Invasion Unleashed - Evil Within

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Fused
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RE: Invasion Unleashed - Evil Within

#101

Post by Fused » Sat Nov 01, 2014 8:43 pm

INVUX14 - Lavawaste Caves

This map is very alpha. The final version might be different from the information below.

This map is all about caves really, like many of my other maps. However, I have tried to much more effort in this map, more than my previous maps. If you played any of my other maps, you will surely notice it.

This map has four themes; open sky, normal caves, a mine and a lava-like area. The map will be containing five waves, each being played in a new theme, as done in the order I just explained. the fourth and fifth wave will be played in the same room, but with the boss of wave 5 enhancing the area alot.. Sadly I have only made the map up to wave 3 so far, so this map is far from finished.

Screenshots below. Please note that these areas will likely be changed upon release.
Spoiler: screenshots (1440x900) (Open)
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Last edited by Fused on Wed Nov 12, 2014 5:33 am, edited 1 time in total.
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mifu
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RE: Invasion Unleashed - Evil Within

#102

Post by mifu » Sat Nov 01, 2014 9:22 pm

mistamontiel wrote: So there's a server of InvuledEW n nowhere to be found ;/
There will be an alpha soon. We had to re-build our pk3 from scratch and we are still working on it.

Also Fused, nice stuff!
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RE: Invasion Unleashed - Evil Within

#103

Post by Aiur850 » Tue Jan 27, 2015 4:28 pm

mifu wrote:
mistamontiel wrote: So there's a server of InvuledEW n nowhere to be found ;/
There will be an alpha soon. We had to re-build our pk3 from scratch and we are still working on it.

Also Fused, nice stuff!
I still look forward to seeing this. Is there any update?

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RE: Invasion Unleashed - Evil Within

#104

Post by Guardsoul » Tue Jan 27, 2015 7:38 pm

Aiur850 wrote:
mifu wrote:
mistamontiel wrote: So there's a server of InvuledEW n nowhere to be found ;/
There will be an alpha soon. We had to re-build our pk3 from scratch and we are still working on it.

Also Fused, nice stuff!
I still look forward to seeing this. Is there any update?
Still waiting for Agaures and Mifu to finish his work in the main pk3.
I dont care about how bad your maps are. Everything can be improved.
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RE: Invasion Unleashed - Evil Within

#105

Post by Aiur850 » Fri Jan 30, 2015 1:29 am

Okay thanks.
Last edited by Aiur850 on Fri Jan 30, 2015 1:30 am, edited 1 time in total.

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RE: Invasion Unleashed - Evil Within

#106

Post by mifu » Tue Feb 24, 2015 2:13 am

Good news lads!

The main pk3 is re-built. We are currently scanning for any show stopping bugs to release an alpha this weekend (inb4 OH ABOUT FUCKING TIME)

Anyone wanna party with us this weekend?
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RE: Invasion Unleashed - Evil Within

#107

Post by The Toxic Avenger » Tue Feb 24, 2015 2:24 am

If I'm around, possibly :V

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RE: Invasion Unleashed - Evil Within

#108

Post by Slim » Tue Feb 24, 2015 3:45 am

The weekend? Sure if SNS isn't occupying me. :D
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: Invasion Unleashed - Evil Within

#109

Post by Guardsoul » Tue Feb 24, 2015 6:26 am

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I dont care about how bad your maps are. Everything can be improved.
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RE: Invasion Unleashed - Evil Within

#110

Post by CloudFlash » Tue Feb 24, 2015 9:17 pm

[HAPPENING INTENSIFIES]
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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RE: Invasion Unleashed - Evil Within

#111

Post by mifu » Sun Mar 01, 2015 5:19 am

It's finally here!!!

The Alpha is here!

https://www.dropbox.com/s/eznq6gc79mcac ... 1.pk3?dl=0 > Main pk3 file 40 MB
https://www.dropbox.com/s/vy984htbdu8gi ... 0.pk3?dl=0 > Music pk3 file 45 MB

A few things you should know before playing.
  • This is an alpha, this may not be the final product
  • There are bound to be some bugs that we may have missed. If you spot them, please report them here.
  • Any constructive crtsicim or feedback is welcome. Tell me to nuke a map for no reason or just not telling us why it's bad however, and we will ignore you
  • Credits are in a CREDITS lump in the main pk3 file. There is a chance we may have missed a few people, so if you are not credited, please PM me and I will sort it out. Same goes if we have been naughty and use something without permission (though i dont think we did)
  • skulltag_actors_1-1-1.pk3 and skulltag_data_126.pk3 is needed
Have fun lads!
Last edited by mifu on Sun Mar 01, 2015 5:21 am, edited 1 time in total.
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RE: Invasion Unleashed - Evil Within

#112

Post by SyKoTiC » Sun Mar 01, 2015 5:40 am

A grand day indeed. Looking forward to see where this goes. I'll be sure to help test on my own time when I have it.
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RE: Invasion Unleashed - Evil Within

#113

Post by Konda » Mon Mar 02, 2015 9:14 am

Cool maps. I had fun even though the invasion gamemode in its essence is a bit boring for me.
EDIT: I haven't played through all of the maps yet, so expect some feedback about the maps soon.

I was curious about the secret area with the bars in INVUX11 and I notied in the map editor that you had to shoot a tiny button. When I checked the ACS script to see what the button does, I noticed that there's more things to activate before the platform with the BFG can be lowered. Imo this is too much work for a player who doesn't know about the map yet (we found the secret area with the bars but didn't notice the tiny button at all) when you can simply RJ with the highjump rune, which is how we thought was the actual way to get the BFG.

Other than that, we noticed some invisible bosses. One of them is the terminator, and the other is located in that temple-like map where new map areas fade in out of nowhere and there is some sort of day-night cycle. The boss appears somewhere (I think) at wave 13, 14, or 15. From the projectiles it fired I can only tell that the boss is some kind of super powered hades elemental
Last edited by Konda on Mon Mar 02, 2015 12:09 pm, edited 1 time in total.

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RE: Invasion Unleashed - Evil Within

#114

Post by mifu » Mon Mar 02, 2015 1:10 pm

Thanks for the feedback so far and bug reports.

I'll relay that back to the mappers who made those maps.
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RE: Invasion Unleashed - Evil Within

#115

Post by Guardsoul » Mon Mar 02, 2015 2:59 pm

Konda wrote:and the other is located in that temple-like map where new map areas fade in out of nowhere and there is some sort of day-night cycle. The boss appears somewhere (I think) at wave 13, 14, or 15. From the projectiles it fired I can only tell that the boss is some kind of super powered hades elemental
It´s an Overlord. For some reason the game isn´t showing the sprites of the monster even though everything is perfect inside the pk3...
Last edited by Guardsoul on Mon Mar 02, 2015 5:37 pm, edited 1 time in total.
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RE: Invasion Unleashed - Evil Within

#116

Post by mifu » Tue Mar 03, 2015 5:28 am

Hey guys.

I wanna note down, the folks who have played this so far. Thanks for trying it out and providing feedback. It seems the general concensus here is people liked it. Some said it was awesome, however we can all agree on that with more then 6 players... it's too easy!

So next version, we will make sure that we make it more challenging. Also thanks to those who found and reported bugs, we will be sure to patch those up.

I would also like to welcome Capt.J3 to the team. Hes gonna make a map. I cant wait for this to be honest :d

Also to advise, we are still looking for mappers! No really, we are on a shortage of them!
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RE: Invasion Unleashed - Evil Within

#117

Post by Konda » Tue Mar 03, 2015 3:23 pm

I promised to give some more feedback on the maps once I play through them, so here's my feedback on some:
  • INVUX01
    There is something about this map that feels empty, tbh. It feels like the map is not finished. I don't know why I feel that way, it could be just that the map looks plain when you compare its detail and structure complexity with Guardsoul's maps. It's like playing kdizd where map01 is from Doom 2. The starting room does look awesome tbh, but then the hallways and that room with the bridge.....

    On the bright side, the last few waves were quite a blast for me. With all that strength rune and blue armor, railgun, RJing to the megasphere secret. Earlier waves were decent too (except for those goddamn poison lost souls, but that's just my personal hate towards them). So gameplay-wise, this map is OK in my book.

    I have a suggestion to put a secret in the room where the barrels are being moved by the scrolling floor along with hissy. You can jumpmaze your way into that room by climbing on the edge of the bridge, then on the tall techno floor lamp, and then by crouching through the window where the hissy is. Since the center of the room is in the void, you can make an area there which is accessible from the back of the room and has no scrolling floors. Maybe put something not too valueable since the room is accessible from the early waves. Or just make it so more important things spawn in there in the later waves (escpecially when the player thinks he knows everything that spawns in the room in early waves and doesn't bother to check it later).

    As for the secret located in nukage, I suggest making a sector that resebles a teleport pad, just so players know that something will spawn there in the later waves (the area is marked as secret, but when you get down there it's literally empty. You can assume that something useful is gonna happen in the later waves, but it looks kinda meh when there's no acual indication of it).
  • INVUX03
    It looks good but it's way too big and the cave system is too complex. For players not using the automap, it's easy to be lost. What killed the fun for me were the 4-5 remaning monsters in every wave which I couldn't find for a long time. When I was hoping to fight only a few bosses and maybe some weaker monsters in the last wave, I was disappointed to find out that it only has even more monsters I knew I would have to endure for a long time and spend even more time searching for others.

    Maybe seal off some areas of the map until they are actually needed, and make the layout more simple (somehow :v). Also, Try to design the map in a way where monsters can't get stuck and the player can find them easily. Add some monster-blocking lines, goal actors that monsters have to follow to get to the player, monster-only teleports, etc.

    If that fails, add cameras in places where monsters are likely to get stuck, have big screens in different parts of the map where every screen has a picture of the map's layout, and a mark on it which represents the location of the player watching the screen ("[x] YOU ARE HERE"), as well as a marker which shows the player spawn area, or the sexy star gate.
  • INVUX15
    This map is fine, but I'd like to suggest to add shotgun and clip ammo spawners at the plasma rifle area where the terminator spawns. I was using the minigun in wave 7 to locate the terminator since it's completely invisible due to some bugs (its attacks too). I had to go back all the way to the minigun spawner to get clip ammo.

    Also, in the final waves when that rock bridge is raised, I don't know why its sides block players from falling into the water while the two opposing areas that are connected by the same "bridge" allow the players to fall down with no way to get back other than rocket-jumping. Either remove the blocking flags from all lines and add some teleporters down at the water area, or just make all lines block players from falling down into the water which would be annoying for people with highjump trying to do a little bit of jumping over here and there.

    Other than that everything is fine, and I like the placement of the secrets, as well as the sphere and rune combos.
  • INVUX16
    Honestly I haven't played this map for more than a few minutes, but let me share my impressions.... I don't know what those flying arachnotron plasma balls are supposed to represent but I think they only produce unnecessary FPS lag while not contributing much to the look of the map itself. Needless to say my FPS was too low to be able to play normally by the time players reached the wave where you go underground.
    All I can say is thank god those plasma balls aren't using dynamic lights.
  • INVUX18
    This is my favorite map of the pack. Not only does it look decent, but has badass music, gives players the freedom of maneuvering the map while still being held on to the ammo spawn points. To add to the badassery of the music and maneuverability of the map, it also has a turbosphrere and a ton of different rune&sphere combos that really make this map fun and exciting. Also, it has BFG10k. Quite a fun slaughter map.
    Spoiler: Though I noticed some texture misalignments (Open)
    Image
    Suggestion: See that area where I'm standing in the screenshot? I think it'd be cool if that area (which is basically the border of the map) had very limited health & ammo spawners, enough for a player to benefit from RJ-ing there, but not to keep them up there for long.
And I don't like that Azazel boss - it's just a tank that continuously fires homing projectiles where only one projectile almost instakills you (it actually does instakill you if you don't have an armor). They are impossible to dodge and it's boring to have to take cover all the time, leaving little time for the player to attack. The fight kind of drags on for longer than it should, and it slowly starts to kill the fun. Especially when there's more than one of them in the map (I'm looking at you, INVUX20).

The other maps are generally OK and I don't have anything special to say about them. Overall this is a good and fun mappack to play. It just has a few (in my opinion) imperfections I mentioned in this post.
Last edited by Konda on Tue Mar 03, 2015 6:18 pm, edited 1 time in total.

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RE: Invasion Unleashed - Evil Within

#118

Post by fr blood » Tue Mar 03, 2015 5:27 pm

Wow thanks you for the feedback ! I'll add your suggestion on INVUX15/18 on the next update.

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RE: Invasion Unleashed - Evil Within

#119

Post by mifu » Wed Mar 04, 2015 2:26 am

Konda wrote: Awesome feedback text
Thanks for the feedback kind sir!

I just want to make some remarks if I may about a couple of things.

As for INVUX01 I really do not want to edit the room with the bridge that much. Every time I tried to do this, the bridge fucked up by covering the whole floor as a 3D floor. I can defs add more secrets in said areas however. Thats no problem.

Those small plasma projectles you see are supposed to simulate fire flies. I have a decorate patch to cut the spawn ammount of them in half, thus allowing your game to run smoothly I hope :D

I wouldent mind getting a sprite for a fire fly but alas... kinda dont have one at the moment.
Last edited by mifu on Wed Mar 04, 2015 2:29 am, edited 1 time in total.
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RE: Invasion Unleashed - Evil Within

#120

Post by arghghg » Tue Mar 10, 2015 1:14 am

Is it just me, or do the dropbox links in the OP go to a 404 page?

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