is supposed to have) to check the README.txt and see all the changes.

User avatar
Twinkletwats
 
Posts: 22
Joined: Tue May 31, 2016 8:05 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#90

Post by Twinkletwats » Wed Sep 14, 2016 9:16 pm

fr blood wrote:Guys please, do not put LCA and all these addons into the same bag.
The "Enraged" variants of Legendary Monsters are just a damn copy/past + bad recolor made by a lazy guy who isn't able to make his own code.
The Legendary Cowboy and Zombie are also from others addons, so please don't go ask here if you find anything new.

When you download the files if you don't see a new lca-v1.*.*.pk3 then it's only other addons.

And you could also open the .pk3 file using Winrar(something that everybody is supposed to have) to check the README.txt and see all the changes.
Twinkletwats wrote:It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time
:cool:

But I'll definitely try reading the README

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#91

Post by Empyre » Wed Sep 14, 2016 9:35 pm

Isn't LCA itself an add-on? My point is that add-ons themselves are not inherently bad just because they are add-ons.
"For the world is hollow, and I have touched the sky."

User avatar
doomjoshuaboy
Developer
Posts: 304
Joined: Thu Aug 02, 2012 5:36 am
Location: Australia
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#92

Post by doomjoshuaboy » Wed Sep 14, 2016 11:16 pm

fr blood wrote:Guys please, do not put LCA and all these addons into the same bag.
The "Enraged" variants of Legendary Monsters are just a damn copy/past + bad recolor made by a lazy guy who isn't able to make his own code.
The Legendary Cowboy and Zombie are also from others addons, so please don't go ask here if you find anything new.

When you download the files if you don't see a new lca-v1.*.*.pk3 then it's only other addons.

And you could also open the .pk3 file using Winrar(something that everybody is supposed to have) to check the README.txt and see all the changes.
Im definitely not going to put anything in to your lca so stop worrying about it. Its only just a addon. And also don't call me lazy either but everyone is liking my new stuff but i know that the leg cowboy definitely needs recoloring. Which is i understand that and i dont do monsters sprites i only do weapons recoloring. Thats all.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#93

Post by fr blood » Thu Sep 15, 2016 7:56 am

Empyre wrote:Isn't LCA itself an add-on? My point is that add-ons themselves are not inherently bad just because they are add-ons.
Yes you are right, here LCA is an addon aiming for Complex Doom of course, but all the rest are addons aiming for LCA and man there are just too many of them, here we've got quantity > quality I wish all the authors could merge their stuff into a 1 serious addon.

User avatar
Fused
Contributor
Posts: 663
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#94

Post by Fused » Thu Sep 15, 2016 9:48 am

I agree with Blood here. I refuse to play this mod because of the features in this. Even when it all began it was already a bad thing that you got legendary weapons in that ruined balance, but seeing what's added nowadays just makes me feel bad for Daedalus. This has only become an uninteresting attempt at making literally everything in doom "legendary", without any attempt to make difficulty, or to make the player feel like they accomplished something.

Those are my two cents. I see people actually like this for some reason as I see packet servers daily, but seeing all of these features just makes me wonder if the creators even realise what they're adding.
My mods
Image Image

My socials
Image Image

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#95

Post by Legendary » Sun Sep 18, 2016 9:09 pm

Twinkletwats wrote:Legendary,

Have you ever considered creating an LCA wiki? Or at least a compendium, a-la Doom 2 manual? Every time I join an LCA server on Zandronum, it seems like there's something new added and I can never quite seem to stay ahead of the curve. It would also allow players to distinguish between what is added from LCA vs other mods on servers that use multiple mods at the same time (for example, I played yesterday and saw Enraged Legendary Zombies and Imps, which absolutely wrecked my face)
I might make one in the future. That would be really useful so people could see what's new and the variety of new things the mod has to offer.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#96

Post by Legendary » Sun Sep 18, 2016 10:06 pm

tarrasqueSorcerer wrote:Hi. I made two small fixes, and you're welcome to use them.

First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler]

Code: Select all

ACTOR "Explosive Minigun" : Weapon
{
	Weapon.Selectionorder 690
	Weapon.KickBack 50
	Weapon.PreferredSkin "ExplosiveMinigun-Marine"
	Weapon.AmmoType "BulletMag"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
	Weapon.UpSound "weapons/explosiveminigunpickup"
	Inventory.PickupSound "weapons/explosiveminigunpickup"
	Inventory.PickupMessage "Explosive Minigun"
	Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun."
	AttackSound "sentient/fire"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOAUTOAIM
	States 
	{
	Spawn:
		CHNG X -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup")
		CHNU ABCD 1
		CHNG A 1 A_WeaponReady
		Goto Ready+5
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		CHNG ADGADGADGADGADG 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHNG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23)
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHNF A 1 Bright
		CHNF BC 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHNF EF 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)
		TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		CHNF H 1 A_Light0
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		CHNG ADGADG 1
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	}
}

ACTOR ExpMinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR ExpMinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}

ACTOR PlayerExplosiveTracer : SentientExplosiveTracer
{
	Species "Player"
	DamageType "Player"
	+THRUSPECIES
	Scale 0.7
	States
	{
	Spawn:
		TRAC A 1 Bright
		Loop
	}
}
[/spoiler]

Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler]

Code: Select all

Actor NewMinigun : "Minigun " replaces "Minigun "
{
	States 
	{
	Spawn:
		MNGN A -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup")
		MGRS ABCDE 1
		CHAG A 1 A_WeaponReady
		Goto Ready+6
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCDABCDABCDABCD 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHAG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22)
		TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHAF BC 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF EF 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF H 1 A_Light0
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		TNT1 A 0 A_GiveInventory("MinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	}
}

ACTOR MinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR MinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}
[/spoiler]

Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.
Thanks man. I'll be using the first fix in the upcoming lca version. I appreciate the fix you've made for me. If you see anything else please let me know. I can't really use the second one though as it'd change the original complex minigun. People are used to it the way it is so I'll just leave it alone.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#97

Post by Legendary » Sun Sep 18, 2016 10:10 pm

ThePlamzJoker wrote:AHOY M8!

Well, it took me a while to find something official, but at last, after searching up random LCA stuff on Google, I stumble upon a whole thread for this wonderful mod addon! I've been waiting rather intently for the next version of LCA to come out so I can begin another demonstrative gameplay series on YouTube, showing off the goods that the latest LCA has to offer. This is part of my keen interest to give Complex Doom and LCA a little more attention, as I've noticed they don't seem to quite get as much as, say, the likes of Brutal Doom and the sort.

I'd like to think I'm helping you guys out a little by trying to spread the word about this addon and the content, because I feel you guys have done some fine work and you deserve to have LCA a little more known, as does Daedalus, who actually responded to a comment of mine on YouTube the other day, saying he's likely coming back to work on Complex after a year or so of hiatus. If anyone needs any extra help with things related to sounds or scripting, I'm always happy to contribute! :)

It's pretty neat seeing first hand what's going to be done next with LCA, and knowing in advance what to expect for the next version. After all the countless mods I've had a go at, I have to say that Complex with LCA is my favourite and I'd like to show more people out there as a way of giving back to you guys and your great work. And of course, it's nice playing with you :P


Also you better nerf those damn boomerangs, I swear...lol
Haha thanks man, I appreciate all the support you've given for lca. People like you are the reason I keep on going. Also that series you've been posting of tnt and plutonia are both really good. :biggrin: Keep up the good work man, also sorry for responding so late I meant to earlier but never really got a chance to sit down and read through all the comments.

mifu
Retired Staff / Community Team Member
Posts: 1075
Joined: Tue May 29, 2012 10:34 am
Location: Aussie Land
Clan: Demon RiderZ

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#98

Post by mifu » Tue Sep 20, 2016 3:35 am

Holy shit this is gone way out of hand.

I am about to perform clean up procedure 69 and cut the crap out of this thread, because apparently LCA is serious business. I also read that "Wads should be banned" Just fyi no one gets to decide who bans wads unless server admins dont want them (or unless they are quite bad in the level moonman.wad is)

Also Legendary, you and I need to talk about not only your double posting but the fact that you ignored not only your fellow community members but an Admin. Please PM me or hit me up on irc when you can (or I'll PM you after i get of my shift, its fine)

and Dynamo, I know your trying to get a point across but..... did you really need to do that?

Cleanup complete. Dont start this again otherwise ... well.. your gonna have a bad time

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#99

Post by Doomenator » Tue Sep 20, 2016 5:50 am

fr blood wrote:I wish all the authors could merge their stuff into a 1 serious addon.
And then all these people will start making patches for remove from the addon what they don't like. :biggrin:
For example: lca-music-off-v2.pk3

User avatar
Twinkletwats
 
Posts: 22
Joined: Tue May 31, 2016 8:05 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#100

Post by Twinkletwats » Tue Sep 20, 2016 4:25 pm

Finally finished Hell Revealed 2 with LCA last night.

Managed to get a True Legendary Cyberdemon to spawn on Map 29: Hell's Cauldron, and got to see most (all?) of his attacks from up on a cliff. I was really impressed with the amount of effort put into an enemy that spawns so rarely, pretty damn epic. Ended up saving and trying to fight him a few separate times to see just how good I was (spoiler: I got killed way more times than I killed him). Even with spread, rage, 500/500 life, and the D-BFG, he pretty much popped me in a split second every time.
Say what you want about LCA, but that's the type of challenge that keeps me playing Doom. Looking forward to playing through again whenever there's a new update.

Sidenote: Damn this forum is srs bidness

Locked