Bomber Invasion - Survival Invasion Mappack v1.3

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

Bomber Invasion - Survival Invasion Mappack v1.3

#1

Post by DemiGod Fate » Sun Sep 02, 2012 7:23 am

Image

Download Link for Bomber_Invasionv1.3..... http://www.mediafire.com/?o49y1yvblpucp9u
Download Link for Super Skulltag patch..... http://static.[bad site]/wads/bi_sst_patch.wad (credit to Ænima) (If the extra effects are a little too much to handle go into controls and set a key for toggle effects, and toggle them off)

Server for testing is - :: [BE] New Jersey :: Bomber Invasion and SST

Welcome to Bomber Invasion a Survival Invasion mapset, designed to fight off hordes of Suicide Bombers, yeah I know what your thinking, that sounds easy, but it has its challenges. Hundreds upon hundreds of suicide bombers spawn making it harder and harder to keep them under control, some of them even have special traits or special bombs, that will keep you watching out for them, there are over 50 different traits and abilities they can spawn with among some of them are.....

Smoke Bomber - On Death releases a cloud of white smoke blocking vision.
Incendiary Bomber - Leave a field of flame upon death.
Bomb Jumper - Jumps around the battlefield after you.
Cursed Bomber - Weakens players damage for a short time if he detonates close enough.
Static Bomber - Releases static charges when shot at.
Divine Bomber - Every few seconds makes himself invulnerable for a few seconds.
Blink Bomber - Can teleport across the battlefield after you
Link Bomber - Throws a chain forward attempting to pull you into him and his bomber buddies.
Deathwalker Bomber - On Death his spirit gets up and keeps chasing you for a few seconds.
Earthquake Bomber - Creates an earthquake upon death releasing several spikes from the ground.
Split Bomber - On Death splits multiple times.
Air Strike Bomber - Paints an air strike location with his death.
Chaotic Bomber - Creates a chaos storm on explosion forcing all players and bombers away from it.
Storm Bomber - Spawns a thunderstorm on death that electrocutes nearby players.
Slender Bomber - Appears an disappears ever so closely coming after players, kill him while he watches before he disappears again.

And that's only 15 of the many varied types they spawn before you... Any cool suggestions let me know :smile:

Bomber Invasion is designed to be played with 2-4 Players with Survival Invasion flags on so anywhere between 5 and 10 lives maybe, I like 7 personally, it also requires OpenGL at this stage, but I may make a work around for that soon. If your interested in helping with mapping that is awesome with me, the more maps the bigger the project, but hell try it out, its surprisingly crazy as the waves progress.

Current Maps
________________
BIMAP01 - Heatwave - Volcano Themed - Pyroscourge - Completed/Revamping
BIMAP02 - Snowbound - Snow Themed - Pyroscourge - Completed/Revamping
BIMAP03 - Eversmile Fields - Mountain/Rock Themed - Pyroscourge - In Progress
BIMAP04 - Pyroscourge
BIMAP05 - Heavy Metal - Metal/Factory Themed - Pyroscourge - Completed/Revamping
............?

If your interested in mapping my one request is I'd like unique themes for all the maps so its not just techbase 1 after techbase 2. I'm happy with custom textures and custom props go all out =) Hope to see some interest in the project. I know your thinking I'm a new guy, not worth looking at, but please have a look, I'll be putting up more details as I do more work on it.

Hoping to hear back from anyone interested, oh and I should throw in a few screenshots for good measure =)
ImageImage

Uploaded with ImageShack.us

Changes/Fixes v1.2
_____________
*Death message fixed - Now states you were killed by a bomber.
*Map Info Fog Bug - The fog is still there and I'll get rid of that later. (If it's a problem turn on legacy light mode for now)
*Client Sided - Some non-client sided actors
*Sliding thrown bombs in Map05, - They will now detonate after a short period of time.
*Player/spectator limit - Removed
*Regenerating bombers - No longer regenerate faster than you can hurt them.
*Health tweaks - On some special bombers.
*Trailblazer and Diseased bombers - Trails now linger around longer.
*Mortar Bombers - Incoming mortar marker now raises slowly till mortar drops.
*Proper custom spawners - Implemented.
*Map Balance Changes - Re-organised wave spawn locations and added new weapons spawn spots/ammo spawn spots.
*BISU02 - Revamp progress 10%

Changes/Fixes v1.3
_____________
*Cleaned up code + Inheritance - Credits to popsoap (Thanking you muchly =D)
*Rocket falling sprite added - Credits to popsoap
*Thrown Bombs now +DONTSPLASH - Added
*Absolute Bomber - Larger Explosion Radius
*Regen Bombers - Weakened
*COUNTKILL Bug - Fixed
*BISU02 - Revamp progress 20%
Last edited by DemiGod Fate on Sat Sep 08, 2012 7:14 am, edited 1 time in total.

katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: Bomber Invasion - Survival Invasion Mappack

#2

Post by katZune » Sun Sep 02, 2012 5:39 pm

hahaha maybe is funny but for sure it make lag :/ anyway good luck!
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

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Bomber Invasion - Survival Invasion Mappack

#3

Post by Ænima » Sun Sep 02, 2012 6:18 pm

Sweet! I remember this. Glad you're still working on it!

You originally went by the name Maelstrom, right? Or am I thinking of another person ...
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

Blade
 
Posts: 96
Joined: Fri Jun 22, 2012 7:33 pm
Location: Aboard the Traveler

RE: Bomber Invasion - Survival Invasion Mappack

#4

Post by Blade » Sun Sep 02, 2012 7:37 pm

Yeah this looked pretty cool. Bomber Invasion... reminds me of ye old bombing runs in BF2

User avatar
The Toxic Avenger
Forum Staff
Posts: 1536
Joined: Fri May 25, 2012 1:12 am
Location: New Jersey
Clan: ???
Clan Tag: [???]
Contact:

RE: Bomber Invasion - Survival Invasion Mappack

#5

Post by The Toxic Avenger » Sun Sep 02, 2012 7:41 pm

Does this only work on your maps for it or could this be run with another invasion wad?

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#6

Post by DemiGod Fate » Sun Sep 02, 2012 10:10 pm

@katzune: Surprisingly, doing test runs and stuff with servers never had much issue with lag, the max that spawn at once is about 500 in some of the final waves, which is alot but usually hasn't caused a server to drop yet.

@Ænima: Yeah I did haha, trying to finish off some of my old projects currently, just had a crazy last few months and disappeared, to sort my life around, just figured a name change was in order.

@The Toxic Avenger: I would love it to work in any map, but at this stage it doesn't, which is why I'm looking for other mappers, plus the maps need considerable space to run around and not too many corridors, which is why some of the current maps in it, are getting a do-over, I mean I want people to get caught, but I also want you to have the ability to plan out an escape route if you need to =P
Last edited by DemiGod Fate on Sat Sep 08, 2012 7:17 am, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Bomber Invasion - Survival Invasion Mappack

#7

Post by Ænima » Sun Sep 02, 2012 10:24 pm

I would recommend removing the space from the filename of the pk3.
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

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#8

Post by DemiGod Fate » Sun Sep 02, 2012 10:34 pm

Oh, does that cause problems =S I'll fix that tonight after work, got a few bug-fixes I already need to change, whooops =P

Laggy Blazko
Forum Regular
Posts: 296
Joined: Tue Jun 05, 2012 3:00 pm
Location: Heck no

RE: Bomber Invasion - Survival Invasion Mappack

#9

Post by Laggy Blazko » Mon Sep 03, 2012 12:40 am

Any beheaded bomber?

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Bomber Invasion - Survival Invasion Mappack

#10

Post by Ænima » Mon Sep 03, 2012 2:19 am

This is awesomely addictive. Mind if I make my own patch for this (to make it compatible with SST)?
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

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#11

Post by DemiGod Fate » Mon Sep 03, 2012 4:23 am

@Laggy Blazko: You mean like the custom sprite on the Realm667 repository, well it's just another suicide bomber with a custom sprite, basically just using variations of the original suicide bomber giving them different bombs which do crazy and overkill effects and explosions. Take for instance the Storm Bomber, he's carrying a purple coloured bomb, when he detonates he creates a bunch of thunderstorm clouds and a sphere of lightning, that raise to the ceiling and then start shooting lightning bolts at any nearby players, giving you an extra frustration you have to worry about for a few or more seconds.

@Ænima: S'cool with me, if its an easy enough load on the side patch, I'll put it in the main post =) I'm uploading a quick fixed version for some changes in a bit.

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Bomber Invasion - Survival Invasion Mappack

#12

Post by Llewellyn » Mon Sep 03, 2012 4:48 am

Played this on Ænima's server with SST, and I gotta say the idea is good but execution is flawed...

Things:

Okay, if you're going to use fog, use it sparingly, or use just a bit, making the entire map a strong fog is MURDER on my eyes. I couldn't play because I couldn't see, looking at the screen hurt.
Images: http://gyazo.com/57bc0040a83457b4a5bb86010c98b267
http://gyazo.com/abb6980dd252e5946d86d34d0ac2bc5e

An SSG and a minigun? That's it? You don't throw any more guns in or anything the whole time? That's kinda really boring, you should work your way up with the guns as the enemies get stronger. The later waves are just "spawn, die, spawn, die" until enough are dead that you can actually start shooting again, it wouldn't be like this if you had strong enough guns to fight them with.

Ten waves? Okay, it just gets really boring if you add one more type of monster in and a bit more each wave. By the time we got to wave 7 I was just wishing for the map to end because I wanted something new, and the next map was the same thing, heavy fog, SSG and minigun at the start, sparse bullets so I can't even keep firing it unless I run around the map in a circle.

Also, you might want to use SNDINFO and put a limit on how many explosion sounds there can be at one time, when a lot of those guys explode at once it gets REALLY LOUD, and I play on volume 0.02...

Also, on your maps, don't just rely on GL lights to light your map, well, barring that I couldn't even tell the light differences on the first two maps, map number "five" was really only lit by those GL lights, so it probably looks really bland in software.

With your spawn-teleporters, you might try opening the map up more each couple of waves and opening more teleporters while you do it.
Last edited by Llewellyn on Mon Sep 03, 2012 4:56 am, edited 1 time in total.

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#13

Post by DemiGod Fate » Mon Sep 03, 2012 5:24 am

Curious why the fog does that to you, cause I've never seen that before. Currently they are the only weapons I've tested that don't make it waaaaay to easy, I plan on making some custom weapon that don't over-kill, originally had rocket launcher and plasma appear later, however they literally meant you could stand still and without any effort lay waste to everything. The SSG and Minigun promote movement currently, also the enemies don't get stronger that's the reason, it just becomes more, and throws in more specials that slow you down.

None of the waves add set specific monsters, its random, like actually random, it activates spawns for rarer kinds the longer you survive, however the intention I was going for was you aren't expected to win, its survive as long as you can. Until its just too much.

I haven't had a volume problem with testing but I can look into it. Mapping is already being reworked the maps are getting changed, these are old beta test maps, and yes map 5 really requires OGL, I think I mentioned that in the first post, I'll be releasing some more maps that open up and whatnot soon, just trying to get balancing set underway. They aren't my maps either =P

I have more maps currently planned that should provide far more interesting and opening up designs. But for now these are just for test running, thankyou for your feedback, I shall look into some changes, and I'm still working on some new weaponry, but I'm trying to avoid explosive and plasma, I'll see what I come up with.

On that note I've just made a few bugs changes, and fixes, on the next version I'll have a new map which is half complete currently which will have new weapons that spawn, and the map will open up. Download link: http://www.mediafire.com/?lfb95dq3xdxq90l

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Bomber Invasion - Survival Invasion Mappack

#14

Post by Llewellyn » Mon Sep 03, 2012 6:23 am

DemiGod Fate wrote: None of the waves add set specific monsters, its random, like actually random, it activates spawns for rarer kinds the longer you survive, however the intention I was going for was you aren't expected to win, its survive as long as you can. Until its just too much.
Well that's okay for Survival Invasion, but for Co-op it doesn't work out as the last 3-4 waves drag out and become really boring.

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#15

Post by DemiGod Fate » Mon Sep 03, 2012 6:29 am

Is the server not survival set? It's designed to play with lives, regardless I do agree the maps need more variety and they need to change and open up more as they progress. Plus I'm working on something with the weapons currently.

EDIT: If there is a way to force set lives through ACS, I'm interested to know?
Last edited by DemiGod Fate on Mon Sep 03, 2012 6:30 am, edited 1 time in total.

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Bomber Invasion - Survival Invasion Mappack

#16

Post by Llewellyn » Mon Sep 03, 2012 7:25 am

DemiGod Fate wrote: Is the server not survival set? It's designed to play with lives, regardless I do agree the maps need more variety and they need to change and open up more as they progress. Plus I'm working on something with the weapons currently.

EDIT: If there is a way to force set lives through ACS, I'm interested to know?
Yes, do this:

Code: Select all

SCRIPT 1 OPEN
{
if (!GetCvar("SV_MAXLIVES"))
	ConsoleCommand("SV_MAXLIVES 1; MAP map01");
}
You can set Maxlives number to what you want and the mapname to what you want, crude but effective and will, if SV_MAXLIVES is 0, change it to whatever you specify and restart the map. I wouldn't recommend doing this though, and would just warn server hosts that it is meant to be played with Lives enabled. Heck, you could even modify the script to change how many waves there are so that way it won't go too long if it isn't survival.
Last edited by Llewellyn on Mon Sep 03, 2012 7:28 am, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Bomber Invasion - Survival Invasion Mappack

#17

Post by Ænima » Mon Sep 03, 2012 10:20 am

phpBB [video]
The [video] tag is deprecated, please use the [media] tag

This is currently being hosted right now on [Best Ever], if anyone wants to play. :3
Last edited by Ænima on Mon Sep 03, 2012 10:24 am, 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

DemiGod Fate
New User
Posts: 16
Joined: Sun Sep 02, 2012 6:32 am

RE: Bomber Invasion - Survival Invasion Mappack

#18

Post by DemiGod Fate » Mon Sep 03, 2012 2:41 pm

@Llewellyn: Interesting thanks for that, I might look into it, but if you reckon it's more of an inconvenience then anything then I shall avoid it for now.

@Ænima: That is crazy cool with Super Skulltag, do you mind uploading or sending me a link for your fix for it so I can add it to the next main release, or if its a standalone patch I can link people to it from the main topic post with credit to you of course?

EDIT: Ah it's a standalone release, do you mind if I add a link on the main post about it, with reference to you?
Last edited by DemiGod Fate on Mon Sep 03, 2012 2:57 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Bomber Invasion - Survival Invasion Mappack

#19

Post by Ænima » Mon Sep 03, 2012 11:46 pm

It's not a standalone. It inherits from actors in your original pk3 and gives them SST effects in their death frames. :P

EDIT:
oh i already uploaded the link, sorry i forgot to give it to you! D:


Wads that need to be loaded in this order if you're using Skulltag 97d:
1. http://static.[bad site]/wads/bomber ... 0fixed.pk3
2. http://static.[bad site]/wads/sst_v1.4rc3.pk3
3. http://static.[bad site]/wads/bi_sst_patch.wad

Wads need to be loaded in this order if you're using Zandronum:
1. skulltag_actors.pk3
2. skulltag_data.pk3
3. http://static.[bad site]/wads/bomber ... 0fixed.pk3
4. http://static.[bad site]/wads/sst_v1.4rc3.pk3
5. http://static.[bad site]/wads/bi_sst_patch.wad
Last edited by Ænima on Mon Sep 03, 2012 11:52 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

Yellowtail
Forum Regular
Posts: 152
Joined: Tue Jun 19, 2012 1:02 pm

RE: Bomber Invasion - Survival Invasion Mappack

#20

Post by Yellowtail » Tue Sep 04, 2012 12:25 am

Uh, Aenima, don't you mean 98d? >_>

Post Reply