Samsara - No longer under active development.

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

#781

Post by Ænima » Sun Sep 01, 2013 7:13 pm

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

#782

Post by Medicris » Sun Sep 01, 2013 8:36 pm

EDIT: Misread ijon's idea, agree with that more now
Spoiler: Old Text (Open)
If you were to go with the Redeemer, I'd say it should basically use a decent chunk of cells per fire, while having a lower fire rate than UT99's. Its role would basically be extreme area burst damage at the level of a charged MWC, while its disadvantage would be expensive to fire, low fire rate, and a loud, slow, and dodgeable projectile for primary fire and the obvious "you can't see yourself or move while you guide the rocket" for secondary on top of that.

It'd be immensely powerful but would not be used as a normal BFG due to needing to fire, then ducking for cover. All other ultimates allow direct fire, and in many cases pretty close encounters. The secondary fire only augments that. For people killing themselves, Security Officer's MWC isn't really comparable since that thing's almost hitscan and so are the beams. You only have a split second to dodge it, while the Redeemer's projectile flies slowly and its explosion expands slowly, too. This would give the player time to run around a corner.

The Shock Rifle would generally be more flexible, useable at all ranges, good damage, less ammo demand, precision, knockback, and the famous Shock Combo for burst damage.
Last edited by Medicris on Wed Sep 04, 2013 10:10 am, edited 1 time in total.

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

#783

Post by Qent » Sun Sep 01, 2013 10:29 pm

*ProjectAngel* wrote: Not gonna stop him from adding the Redeemer if he so wishes.
That goes without saying, but he did kind of explicitly ask people for their opinions.

Poll is up, by the way.

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

#784

Post by Lollipop » Mon Sep 02, 2013 6:00 am

I never played that game, but I'd say redeemer because giant explosives like that is always good, and a quadshot have been seen before in shotgun frenzy.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#785

Post by Ijon Tichy » Mon Sep 02, 2013 6:07 am

gonna repeat the system I mentioned on irc once

have the redeemer on its own special ammo type - ammo N (nuke), have small ammo 4 pickups give one of this ammo, and large ammo 4 pickups give five of this ammo, with the redeemer using 15 or 20 or something of this ammo n per shot; picking up the redeemer would get you exactly one shot of ammo n, like in ut99

that way firing a redeemer missile doesn't completely empty out your asmd ammo supply, but at the same time can't be spammed to ridiculous extremes

tying the redeemer to cells at all is an insane proposition in my eyes; there's no way in hell you're going to find a middle ground that works as well as separating the redeemer off from the cells (with maybe 100 cells/shot working, but even that allows for hilarious amounts of spam in cell-heavy maps)

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

#786

Post by Untitled » Mon Sep 02, 2013 4:39 pm

You're acting like "allows for hilarious amounts of spam in cell-heavy maps" is a bad thing. BFG maps are BFG maps-everyone spams ultimate weapons there; so should Unreal guy, just as much as Doomguy/Chexter/BJ/Duke/Security Officer can. That being said, it's a problem for Ranger/Corvus/Parias players. (These stats are given from Samsara 0.3 Test Version 3)

Ranger has a reusable quad damage, which can't be spammed. However Ranger is so good that it doesn't tend to matter.

Corvus has a reusable tome; which only lasts 90 seconds, and has to recharge for 200 seconds (110 if you don't count the first 90 where tome is in effect), which means it only can be spammed 45% of the time in cell heavy maps.

Parias has the issue where the Wraithverge uses bullet ammo-an ammo type which isn't often given in BFG maps.
Last edited by Untitled on Mon Sep 02, 2013 4:45 pm, edited 1 time in total.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#787

Post by Catastrophe » Mon Sep 02, 2013 4:43 pm

Who in their right mind wants a Quad Shot over a borderline nuke launcher? Redeemer all the way.

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

#788

Post by Deathskull » Mon Sep 02, 2013 5:37 pm

Untitled wrote: You're acting like "allows for hilarious amounts of spam in cell-heavy maps" is a bad thing. BFG maps are BFG maps-everyone spams ultimate weapons there; so should Unreal guy, just as much as Doomguy/Chexter/BJ/Duke/Security Officer can. That being said, it's a problem for Ranger/Corvus/Parias players. (These stats are given from Samsara 0.3 Test Version 3)

Ranger has a reusable quad damage, which can't be spammed. However Ranger is so good that it doesn't tend to matter.

Corvus has a reusable tome; which only lasts 90 seconds, and has to recharge for 200 seconds (110 if you don't count the first 90 where tome is in effect), which means it only can be spammed 45% of the time in cell heavy maps.

Parias has the issue where the Wraithverge uses bullet ammo-an ammo type which isn't often given in BFG maps.
I don't think you understand how powerful the Redeemer is. One shot could take out half of a slaughtermap's monster population and it would be pretty disappointing if one the weapon was nerfed enough to bring it in line with the other ultimates.

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

#789

Post by Untitled » Mon Sep 02, 2013 6:13 pm

WELL THEN. So what you're saying it's basically this tier of weaponry: http://www.youtube.com/watch?v=-mOEtbJyrjM
Though taking out half of a slaughtermap's monster population has ONE caveat: can't get monsters hiding behind pillars, since Zandronum physics don't allow blasts to go through walls.
Last edited by Untitled on Mon Sep 02, 2013 6:17 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.

#790

Post by Ijon Tichy » Mon Sep 02, 2013 7:21 pm

Untitled wrote: You're acting like "allows for hilarious amounts of spam in cell-heavy maps" is a bad thing. BFG maps are BFG maps-everyone spams ultimate weapons there; so should Unreal guy, just as much as Doomguy/Chexter/BJ/Duke/Security Officer can.
let's put it like this

you know how the bfg can take out an entire horde of small monsters in one or two shots?

turn those small monsters into hell knights, octuple the area, and the redeemer might have to break a tiny sweat clearing them out in one shot

that's what we've got here
Last edited by Ijon Tichy on Mon Sep 02, 2013 7:21 pm, edited 1 time in total.

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

#791

Post by Untitled » Mon Sep 02, 2013 8:44 pm

Here's an idea from the ZDoom Thread: We make it a reusable inventory item, a la Corvus and Ranger.
So you get to use it once, obliterate everything in sight with it (including yourself if you get reckless), and then have to wait however long to use it again.
Last edited by Untitled on Mon Sep 02, 2013 8:52 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

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

#792

Post by Ijon Tichy » Tue Sep 03, 2013 2:31 am

WELL I SURE HOPE YOU LIKE REDEEMERS

http://ijontichy.lostsig.com/wads/redeemer.pk3

BECAUSE YOU'RE GETTING REDEEMERS

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

#793

Post by HexaDoken » Tue Sep 03, 2013 5:40 am

I like it how everyone suggests the same thing I did despite the fact that I already did it.

I vote for what Ijon said. I've always been for separating ammo of plasma-level weapons and BFG-level weapons, because, let's admit it - who the hell in a sane mind uses plasma rifle anyway while having access to BFG. The only reason I didn't suggest it in first place is because I thought that anything involving a fifth ammo type will automatically get rejected, but oh well.

To those who say that "heck redeemer wasn't in until UT", I can counter with "and what the hell is a mjolnir". I mean, OKAY, it's technically an expansion pack for quake 1, but I, for example, have never played the mission packs, and the only reason why I know what the hell is a mjolnir is because the absolute magic that google is. So yeah.

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

#794

Post by Qent » Tue Sep 03, 2013 6:14 am

I did not ask for the Mjolnir to be in either. And there was not a choice between adding the Mjolnir and adding the Thunderbolt or whatever else. But I don't know really how close Unreal is to UT. I mean if you asked whether to add the Doom alpha rifle or SSG as Doomguy's 3, I would have to say SSG all the way.

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

#795

Post by TerminusEst13 » Tue Sep 03, 2013 7:03 am

Qent wrote:But I don't know really how close Unreal is to UT.
Quite close, actually. The weapons are practically reskins with a few gameplay differences here and there. (Enforcer is no longer mag-based and can be dual wielded, Stinger is replaced with Pulse Rifle but primary fire is still the exact same, can hold down alt-fire of BioRifle...).
Just Unreal didn't have a superweapon. Unreal Tournament does.
Last edited by TerminusEst13 on Tue Sep 03, 2013 7:04 am, edited 1 time in total.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#796

Post by Echo » Tue Sep 03, 2013 8:04 pm

Ijon Tichy wrote: WELL I SURE HOPE YOU LIKE REDEEMERS

http://ijontichy.lostsig.com/wads/redeemer.pk3

BECAUSE YOU'RE GETTING REDEEMERS
You are a fucking maniac. Don't stop.
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RE: Samsara - 0.29b - I hope you like reading changelogs.

#797

Post by Balrog » Tue Sep 03, 2013 8:39 pm

Ijon Tichy wrote: WELL I SURE HOPE YOU LIKE REDEEMERS

http://ijontichy.lostsig.com/wads/redeemer.pk3

BECAUSE YOU'RE GETTING REDEEMERS
The anti-walking-around script doesn't use ACS_ExecuteAlways. It'll probably break online. Or not, you're way better at this than I am.

Code: Select all

[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends

Code: Select all

<ijon>well fuk
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Code: Select all

(18:13:17)<Mayrine>i dont have to learnt anything about ACS

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

#798

Post by Ijon Tichy » Tue Sep 03, 2013 8:43 pm

Balrog wrote:
Ijon Tichy wrote: WELL I SURE HOPE YOU LIKE REDEEMERS

http://ijontichy.lostsig.com/wads/redeemer.pk3

BECAUSE YOU'RE GETTING REDEEMERS
The anti-walking-around script doesn't use ACS_ExecuteAlways. It'll probably break online. Or not, you're way better at this than I am.
ACS_ExecuteWithResult always runs, and always at the exact moment you call it. I use it so timing issues don't crop up.

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

#799

Post by BlueHattedEngie » Wed Sep 04, 2013 4:04 pm

What a coincidence. I have just recently reinstalled Unreal Tournament for nostalgia purposes. I haven't played Unreal but I heard some of its weapons went into UT.

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

#800

Post by TerminusEst13 » Sun Sep 08, 2013 9:53 am

All right, so enough time has passed, I think.

The total amount of votes are 48 for the Redeemer, 10 for the Quadshot, and 4 for Other.
That is a massive landslide in favor of the Redeemer, and I can see why. It's pretty much the big bruiser of the Unreal Tournament franchise--I've told a lot of people about Prisoner 849 in Samsara, and practically the very first thing they asked was "Does this mean the Redeemer?". Not to mention, code was volunteered for the damn thing, which pretty much takes all the work out of making it. Hooray!
That being said, it is strictly an Unreal Tournament weapon--and those that have said that out have a point as well. While I'm not beyond reaching out to other games in order to fill a roster (see: Duke Nukem 3D's Explosive Shotgun, Ranger's Dissolution of Eternity/Scourge of Armagon weapons), Unreal Tournament is a markedly different beast from Unreal than Duke Nukem 64 is to Duke Nukem 3D and Dissolution of Eternity is to Quake.

It will require a little bit of extra work on my part, but I want to give people options so that they can play the way they want. So, what I'll be doing is setting up another (serverside) console variable--it'll just be a simple swap between the Redeemer and another Unreal weapon for the VII.
That way, players who want a pure Unreal experience won't have to bother with the Redeemer at all, and players who love the Redeemer and want to see it in will get it and get to use it. Everyone gets what they want.

Thank you all for your input and feedback. Would a mod mind closing/removing the poll, please?
Last edited by TerminusEst13 on Sun Sep 08, 2013 9:55 am, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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