StrifeDoom: More Gamemodes?

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Llewellyn
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StrifeDoom: More Gamemodes?

#1

Post by Llewellyn » Fri Sep 28, 2012 5:15 am

Strife Doom
Downloads: StrifeDoom Downloads

==What is it?==
StrifeDoom is a modification by me. I made this in about three days on and off. What it does is replace all the Doom pickups with pickups from Strife, OR custom ones made by myself for things that strife didn't have, like the InvulerabilitySphere. I also fixed a couple of Strife bugs that messed up in multiplayer, which made DM impossible.

==Features==
So what does it have?
It replaces all your normal items, so you can play COOP on Doom2 maps if you wanted. But it also replaces items for Competitive gamemodes. DM, TDM, LMS, TLMS, CTF, 4WayCTF, Skulltag, Possession and Terminator are all now strife-ified.
I also made a couple gamemodes of my own, that are completely optional too, such as CoreGame and Hold The Sigil.
CoreGame is a TLMS style grudgematch where you can kill your enemies, or destroy their core to win!
Hold The Sigil is Terminator, but with a twist, you have the full Sigil and nothing else when you pick it up!

==Screenshots==
Spoiler: Click me! (Open)
Image 1: The Terminator and PossesionStone!
Image
Image 2: Sprites for CoreGame (blue, red, and being destroyed from right to left)
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Image 3: Left to Right - Soulsphere replacement, Berserk replacement, 1health, 1armor. And my Custom Widescreen Hud
Image
Image 4: Megasphere, Invul, Flags (the other things were unfinished then.)
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Image 5: The Skulls for Skulltag (The blue one looks funny because they have rotations)
Image
==Usage==
Besides a couple duels, it hasn't really been tested that well.
But, use the standalone StrifeDoom for just Coop, Survival, DM, TDM.
Use StrifeDoomGamemodes.wad AFTER StrifeDoom.wad for CoreGame, CTF, Skulltag, Hold The Sigil, and Possesion.
Use StrifeDoomLMS.wad WITHOUT Gamemodes wad but AFTER StrifeDoom.wad for a LMS/TLMS weapons patch.

NOTE: To play CoreGame, USE TLMS on a CTF MAP!
NOTE: USE LMS WITH SKILL 3! In skill 4, teleporter beacon troops respawn!
Spoiler: Server Variables (Open)
To use a server variable, type set, the varible name, then the number.
Example: set sv_CoreHealth 100
Fill list:
sv_CoreHealth <variable> - Sets the health of base cores in CoreGame.
sv_disallowAssaultGun true/false - Disables AssaultGun for LMS
sv_disallowMiniMissileLauncher true/false - Disables MiniMissileLauncher for LMS
sv_disallowStrifeGrenadeLauncher true/false - Disables StrifeGrenadeLauncher for LMS
sv_disallowFlameThrower true/false - Disables FlameThrower for LMS
sv_disallowMauler true/false - Disables Mauler for LMS
sv_disallowMauler2 true/false - Disables Mauler2 for LMS
sv_disallowGasGrenade true/false - Disables GasGrenade for LMS
sv_disallowTeleporterBeacon true/false - Disables TeleporterBeacon for LMS
sv_disallowSurgeryKit true/false - Disables SurgeryKit for LMS
sv_disallowMetalArmor true/false - Disables MetalArmor (blue) for LMS
Last edited by Llewellyn on Fri Oct 19, 2012 3:29 am, edited 1 time in total.

Avi
 
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RE: StrifeDoom: More Gamemodes?

#2

Post by Avi » Fri Sep 28, 2012 9:56 pm

This is something I've been wanting for a very long time, awesome! Downloading now.

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Ænima
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RE: StrifeDoom: More Gamemodes?

#3

Post by Ænima » Fri Sep 28, 2012 10:12 pm

Coolio. I'll def test this online with you when I get a chance.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Llewellyn
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RE: StrifeDoom: More Gamemodes?

#4

Post by Llewellyn » Fri Oct 19, 2012 3:31 am

Updated StrifeDoomLMS to RC4 since my RC3 didn't get changed from RC2.

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Lord_of_D:
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RE: StrifeDoom: More Gamemodes?

#5

Post by Lord_of_D: » Fri Oct 19, 2012 11:17 pm

finally somebody does something "original". do you think you can port Strife monsters to Doom? :3
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Marcaek
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RE: StrifeDoom: More Gamemodes?

#6

Post by Marcaek » Fri Oct 19, 2012 11:41 pm

That might be an interesting way to mix up co-op, but at the same time why not just design some doom-style co-op maps for Strife? The game needs more love and if you want in-game dialogue or story progression you could probably use ACS.

Llewellyn
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RE: StrifeDoom: More Gamemodes?

#7

Post by Llewellyn » Sat Oct 20, 2012 3:37 am

Marcaek wrote: That might be an interesting way to mix up co-op, but at the same time why not just design some doom-style co-op maps for Strife? The game needs more love and if you want in-game dialogue or story progression you could probably use ACS.
Because making every map work with strife is much faster than making a single map.

Also if you want more dialogue, use USDF (I don't know if USDF was backported but if not you can use the older KSSC.)
Last edited by Llewellyn on Sat Oct 20, 2012 3:39 am, edited 1 time in total.

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Marcaek
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RE: StrifeDoom: More Gamemodes?

#8

Post by Marcaek » Sat Oct 20, 2012 5:25 am

I'm more concerned with copyright vigilantes :P

Having a mod with just Strife's weapons is all well and good, but if you include the enemies someone might get on your back about it.

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Marcaek
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RE: StrifeDoom: More Gamemodes?

#9

Post by Marcaek » Sat Dec 01, 2012 8:58 pm

So is this still being worked on?

Llewellyn
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RE: StrifeDoom: More Gamemodes?

#10

Post by Llewellyn » Sat Dec 01, 2012 10:07 pm

Marcaek wrote: So is this still being worked on?
Worked on implies I have plans to add anything, and that it's not already basically feature complete. If there are any bugs they were never reported and I don't know of them.
Last edited by Llewellyn on Sat Dec 01, 2012 10:07 pm, edited 1 time in total.

Qent
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RE: StrifeDoom: More Gamemodes?

#11

Post by Qent » Sat Dec 01, 2012 10:10 pm

Do you plan to patch that bug with electric bolts for Zandronum?

Llewellyn
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RE: StrifeDoom: More Gamemodes?

#12

Post by Llewellyn » Sat Dec 01, 2012 10:32 pm

Qent wrote: Do you plan to patch that bug with electric bolts for Zandronum?
I couldn't isolate it, when I started removing things it fixed itself randomly, plus it wasn't that big of a deal (basically infinite weapon 1 ammo, probably should have been default.)
Last edited by Llewellyn on Sat Dec 01, 2012 10:32 pm, edited 1 time in total.

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Marcaek
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RE: StrifeDoom: More Gamemodes?

#13

Post by Marcaek » Sun Dec 02, 2012 12:43 am

I'm pretty sure you can still select weapons that have no ammo in LMS, but IIRC it may only apply to the alternate weapons(poison bolts, phos nades).

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RE: StrifeDoom: More Gamemodes?

#14

Post by Qent » Sun Dec 02, 2012 2:22 am

Oh yeah, removing unused weapons in LMS would be very helpful.

Llewellyn
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RE: StrifeDoom: More Gamemodes?

#15

Post by Llewellyn » Sun Dec 02, 2012 4:56 am

Qent wrote: Oh yeah, removing unused weapons in LMS would be very helpful.
Should be able to remove them with the sv_disallowX commands. If not then I'll have to fix that.

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