[ALPHA] Dynamic Doom

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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stradex
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[ALPHA] Dynamic Doom

#1

Post by stradex » Sun May 29, 2016 5:20 pm

Hi people, this is the first time I publish a mod here, the mod is called "Dynamic Doom" .
Dynamic Doom
  • What is this mod?: The intention of this mod is make Doom more random, unpredictable, bring to it more playability... make it dynamic.
  • Made it for: Doom vanilla, it won't run properly with others mods like complex, brutal doom, etc..

    I can't say to much about how this mod work because it's going to ruin the surprise, if you are interested about how it works you always can see the source code, which is avaible in the file.
Changelog
[spoiler]
Alpha 0.7-beta1:
  • New: respawn protection.
  • New: item spawn points for monsters
Alpha 0.6f:
  • Fix addon "smart projectiles" to work in multiplayer and in monster infight.
Alpha 0.6e (Don't even play this version, bugged as hell):
  • New addon called "smart projectiles" who makes that monsters fire projectiles to intercept player position.
Alpha 0.6d:
  • New addon called "unpredictable projectiles" who makes projectiles movement more random.
Alpha 0.6c:
  • Important Fix the mod now does not modify monsters with an assigned TID by the MAP (because that monsters are used to activate things, open doors when die, etc...)
Alpha 0.6b:
  • Sames as 0.6a but without so many test messages in server console
Alpha 0.6a:
  • Fix addon "Betruger" to not repeat always once activated.
  • Fix the randomizer monster script to not disappear too many monsters (like 200 or 300 monsters used to disappear in large maps with 1100 or more monsters, now that number is between 50 - 100, but the disappear ones are going to come back in the map (spawning))
  • Add: Now the mod can handle 3072 monsters (it can be played in maps with more monsters, but is going to modify only 3072, in contrast with past when it used to handle 1024 monsters maximum)
  • Fix: There is an addon to modify monsters properties, but the alpha property it wasn't working, now it's working.
Alpha 0.6:
  • New addon called "Betruger", this new addon teleport the player to an old random position and then start spawning monsters near him, like a mini-invasion.
Alpha 0.5c:
  • New addon called "paranoia", this new addon plays sounds near players positions in random times to confuse the players. (Monsters, teleport, etc... sounds)
  • Fix script 9002 (the script who interchanges the monsters positions when the game starts) because it used to crash in large maps with many monsters (1000 or more)
Alpha 0.5b:
  • Fixed the dinamic teleport mode to be random and not always activated.
[/list]
[/spoiler] Download Download (Alpha 0.7-beta1): http://www.mediafire.com/file/4bzvt2l4t ... -beta1.pk3

Old-Versions

[spoiler]Download (Alpha 0.6f): http://www.theultimatedoom.com/download ... -v0.6f.zip
Download (Alpha 0.6e): http://www.theultimatedoom.com/download ... v0.6e2.zip
Download (Alpha 0.6d): http://www.theultimatedoom.com/download ... -v0.6d.zip
Download (Alpha 0.6c): http://www.theultimatedoom.com/download ... -v0.6c.zip
Download (Alpha 0.6b): http://www.theultimatedoom.com/download ... -v0.6b.zip
Download (Alpha 0.6a): http://www.theultimatedoom.com/download ... -v0.6a.zip
Download (Alpha 0.6): http://www.theultimatedoom.com/download ... a-v0.6.zip
Download (Alpha 0.5c): http://www.theultimatedoom.com/download ... -v0.5c.zip
Download (Alpha 0.5b): http://www.theultimatedoom.com/download ... -v0.5b.zip[/spoiler]
Last edited by stradex on Sat Mar 25, 2017 9:05 pm, edited 7 times in total.

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Combinebobnt
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[ALPHA] Re: Dynamic Doom

#2

Post by Combinebobnt » Sun May 29, 2016 5:27 pm

make doom more random? sounds like a wad for the competitive scene

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stradex
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[ALPHA] Re: Dynamic Doom

#3

Post by stradex » Mon May 30, 2016 8:02 pm

I don't think is focused on competitive scene because would not be right, every round is different, and one player can finnish the map easly because the hard game-modes not activated, but other player who played a better round maybe can die because hard game-modes activated.

And this mod is focused for large maps, in short maps it would not be appreciable.

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Doomenator
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[ALPHA] Re: Dynamic Doom

#4

Post by Doomenator » Tue May 31, 2016 7:21 am

It is desirable remove the appearance of nazi on the maps where they were not.

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stradex
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[ALPHA] Re: Dynamic Doom

#5

Post by stradex » Tue May 31, 2016 8:34 am

Doomenator wrote:It is desirable remove the appearance of nazi on the maps where they were not.
You suggest to make appear only the type of monsters that are already in the map?

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Doomenator
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[ALPHA] Re: Dynamic Doom

#6

Post by Doomenator » Tue May 31, 2016 11:03 am

stradex wrote:You suggest to make appear only the type of monsters that are already in the map?
I proposed to remove only the Nazis (wolfensteinSS). Your version is fine too.

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