SamsaraHold Resurrection + Enhancer

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TehRealSalt
 
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RE: SamsaraHold - 0.15 - It Begins!

#301

Post by TehRealSalt » Thu May 14, 2015 6:56 pm

I did a really quick Traffic Measure on T2M2 (hard mode, if your wondering) and...
[02:50:09 pm] Babycrab 12171
[02:50:09 pm] Crab 13050
[02:50:09 pm] WolfenPlayer 1277
[02:50:09 pm] ShotgunGuy2 17234
holy shit

It's likely that the tiny little crabs everywhere are causing some client lag, especially if they aren't clientside. They are causing as much traffic as the regular enemies, which is not good.

EDIT: Here's the entire output, although I only went up to Wave 4. It might be worth mentioning that the Alarm Sounder is causing a lot of output.
[02:50:09 pm] -> dumptrafficmeasure (RCON by 76.181.3.108:55342)
[02:50:09 pm] Network traffic (in bytes) caused by actor code pointers:
[02:50:09 pm] AlarmSounder2 26840
[02:50:09 pm] Ammo2Small 24
[02:50:09 pm] ArmorPack1 24
[02:50:09 pm] Babycrab 12171
[02:50:09 pm] BaronBall2 124
[02:50:09 pm] Cacodemon2 9027
[02:50:09 pm] CacodemonBall2 473
[02:50:09 pm] ChaingunGuy2 266
[02:50:09 pm] Crab 13050
[02:50:09 pm] DoomImp2 156416
[02:50:09 pm] DoomImpBall2 5571
[02:50:09 pm] Hellion 6808
[02:50:09 pm] HellionBall 245
[02:50:09 pm] Hellknight2 3528
[02:50:09 pm] SamsaraBloodyHellBlood2 3900
[02:50:09 pm] SamsaraSlotFivePickup 112
[02:50:09 pm] SamsaraSlotFourPickup 313
[02:50:09 pm] SamsaraSlotThreePickup 492
[02:50:09 pm] SamsaraSlotTwoPickup 1870
[02:50:09 pm] ShotgunDrop 525
[02:50:09 pm] ShotgunGuy2 17234
[02:50:09 pm] SuicideBomber 9716
[02:50:09 pm] WolfenPlayer 1277
[02:50:09 pm] Zombieman2 752
[02:50:09 pm] Network traffic (in bytes) caused by ACS scripts:
[02:50:09 pm] Script 215: 2648
[02:50:09 pm] Script 229: 318
[02:50:09 pm] Script 400: 39312
[02:50:09 pm] Script 607: 241
[02:50:09 pm] Script 623: 3640
[02:50:09 pm] Script 624: 52416
[02:50:09 pm] Script 920: 13990
[02:50:09 pm] Script 921: 999
[02:50:09 pm] Script 940: 510
Last edited by TehRealSalt on Thu May 14, 2015 7:06 pm, edited 1 time in total.
[quote=Private IRC Dialog]<ExtremeBurrito> eat gas homo[/quote]

Untitled
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RE: SamsaraHold - 0.15 - It Begins!

#302

Post by Untitled » Fri May 15, 2015 1:30 am

TehRealSalt wrote: I did a really quick Traffic Measure on T2M2 (hard mode, if your wondering) and...
[02:50:09 pm] Babycrab 12171
[02:50:09 pm] Crab 13050
[02:50:09 pm] WolfenPlayer 1277
[02:50:09 pm] ShotgunGuy2 17234
holy shit

It's likely that the tiny little crabs everywhere are causing some client lag, especially if they aren't clientside. They are causing as much traffic as the regular enemies, which is not good.

EDIT: Here's the entire output, although I only went up to Wave 4. It might be worth mentioning that the Alarm Sounder is causing a lot of output.
[02:50:09 pm] -> dumptrafficmeasure (RCON by 76.181.3.108:55342)
[02:50:09 pm] Network traffic (in bytes) caused by actor code pointers:
[02:50:09 pm] AlarmSounder2 26840
[02:50:09 pm] Ammo2Small 24
[02:50:09 pm] ArmorPack1 24
[02:50:09 pm] Babycrab 12171
[02:50:09 pm] BaronBall2 124
[02:50:09 pm] Cacodemon2 9027
[02:50:09 pm] CacodemonBall2 473
[02:50:09 pm] ChaingunGuy2 266
[02:50:09 pm] Crab 13050
[02:50:09 pm] DoomImp2 156416
[02:50:09 pm] DoomImpBall2 5571
[02:50:09 pm] Hellion 6808
[02:50:09 pm] HellionBall 245
[02:50:09 pm] Hellknight2 3528
[02:50:09 pm] SamsaraBloodyHellBlood2 3900
[02:50:09 pm] SamsaraSlotFivePickup 112
[02:50:09 pm] SamsaraSlotFourPickup 313
[02:50:09 pm] SamsaraSlotThreePickup 492
[02:50:09 pm] SamsaraSlotTwoPickup 1870
[02:50:09 pm] ShotgunDrop 525
[02:50:09 pm] ShotgunGuy2 17234
[02:50:09 pm] SuicideBomber 9716
[02:50:09 pm] WolfenPlayer 1277
[02:50:09 pm] Zombieman2 752
[02:50:09 pm] Network traffic (in bytes) caused by ACS scripts:
[02:50:09 pm] Script 215: 2648
[02:50:09 pm] Script 229: 318
[02:50:09 pm] Script 400: 39312
[02:50:09 pm] Script 607: 241
[02:50:09 pm] Script 623: 3640
[02:50:09 pm] Script 624: 52416
[02:50:09 pm] Script 920: 13990
[02:50:09 pm] Script 921: 999
[02:50:09 pm] Script 940: 510
I've edited the Alarm Sounder to be mostly-clientsided; that might help.

Removing crabs from T2M2 to see if it helps.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Untitled
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RE: SamsaraHold - 0.15 - It Begins!

#303

Post by Untitled » Fri May 15, 2015 11:21 am

And, a bit early in the morning, and not a terribly large changelog, but I won't be here testing wise to appreciate it.

Alpha 4 is released.

(EDIT: Yeah sorry for the double post)
Last edited by Untitled on Fri May 15, 2015 11:21 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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RE: SamsaraHold - 0.15 - It Begins!

#304

Post by bruiserdaemon » Fri May 15, 2015 5:01 pm

Is the final boss finally beatable without causing a crash? Just to ask... there is some indecent lag in the final map too, because of the bots.

bruiserdaemon
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RE: SamsaraHold - 0.15 - It Begins!

#305

Post by bruiserdaemon » Fri May 29, 2015 3:09 pm

And just to revamp this thread i'll say " life's a bitch and then you DIE "

Untitled
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Location: it is a mystery

RE: SamsaraHold - 0.15 - It Begins!

#306

Post by Untitled » Fri May 29, 2015 9:41 pm

bruiserdaemon wrote: Is the final boss finally beatable without causing a crash? Just to ask... there is some indecent lag in the final map too, because of the bots.
The final boss *should* be beatable now. I think I've figured out what has been crashing it.

On the flipside of things, it's probably going to crash it anyway because Zandronum really hates me for some reason
bruiserdaemon wrote: And just to revamp this thread i'll say " life's a bitch and then you DIE "
I'm not honestly someone who gets terribly offended at these kinds of things, but that kind of attitude is not appreciated here.

Alright, after a longer quiet period (I've been busy with other things), ALPHA 6 is now officially released.

As per usual, have fun.

EDIT: Stronghold MIDI Music Version 10 Released! Now has a credits list for all midis used.
Last edited by Untitled on Fri May 29, 2015 9:44 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
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Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.15 - It Begins!

#307

Post by bruiserdaemon » Fri May 29, 2015 10:24 pm

I jumped on the server today but it was empty. I like the new monsters and the balancement overall but there is still that " problem " where fully equipped players get a too easy win, while poorly equipped players are ass kicked brutally all over the place, expecially on hard mode. An halfway would be kinda appreciated...

Untitled
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Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

RE: SamsaraHold - 0.15 - It Begins!

#308

Post by Untitled » Sat May 30, 2015 12:30 am

bruiserdaemon wrote: I jumped on the server today but it was empty. I like the new monsters and the balancement overall but there is still that " problem " where fully equipped players get a too easy win, while poorly equipped players are ass kicked brutally all over the place, expecially on hard mode. An halfway would be kinda appreciated...
You didn't jump on the alpha 6 server - that one has literally never been empty since it's creation.

TehRealSalt's server is alpha 5 - one version behind.

EDIT: Server's starting to die out. I'm going to bed now, so heh.

EDIT #2: I probably should've specified, "At the time of this posting".
Last edited by Untitled on Sat May 30, 2015 4:08 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.15 - It Begins!

#309

Post by bruiserdaemon » Mon Jun 01, 2015 10:45 am

Ok so i managed to do some sessions, one time with 6 other players and it was quite fun, there are still many things to fix though, kamikazes should never spawn in great numbers as they'll end up blowing each other all together, always put a small number of them and mixed with other demons. Normal zombies are pointless on Tier 5 and 6, i'd remove them and leave only the plasma guys and the zombie tanks. Some waves are disproportionately long compared to the others, expecially on tier 6, and the overmind is still too easy if properly managed.

The secret missions lack a hard mode and it would be fun to have it. Blood's secret mission broke on wave 5.

As for the Classes, i noticed that, aside from the fact that the Tomed Dragonclaw is amazing, for the rest Corvus is the weakest hero and almost unplayed. Blazcko with all his extra lifes and ammo crates is OP and the most powerful hero overall.
Last edited by bruiserdaemon on Mon Jun 01, 2015 1:04 pm, edited 1 time in total.

Untitled
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Location: it is a mystery

RE: SamsaraHold - 0.15 - It Begins!

#310

Post by Untitled » Fri Jun 12, 2015 10:57 pm

bruiserdaemon wrote: Blood's secret mission broke on wave 5.
Fixed, thank you.

So, I'm done with exams, so the hiatus is over - alpha 7 is out.

Have fun.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.15 - It Begins!

#311

Post by bruiserdaemon » Sat Jun 13, 2015 1:30 pm

There's another broken wave, it's wave 4 or 5 of Chlorine, hard mode. The final boss still crashes the game... and i think Tiers 5 and 6 are still too easy for an experienced team, even hard mode. Some earlier missions are actually more difficult than tier 5's and 6's.... Tier 6 should be more like " you can beat it only by giving your best and a bit of luck ". The secret maps, aside Hell's Fortress are way too easy. For the rest the game is much better than it was before.

Untitled
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Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

RE: SamsaraHold - 0.15 - It Begins!

#312

Post by Untitled » Sat Jun 13, 2015 2:00 pm

bruiserdaemon wrote: There's another broken wave, it's wave 4 or 5 of Chlorine, hard mode.
Fixed in alpha 7 - forgot to mention that in changelog.
bruiserdaemon wrote: and i think Tiers 5 and 6 are still too easy for an experienced team, even hard mode. Some earlier missions are actually more difficult than tier 5's and 6's.... Tier 6 should be more like " you can beat it only by giving your best and a bit of luck ". The secret maps, aside Hell's Fortress are way too easy. For the rest the game is much better than it was before.
I've been trying to be careful with some of the missions - you probably missed the era where Tier Six was basically a sequence of "Alright, quad-invuln or die", and I'm very over-careful because I remember that, and that wasn't any fun. Optimally, a mission should have, at MOST, ONE wave which is that kind of thing.

The secret maps suffer from being unlocked incredibly late (aside from STR56 now) - That's the difficulty drop - I'd say that both E1M8-I mean STR56 and the City of Silence maps are probably around tier 3-4 in difficulty, Duke it Out tier 4-5 (actually pretty damn hard if you're not really well prepared for it), and Fortress of Damnation on an entirely separate level, so optimally they would've been unlocked during that time instead of Tier 5-6.

I'll see what I can do, since I'm actually no longer busy with exams, so I can actually get to work on this stuff.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.15 - It Begins!

#313

Post by bruiserdaemon » Sat Jun 13, 2015 3:32 pm

When i played with your friends, we often managed to destroy all the demons as they spawned by camping on the spawn point. The missions where there are multiple spawn points were challenging instead, and we even lost a few times. I'd say that only one spawn point and the ability to enter the spawn points for the players are deleterious to the game but you eventually manage to decide what to do.

Parias now is weak because you nerfed the wraithverge and you added many bosses and againts bosses the wraithverge is useless.

I don't know why you did it but on Tier 6 there's a mission where the 7th and last wave is immensely long and powerful beyond any scale, while the other waves are a joke.

Untitled
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Location: it is a mystery

RE: SamsaraHold - 0.15 - You Asked for This!

#314

Post by Untitled » Wed Jun 17, 2015 5:24 pm

bruiserdaemon wrote: Parias now is weak because you nerfed the wraithverge and you added many bosses and againts bosses the wraithverge is useless.
And you were earlier complaining that the Wraithverge was too overpowered. I'm just gonna not inquire into this further.
Ok, so, SamsaraHold Beta 1 is out, and, while it only has, like, one feature, it's a REALLY big one. As in, THE single-most requested feature in SamsaraHold history.

A voting system for entering maps.

Yes, it's finally in.

Have fun.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
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Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.15 - You Asked for This!

#315

Post by bruiserdaemon » Wed Jun 17, 2015 5:47 pm

Untitled wrote: And you were earlier complaining that the Wraithverge was too overpowered. I'm just gonna not inquire into this further.
This only proves that you are bad at balancing things... if you knew you were going to add so many bosses you should have realized that the wraithverge was going to be penalized. The firestorm too is weak against bosses, you should add the " force dmg radius " line to make it more effective.

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TehRealSalt
 
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RE: SamsaraHold - 0.15 - You Asked for This!

#316

Post by TehRealSalt » Thu Jun 18, 2015 6:14 am

Just go and make KaizoHold already bruiser

...Anyways, this is probably one of the best updates thus far. Nice job!
Last edited by TehRealSalt on Thu Jun 18, 2015 6:14 am, edited 1 time in total.
[quote=Private IRC Dialog]<ExtremeBurrito> eat gas homo[/quote]

bruiserdaemon
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RE: SamsaraHold - 0.15 - You Asked for This!

#317

Post by bruiserdaemon » Thu Jun 18, 2015 10:49 am

TehRealSalt wrote: Just go and make KaizoHold already bruiser
There should be an actually hard to beat invasion game for once.
Last edited by bruiserdaemon on Sun Jul 16, 2017 1:42 am, edited 1 time in total.

Untitled
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RE: SamsaraHold - 0.15 - You Asked for This!

#318

Post by Untitled » Thu Jun 18, 2015 2:31 pm

bruiserdaemon wrote:
TehRealSalt wrote: Just go and make KaizoHold already bruiser
It's not my fault if everything i say makes perfect sense, another thing is when people won't listen.
If you want to modify samsarahold yourself, feel free to do so, and then feel free to upload it to BestEver. I won't take offense - in some ways, having people do addons for your addons is a sign of respect.

I mean, the point is that some developers are inevitably going to be illogical - in fact, I think almost EVERY developer has some moments of "whoops I didn't think this through". But the point is, if you ever encounter a developer who truly isn't going to do the thing you want them to do, the best thing you can do is start doing it yourself.

This is how SamsaraHold started, for crying out loud! (Which, no offense to TerminusEst13, he is a *wonderful* modder of whom I quite like, but Stronghold compatibility for Samsara was not something he was interested in, with good reason, it turns out to be nigh-impossible, developmentally. Hence why I needed a separate version of samsara entirely to make the damn thing work.)

If you feel like proving your points, this is how to do it:
BestEver wrote: Getting started
At the moment, BE servers are started and managed through IRC. We plan to add a web interface in the future, but for now you'll need to use the old IRC commands. The full guide with all options can be viewed here, a quick guide is provided below.
1. Get an IRC client, connect to Zandronum's IRC server: irc.zandronum.com:6667, and join the #bestever channel. If you're unsure on how to connect, or which client to use, you can take a look at Zandronum's IRC guide here.
2. Type /msg nickserv register <password> <email>
3. Check your email, and follow the instructions to finish registering with Zandronum IRC.
4. After you have validated your account, register with BE by typing /msg BestBot register <password>
5. Type .host iwad="doom2.wad" gamemode="duel" wad="dwango5.wad" hostname="My first server" in the #bestever channel to start your server
6. This will start a duel server named "My first server" with the wad dwango5.wad. Please see this guide for all hosting options.
* Please note that you'll need to re-identify each time you connect to IRC. You need to type /msg nickserv identify <username> <password> (using your Zandronum IRC account information) each time you connect.
Just open up the files, make your edits, and then follow those directions, then upload the modified files to BestEver - it seriously could not be easier.

If you want something done your way, do it yourself. Most people would probably not of argued as long with you as I did - I have a sense of patience that extends beyond most people's, it turns out.

If you can EMPIRICALLY prove that you are entirely in the right, then do so. I'll take back almost all of my comments if you can.

And I don't mean by yourself.

And I don't even mean myself. I might never be entirely satisfied with the changes, but I'm not going to recoil if YOU can (again, empirically) prove your own point.

So, what should you do?

Host it. As I said, it couldn't be any easier. Hell, I'll probably even join if I see it getting enough players.

But I'm done trying to extract useful theory from you, because, again, it's not getting anywhere fast, and I don't want to see this thread get split twice.

Hell, I'll even help you through the #BestEver registry process if you need me to, though the instructions are *very* clear, personally.
Last edited by Untitled on Thu Jun 18, 2015 2:32 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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RE: SamsaraHold - 0.15 - You Asked for This!

#319

Post by bruiserdaemon » Thu Jun 18, 2015 4:11 pm

Why having two samsaraholds? Let's just have 1 and make it good. Plus i can't host a server because of laggy connection.
Last edited by bruiserdaemon on Sun Jul 16, 2017 1:44 am, edited 1 time in total.

TerminusEst13
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RE: SamsaraHold - 0.15 - You Asked for This!

#320

Post by TerminusEst13 » Thu Jun 18, 2015 7:18 pm

bruiserdaemon wrote: It's not my fault if everything i say makes perfect sense, another thing is when people won't listen.
bruiserdaemon wrote:Not to be arrogant, but i'm much better than you at that, let ME do the game balance for you, and nobody will say samsarahold is boring anymore, just trust me. You just have to do as i say
Yo.
We told you to cut this shit out.

Modders are not under any obligation to do what you request, and throwing a temper tantrum when you don't get your way (even after being told not to, by several different moderators) is going to put you on the fast track to not being able to make any suggestions at all.

Cut it out.
Last edited by TerminusEst13 on Thu Jun 18, 2015 7:18 pm, edited 1 time in total.
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ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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