Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Catastrophe
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#121

Post by Catastrophe » Fri Apr 12, 2013 9:38 pm

I dunno about that idea but I'd definitely like to make a revamped yurei boss fight.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#122

Post by katZune » Fri Apr 12, 2013 9:51 pm

ah, a thing that i miss of the gvh was the tied music, i mean when both teams were tied or ghouls/humans were winning and then the music change, that was epic
Last edited by katZune on Fri Apr 12, 2013 9:51 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#123

Post by Untitled » Sat Apr 13, 2013 12:41 pm

katZune: Yeah. To clarify what he said: NS had the change to NS_EPIC.ogg if the teams got to 4-4, for the last round. I would personally like to see that again, unless the .ogg file is like 50 zillion gigabytes large. It was one of my favorite things from NS.
ON A DIFFERENT NOTE, I miss having the gravity gun, but I see why to had to go.
But why the warlock nova? You didn't even give an explanation for that one! (and it was *hilariously* great at mopping up really bad ghouls)
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#124

Post by Cennou » Sat Apr 13, 2013 12:49 pm

Untitled wrote: katZune: Yeah. To clarify what he said: NS had the change to NS_EPIC.ogg if the teams got to 4-4, for the last round. I would personally like to see that again, unless the .ogg file is like 50 zillion gigabytes large. It was one of my favorite things from NS.
ON A DIFFERENT NOTE, I miss having the gravity gun, but I see why to had to go.
But why the warlock nova? You didn't even give an explanation for that one! (and it was *hilariously* great at mopping up really bad ghouls)
What if it was spammed by 5 warlocks and you get 5 novas at once maybe?
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#125

Post by Catastrophe » Sat Apr 13, 2013 2:17 pm

Gravity gun was too map dependent, and laggy.

The pulverizer is far more versatile.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#126

Post by ibm5155 » Sat Apr 13, 2013 2:22 pm

hmm when I do a turrent and destroy it by comand, I cant build a new one .-. and
and the other build that engineer does (don´t remember the right name :s) before it games that mines, on LoD it gaves metal for turrents upgrade, and now it does nothing?
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#127

Post by CloudFlash » Sat Apr 13, 2013 2:24 pm

I dont get that whole pulverizer.... When I shot it, it's UP, but when others shot it, it's OP... It's altfire is a bit confusing, I have no idea when does the ball explode. Maybe add gb's trap weapon sprite next to pulveriser sprite? And make ball stop in the middle of the air while exploding? It's hard to aim moving explosion after all...
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#128

Post by Tux » Sat Apr 13, 2013 2:24 pm

how about making a limit of one jitterskull per 3 other ghouls? jitter spam is annoying and op

edit: how about making pw's dash bindable?
Last edited by Tux on Sat Apr 13, 2013 2:33 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#129

Post by Catastrophe » Sat Apr 13, 2013 2:38 pm

ibm - I think that's a bug, wait till next patch
CloudFlash - It does stop midair when it explodes... It's very player-skill dependent.
Tux - I dunno if making a bindable dash is a good idea, I know not everyone has many free keys open.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#130

Post by Ivan » Sat Apr 13, 2013 3:20 pm

I think you can bind the dash. If you can synchronize weapon select then alt fire, it should work.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#131

Post by Dsparil » Sat Apr 13, 2013 4:24 pm

Well how about just add a timer for the whole game, like ibm suggested it should be 10-15 minutes max, after that uhhhh, maybe kill both teams or the team with lower total hp for example wins?

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#132

Post by Bloax » Sat Apr 13, 2013 4:39 pm

Or do something like Internal Conflict and start handing out bonuses, perhaps to the losing team.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#133

Post by Zocker » Sat Apr 13, 2013 5:46 pm

Well, I just played a couple of games and really enjoyed it!
I really think you are going into the right direction and made the right decisions. You have my blessing!

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#134

Post by ibm5155 » Sat Apr 13, 2013 7:01 pm

Well it started with ghouls vs humans made by cutmanmike (I think he only play lol for now)
then someone just put many more random classes on it (like troll face ghoul .-.)
finally came ivan doing nordic saga and now Legacy of Darkness...

The original classes from first ghouls vs humans can´t be removed? like jitter, creeper,... (I like they, I´m just curious if cutman let a law like you can modify it but you can´t remove/replace the original classes)
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#135

Post by Balrog » Sat Apr 13, 2013 7:14 pm

Ivan wrote: I think you can bind the dash. If you can synchronize weapon select then alt fire, it should work.
Or you could just, you know, make it an item like the Cyborg dash.

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Catastrophe
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#136

Post by Catastrophe » Sat Apr 13, 2013 11:53 pm

Inventory items is something we wanna avoid.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#137

Post by Bloax » Sun Apr 14, 2013 3:19 am

I can understand it for random stuff you might need (lol icefiend armor), but stuff like the impaler's jump could benefit from being an item.
Last edited by Bloax on Sun Apr 14, 2013 3:19 am, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#138

Post by Catastrophe » Sun Apr 14, 2013 4:33 am

Nah... Impaler only has two abilities, it's pointless.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#139

Post by President People » Sun Apr 14, 2013 5:34 am

Catastrophe wrote: Nah... Impaler only has two abilities, it's pointless.
At the moment, it automatically fires the spike ring if the jump hasn't cooled down yet. (the same behavior goes for Frostbite) They're two very different maneuvers, and it's not very helpful when you want to jump away and are locked in place instead.

Cennou wrote:
Untitled wrote: I miss having the gravity gun, but I see why to had to go.
But why the warlock nova? You didn't even give an explanation for that one! (and it was *hilariously* great at mopping up really bad ghouls)
What if it was spammed by 5 warlocks and you get 5 novas at once maybe?
I pictured 5 warlocks summoning a single nova for some reason, like through some sort of ritual. What if there was a way to do something like that? If there are more than one of the same class, they could combine efforts for a more powerful attack? Multiple Frostbites could summon this ice rain I've heard about, and maybe the Ghostbusters could cross proton beams…

Would probably require a new key bind, though, and from what I understand we're trying to shy away from that. Oh well.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#140

Post by CloudFlash » Sun Apr 14, 2013 8:58 am

President People wrote:
I pictured 5 warlocks summoning a single nova for some reason, like through some sort of ritual. What if there was a way to do something like that? If there are more than one of the same class, they could combine efforts for a more powerful attack? Multiple Frostbites could summon this ice rain I've heard about, and maybe the Ghostbusters could cross proton beams…

Would probably require a new key bind, though, and from what I understand we're trying to shy away from that. Oh well.
OH FUCK, THIS THIS THIS SO MUCH THIS!
Give all classes without item a "team up" item, which will cause
1:Sjas going to "waiting-for-teamup" state,
2:big a_explode with damage type "TeamingUp-Sjas", for example,
and then when 2 or more sjases get to pain state from that a_explode, activate "ULTIMA ROAAAAR" script...
Maaan, I love that idea, even if it's hard to make...

...Or maybe not item, maybe a new bind...
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