Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Catastrophe
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Super Demon! FINISHED!!

Post#1 by Catastrophe » Wed Dec 19, 2012 4:13 am

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Hey there, I was working on this boss fighting wad two years ago where instead of you fighting the boss, you can BE the boss!

The game works like this, at the beginning of each map there is a countdown, after the countdown is finished one random player will be picked as the boss, and then the fight commences!

http://www.moddb.com/downloads/mirror/7 ... 5f514a9a55 (Does not need skulltag actors and/or data)

-=Features=-
- New Weapons!
- Unique bosses in each map!
- Megaman X styled boss bar!
- Stat saving!

-=Shit to do=-
- Level system? idk

-=DMFLAGS for hosting=-
Simply type in "setup" in the console to set everything up for you.
Also using random maps is highly recommended.

Start Map: Boss01
End Map: Boss23

Changelog

Code: Select all

4.1 -> FINAL
++ STATS ARE REMOVED. THEY MAY BE ADDED AGAIN AS A SEPARATE ADD-ON.
+ Complete acs rewrite by watermelon
+ 1 new map by guardsoul
+ 2 new maps by ivan
+ Deathvile replaced with deathknight, by Catastrophe
+ New healthbar by watermelon
+ added attack descriptions for every boss
+ End game messages have been rehauled again
+ New Stat: Rounds Survived
+ 3 new ads by aenima
+ F1 help menu added
- Railgun damage increased
- Impaler X-Bow speed increased
- Commander movement speed increased
- Centaur radius decreased (now he can fit through the crevices)
- ultra shotgun reload speed increased
- nosferatu map lag fixed
- Mephisto energy bolt damage reduced
- Argus health reduced
- Argus speed lowered.
- Various map fixes
- Sumo speed increased.
- Commander spin attack improved.
- Commander rocket radius and direct hit damage increased.
- Nosferatu lunge fixed. (I hope)
- Centaur toro fixed.
- Centaur health more buffed
- Moloch health buffed
- Arachnophyte chaingun spread decreased
- Juggeraut bullets fixed
- Extra life will be taken away if you die for sure now.
- The "ceiling torch" in the vampire map doesn't get you stuck
- Vindicator nerfed
- Vindicator FX has been made clientsided
- Fixed typo in the checkhiscores command


3.1 -> 4.1 (The Ivan update)
+ New experimental STAT SYSTEM
   - Saves stats across different servers
   - Must be manually enabled
   - Saves your name if you are #1
   - Must be atleast 3 players in the server to record.
+ End game menu overhaul
   - Now displays the servers' hiscores
   - Displays your score on the bottom
   - Will tell you wether or not the server records stats

+ All bosses have proper taunts now (Thanks Ivan!)
+ All bosses have proper deaths now (Thanks Ivan)
+ 4 New maps from Ivan (Again, woo!)
+ 6 New guns by Ivan
+ Added some effects to various bosses
+ Archon new attack
+ New reward, ammo regeneration
+ Activating your reward will now display to others.
+ Grenade launcher reworked
+ Small changes to all maps
+ Updated textcolors mod
+ The caco-horde has gone south for the winer and will return in a later update
- Argus weapon switching slowed
- EFG9000 speed buffed
- Moloch flame wave buffed slightly
- Annihilator no longer inflicts self damage
- Juggernaut missile speed increased
- Juggernaut chaingun damage nerfed
- Deathvile mainfire mana cost increased
- Deathvile altfire mana cost decreased
- Deathvile altfire speed increased
- Plasma commando BFG removed
- Plasma Commando rocket mana cost reduced
- Plasma Commando plasma mana cost reduced
- Plasma commando plasma damage nerfed
- Plasma Commando cant hurt itself anymore from his own rocket
- Bruiser fireball and spreadball speed increased.
- Bruiser fireball & spreadball now explode on impact
- Bruiser fireball mana cost reduced
- Moloch nails no longer bounce
- You can now carry more than 1 unactivated reward (Max 3)
- Azazel ground fire damage cut in half.
- Azazel red ball has faster speed
- Azazel now jumps high
- The extra life reward works correctly now
- Cloaking Device buffed
- I finally spelled "Annhilated" correctly
- Buffed Lich's fire projectiles to do explosion damage on impact to help him clear hordes of people easier.
- Ice wasn't one shotting 100hp people at random, this is fixed.
- Tchernobog now gives reward on death.
- Added explosion damage to Tchernobog's 3rd attack to make it more useful.
- Increased missile travel speed of 1st and 3rd attacks of Tchernobog by 2.
- AoD bullet mana lowered to 5.
- AoD ghosts health and damage increased.
- AoD grenade direct hit damage increased by 5.
- Changed Argus' radius and height so he can fit places others can.
- Fixed a bug where sometimes the lightning sound of Argus wouldn't play.
- Fixed a bug where you wouldn't get any ammo for the newer weapons if you picked up a black backpack.

2.1 -> 3.1 (God REALLY hates this wad)
+ Added a reward system, currently seven possible rewards. You won't lose your reward when it changes to a new map as long as you don't die. You can get a reward by killing the boss.

[*]Cloaking Device - You will camouflage based on how dark an area is
[*]Katana Upgrade - Your Katana will be upgraded to the Flame Sword
[*]Megasphere - Guess what it does
[*]High Jump - Self explanatory
[*]Speed Boost - You move 25% faster
[*]Extra Life - You will get an extra life, does not work as boss.
[*]Gods Pistol - The lulziest reward. I guarantee it.

+ 4 New maps by Ivan! Props to him!
+ New Weapon: the Comet Launcher
+ New Weapon: the M60
+ New Weapon: Frost Fang
+ New Weapon: the FlameThrower
+ Bruiser Demon level revamped by Ivan
+ Added a new weapon, the flame sword
+ Added Fuzzballs more color text mod
+ Cacohorde is now playable again
+ Added some ads
- CacoHorde's challenge will activate every 30 rounds instead of 20
- Modified a bunch of maps
- Made the intermission picture the console background
- Got rid of a couple console warnings
- Nerfed Deathvile's health
- Nerfed Plasma Commando's health
- Fixed tchernobog's exploit
- Fixed an issue where moloch didnt have 100 mana at start
- Arachnophyte movement speed increased

2.0fix -> 2.1
+ BOSS12 is now playable.
+ All bosses rate of mana gets doubled if lower than 30% hp.
+ All bosses health caps have been severely increased.
+ All caco-horde cacodemon base speeds have been increased by 5.
+ New Status bar for anyone using the doomguy hud
+ Another new mdoom, whaddya think?
+ New intermission pic, hopefully its better
+ Fixed an issue where the orange cacodemon speed buff wasn't working.
+ Moloch buffed
+ Archon flamethrower now triple fires.
+ Hopefully fixed the end game message from bugging out again
+ Avatar ice ball projectile is now faster
+ DeathVile alt attack speed increased
+ Added a bunch of new weapon sprites, lets see what I do with it...
- Minimum speed required for Speed Demon is now 35 seconds instead of 40.

2.0 -> 2.0fix
- Annhialator no longers takes self-damage
- BFG removed from annhialator map (it teamkills)

1.1 -> 2.0
+ The Caco horde has invaded! Every 20 rounds they will issue a challenge.
   * Grey Cacodemon - Rapid Fire - Town gets foggy on death
   * Blue Cacodemon - Explosive Fire - Randomly revives one cacodemon
   * Pink Cacodemon - Homing Fire - Fully heals all cacos
   * Black Cacodemon - Insta Death Fire - All playesr have their health severely damaged
   * Orange Cacodemon - Fast Fire - Increases his ally caco speed by 35%
   * Brown Caco - Spread Fire - All weapons but katana for every player gets taken away.
   * Green Cacodemon - Poison Fire - Every 30 seconds every player takes 10 damage.
+ New Blood-themed map from Ivan.
+ New map by arkore
+ New map by Impact
+ Any large boss that can stomp will do damage while walking now.
+ All pain states have been removed from bosses.
+ New M_DOOM picture, yeah its novice but better than nothing!
+ Added blood colors to some bosses.
+ Arachnophyte Health buffed
+ Arachnophyte Speed buffed
+ Arachnophyte plasma damage buff
+ Fixed deathviles altfire, should actually damage now
+ Fixed Juggernaut flame sprites
- Setup now disables suiciding


Release 1 -> Release 1.1
+ New Map by impact
+ New Weapon
+ Better obituary messages
+ This wad now works as a resource
+ Switching weapons now make a noise for boss
+ New end game comment message
+ Deathvile altfire redone
+ Maulotaur now makes hammer swing noises from hexen
- Flying bug fixed
- Jugger flamethrower nerfed
- Jugger size increased
- Arachnophyte health buffed
- Deathvile invulverability removed, but health increased.
- Avatars lightning buffed
- stimpack radius decresed
- Commando plasma rockets now explode
- Bruiserdemon lava trails buffed
- Jugger chaingun damage buff

Alpha 9 -> Release 1
+ Four new bosses, essentially doubling the wad
+ Boss selector works differently now, instead of it being "random" and picking the same guy 8 times in a row, it now instead scrolls down the scoreboard and picks a boss one by one.
+ End game comments - There will be end game messages based on what happens during the game, so for instance if the boss wins with less than 10% health it will say, "that was a close call".
+ Random boss balance changes, and stuff
+ Allies now drop health and ammo on death

- Commando health has been nerfed
- Commando mana per tic has been increased
- Slight camera changes (moves a bit slower and doesn't noclip)


Common questions

Code: Select all

Q. How do I switch weapons when I'm the boss?
A. It's just like all out war, press altfire.

Q. Does the boss health increase based on the amount of players?
A. Why yes, it does! Don't worry they also have health caps. As in, it can't go beyond a certain number.

Q. Is the boss selection random?
A. Actually, NO! Basically it will scrolls through the scoreboard, so for example here's a list of players:

Catastrophe
Player <--- current boss
Argentum
Impact

Lets say the round ended, and the boss -was- Player, it will now pick argentum. When argentum finishes his round, it will then pick Impact. However there is no one after impact, so it will just go back to Catastrophe and start over from there.

Q. Hey isn't this saxton hale?
A. I don't know what saxton hale is, but an alpha of this wad existed before megaman 8 bit deathmatch was even released.

Q. Why is the all the bosses weapons an imp hand?
A. Do you want it to take longer for me to make a boss? :p

Q. Will there be more weapons/bosses/etc?
A. As long as I'm working on this, yes.


Spoiler: "Screenshots" (Open)
Image
Image
Image
Image


phpBB [video]
The [video] tag is deprecated, please use the [media] tag


Looking for mappers!

Hey, if you submit a map for this, you can pick which boss you want in your map. So you can design the whole map around whatever boss you desire.

However, if you prefer making your own boss, follow this guide: http://bluests.enjin.com/forum/page/6/m ... uper-demon

Here's a map/boss that ivan made using the guide: https://www.dropbox.com/s/rb313up6lis6t ... mivan2.pk3

But what bosses can you pick? Any. You can pick whatever boss you want as long as I can get permission to edit the monster freely. I'd recommend going through the monster resource wad, or realm667 to pick out a monster.

As for resources, use the latest version of this wad only
Last edited by Catastrophe on Wed Dec 07, 2016 9:38 am, edited 3 times in total.

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

Post#2 by Aqua Kitty » Wed Dec 19, 2012 5:01 am

That looks good. It sounds like it would be fun to squash some bots as a big boss monster.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#3 by TerminusEst13 » Wed Dec 19, 2012 6:16 am

Oh wow. This is a super, super awesome idea. I'm definitely gonna keep an eye on this.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#4 by President People » Wed Dec 19, 2012 6:20 am

I sense Samsara vs. Boss Fights… :D
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#5 by someoneelse » Wed Dec 19, 2012 6:31 am

Feel free to suggest bosses!

Igor.
Anyone hit by a projectile is automatically kicked from the server. Alt-fire bans.
Last edited by someoneelse on Wed Dec 19, 2012 6:37 am, edited 1 time in total.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#6 by doomwolf555 » Wed Dec 19, 2012 7:12 am


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

Post#7 by Catastrophe » Wed Dec 19, 2012 1:50 pm

doomwolf555 wrote:http://www.youtube.com/watch?v=GT1QCbFh6OU
is it the same boss?



Realm667's bruiser demon? Yeah. But just not that humongous.

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

Post#8 by Ænima » Wed Dec 19, 2012 2:35 pm

Cool. Do Thamuz.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#9 by Catastrophe » Wed Dec 19, 2012 3:22 pm

Ænima wrote:Cool. Do Thamuz.


Already planned

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

Post#10 by Dusk » Wed Dec 19, 2012 3:33 pm

I had this idea once, glad to see it's coming along! I was thinking of just selecting the boss randomly but I guess the pad idea is even better.

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

Post#11 by Ænima » Wed Dec 19, 2012 5:47 pm

It would be cool if players could "unlock" more powerful bosses by winning a certain number of rounds against the human team. Etc beat the marine team 3 times in a row and unlock the Cyber-Mastermind or something.


Another idea is if there could be more than one boss per level. Like having 2 players be Terminators and the rest are on the marine team.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#12 by Cruduxy » Wed Dec 19, 2012 7:50 pm

Will you add less mass massacre and more intense boss maps?
Example : Everyone is in a gloomy sewer map.. the boss is a quick monster that is fragile but can rapidly kill a lonely marine, it might be a little bit of a scary addition to the boss theme -not scary but cheap jumps from time to time- :P
Last edited by Cruduxy on Wed Dec 19, 2012 7:51 pm, edited 1 time in total.
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#13 by Catastrophe » Wed Dec 19, 2012 9:06 pm

Ænima wrote:It would be cool if players could "unlock" more powerful bosses by winning a certain number of rounds against the human team. Etc beat the marine team 3 times in a row and unlock the Cyber-Mastermind or something.


Another idea is if there could be more than one boss per level. Like having 2 players be Terminators and the rest are on the marine team.


Those are both great ideas I had planned, but I don't like how saving variables work atm. Clientside = you can mess it up, Serverside = different unlockables in every server.

I wanna find a good workaround hmm...

[quote=cruduxy]Will you add less mass massacre and more intense boss maps?
Example : Everyone is in a gloomy sewer map.. the boss is a quick monster that is fragile but can rapidly kill a lonely marine, it might be a little bit of a scary addition to the boss theme -not scary but cheap jumps from time to time- :P [/quote]

Sounds like whodunit, tbh. One thing I can answer is that bosses aren't slow, frustrating tanks. They're about 90% as fast as doomguy at most. So, you can have some really fun gameplay!

Also see topic for the new weapons planned!
Last edited by Catastrophe on Wed Dec 19, 2012 9:07 pm, edited 1 time in total.

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

Post#14 by Laggy Blazko » Wed Dec 19, 2012 9:21 pm

Saxton Hale, anyo-*shot*

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

Post#15 by Cruduxy » Wed Dec 19, 2012 10:03 pm

It sounds like whodunit but actually I was meaning predator style not whodunit style :P
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#16 by President People » Thu Dec 20, 2012 3:42 am

HeXen bosses would be cool, also Strife Entity lololol (in all seriousness, I'd like to play as some of the Strife bosses).
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RE: Super Demon BOSS FIGHTS! You are the Boss!

Post#17 by Dranzer » Thu Dec 20, 2012 3:48 am

I think u should let Ral make a map, he such a great mapper and can code

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

Post#18 by Catastrophe » Sat Dec 22, 2012 7:54 am

Ok, mandatory update screenie time.

[spoiler=]Image[/spoiler]

Yeah, the announcements for players or bosses winning now works. So I was wondering what could I do with the extra room?

My plan is to show statistics from your previous games as a "highscore". It's only YOUR stats and you benefit nothing from it, so I wouldn't care if you messed up your config to get an advantage. Overall it'd just be implemented for fun.

Anyways, stats planned:
  • Total games Played:
  • Games won:
  • Games lost(aka deaths):
  • Perfect games:
  • Most populated game:
  • How many times you've killed a boss:
  • Times Chosen as boss:
  • Games won as boss:
  • Games lost as boss:
  • Amount of kills as a boss:
  • Record Kills as boss:

etc... What do you guys think? Too much? Too little? Feel free to suggest too!

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

Post#19 by HexaDoken » Sat Dec 22, 2012 1:07 pm

I think that when AEnima was talking about "unlocking" bosses he didn't mean "you win 50 rounds in your lifetime and you can play something super-puper" - more like he meant that one has to do a killing spree or sorts on the server. I.e. no saving variables needed, since everything is performed during one game. Even if he didn't mean that, it would be way better IMO - this way you don't have people unlocking the highest tier bosses and using them and only them.

Luck on this.

As of stats, just make a button that shows/hides them - as long as they don't pollute the screen when I don't tell them to pollute the screen, I don't care.

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

Post#20 by Catastrophe » Sat Dec 22, 2012 4:29 pm

HexaDoken wrote:I think that when AEnima was talking about "unlocking" bosses he didn't mean "you win 50 rounds in your lifetime and you can play something super-puper" - more like he meant that one has to do a killing spree or sorts on the server. I.e. no saving variables needed, since everything is performed during one game. Even if he didn't mean that, it would be way better IMO - this way you don't have people unlocking the highest tier bosses and using them and only them.


I think that's straight up overkill. Not only are the players losing, but the boss is transforming to an even stronger state? Though, as an alternative, I'll probably add an option to spawn as a random boss instead of the one native to its' map.


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