Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Catastrophe
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RE: Super Demon! First release!

#61

Post by Catastrophe » Wed Aug 07, 2013 6:00 am

Sure, you can make a map for your boss. Make sure you give me your boss AND the map too.

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Medicris
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RE: Super Demon! First release!

#62

Post by Medicris » Wed Aug 07, 2013 7:07 am

1) Boss weapon response and feel needs work. Some examples are the Death Vile's attacks (no indication when the attack actually fires), the Maulotaur's hammer and charge attacks having no sounds or animations to time attacks with, etc etc.

I had no idea if the maulotaur's hammer even reached a certain distance, or how quickly it swung. That just results in "gee I guess I should just get close and hold M1 and maybe some will hit" instead of being able to time attacks. Ditto with the charge, no possibility of a maulotaur roar when charging and smashing sound on hit or anything? Basic things like hammer swing SFX and impact noises would help.

Basically, imagine trying to play Doom CTF with weapons that have no sounds, no animations, and no puffs. Yeah, that's basically how it feels.

2) Some type of sounds when switching weapons could help, since having to look down and count rightclicks is a bitch when in the middle of a fight. Even a simple click noise would do. They don't have to be played to other players.

3) Things you already know about the Juggernaut's flamethrower and Deathvile's "instant" flame.

EDIT: Also why doesn't the deathvile use like, diabolist sprites or something
Last edited by Medicris on Wed Aug 07, 2013 7:14 am, edited 1 time in total.

CyborG
 
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RE: Super Demon! First release!

#63

Post by CyborG » Wed Aug 07, 2013 12:36 pm

You need other weapons for bosses! that imp's arm freake me out!

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RE: Super Demon! First release!

#64

Post by Untitled » Wed Aug 07, 2013 3:46 pm

The problem is, good coders in Zandronum are a lot more common than good artists. I can't art at all, for instance (ART IS NOW A VERB DON'T QUESTION IT)
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CloudFlash
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RE: Super Demon! First release!

#65

Post by CloudFlash » Wed Aug 07, 2013 3:49 pm

Nah, just request something at the Spriting Carnival. Or go to 4chan and say 'you faggots cannot make proper sprites for doom engine. Prove me wrong'
https://i.imgflip.com/i5tpe.jpg
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RE: Super Demon! First release!

#66

Post by Cruduxy » Wed Aug 07, 2013 4:49 pm

Well the fighter's hammer of retrib-dont know rest of spelling!- would make a good start for maulotaur
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doomwolf555
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RE: Super Demon! First release!

#67

Post by doomwolf555 » Wed Aug 07, 2013 5:29 pm

http://postimg.org/image/9q0o74iu3/
Here is the screenshot from my boss the devil

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RE: Super Demon! First release!

#68

Post by doomwolf555 » Wed Aug 07, 2013 8:29 pm

I have finished the boss and map just need to make a player class from it
http://www.mediafire.com/download/g3735 ... ilboss.rar
Last edited by doomwolf555 on Wed Aug 07, 2013 8:46 pm, edited 1 time in total.

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Combinebobnt
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RE: Super Demon! First release!

#69

Post by Combinebobnt » Wed Aug 07, 2013 9:02 pm

Master of puppets has alot of sprites for various doom monsters. You could even recolor some stuff from there too.

Catastrophe
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RE: Super Demon! First release!

#70

Post by Catastrophe » Wed Aug 07, 2013 9:38 pm

Hmmm preferably non-baron sprites please, we already have two of those.

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RE: Super Demon! First release!

#71

Post by Impact » Wed Aug 07, 2013 10:26 pm

Hey where's the servers for this? I want to try it properly! :D

Also, a good megawad deserves an IRC channel, don't you think? For questions and stuff, just an idea.
[spoiler]<N>Devon - <N>Impact - Dr Fetus[/spoiler]

Catastrophe
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RE: Super Demon! First release!

#72

Post by Catastrophe » Wed Aug 07, 2013 11:26 pm

Maybe one day we can get an irc channel, but look for the best-ever server. There will be a grandvoid server once 1.1 is done.

Speaking of which Superdemon1.1 is now out, check the topic for the changelog
Last edited by Catastrophe on Thu Aug 08, 2013 12:17 am, edited 1 time in total.

doomwolf555
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RE: Super Demon! First release!

#73

Post by doomwolf555 » Thu Aug 08, 2013 5:35 am

I don't know what kind of sprite do u need for my boss but u can change it

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-Jes-
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RE: Super Demon! First release!

#74

Post by -Jes- » Thu Aug 08, 2013 9:52 am

Regarding the Wolf3D boss's Cyan flamer sprites, I think it's a problem regarding the fact that you're using additive rendering on a 32bit truecolor texture.. that for all intents doesn't use alphas beyond basic masking. Then, when Zandro falls back (for whatever reason) to masking only, it garbles the alpha data.

Converting your sprites to paletted will fix it. (I already tested with Doom gfx)
Last edited by -Jes- on Thu Aug 08, 2013 11:56 am, edited 1 time in total.

Impact
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RE: Super Demon! First release!

#75

Post by Impact » Thu Aug 08, 2013 10:57 am

I was playing just now and when someone left after winning as the boss this happened:

[spoiler]Image
Image
Image[/spoiler]

I don't know how long that would have stayed as the other guy left and it was just the blank and I left on the server, but I reconnected as I was typing this to check and it has gone, probably because everyone else apart from one afk spectator left.
[spoiler]<N>Devon - <N>Impact - Dr Fetus[/spoiler]

doomwolf555
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RE: Super Demon! First release!

#76

Post by doomwolf555 » Thu Aug 08, 2013 4:15 pm

So will be my boss in the next version?

Catastrophe
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RE: Super Demon! First release!

#77

Post by Catastrophe » Thu Aug 08, 2013 4:29 pm

-Jes- wrote: Regarding the Wolf3D boss's Cyan flamer sprites, I think it's a problem regarding the fact that you're using additive rendering on a 32bit truecolor texture.. that for all intents doesn't use alphas beyond basic masking. Then, when Zandro falls back (for whatever reason) to masking only, it garbles the alpha data.

Converting your sprites to paletted will fix it. (I already tested with Doom gfx)
Will do
Impact wrote: I was playing just now and when someone left after winning as the boss this happened:

[spoiler]Image
Image
Image[/spoiler]

I don't know how long that would have stayed as the other guy left and it was just the blank and I left on the server, but I reconnected as I was typing this to check and it has gone, probably because everyone else apart from one afk spectator left.
Odd, I don't think I can fix that problem unfortunately, or rather I don't know how; might be a problem with the engine itself.
doomwolf555 wrote: So will be my boss in the next version?
Please detail your map more, it's literally just a bunch of rectangles.

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-Jes-
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RE: Super Demon! First release!

#78

Post by -Jes- » Thu Aug 08, 2013 5:31 pm

The intermission background is insanely bright. Tone it down a tad will ya? :)

doomwolf555
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RE: Super Demon! First release!

#79

Post by doomwolf555 » Thu Aug 08, 2013 7:08 pm

Catastrophe wrote:
-Jes- wrote: Regarding the Wolf3D boss's Cyan flamer sprites, I think it's a problem regarding the fact that you're using additive rendering on a 32bit truecolor texture.. that for all intents doesn't use alphas beyond basic masking. Then, when Zandro falls back (for whatever reason) to masking only, it garbles the alpha data.

Converting your sprites to paletted will fix it. (I already tested with Doom gfx)
Will do
Impact wrote: I was playing just now and when someone left after winning as the boss this happened:

[spoiler]Image
Image
Image[/spoiler]

I don't know how long that would have stayed as the other guy left and it was just the blank and I left on the server, but I reconnected as I was typing this to check and it has gone, probably because everyone else apart from one afk spectator left.
Odd, I don't think I can fix that problem unfortunately, or rather I don't know how; might be a problem with the engine itself.
doomwolf555 wrote: So will be my boss in the next version?
Please detail your map more, it's literally just a bunch of rectangles.
Yeah I have made more details and I have made the map bigger now it's ready to use:
http://www.mediafire.com/?c1480l2givsylp4

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CloudFlash
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RE: Super Demon! First release!

#80

Post by CloudFlash » Fri Aug 09, 2013 10:18 am

Boss for this map will be placed where the red skull is, and he won't be able to move from top of that pedestal. What'cha think 'bout it guise?
[spoiler]Also: first time I CREATED slopes instead of stealing them. Woofuckinghoo.
Image[/spoiler]
https://i.imgflip.com/i5tpe.jpg
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