Complex Doom Invasion - v0.99.8a

General discussion of the port and Doom-related chat.
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fr blood
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RE: Complex Doom Invasion

#41

Post by fr blood » Sun Oct 04, 2015 5:07 am

Catastrophe wrote: Can you please go through every message and correct them to use proper English punctuation?
Already done, v0.6 is just taking more time to be done.

Valomir
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RE: Complex Doom Invasion

#42

Post by Valomir » Mon Oct 05, 2015 9:33 am

Very large maps with heights like playground are enjoyable (my favourite... probably because I'm a railgunner XD). I hope we'll get other maps like this^^
Last edited by Valomir on Mon Oct 05, 2015 9:37 am, edited 1 time in total.

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RE: Complex Doom Invasion

#43

Post by fr blood » Mon Oct 05, 2015 3:39 pm

Valomir wrote: Very large maps with heights like playground are enjoyable (my favourite... probably because I'm a railgunner XD). I hope we'll get other maps like this^^
Thanks for the comment, his map was sure large but without Railgun so when I check it I couldn't resist and added one, I also like it a lot the gameplay is one of the best from the mappack.

MetalGuy213 I'm removing your name from the mapslot since you didn't give any information on your map progression since a month so now CDM07 is free.
I'm going to take it soon if no one wants.

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RE: Complex Doom Invasion

#44

Post by fr blood » Tue Oct 06, 2015 4:01 pm

This is official that I'm gonna make a WTF map to finish the 1st episode of this project(and maybe the last one who know).

I won't tell you what will be inside but you guys can imagine the worst coming from me, and because we are in Complex Doom this map will be very hard.

And I also take the slot 7 since no one asked for it.
Last edited by fr blood on Tue Oct 06, 2015 4:08 pm, edited 1 time in total.

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RE: Complex Doom Invasion

#45

Post by fr blood » Sat Oct 10, 2015 11:58 am

Well after a moment I've decided to reduce the map amount from 12 to 10 and remove the WTF map for now, I start to bored of that project and looking for other one.

Evaine I've removed you from the map slot 10 as you asked, but I keep CDM08 this map isn't bad and I'm going to improve it.

Arkore you are now taking the slot 10 instead of 12, your map is great and long so it shall be the last one available.

Afrit(if you are still there) I gave you the map slot 09.

The map slot 07 is free again, I will take some rest and start mapping again for it in a while.

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RE: Complex Doom Invasion

#46

Post by Aiur850 » Sun Oct 11, 2015 2:22 am

fr blood wrote: Well after a moment I've decided to reduce the map amount from 12 to 10 and remove the WTF map for now, I start to bored of that project and looking for other one.

Evaine I've removed you from the map slot 10 as you asked, but I keep CDM08 this map isn't bad and I'm going to improve it.

Arkore you are now taking the slot 10 instead of 12, your map is great and long so it shall be the last one available.

Afrit(if you are still there) I gave you the map slot 09.

The map slot 07 is free again, I will take some rest and start mapping again for it in a while.
Blood, I ask then that your final map boss be a Legendary Sadface since the project is ending early.

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RE: Complex Doom Invasion

#47

Post by Forty-Two » Mon Oct 12, 2015 2:41 am

I'd like to take another slot if possible!

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RE: Complex Doom Invasion

#48

Post by fr blood » Mon Oct 12, 2015 3:58 am

Forty-Two wrote: I'd like to take another slot if possible!
I'm giving you the map slot CDM09 since afrit was afk for the whole month, thanks for your participation.

Date limit is the 12 November 2015.
Last edited by fr blood on Mon Oct 12, 2015 3:59 am, edited 1 time in total.

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RE: Complex Doom Invasion

#49

Post by Skeleton » Thu Oct 15, 2015 7:39 am

http://imgur.com/6u1jTrG and I see a invisible leg sentinet and cyber in Cdm10
Last edited by Skeleton on Thu Oct 15, 2015 7:40 am, edited 1 time in total.

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RE: Complex Doom Invasion

#50

Post by fr blood » Thu Oct 15, 2015 2:11 pm

Skeleton wrote: http://imgur.com/6u1jTrG and I see a invisible leg sentinet and cyber in Cdm10
Thanks for the information I'm going to fix this problem.

About the invisible leg sentient and cyberdemon could you give more information, this never happened on my side if that bug was a common one people would see it already.

EDIT: I start a break on this project so you there won't be anymore update for a moment(weeks), I'm going to code on something else.
Last edited by fr blood on Thu Oct 15, 2015 5:03 pm, edited 1 time in total.

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RE: Complex Doom Invasion

#51

Post by Skeleton » Sun Oct 25, 2015 5:09 pm

thumbnail Ghost leg cyber? and
thumbnail
Last edited by Skeleton on Sun Oct 25, 2015 6:58 pm, edited 1 time in total.
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Doom Invasion

#52

Post by fr blood » Sun Oct 25, 2015 6:44 pm

Please, use the spoiler option if you want to post big images on a thread.

Thanks for the information, even knowingthat the Legendary Cyberdemon is from LCA and not this project so it's not the place where to put these bugs.

I'm going to recode him anyway so I will try to fix that bug, even knowing that it never happened on my side.

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RE: Complex Doom Invasion

#53

Post by Skeleton » Sun Oct 25, 2015 6:59 pm

thumbnail Lol
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Doom Invasion

#54

Post by Forty-Two » Sat Nov 07, 2015 11:15 pm

My map will still be a while I'm afraid, I've been busier with uni things than I expected.
But here's proof that I have at least done a fair bit on it!
http://imgur.com/vt3Lpph

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RE: Complex Doom Invasion

#55

Post by fr blood » Sun Nov 08, 2015 3:03 pm

That what I was waiting for, I give you 2 more weeks to finish your map that I think will be enought.

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RE: Complex Doom Invasion

#56

Post by fr blood » Mon Nov 09, 2015 9:53 pm

I've decided to get back to the old project goal, that means 12 maps + 1 boss map + 1 wtf maps.
The Episode 1 will be finished before 2016.

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RE: Complex Doom Invasion

#57

Post by Skeleton » Fri Nov 13, 2015 7:25 pm

fr blood wrote: I've decided to get back to the old project goal, that means 12 maps + 1 boss map + 1 wtf maps.
The Episode 1 will be finished before 2016.

cool :twisted:
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Doom Invasion

#58

Post by BioHazard791 » Sun Nov 22, 2015 4:36 am

Crate system needs some fixing..and reinforcement cards.

3 backpacks over the course of 3-5 waves, and card whores camping in the spawn room.

That's all I got to bitch about, other than that, this is addicting. Keep up the good work. :D

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RE: Complex Doom Invasion

#59

Post by fr blood » Sun Nov 22, 2015 6:00 pm

BioHazard791 wrote: Crate system needs some fixing..
3 backpaks over the course of 3-5 waves.
What do you mean by that ? That I shall buff or nerf them ?
Because IMO they are so helpful that I decided to make an hard mode without them.
BioHazard791 wrote: and reinforcement cards.
whores camping in the spawn room.
I'm of course agree with the fact the campers are annoying, I'm thinking of making a waiting queue but I never did that before in ACS this gonna take a certain time.

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RE: Complex Doom Invasion

#60

Post by BioHazard791 » Sun Nov 22, 2015 8:16 pm

fr blood wrote:
What do you mean by that ? That I shall buff or nerf them ?
Because IMO they are so helpful that I decided to make an hard mode without them.

I'm of course agree with the fact the campers are annoying, I'm thinking of making a waiting queue but I never did that before in ACS this gonna take a certain time.
A nerf\buff would work well for the crates, eg. making the backpack less likely to get.

Ah, I see, yeah a waiting queue would be best for this one, and maybe a queue for the reinforcements via the main portal (make them in the same queue category?), because some people die constantly and chew up all reinforcements and then they are all stuck in the spawn room while one is left alive. Separate rooms might work too. Take your time, man.

Just thought I'd throw some stuff out there as suggestions.
Last edited by BioHazard791 on Mon Nov 23, 2015 11:11 am, edited 1 time in total.

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