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Monster Invasion v2.3 :D

Posted: Mon Nov 05, 2012 7:46 pm
by Monsterovich
Image
Invasion for Zandroskulltag. There are 3D models in OpenGL :smile:

Objectives of the game
Your mission is: to protect one point (base) from incoming monsters. This may be a reactor or another point. All maps have their own bosses and tactics. On the bases you will have special buildings and units, You mustn't destroy them. Kill monsters to get bonuses that is very helpful to complete the game. Also, there are some secrets on the maps, try to find them all! :D

Download
http://www.mediafire.com/?8wqc6i2p61xdd3f
http://submarine.strangled.net/wads/min ... 3fixed.pk3

How to play
The main objective will be available at the start of the game, usually it's a protection of the reactor. The maps also have friendly units (marines, turrets and etc.).

Devs
Monsterovich,Predator

Old Screenshots
[spoiler]Image
Image
Image[/spoiler]

INFO.txt
[spoiler]

Code: Select all

===== Monster Invasion =====
ZandroSkulltag Invasion
Monsterovich@gmail.com

=== Maps ===
2011-2012 Year
MINV01 : Marine Ship @ Monsterovich
MINV02 : Nexus Center @ Monsterovich
MINV03 : Sandstorm @ Predator
MINV04 : Swamp @ Predator
MINV05 : Radio Station @ Monsterovich
2013 Year
MINV06 : Submarine @ Monsterovich
MINV07 : The Blockade @ Predator


=== Website ===
http://submarine.homeunix7.org/doku.php?id=wads:minv

=== For Devs ===
If you want to create map see an example. Use minv.acs for scripting.

=== Changelog ===
=1.01=
- Fixed player block bug - minv01
- Fixed software portal bug - minv01
=1.02=
Fixed:
- Flamer ammo changed to 100(was 50)
- Cacodemonlord hp changed to 12000(was 8000)
- HelicopterBoss hp changed to 13000(was 7000)
- Fixed minv02 UDMF skill bug;
- Fixed minv03 night bugs(like bugged fog in door);
- Fixed minv02 texture missing bug;
- Fixed mines (they don't use ammo now);
Bugs:
- Minv02 tower software bug;
- Friendly fire problem;
=2.0=
- Fixed CycloidGuardian AltAttacks
- Fixed Cacodemonlord attack
- Added Helicopterboss 2nd altattack (fixed 1st attack)
- Fixed balance on minv02 (more harder)
- Fixed missing texture on minv03 near gates
- Added friendly fire for players,marines,mines,tesla turrets and etc.
- Deleted fadeout state from SentryGun (bugged)
- Sentrybox spawn chance changed to 50 (was 100)
- Added SpiderMastermind (and Spectre too) to repldecor.txt (fixed "hate" and "bonus" bugs)
- Marines hp changed to 100 (was 200)
- Added actor flamerammo (flamerammospot for Invasion)
- Fixed mapmarkers.txt reactor scale bug
- Sentrygun hp changed to 350 (was 500)
- Fixed minv01 balance (Added flamerammospot...)
- Fixed blood color
- Added terrain effect for GRANUKE1..2..3
- Added terrain effect for swamp
- Fixed palm models
- Fixed mine double explode bug
- Fixed marine (and other actors) resurrect bug
- Added shadows for palmtree1..2..3..4
- Minv.acs was updated to 1.08
- Added new map (minv04: swamp)
- Fixed software tower bug - minv02
- Fixed UDMF skill bug - minv02
- Fixed soulsphere bug - minv03
- Fixed gate bug - minv03
- Added new marine sprite for automap (added captain sprite too)
- Fixed over 9000 small bugs =)
=2.1=
- Fixed protection marines see state animation
- Added snow ambient sound
- Changed melee marine hp
- Changed RL marine attack
- Added 3D model for flamer
- Added new map (minw05: radio station)
=2.2=
- Added +INVULNERABLE for mines
- Deleted +SHOOTABLE for mines
- Fixed sky for minv04
- Added 3D model for Mines
- Added new item - beacon
- Added 3D model for Beacon
- minv.acs 1.09 was released
- Bosses health was changed
- Added new great blood
- Fixed bonus summon chance
- Fixed minv04-05 graphics
- Added mine tick sound
- Heavycubus health changed to 1800
- Added new flamer fire effect
- Fixed flamerguy sprites
- Fixed Heavycubus attack and sprites
- Fixed gldefs.txt palmtree shadow
- Fixed ammo spot spawn bug
- Added new map MINV06 : Submarine
- Added new titlemap
=2.3=
- Deleted hp formula (seriosly bugged)
- Fixed minv03 fireblock
- Fixed minv06 graphic render bug
- Fixed Beacon spawn bug
- Added new map The Blockade
=2.3fixed=
- Fixed minv07 bugs
- Fixed marine decorate
- Fixed items decorate
- Changed bosses health
[/spoiler]

RE: Monster Invasion

Posted: Wed Nov 07, 2012 9:38 pm
by WhoDaMan
From the Screenshots it looks great. Unfortuantly I can't play it because my comp won't run Open GL :-(.

RE: Monster Invasion

Posted: Thu Nov 08, 2012 8:39 am
by UnTrustable
It looks great! Model usage, 3D floors ! Great map architecture.
Nice generator concept !
Nothing but nice !
Except 1 thing... place a random player spawnspot script.
Playing this in one player mode, i always spawn in the middle of the monsters in map01.
I reached Map03 wave 5, it wasn't doable in singleplay... which is basicly good, since this is suppose to be teambased game, right? :biggrin:
Other than that, i find Monster Invasion great !

RE: Monster Invasion

Posted: Thu Nov 08, 2012 4:37 pm
by Monsterovich
WhoDaMan wrote: From the Screenshots it looks great. Unfortuantly I can't play it because my comp won't run Open GL :-(.
You can play in software mode, but there are bugs like portal bug in minv02.
UnTrustable wrote: it wasn't doable in singleplay...
It's false. Try again! :smile:

RE: Monster Invasion

Posted: Thu Nov 08, 2012 6:44 pm
by Ænima
Bug: The helicopter doesn't spawn in MTINV02.

RE: Monster Invasion

Posted: Thu Nov 08, 2012 8:38 pm
by Lord_of_D:
Y U NO MAKE ORIGINAL NAMES?! nah, just kidding. well, this looks cool, i would be glad to help, but im not a great mapper and i dont know a shit about scripts D:

RE: Monster Invasion

Posted: Fri Nov 09, 2012 8:26 am
by Monsterovich
Ænima wrote: MTINV02.
MINV**
Ænima wrote: Bug: The helicopter doesn't spawn
O Rly? When I tested the map, everything worked. But,wait for the next version. I don't know how to fix your problem. Although, May be this is an acs BUG. I'm almost sure of it.

RE: Monster Invasion

Posted: Sat Nov 10, 2012 2:34 am
by UnTrustable
The helicopter did spawn when i tried.
Is it possible to have another code for the helicopter where it also shoots a small burst
of bullets in between the rocket salvo's ?
Then this helicopter is for an other next map or so.

RE: Monster Invasion v2.0!

Posted: Fri Nov 23, 2012 1:44 pm
by Monsterovich
Version 2.0 was released! 1st post updated. =)

RE: Monster Invasion v2.0!

Posted: Wed Nov 28, 2012 8:24 pm
by Monsterovich
Minv 2.1 was released!

Code: Select all

=2.1=
- Fixed protection marines see state animation
- Added snow ambient sound
- Changed melee marine hp
- Changed RL marine attack
- Added 3D model for flamer
- Added new map (minw05: radio station)
NOTE:All changelogs are in 1st post.

RE: [RELEASE]Monster Invasion v2.1

Posted: Wed Nov 28, 2012 8:41 pm
by Ænima
Moar models? Sweet! Downloading 2.1 now.

RE: [RELEASE]Monster Invasion v2.1

Posted: Wed Nov 28, 2012 8:50 pm
by Monsterovich
Ænima wrote: Moar models? Sweet! Downloading 2.1 now.
Sorry,If there are bugs with the models. Deficiencies in Gzdoom engine don't allow to move the model on the axes X and Y. I can't add a texture for each mesh and etc...

RE: [RELEASE]Monster Invasion v2.1

Posted: Thu Nov 29, 2012 12:24 pm
by Predator
Ye, there is a bug when you see through flamethrower model, but I think this bug is only in 16:9 aspect ratio(I have 1366x768 resolution)

RE: Monster Invasion v2.2

Posted: Mon Dec 31, 2012 2:59 pm
by Monsterovich
New version available:

Code: Select all

=2.2=
- Added +INVULNERABLE for mines
- Deleted +SHOOTABLE for mines
- Fixed sky for minv04
- Added 3D model for Mines
- Added new item - beacon
- Added 3D model for Beacon
- minv.acs 1.09 was released
- Bosses health was changed
- Added new great blood
- Fixed bonus summon chance
- Fixed minv04-05 graphics
- Added mine tick sound
- Heavycubus health changed to 1800
- Added new flamer fire effect
- Fixed flamerguy sprites
- Fixed Heavycubus attack and sprites
- Fixed gldefs.txt palmtree shadow
- Fixed ammo spot spawn bug
- Added new map MINV06 : Submarine
- Added new titlemap

RE: Monster Invasion v2.2

Posted: Mon Dec 31, 2012 10:48 pm
by Tux
This mod would be better if you wouldn't copypaste the link to it every 5 minutes to the #zandronum.
Looks great, I may play it when I'll get new comp. How long did it took to make?

RE: Monster Invasion v2.2

Posted: Tue Jan 01, 2013 10:04 am
by Predator
Tux wrote:How long did it took to make?
Half year

RE: Monster Invasion v2.2

Posted: Fri Jan 04, 2013 9:49 am
by Predator
And yeah, screenshots from 2.2
[spoiler]Image
Image
Image
Image[/spoiler]

RE: Monster Invasion v2.2

Posted: Fri Jan 04, 2013 11:50 am
by Monsterovich
Please, use spoiler.

RE: Monster Invasion v2.2

Posted: Fri Jan 04, 2013 1:56 pm
by Predator
Fixed.

RE: Monster Invasion v2.3 :D

Posted: Sun Mar 10, 2013 1:46 pm
by Monsterovich
Changelog:
=2.3=
- Deleted hp formula (seriously bugged)
- Fixed minv03 fireblock
- Fixed minv06 graphic render bug
- Fixed Beacon spawn bug
- Added new map The Blockade
=2.3fixed=
- Fixed minv07 bugs
- Fixed marine decorate
- Fixed items decorate
- Changed bosses health