Samsara - No longer under active development.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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EnsaladaDeTomate
 
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#761

Post by EnsaladaDeTomate » Sat Aug 31, 2013 5:37 pm

....................................................

Ivan wrote: I was disappointed :(
Same here (._.)/
Last edited by EnsaladaDeTomate on Sat Aug 31, 2013 5:45 pm, edited 1 time in total.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#762

Post by Lord_of_D: » Sat Aug 31, 2013 5:46 pm

finally a girl on Samsara, mfw:
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#763

Post by Laggy Blazko » Sat Aug 31, 2013 10:57 pm

OGAD 6 barreled rocket launcher yes please!!!

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#764

Post by Untitled » Sat Aug 31, 2013 11:14 pm

>Called EIGHTball Launcher.
>Rocket Launcher has 6 barrels.

Makes perfect sense.

Gotta like old games where they didn't give a damn about logic and whatnot.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#765

Post by Medicris » Sun Sep 01, 2013 12:26 am

Untitled wrote: >Called EIGHTball Launcher.
>Rocket Launcher has 6 barrels.

Makes perfect sense.

Gotta like old games where they didn't give a damn about logic and whatnot.
It shot a type of ammo called Eightballs, and since the launcher fired those, it's called an Eightball Launcher.

So uh, yeah.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#766

Post by Ænima » Sun Sep 01, 2013 12:40 am

You could basically rip the guns from UnrealGuns.pk3 and call it a day. I'd like that.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#767

Post by *ProjectAngel* » Sun Sep 01, 2013 3:54 am

She'd better have the Redeemer as her Ultimate.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#768

Post by TerminusEst13 » Sun Sep 01, 2013 5:41 am

*ProjectAngel* wrote: She'd better have the Redeemer as her Ultimate.
I'm curious about this, actually.
There's two ways I can go with this, both of which with their own complications and issues.

One is, well, the Redeemer. The big badass ultimate weapon that everyone in the Unreal community knows about and fears about. Remote-controlled nuke that fires a wave of pure devastating energy, clearing out a room easily. Only one or two shots.
The pros is, well, it's iconic. It's THE Unreal superweapon. It's also relatively already programmed--it wasn't just one massive A_Explode value, it had a wave that moved outwards much like the Wave Motion Cannon's level 3 charge.
The big cons is the massive capability of self-damage. The Wave Motion Cannon is relatively easy to dodge if you just step to the side or jump, and people are still killing themselves left and right with it. It would work the best in wide-open areas, rather than the many closed corridors Doom frequents itself in. Likewise, the ammo cost--for that much power and that much difficulty in avoiding it, it only had one or two shots in Unreal Tournament. Here, that would require giving it either A: A massive cost in Cells, which would seriously hurt the ASMD, B: Only one or two shots on pickup, which would seriously hurt maps where you abuse the hell out of the BFG, or C: Nerf the hell out of the Redeemer's power so that it's not I-win spammable.

The second option is the cut weapon from Unreal--the Quadshot. A four-barreled shotgun with the ability to fire one at a time or all four barrels at once. Now, any damage you do to make a shotgun viable to all of the other weapons is going to be absolutely murder when multiplied fourfold, so it was cut from the game for being too OP.
Being too OP would be perfect for a superweapon. And Quad Damage enthusiasts know how powerful a 4x shotgun blast can be--especially if the single shotgun has been buffed to be in line with a more powerful weapon. Likewise, it would be the only hitscan ultimate, which would be incredibly useful among her mostly-projectile arsenal and would differentiate it from the other ultimates.
The problems here, however, are also obvious. One, what the hell is the Quadshot? You talk to someone about Unreal's mighty destructive weapons, and they think of the Redeemer. While I'm not one to shy away from cut content (see: Wave Motion Cannon) or more obscure stuff (which apparently the Explosive Shotgun is? MAN I DUNNO), most of those are because there's been no other option--which there certainly is here. Also, being a cut weapon, there would have to be entirely new resources dedicated to it. While I'm also not one to shy away from making brand new resources (see: Spear of Destiny/Talon Ceramic Combat Blade), those were sprites. Models are a different bag entirely.

What would you lads and lasses rather have? The Redeemer or the Quadshot? Or another option entirely?
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ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#769

Post by Ijon Tichy » Sun Sep 01, 2013 6:10 am

I'd go redeemer since unreal's all about having weird guns, and a shotgun - even if it has four barrels - isn't weird at all

carrying around a tactical nuclear missile launcher is another thing entirely

edit: also since when haven't I wanted giant fucking explosions
Last edited by Ijon Tichy on Sun Sep 01, 2013 6:18 am, edited 1 time in total.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#770

Post by Qent » Sun Sep 01, 2013 7:01 am

I'd go with the Redeemer because taking a cut weapon over a perfectly good and canonical BFG just seems a little strange to me.

Scratch that, the Redeemer wasn't in until Unreal Tournament.
Last edited by Qent on Sun Sep 01, 2013 5:24 pm, edited 1 time in total.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#771

Post by HexaDoken » Sun Sep 01, 2013 7:55 am

Talon Ceramic Combat Blade?

Can I vote for both?

I vote for Redeemer over Quadshot because, well, as you just said, it's iconic. It's to Unreal what is Quad Damage to Quake, what SSG and BFG are for Doom... i can go on. I don't mind the huge radius damage - in coop I'll just shoot it point-blank and be happy that I wiped out half the map, and in Survival I just won't use it unless completely sure that I'll be able to avoid the blast. Plus it's not like it's completely unavoidable. Plus, while I haven't really played Unreal, it's not like Unreal Tournament maps are not cramped, and yet people still find a way to fire off the redeemer and survive somehow.

What is rather harder to balance, is the ammunition. I have two ideas on this.

First would be to introduce some sort of cooldown on the Redeemer, like there is on Quad and Tome. This way it can't be spammed but also doesn't require you to HOARD ALL THE CELLS in order to be able to fire it. The only downside is that it would break somewhat in the maps where BFG is the only weapon somewhat useful at all, but then again, those map tend to be bad anyway. Plus it may be somewhat balanced by the fact that Redeemer deals most damage in one shot.

Second is simply to nerf Redeemer until it's more or less in the line with BFG and other uniques. I don't REALLY like this approach, but this could probably work.

Either way, I'd like to see this quadshot thing in action, but if you absolutely have to choose between Redeemer and Quadshot, I choose Redeemer.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#772

Post by Laggy Blazko » Sun Sep 01, 2013 8:04 am

HexaDoken wrote: It's to Unreal what is Quad Damage to Quake, what SSG and BFG are for Doom...
Except it wasn't in Unreal itself.
I'm not saying to not add it, but I'd like to see as many unreal 1 weapons as possible.
Just an opinion.
Last edited by Laggy Blazko on Sun Sep 01, 2013 8:05 am, edited 1 time in total.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#773

Post by TerminusEst13 » Sun Sep 01, 2013 8:46 am

HexaDoken wrote:Talon Ceramic Combat Blade?
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The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#774

Post by Disguise » Sun Sep 01, 2013 9:59 am

The Redeemer, of course! Let's blow up the whole map!
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#775

Post by Untitled » Sun Sep 01, 2013 12:47 pm

My vote goes for a Redeemer that uses however many cells a shot, like the BFG. It's not all as powerful as you make it out to be. Well, I never played unreal, and I can find a small problem with it. You can't dodge while firing it.

So, while you're firing it, an pinky demon walks up to you. And eats you while you're too busy guiding the missile.

Also, I've learned the hard way, the ability to kill yourself with a weapon can actually be the balancing factor for a weapon (As the SPNKR has demonstrated to me multiple times (Screw lost souls, guys)), so I'd go for Redeemer. (If you need proof, edit Security's Player.dec to have "damagetype WMCBeam/WMCNade, 0", and go wild with the WMC.)

EDIT: You probably should make a poll for the thing.
Last edited by Untitled on Sun Sep 01, 2013 12:48 pm, edited 1 time in total.
"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 - 0.29b - I hope you like reading changelogs.

#776

Post by Qent » Sun Sep 01, 2013 5:21 pm

Laggy Blazko wrote:
HexaDoken wrote: It's to Unreal what is Quad Damage to Quake, what SSG and BFG are for Doom...
Except [the Redeemer] wasn't in Unreal itself.
I'm not saying to not add it, but I'd like to see as many unreal 1 weapons as possible.
Just an opinion.
Oh? OH?! Well then, I'm leaning towards the Quadshot for the same reason I posted above. But since neither of them were actually in Unreal... I'm not sure.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#777

Post by TerminusEst13 » Sun Sep 01, 2013 5:24 pm

Untitled wrote:EDIT: You probably should make a poll for the thing.
I can't even remove the old one, much less put up a new one.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#778

Post by Qent » Sun Sep 01, 2013 5:54 pm

Really? You don't see [Show Results | Edit poll]? A moderator might be able to set up a new one anyway.

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#779

Post by TerminusEst13 » Sun Sep 01, 2013 5:57 pm

Nope. Just [ Show Results ].
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.29b - I hope you like reading changelogs.

#780

Post by *ProjectAngel* » Sun Sep 01, 2013 6:26 pm

Qent wrote: I'd go with the Redeemer because taking a cut weapon over a perfectly good and canonical BFG just seems a little strange to me.

Scratch that, the Redeemer wasn't in until Unreal Tournament.
Not gonna stop him from adding the Redeemer if he so wishes.

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