Super Skulltag -- A hub remake of Doom2 with ST flavor!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#241

Post by Ænima » Thu Jul 04, 2013 5:08 pm

talisa wrote: yeah, mediafire doesnt like .bat files,
since a while ago they decided to break downloads of bat-files
Okay then ... In that case, I zipped the .bat and reuploaded it.


dwango433, try this:
http://www.mediafire.com/?bz07afb2mcb7lr8
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#242

Post by DevilHunter » Fri Jul 05, 2013 1:56 pm

Mirrored just because Mediafire is a dick sometimes. Srsly though, without AdblockPlus, its almost unbearable to even look at...

PLAY_SST.zip

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#243

Post by Monsoon » Sun Jul 07, 2013 11:52 am

so did you like that new minigun i whipped up for you?

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RE: Super Skulltag v1.4, back from the dead with RC6!

#244

Post by Ænima » Mon Dec 16, 2013 9:45 pm

Image


Making a comeback with RC6!

teh download


Spoiler: changes (Open)
  • rc6:
  • Fixed: The Cyberdemon dropped the wrong kind of soulsphere.
  • Nerfed the female plasma zombie.
  • Limited the blood gush sounds to 5 instances at once.
  • Fixed: Zombies killed with the chainsaw wouldn't drop anything.
  • Improved imp fireball, bullet ricochets, and rocket trail effects.
  • Fixed: Some monsters didn't have BRIGHT states in their firing sequences.
  • Added REVERBS to many map areas! Immersion factor ++.
  • Improved Minigun sprites. Thanks, TiberiumSoul!
  • Converted EVERY .WAV sound to .OGG, greatly reducing filesize!
  • Nerfed the Shotgun's altfire cuz it was rape.
  • Better looking blood and gore! (TF2-style)
  • Made a 3D model for bullet tracers! (Software users will still see sprites.)



However, I still have a few big tasks on my to-do list:

  • Get a better HUD.
  • Finish the unfinished maps.
  • Implement CVARINFO so that client preferences such as toggling FX off and toggling recoil off are saved between sessions.
  • Switch the gun recoil from an ACS script to A_SetAngle and A_SetPitch because those functions are now supported by Zandronum and are (hopefully) predicted better on the client's end.
  • Put together a decent Doom2 music remix pack to go with the levels. (Seperate PK3 though, don't worry.)

Questions, comments, and criticism are all welcome. :allears:
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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Guardsoul
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RE: Super Skulltag v1.4, back from the dead with RC6!

#245

Post by Guardsoul » Mon Dec 16, 2013 10:22 pm

:O

Great! Finally I can play an updated version of this mod. Time to remember old days.

You know that you can trust me if you need some help with maps that need improvements.
I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#246

Post by DevilHunter » Mon Dec 16, 2013 11:16 pm

Ænima wrote:
[*]Put together a decent Doom2 music remix pack to go with the levels. (Seperate PK3 though, don't worry.)
Well, there is dat DoomMetal mod running around.. Anyhow, nice. I'll get this uploaded to my http later. Busy atm :/

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Ænima
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RE: Super Skulltag v1.4, back from the dead with RC6!

#247

Post by Ænima » Mon Dec 16, 2013 11:47 pm

DevilHunter wrote:
Ænima wrote:
[*]Put together a decent Doom2 music remix pack to go with the levels. (Seperate PK3 though, don't worry.)
Well, there is dat DoomMetal mod running around.. Anyhow, nice. I'll get this uploaded to my http later. Busy atm :/
That one's usually hosted with Brutal Doom.


Besides, the pack that me and SlimeDweller were putting together was more electric/industrial oriented.
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!
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RE: Super Skulltag v1.4, back from the dead with RC6!

#248

Post by DevilHunter » Tue Dec 17, 2013 12:09 am

Speaking of, and I didn't know Slime was still talking with you...; You two should rejoin #sst.. its been dead for awhile, that reminds me, time to update the topic there.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#249

Post by Ænima » Tue Dec 17, 2013 1:56 am

DevilHunter wrote: Speaking of, and I didn't know Slime was still talking with you...; You two should rejoin #sst.. its been dead for awhile, that reminds me, time to update the topic there.
I should probably take the password off of #SST too. Cept I don't know how.
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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RE: Super Skulltag v1.4, back from the dead with RC6!

#250

Post by katZune » Tue Dec 17, 2013 3:00 am

oh shit!, almost forgot about this mod! nice you still working on this, downloading :)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Super Skulltag v1.4, back from the dead with RC6!

#251

Post by Valherran » Tue Dec 17, 2013 3:17 am

Oh nice! DL now!

Question, in what way did you nerf the alt fire for the shotgun?

Also, lately I have been using the Quake music for Doom, it fits most of the maps very well. Would probably fit this MOD the most. heh
Last edited by Valherran on Tue Dec 17, 2013 3:21 am, edited 1 time in total.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#252

Post by Ænima » Tue Dec 17, 2013 3:40 am

Valherran wrote: Question, in what way did you nerf the alt fire for the shotgun?
Well AlienWolve pointed out that it was kinda overpowered. To win the game, you could just hold down altfire and rape anything at a close range. Now each pellet does slightly less damage, but you can still painlock monsters easily. So in a way, it's still kinda overpowered. Unless I make it painlock monsters less often. I mean the original purpose of the shotgun's "slam fire" ability was to be able to clear the room of weak monsters (zombies and imps) even if you didn't have the SSG yet. It wasn't meant for spamming a baron to death with, yet that's what you can do with it. I'll probably end up making it do far less painchance.
Valherran wrote: Also, lately I have been using the Quake music for Doom, it fits most of the maps very well. Would probably fit this MOD the most. heh
The Quake music is amazing, and the Doom remixes that I have in mind remind me very much of the Q1 and Q2 soundtracks. :o
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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RE: Super Skulltag v1.4, back from the dead with RC6!

#253

Post by Valherran » Tue Dec 17, 2013 3:46 am

Ah I see, I would have to agree with him as well. lol

Also, I just tried it, slammed right through maps 1-9. For reasons I cannot explain, the blood smears on the walls and the explosion effects drop my frames to a crawl. Getting hit by enemy fireballs or explosives causes my screen to freeze, any tips on how to fix this? All of my settings were on high, but I turned them all off and I still got the same results. :-/

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RE: Super Skulltag v1.4, back from the dead with RC6!

#254

Post by Espio » Tue Dec 17, 2013 10:34 am

Ænima wrote:
DevilHunter wrote: Speaking of, and I didn't know Slime was still talking with you...; You two should rejoin #sst.. its been dead for awhile, that reminds me, time to update the topic there.
I should probably take the password off of #SST too. Cept I don't know how.
Huh. wat. I thought it didn't have a password to join.
Image
https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

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Ænima
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RE: Super Skulltag v1.4, back from the dead with RC6!

#255

Post by Ænima » Tue Dec 17, 2013 1:39 pm

A quick response to some criticism.
2013-Dec-17 02:30:50 CHAT master garo -=fsr=-: the pistol ssprite is retarded
2013-Dec-17 02:30:54 CHAT master garo -=fsr=-: it looks
2013-Dec-17 02:30:56 CHAT master garo -=fsr=-: broken
2013-Dec-17 02:30:59 CHAT master garo -=fsr=-: theres
2013-Dec-17 02:31:01 CHAT master garo -=fsr=-: no fucking hammer
2013-Dec-17 02:31:17 CHAT master garo -=fsr=-: i want an explination
2013-Dec-17 02:31:21 CHAT master garo -=fsr=-: how
2013-Dec-17 02:31:25 CHAT master garo -=fsr=-: this gun functions
2013-Dec-17 02:31:27 CHAT master garo -=fsr=-: without a hammer
I'm glad you're such a weapon expert in real life. Also ever heard of a Glock? The SST pistol is a quasi-Beretta, which would probably have a hammer, but who gives a shit if it's visible on the sprite or not?
2013-Dec-17 02:08:01 CHAT master garo -=fsr=-: i can just
2013-Dec-17 02:08:05 CHAT master garo -=fsr=-: hold my arm out and punch things?
2013-Dec-17 02:08:07 CHAT master garo -=fsr=-: thats retarded
Fuck realism, it's fun. You've never wanted to clothesline an enemy while running at him at 30mph? It's a videogame.
2013-Dec-17 02:12:48 CHAT master garo -=fsr=-: the rl
2013-Dec-17 02:12:52 CHAT master garo -=fsr=-: is retarded
2013-Dec-17 02:12:54 CHAT master garo -=fsr=-: tech gun sound
2013-Dec-17 02:12:56 CHAT master garo -=fsr=-: for an rl :i
2013-Dec-17 02:13:00 CHAT master garo -=fsr=-: a conventional gun
2013-Dec-17 02:13:00 CHAT master garo -=fsr=-: :i
2013-Dec-17 02:13:21 CHAT LJShiver -=FSR=-: this rl
2013-Dec-17 02:13:24 CHAT LJShiver -=FSR=-: isn't as conventional
2013-Dec-17 02:13:34 CHAT LJShiver -=FSR=-: that and
2013-Dec-17 02:13:40 CHAT LJShiver -=FSR=-: it's using the unreal rl sound
2013-Dec-17 02:13:43 CHAT LJShiver -=FSR=-: whick kinda fits :d
2013-Dec-17 02:13:48 CHAT master garo -=fsr=-: well,
2013-Dec-17 02:13:52 CHAT master garo -=fsr=-: by fact its
2013-Dec-17 02:13:55 CHAT master garo -=fsr=-: not in proper catagor
2013-Dec-17 02:13:56 CHAT master garo -=fsr=-: considering
2013-Dec-17 02:14:00 CHAT master garo -=fsr=-: theres no tech in the rl
2013-Dec-17 02:14:06 CHAT master garo -=fsr=-: and its a tech sound
Oh I'm sorry I didn't realize an automatic rocket-launcher was conventional. And yes it's the Unreal RL sound.


TL;DR learn to give valid criticism instead of nitpicking insignificant shit just to look cool in front of your FSR buddies (no offense to Slim and Sliver, you two guys are cool).

The only somewhat valid thing Doomkiller said was regarding the knuckle-duster sprite, which yes I have been too lazy to fix.
Last edited by Ænima on Tue Dec 17, 2013 2:02 pm, edited 1 time in total.
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)
Image

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DevilHunter
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RE: Super Skulltag v1.4, back from the dead with RC6!

#256

Post by DevilHunter » Tue Dec 17, 2013 6:14 pm

Ænima wrote:
DevilHunter wrote: Speaking of, and I didn't know Slime was still talking with you...; You two should rejoin #sst.. its been dead for awhile, that reminds me, time to update the topic there.
I should probably take the password off of #SST too. Cept I don't know how.
Umm.. you took the password off long time ago, or did I? idunno I don't have chat logs dating back. Anyhow, I'll test out SST.. Was gonna play yesterday but was busy.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#257

Post by Ted » Tue Dec 17, 2013 7:07 pm

Ænima wrote: A quick response to some criticism.
2013-Dec-17 02:30:50 CHAT master garo -=fsr=-: the pistol ssprite is retarded
2013-Dec-17 02:30:54 CHAT master garo -=fsr=-: it looks
2013-Dec-17 02:30:56 CHAT master garo -=fsr=-: broken
2013-Dec-17 02:30:59 CHAT master garo -=fsr=-: theres
2013-Dec-17 02:31:01 CHAT master garo -=fsr=-: no fucking hammer
2013-Dec-17 02:31:17 CHAT master garo -=fsr=-: i want an explination
2013-Dec-17 02:31:21 CHAT master garo -=fsr=-: how
2013-Dec-17 02:31:25 CHAT master garo -=fsr=-: this gun functions
2013-Dec-17 02:31:27 CHAT master garo -=fsr=-: without a hammer
I'm glad you're such a weapon expert in real life. Also ever heard of a Glock? The SST pistol is a quasi-Beretta, which would probably have a hammer, but who gives a shit if it's visible on the sprite or not?
2013-Dec-17 02:08:01 CHAT master garo -=fsr=-: i can just
2013-Dec-17 02:08:05 CHAT master garo -=fsr=-: hold my arm out and punch things?
2013-Dec-17 02:08:07 CHAT master garo -=fsr=-: thats retarded
Fuck realism, it's fun. You've never wanted to clothesline an enemy while running at him at 30mph? It's a videogame.
2013-Dec-17 02:12:48 CHAT master garo -=fsr=-: the rl
2013-Dec-17 02:12:52 CHAT master garo -=fsr=-: is retarded
2013-Dec-17 02:12:54 CHAT master garo -=fsr=-: tech gun sound
2013-Dec-17 02:12:56 CHAT master garo -=fsr=-: for an rl :i
2013-Dec-17 02:13:00 CHAT master garo -=fsr=-: a conventional gun
2013-Dec-17 02:13:00 CHAT master garo -=fsr=-: :i
2013-Dec-17 02:13:21 CHAT LJShiver -=FSR=-: this rl
2013-Dec-17 02:13:24 CHAT LJShiver -=FSR=-: isn't as conventional
2013-Dec-17 02:13:34 CHAT LJShiver -=FSR=-: that and
2013-Dec-17 02:13:40 CHAT LJShiver -=FSR=-: it's using the unreal rl sound
2013-Dec-17 02:13:43 CHAT LJShiver -=FSR=-: whick kinda fits :d
2013-Dec-17 02:13:48 CHAT master garo -=fsr=-: well,
2013-Dec-17 02:13:52 CHAT master garo -=fsr=-: by fact its
2013-Dec-17 02:13:55 CHAT master garo -=fsr=-: not in proper catagor
2013-Dec-17 02:13:56 CHAT master garo -=fsr=-: considering
2013-Dec-17 02:14:00 CHAT master garo -=fsr=-: theres no tech in the rl
2013-Dec-17 02:14:06 CHAT master garo -=fsr=-: and its a tech sound
Oh I'm sorry I didn't realize an automatic rocket-launcher was conventional. And yes it's the Unreal RL sound.


TL;DR learn to give valid criticism instead of nitpicking insignificant shit just to look cool in front of your FSR buddies (no offense to Slim and Sliver, you two guys are cool).

The only somewhat valid thing Doomkiller said was regarding the knuckle-duster sprite, which yes I have been too lazy to fix.
I hate to nitpick, but his name's Shiver.


Ted
 
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RE: Super Skulltag v1.4, back from the dead with RC6!

#259

Post by Ted » Tue Dec 17, 2013 7:51 pm

Ænima wrote:
Image


Making a comeback with RC6!

teh download






Questions, comments, and criticism are all welcome. :allears:
If you say that all criticism and comments are welcome, don't get hostile with people that offer it.

katZune
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RE: Super Skulltag v1.4, back from the dead with RC6!

#260

Post by katZune » Tue Dec 17, 2013 8:14 pm

I don't want make drama but that is not criticism, just a bunch of: "this is retarded" "this sucks" instead of: "maybe you can remove this because.." or "i think would fit better this, because...", just saying.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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