Samsara - No longer under active development.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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RE: Samsara - 0.27b - Ranger leads the way.

#501

Post by Ivan » Wed Jan 23, 2013 2:54 am

AHAHAH damnit, are you going to do the spectator lobby acstris thing!?!? That'd be hilarious!
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RE: Samsara - 0.27b - Ranger leads the way.

#502

Post by Catastrophe » Wed Jan 23, 2013 4:51 am

That is an amazing idea, just needs more hold from tetris friends :D!

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RE: Samsara - 0.27b - Ranger leads the way.

#503

Post by Death Egg » Wed Jan 23, 2013 4:53 am

So uh, I hate to be that guy, but what was the reason you can't have Duke pick up pipebombs after he throws them again?

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RE: Samsara - 0.27b - Ranger leads the way.

#504

Post by dekw » Wed Jan 23, 2013 4:54 am

I can't play tetris but that's utterly amazing

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RE: Samsara - 0.27b - Ranger leads the way.

#505

Post by Untitled » Wed Jan 23, 2013 9:31 pm

lol Tetris (ACSTris) Compatibility, though I must admit, hearing duke doing line-related one-liners would be complete win.

[troll]
wait it just occured to me
Tetris class plz.
It's VII Would be the tetris, clearing 4 lines of monsters.
[/troll]

EDIT: I've checked the decorate and most (if not all) monsters when playing coop/single player take 1.1-1.15X damage from Corvus' Firemace and 1.5-1.6X damage from the dragon claw. The Dragon Claw, at 4-32 a shot, averaging 18, is a perfectly good Slot IV, so why make it rather OP at 6-48 a shot as of right now, averaging 27. (Coop Dragon Claw destroys chaingunning maps in efficiency.)
Last edited by Untitled on Wed Jan 23, 2013 11:32 pm, edited 1 time in total.
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RE: Samsara - 0.27b - Ranger leads the way.

#506

Post by Aqua Kitty » Thu Jan 24, 2013 5:57 am

Ijon Tichy wrote: Some super-duper-concept work that's being done. Term and I think it can go places, but I wanna see what you guys think.

Image

edit: post 500, god damn.
That looks cool. The next project should be a Samsara puyo puyo like that. :p
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RE: Samsara - 0.27b - Ranger leads the way.

#507

Post by TerminusEst13 » Thu Jan 24, 2013 7:40 pm

So, guys. Let's talk about Chex Warrior.
Specifically, let's talk about the LAZ Device.

I don't think it's hidden knowledge that Chexter is the Ken to Doomguy's Ryu. Very similar in form, function, and playstyle, but still with different tweaks that change how he plays. A lot of his weapons have very similar purposes, functions, and set-ups, but a few other weapons are markedly different--the Zorch Propulsor is handled way differently from the Rocket Launcher, and the Super Large Zorcher is nothing like the SSG...except for the LAZ Device, which is an exact clone of the BFG9000. And I mean exact clone.
A lot of people have told me that the BFG9000 should be completely unique to Doomguy, and for good reason. Not only is it obscene amounts of damage, but it's his iconic weapon next to the SSG. Add on to this the LAZ Device is actually kind of broked in Zandronum. Because A_BFGSpray doesn't support custom damage types in Zandronum, enemies hit with it actually die instead of get zorched. Been that day since day 1, the 0.1 release. Not cool.

I've been going through some old weapon mods as of late, and one thing I've noticed is a lot of pseudo-BFG effects people have been doing are simply a very large A_Explode. Add onto that the charge up time to the LAZ/BFG before it fires is just empty time, and I think I've come up with a possible alternative.
What I'm thinking is that firing charges up a large Zorch ball in front of the device, the ball visibly growing and expanding. All the while, this ball is reflective; impenetrable and sends back any projectile attack back to the attacker. If the trigger isn't held, it's the same charge up time, the Zorch blast fires, hits the area, everything surrounding it dies. If the trigger is held, though, the zorch ball stays held in front of the device. It doesn't overcharge, it doesn't do more damage, but it continues acting as a large energy shield to protect him.
With this, the LAZ has a markedly different offense than the BFG, it's used in a different way, and it has an added defensive component--all the while graphically remaining mostly the same as before.

I think the IFOC and I are probably the closest things to Chex Quest purists out there, but I still wanted to put this out there and see if there were any objections.
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RE: Samsara - 0.27b - Ranger leads the way.

#508

Post by CloudFlash » Thu Jan 24, 2013 7:55 pm

TerminusEst13 wrote:
What I'm thinking is that firing charges up a large Zorch ball in front of the device, the ball visibly growing and expanding. All the while, this ball is reflective; impenetrable and sends back any projectile attack back to the attacker. If the trigger isn't held, it's the same charge up time, the Zorch blast fires, hits the area, everything surrounding it dies. If the trigger is held, though, the zorch ball stays held in front of the device. It doesn't overcharge, it doesn't do more damage, but it continues acting as a large energy shield to protect him.
Shield? Ain't nobody got time fo'dat? If you really want to mess with things being held, consider making ball bigger the longer you hold fire button. Just play a bit with A_SetScale or something, I belive you're a creative guy
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RE: Samsara - 0.27b - Ranger leads the way.

#509

Post by President People » Thu Jan 24, 2013 8:22 pm

I say let's try it and see how it works. What do we have to lose? If it doesn't go as hoped, try a new idea, or just switch back to the old one. Might not end up being perfectly vanilla, but in vanilla, the LAZ spray actually zorched guys. :P

To be honest, the spray being broken takes away from the fun (y'know, zorching), so I don't use the LAZ as often as I could.
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RE: Samsara - 0.27b - Ranger leads the way.

#510

Post by Empyre » Thu Jan 24, 2013 8:46 pm

I ran into that same problem with the BFG spray when I was trying to make a BFG that freezes the enemy. The workaround I used was to modify all the monsters (and the player) to do the ice death when killed by the BFG spray.
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RE: Samsara - 0.27b - Ranger leads the way.

#511

Post by Catastrophe » Fri Jan 25, 2013 12:46 am

If it is a shield, then there should be no delay in firing it imo. (ofc leave a cooldown)

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RE: Samsara - 0.27b - Ranger leads the way.

#512

Post by Untitled » Sat Jan 26, 2013 1:06 pm

I'm all for this, but I see a small problem:
What's from stopping people from just camping with it, reflecting and and everything and not letting the fire button go until the optimal time to shoot it?
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<Untitled> this is a terrible idea
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RE: Samsara - 0.27b - Ranger leads the way.

#513

Post by Llewellyn » Sat Jan 26, 2013 3:23 pm

I wonder if its possible to replicate the Laz Zorch by faking it with ACS + Spawning an object.
You fire the Laz, it starts a script that keeps your angle, when the ball explodes it spawns an object to fire 128 hitscans. The only problem I see off-hand is that the script should die if you respawn after it starts.

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RE: Samsara - 0.27b - Ranger leads the way.

#514

Post by Medicris » Sat Jan 26, 2013 5:19 pm

Untitled wrote: I'm all for this, but I see a small problem:
What's from stopping people from just camping with it, reflecting and and everything and not letting the fire button go until the optimal time to shoot it?
What if once the player let go of the trigger, there was a brief pause before the ball launched? Like, the ball stabilizing/reconfiguring from reflective to explosive form, and then launched?

EDIT: To clarify, that'd mean the player wouldn't be able to attack on a whim, he'd be leaving himself open for a moment upon letting go of the trigger, where he's neither attacking or holding a shield.
Last edited by Medicris on Sat Jan 26, 2013 5:27 pm, edited 1 time in total.

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RE: Samsara - 0.27b - Ranger leads the way.

#515

Post by Ijon Tichy » Sat Jan 26, 2013 5:28 pm

Llewellyn wrote: I wonder if its possible to replicate the Laz Zorch by faking it with ACS + Spawning an object.
You fire the Laz, it starts a script that keeps your angle, when the ball explodes it spawns an object to fire 128 hitscans. The only problem I see off-hand is that the script should die if you respawn after it starts.
Or, just, you know:

Code: Select all

.
      Death.BFGSpray:
        TNT1 A 0 A_JumpIfInTargetInventory("ChexClass", 1, "Death.Zorch")
        goto Death

      XDeath.BFGSpray:
        TNT1 A 0 A_JumpIfInTargetInventory("ChexClass", 1, "Death.Zorch")
        goto XDeath
in the monster definitions.
Untitled wrote: I'm all for this, but I see a small problem:
What's from stopping people from just camping with it, reflecting and and everything and not letting the fire button go until the optimal time to shoot it?
As suggested on the ZDoom forums, have it drain your ammo 4 while it's being held. Makes sense, balances it out, problem solved.
Last edited by Ijon Tichy on Sat Jan 26, 2013 5:29 pm, edited 1 time in total.

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RE: Samsara - 0.27b - Ranger leads the way.

#516

Post by Empyre » Sat Jan 26, 2013 10:01 pm

Ijon Tichy wrote:

Code: Select all

.
      Death.BFGSpray:
        TNT1 A 0 A_JumpIfInTargetInventory("ChexClass", 1, "Death.Zorch")
        goto Death

      XDeath.BFGSpray:
        TNT1 A 0 A_JumpIfInTargetInventory("ChexClass", 1, "Death.Zorch")
        goto XDeath
in the monster definitions.
That's what I was suggesting.

EDIT: Shouldn't it be Death.BFGSplash, not Death.BFGSpray? Or would either one work?
Last edited by Empyre on Sat Jan 26, 2013 10:08 pm, edited 1 time in total.
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RE: Samsara - 0.27b - Ranger leads the way.

#517

Post by Cruduxy » Sat Jan 26, 2013 10:49 pm

This suggestion for the shield idea might make it a bit harder to implement..

Whenever the shield is shot it'll take ammo from its master (should be chex guy I think), thus way you could have the more powerful weapons of the other classes reduce Chex's ammo even faster.. And maybe once its shot it'll get higher damage by giving chex an inventory item.. this way he could be some sort of a counter attack weapon (absorb Duke's devastator spam then reward him with a nice trip to heaven -Chex guy still nice even at DM :P)
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RE: Samsara - 0.27b - Ranger leads the way.

#518

Post by President People » Sat Jan 26, 2013 11:26 pm

Cruduxy wrote:this way he could be some sort of a counter attack weapon (absorb Duke's devastator spam then reward him with a nice trip to heaven -Chex guy still nice even at DM :P)
Hmm, absorb… What about instead of relecting projectiles, he absorbs them, increasing the damage of the LAZ ball? Chexter used Counter! It's Super-Effective!

Or instead of reflecting the same projectiles back, he sends back a kind of zorch-ified version (or just a unique zorch projectile), so as not to "kill" anyone.

Just throwing ideas out there.

EDIT: Or maybe even a combination of the reflect/absorb ideas. It absorbs nearly all projectiles except for enemy zorch (vs. other Chexters), which it reflects, since those are safe.
Last edited by President People on Sat Jan 26, 2013 11:50 pm, edited 1 time in total.
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RE: Samsara - 0.27b - Ranger leads the way.

#519

Post by Untitled » Tue Jan 29, 2013 11:43 pm

President People: Within the coding grounds of DECORATE, how would you implement that? Remember, most of the suggestions should be possible in DECORATE (The shield idea is already pushing it, though seeing Ijon and the dual WSTE-M5s, it might not be as hard as I think it is)
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: Samsara - 0.27b - Ranger leads the way.

#520

Post by Tuskin38 » Wed Jan 30, 2013 2:24 am

TerminusEst13 wrote:What these screenshots reveal will be old hat to those that don't hang in our channel, buuuuuuut it's still going to be interesting anyway.

[spoiler]Image
Image
Image[/spoiler]
That looks just, amazing.

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