Bossbattles V19/Classless EditionV6

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Evilm0nk
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Re: Bossbattles Next and final version coming 2016

#101

Post by Evilm0nk » Sat May 28, 2016 9:24 pm

Here is a new version:

https://www.dropbox.com/s/t22xwhymxt29t ... A.pk3?dl=0

Changes:
+SupremeFiends Bombs now can go through monster Block Lines
+Dmana now gives you more ammo then before (50 to 70)
+A powerup counter on the top right corner, displays the time you have left until you can activate another powerup.
+Powerups are not as dark as they once were upon activation.
+(COOP) After Respawning, all players have a 20-30 second delay until they can use another powerup. (Prevents spamming of powerups)
+Fixed, Hades spheres were too strong.
+Fixed, scourge causes map crash.
+Fixed, Texture error on floor on "The Final Confrontation".
+HellsBattery no longer disappears when using some attacks, incorrect spelling in script caused this.
+Hellsmith fire now does damage online.
+Lowered Eyesores health from 30000 to 10000.
+Lowered Speed on annihilator homing Rockets from 20 to 17.
+Lowered Damage on Cyberbot 2's Fuel Rocket from 128 explosion damage to 15
+Lowered Damage on Cyberbots Homing rocket from 50 to 20.
+Lowered Speed on Remote bombs from supreme fiend from 25 to 20
+Lowered Damage on Both Incubus's rocket attacks from 120 to 10
+Lowered Damage on Recubus's Rockets from 40 to 10.
+Lowered Damage from HellsApprentice attack from 128 to 12.
+Lowered Damage from Cybruiser's missiles explosion from 60 to 9
+Increased Speed on Hellsbattery.
+Lowered The chances of Deathknight using his shield.
+Fixed Elemental marines damage sprite
+Lowered Damage Dealt from unmaker
+Increased Damage Dealt from Plasma shocker alt fire raised, as well as ammo
+Lowered Tritons Size (Doom64 evil marine)
+Lowered Fighters Speed.
+Increased Fighters Hammer weapon Damage and speed.
+increased Fighters Vorpal Main Fire Damage
+increased Fighters melee damage on all weapons.
+Thamuz is Faster
+SuperDemon is Faster with more health
+Infernal spider takes less damage from explosive weapons
+Tchernobog fire attack does less damage
+Cheogh damage and height was raised
+Paladin has an extra laser attack (Rapid Fire)

There isn't too much changed in this version other then a few map crashes and issues in the previous version.
I am in the process of creating more maps for this mod aswell as redoing the snow map.
I have no time frame of when this will be completed do to the fact that most of my time goes into cacoinvasion, but I am planning on finishing at least 5 more maps before the end of the year.
I will however continue to fix bugs and add bosses accordingly as time progresses.
Last edited by Evilm0nk on Mon May 30, 2016 3:14 am, edited 1 time in total.

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Re: Bossbattles 10.3

#102

Post by Ænima » Mon May 30, 2016 1:19 am

Glad to see this is still being worked on.

Thanks for making the powerups less spammy.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
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Evilm0nk
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Re: Bossbattles 10.4

#103

Post by Evilm0nk » Sun Aug 21, 2016 8:10 pm

No problem and thank you :)

Here is the latest version:
10.4

https://www.dropbox.com/s/unyqezfdcm6w6 ... A.pk3?dl=0

I am mainly fixing/adding minor things at the moment.
In the next few weeks I will be working on new maps again and finishing 3 unfinished maps.

Changes/Fixes:

+Fixed Fighters hammer with infinite ammo.
+Beefed Fighters VorpalBlade.
+Beefed Fighters Gauntlets.
+All friendlies in museum level Cannot take Friendly fire.
+LoreMaster is now more aggressive, with alt attacks.
+Beefed all Corvus Weapons.
+Beefed Clerics Wraithverge.
+Doomguy now spawns 2 turrets.
+Doomguys main fire on machinegun eats more ammo.
+Doomguy can now fly 15 seconds.
+Mage Rage staff shoots Faster.
+Mage Bloodscourge shoots an extra fireball on main fire.
+Strifeguys plasma gun is stronger and faster now.
+Strifeguys Machinegun is faster.
+Heresiarch flame head fireballs have better homing abilities.
+Fixed minor platforms on map15 where monsters would normally get stuck.
+Added more monsters based on the amount of players on map05, I will do this to all maps.
+During multiplayer, bosses would gain double the health for each player. Now They're health will double once, then again for each player in the game.
They will also gain 1.5 X the speed aswell as Damage.
+Added new monster from realm667, Cryocubus, now on the snow map.

Version 11 Release will be 9-16-16.
+New map(23).
+Overhaul on snow map.
+Overhaul on all map scripts.
+More Cleric summons.
+More bosses from caco invasion.

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Re: Bossbattles 11

#104

Post by Evilm0nk » Sat Sep 17, 2016 1:24 am

Here is Version 11:

https://www.dropbox.com/s/6h3ee8tnihgom ... A.pk3?dl=0

+Doomguy Mine attack now shoots out shrapnel.
+Elemental soldiers Air strike is slower and stronger.
+Elemental soldiers alt attack on plasma gun is stronger.
+Elemental soldiers Unmaker is stronger.
+Mancubus,Incubus, Recubus, and greater incubus can now go through each other. (should make map 14 a little less Clustered.)
+New map, Map16.
+New Monsters, Cacodemon King and Izual.
+Minor Updates to Map19.

Version 12 will arrive most likely next month with:
-2 new maps.
-A New episode, strictly boss arena based with no story or hell relation.
-More bosses ofcourse.
-Finally more summons for cleric (which may come sooner).

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Re: Bossbattles error pls fix

#105

Post by Chik3n » Wed Nov 23, 2016 1:07 pm

zandronum 2.1.2
Script error, "BossBattles_V11ZA.pk3:bossbattles.wad:MISCL" line 2092:
Replaced type 'GreyColumn' not found in BossBattlesGreyColumn

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Re: Bossbattles 11

#106

Post by Empyre » Thu Nov 24, 2016 12:06 am

This requires you to load skulltag_actors and skulltag_data, or Skulltag Content, which combines the two.
"For the world is hollow, and I have touched the sky."

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Re: Bossbattles 11

#107

Post by Chik3n » Thu Nov 24, 2016 2:34 pm

Still same..

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Re: Bossbattles 11

#108

Post by Doomenator » Thu Nov 24, 2016 3:12 pm

Chik3n wrote:Still same..
You must load BossBattles_V11ZA.pk3 after Skulltag Content.
[spoiler]Image[/spoiler]

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Re: Bossbattles 11

#109

Post by Chik3n » Sat Nov 26, 2016 7:40 pm

Thank you so much!This wad was my favourite wad when i was a kid.

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Evilm0nk
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Re: Bossbattles 12

#110

Post by Evilm0nk » Mon Feb 13, 2017 1:42 am

New version, Version 12

https://www.dropbox.com/s/7pfcn6ji4ultw ... A.pk3?dl=0

Bug Fixes:

Player Classes:
-Cleric Flame Hand Alt deals more damage (Damage with this was pretty useless on bosses).
-Cleric Icebow main fire deals more damage .
-Fighter Staff of protection Main Fire Deals less Damage (Seems to be inconsistant on damage and can be very overpowering).
-Fighter Staff of Protection alt fire does more damage.
-Fighter Hammer Main Fire does less damage (Was way to overpowered with the baby hammers).
-Fighter VorpalBlade Main fire deals more damage(Damage was too inconsistant).
-Fighter VorpalBlade Alt fire Does similar damage then before but randomized.
-fighter Gauntlets of Triumph Main fire deals more damage (Was originally pretty Weak on bosses).
-Fighter Quietus main fire Deals more damage.
-Doomguy Chaingun Main and Alt Fire Deal Random Damage (Main fire is between 15-21, was 18 before. Alt fire is between 10-15, Was 13 before).
-Doomguy Shotgun Main and Alt Fire Deal Random Damage (Main fire deals 8-16, was 15. Alt fire deals 7-16, was 14).
-Doomguy Rocket Launcher Increased Weapon speed slightly and Randomized the Damage (Damage was 176 a rocket, now 165-180).
-Doomguy Plasma gun main fire now deals random damage on the main fire (Damage was 12, now 10-12.
-Doomguy Bfg Mainfire shoots slightly faster.
-Doomguy Bfg Alt fire is now a ripper that deals one damage instead of 100 and going out (this way, the circle plasma that comes out of the bfg stays consistent, instead of hitting an enemy and going out like a normal bfg).
-Doom64Marine Chaingun alt and Main also randomized (His chaingun is shared with doomguys chaingun damage).
-Doom64Marine Shotgun Main and Alt Fire Deal Random Damage (Main fire deals 10-13, was 12. Alt fire deals 10-15, was 14).
-Doom64Marine RocketLauncher Does Less Damage on the Explosion Radius on both main and alt fires.
-Doom64Marine PlasmaGun Main Fire now deals randomized Damage (was 17, now 16-20).
-Doom64Marine PlasmaGun Alt fire now deals Randomized Damage (was 140, now 130-170).
-Doom64Marine Unmaker Main fire does randomized Damage (was 16, now 13-18).
-Mage FireCrystal Deals more damage (was 3, now 4-10, Also Effects the Alt Fire).
-Mage Frost Shards Alt Deals Random More Damage ( was 28, now 32-40).
-Mage CultStaff AltFire Deals Random more Damage ( was 35, now 37-46).
-Mage CultStaff MainFire Deals Random Damage ( Was 17, now 15-22).
-Mage BloodScourge Alt fire Deals more explosion Damage.
-Mage BloodScourge Main fire is faster and deals Randomized more damage (was 6, now 7-10).
-Mage Hellstaff Main fire deals more damage (was 33, now 36).
-Mage Hellstaff alt fire deals more damage and now hits the ground upon fire, this way the beam fire doesn't have to hit a target to start.
-Corvus Skullstaff Main fire deals more Damage (was 35, now 38).
-Corvus FrostFang shoots Faster.
-Corvus Phoenix rod now has a slight recoil on main fire.
-Corvus SoulReaver Main fire Deals Random Damage (was 50, now 45-55).
-StrifeGuy Nova Cannon has a recoil now, shoots slower as well on the main fire.
-StrifeGuy Tank Rifle Main fire deals more damage (was 90, now 114).
-StrifeGuy Tank Rifle Alt Fire Deals More Damage as well (was 170, now 190).
-StrifeGuy Plasma Gun Main Fire now Deals Random Damage (was 43, now 40-49).
-StrifeGuy Mauler Main fire Deals random damage (was 17, now 19-25).
-StrifeGuy Voulge Main fire Deals Random Damage (was27, now 25-30).

Monsters:
-Tranarch (Corvus Player Class Clone) health now 35000, was 25000
-Minotaur (Heretic) Health now 36000, was 32000
-Dsparil (Heretic) Speed increased 20, was 16. Increased his speed on his projectiles too.
-UltimateTerminator (Realm667 Terminator) Health now 34000, was 29000

Maps:
-New Map, Map26 (Isn't Technically a new map, more of a old map recreated for a standalone episode based off Boss arenas.)
-New Map, Map27 (old map recreated to work for the Arenas episode)
-Map16 Heresiarch bug fix (Map should no longer lock up after killing Heresiarch, Reason for the lock up was Because the wrong Heresiarch was being spawned.)

Things to come:

-Map24 is 65% complete, this map will take place after the Demortrix fight and will be the final map for that chapter.
-More Cleric summons, I have already started with this and I should have 3 more monster spawners By next release.

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Re: Bossbattles 13

#111

Post by Evilm0nk » Sun Mar 12, 2017 12:15 am

Here is the new version for bossbattles, Lots of bug fixes and a new map.

https://www.dropbox.com/s/1c2u7tkv51p8t ... A.pk3?dl=0

[spoiler]-Cleric Flame Hand Alt deals more damage (Damage still wasn't good enough in version 12. boosted from 23-40 to 35-46.)
-Cleric boss summon can now summon EvoBaron, Cyberbot2, and Maephisto.
-Cleric, Upon death, summons a weak demon (useless in single player but possibly good in multiplayer, or trolls will spam the kill command for it).
-Cleric Serpent Staff main fire and alt fire Nerfed (Main fire was 35 now 32, Alt fire was doing 35 now 15 on poison gas cloud).
-Cleric Ice bow main fire gets another boost in damage was 65 now 75.
-Cleric Wraithverge Alt fire nerfed, Was Way to overpowering. ( damage was 30, now down to 1, Its a ripper Still. was dealing over 10000 damage a second up close.)
-Cleric Lightbringer deals more damage and shoots faster, ( like a shotgun).
-StrifeGuy Plasma Gun Main Fire now Deals more damage (was 40-49, now 48-58).
-StrifeGuy Plasma Gun Alt Fire now Deals Random damage (was 80, now 70-80).
-StrifeGuy Mauler Main fire Now has an added 5 extra plasma pellets.
-StrifeGuy Nova Cannon replaced with Missile Launcher from strife. (Sprites changed but shoots the same to a degree).
-StrifeGuy Tank Rifle Replaced by Laser Shotgun. ( Tank Rifle Never really fit in ).
-Corvus Soul Reaver alt fire was pretty much useless because of its speed, I slowed the projectile down a bit so now it should be more useful.
-Corvus FireMace Main Fire lowered damage a tiny bit.
-Corvus Skullstaff shoots slightly faster.
-Doomguy Shotgun Main and alt fire shoot extra pellets. (altfire slightly slower now do to the extra firepower).
-Doomguy64 Shotgun shoots more pellets on Mainfire.
-Doomguy64 Chaingun alt deals A tiny bit of more damage.
-Mage, minor fix in mages sprite (had to blue pixels on frames B and D, Made them green to match the rest of the sprite.)
-Mage, Upon Death, summons a ghost towards whoever killed them.
-Mage, Cult staff Shoots Extra magic blasts on both main and alt fire.
-Mage BloodScourge mainfire now detonates alot slower, this way it doesn't burn out before it hits the monster
-Mage Frost shard Mainfire deals less damage ( Was 15, now 12-14 ).
-Mage Tri-Staff deals less damage on main and altfire.
-Mage Hellstaff mainfire and altfire Deals more damage, was pretty useless before.
-Map04 texture error fixed.
-Map05 Texture and lighting error fixed.
-Map07 Replaced alot of red textures, aligned textures, fixed minor map errors.
-Map08 Texture errors and algnments corrected.
-Map12 and Map22, Enlarged the arena as well as added more details and more texture alignment.
-Map16 added new map checkpoint
-Map17 added new map checkpoint
-Map06 Now has a mutiplayer script, depending on the amount of players, the amount of monsters maybe doubled.
-New Map, Map18.
-Demon 1 and 2 from hexen have more health, Was 1800 now 3800.
-Evobaron Speed increased from 8 to 12.
-IceLich Speed increased from 8 to 14.
-Hellwarrior and Hellwarrior Omega have a higher pain chance, this should help against the spamming of the shield they use.
-Cyberdemon health Increased, was 23000, now 27000.
-SpiderMastermind Health increased, was 22000, now 30000.
-fixed friendly hellknight, (was turning into a baron of hell when he attacked)
-Heresiarch Warlock projectiles would play at full volume and killed headphones. fixed
-Devil Teleports less.
-Demolisher Friendly bfg no longer effects players. (the Bfg Splash part would push players around.)
-Demolisher Friendly no longer damages players.
-Mystic ambit incant is now just a purple potion that gives you 500 Health Compared to 90.
-Super Armor gives you 700 armor now.
-All Fire monsters (Hell minions) no longer have a fire resistant, this way players can use fire weapons freely on them and actually do damage.
-Further compressed all the music (shaved about 40 megs by doing this. Quality was lowered a little bit but not very obvious unless monster sounds are off).[/spoiler]

The Next update will include a over haul on a few of the maps scripts, as in, Adding a multiplayer script that doubles the amount of monsters for each wave like map 18 and map06.
I have 2 more maps in the making (map24 and map28), aswell as planning on adding more powerups and death powerups to the other classes.

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Re: Bossbattles 13

#112

Post by Evilm0nk » Sat Apr 01, 2017 1:04 am

Here is a classless version I did that took about 3 hours to do. Should be more mod Friendly.

-

I didn't test it with any other mods, but if there is problems I will try to make it more compatible.

It is also playable the way it is with doomguy weapons.

Edit:
Here is a Better Version:
https://www.dropbox.com/s/7h1ywlnwulpo1 ... 2.pk3?dl=0

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Re: Bossbattles V13/Classless Edition

#113

Post by Evilm0nk » Sat Apr 08, 2017 7:54 pm

Alright here is Version 14 of normal bossbattles and Version 3 of classlessBossbattles

https://www.dropbox.com/s/mks129hc43uyc ... A.pk3?dl=0

https://www.dropbox.com/s/j2ehckybdb9wh ... 3.pk3?dl=0

[spoiler]This version mainly tuned the difficulties of the monsters spawning as well as made it more playable in single player.
-Maps 06,07,08,15,16,17,18 now Have a multiplayer script aswell, the more players, the more monsters.
-Added Centaur from hexen and Revenant from doom2 into a few of the maps now.
-Fixed map08 crash[/spoiler]

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Re: Bossbattles V14/Classless EditionV3

#114

Post by mattbratt11 » Wed Jun 07, 2017 2:08 am

Sorry about the bump, but I have tested the Latest Version of Boss Battles using the latest Zandronum, but when I summoned the Archon Devil Final Form and the Cacodemon King to fight each other, there's a problem. The Devil has a severe case of Infinite Invulnerability, which occurs when the devil is damaged or when he sets Invulnerability through the Thamuz' Aura Attack, making him far beyond extremely impossible without cheating (MDK et al).

Now that the bug is addressed, I have suggestions for you:
1. Do you plan on adding Bosses from other wads such as Scal's Shuffle Saga, Complex Doom, Tiberium Doom/Insanity's Requiem, LCA, RandomMons, ILCA, etcetera?
2. Do you plan on adding more maps along with more new custom bosses to be added to the Museum Map?
3. Do you plan on making secret/bonus maps where challenges can't be a part of the story itself and not just for fun, but also a high chance of getting some of the rarest of rewards such as a new line of arsenal for existing classes (except the Classless version) such as the Nuclear Missile Launcher and many others from Realm667, said mods, etcetera?

Note: Suggestions that I make for BossBattles also applies to Caco Invasion, where instead of bosses (with the exception of Cacobosses), it's all cacodemon minions all the time.

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Re: Bossbattles V15/Classless EditionV4

#115

Post by Evilm0nk » Sun Sep 10, 2017 12:37 am

mattbratt11 wrote:Sorry about the bump, but I have tested the Latest Version of Boss Battles using the latest Zandronum, but when I summoned the Archon Devil Final Form and the Cacodemon King to fight each other, there's a problem. The Devil has a severe case of Infinite Invulnerability, which occurs when the devil is damaged or when he sets Invulnerability through the Thamuz' Aura Attack, making him far beyond extremely impossible without cheating (MDK et al).

Now that the bug is addressed, I have suggestions for you:
1. Do you plan on adding Bosses from other wads such as Scal's Shuffle Saga, Complex Doom, Tiberium Doom/Insanity's Requiem, LCA, RandomMons, ILCA, etcetera?
2. Do you plan on adding more maps along with more new custom bosses to be added to the Museum Map?
3. Do you plan on making secret/bonus maps where challenges can't be a part of the story itself and not just for fun, but also a high chance of getting some of the rarest of rewards such as a new line of arsenal for existing classes (except the Classless version) such as the Nuclear Missile Launcher and many others from Realm667, said mods, etcetera?

Note: Suggestions that I make for BossBattles also applies to Caco Invasion, where instead of bosses (with the exception of Cacobosses), it's all cacodemon minions all the time.
The Devils final form is supposed to be powerful, I have done a few fixes here and there to make him spam invulnerability less.
But what your suggesting is making him weaker so the Cacodemon king can best him :biggrin:?
I will look into cleaning up his code more and making invulnerability less of an issue for the players.

Only way I can add bosses from other wads is if I can get permission from the creators of those wads/pk3s.

I have 3 maps that have been collecting dust for the past 6 months that are almost complete, I usually don't do any modding until summer is over and my work schedule gets lighter.
I plan to also remake a quite a few of em and add 3d floors.
When I add new bosses, I will add them to the museum.

I have no plans of adding any more weapons to the classes as of right now.
I am only making 2 more story maps, then after that it will mainly be arena type battles.

Edit:

Here is version 15:

https://www.dropbox.com/s/1clkbwggxbusc ... A.pk3?dl=0

-This version will just fix the fighters rune power-up that broke from the new zandronum update.
-Also this version will work on zdoom/gzdoom aswell, No longer need to make 2 different versions.

Here is Classless version 4:

https://www.dropbox.com/s/oaizxf4iy7m77 ... 4.pk3?dl=0

-Empyre mentioned an issue with the heaven levels being exploited by custom weapons, this should fix it.

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Re: Bossbattles V15/Classless EditionV4

#116

Post by mattbratt11 » Mon Sep 11, 2017 9:50 pm

I found a monster from realm667 named "Annihilating Demolisher" by TheBlueLeader, and it was a cool addition to BossBattles roster of monsters. Would you like to use that?
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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Re: Bossbattles V15/Classless EditionV4

#117

Post by Evilm0nk » Wed Sep 13, 2017 8:57 pm

He seems like a monster that a few others and I were talking about making years back.
I don't mind looking into it, but there is alot of cybers and masterminds in bossbattles already.

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Re: Bossbattles V15/Classless EditionV4

#118

Post by mattbratt11 » Thu Sep 14, 2017 12:04 am

Okay, I have ideas for additional monsters needed in BossBattles.

1. Cyberphyte = CyberMastermind + Arachnophyte (needs better animations to match the CyberMastermind and Arachnophyte)
2. Cyber Demolisher = CyberMastermind + Demolisher (Already added?)
3. Annihilating Demolisher = Annihilator + Demolisher (Found in Realm667 Forums, not yet added)
4. Demoliphyte = Demolisher + Arachnophyte (Found in ScoreDoom or My Monster Pack)
5. Insanity Demolisher = Insanity Spider + Demolisher (Also Found in ScoreDoom or My Monster Pack)
6. Insanity Supreme Fiend = Supreme Fiend + Insanity Spider (Also found in My Monster Pack)
7. Arachnobaron and CyberBaron Variants from My Monster Pack.
8. Volacubus and his Variants from Realm667.
9. Perhaps make a Vanilla Version of Afrit and Cardinal from Realm667 to match colors to look like BaronOfHell and Cyberdemon respectively.
10. Maybe make a Vanilla Version of EvolutionaryBaron to match colors to look like BaronOfHell.
11. Also add the IconOfSin Variants from Zen Dynamics and Hell On Earth Starter Pack respectively, along with the flying IOS Wall from Beast Incarnation as a Monster.
12. Add Special Challenge Waves that appear Randomly on occasion during the Fight (eg. Kill # Chickens, Ambush Antics, etc.).

Sorry for being annoying, but those are my requests to be made for Future updates for BossBattles. Hope you will enjoy my Monsters as well.
Also, thanks for making BossBattles possible with great numbers of Contributors that have been working with you over the years in the making.
Keep it up, and Happy Doomsday!

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Re: Bossbattles V16/Classless EditionV5

#119

Post by Evilm0nk » Sat Sep 23, 2017 6:13 pm

mattbratt11 wrote:Okay, I have ideas for additional monsters needed in BossBattles.

1. Cyberphyte = CyberMastermind + Arachnophyte (needs better animations to match the CyberMastermind and Arachnophyte)
2. Cyber Demolisher = CyberMastermind + Demolisher (Already added?)
3. Annihilating Demolisher = Annihilator + Demolisher (Found in Realm667 Forums, not yet added)
4. Demoliphyte = Demolisher + Arachnophyte (Found in ScoreDoom or My Monster Pack)
5. Insanity Demolisher = Insanity Spider + Demolisher (Also Found in ScoreDoom or My Monster Pack)
6. Insanity Supreme Fiend = Supreme Fiend + Insanity Spider (Also found in My Monster Pack)
7. Arachnobaron and CyberBaron Variants from My Monster Pack.
8. Volacubus and his Variants from Realm667.
9. Perhaps make a Vanilla Version of Afrit and Cardinal from Realm667 to match colors to look like BaronOfHell and Cyberdemon respectively.
10. Maybe make a Vanilla Version of EvolutionaryBaron to match colors to look like BaronOfHell.
11. Also add the IconOfSin Variants from Zen Dynamics and Hell On Earth Starter Pack respectively, along with the flying IOS Wall from Beast Incarnation as a Monster.
12. Add Special Challenge Waves that appear Randomly on occasion during the Fight (eg. Kill # Chickens, Ambush Antics, etc.).
I will Look into all of this at a later date, I would also have to get proper permissions before I proceed as well (the non realm667 and monster pack stuff that is).

mattbratt11 wrote:Sorry for being annoying, but those are my requests to be made for Future updates for BossBattles. Hope you will enjoy my Monsters as well.
Also, thanks for making BossBattles possible with great numbers of Contributors that have been working with you over the years in the making.
Keep it up, and Happy Doomsday!
Your Fine lol and thank you. :biggrin:

Anyways, Here is version 16:

https://www.dropbox.com/s/3wmqg07yqn5u7 ... A.pk3?dl=0

Classless Version 5:

https://www.dropbox.com/s/e4s66yzwg8mit ... 5.pk3?dl=0

Here is the Changelog

Code: Select all

-Added BFG to the maps, it is hidden though. (Classless Version)
-Difficulties have been changed.

Classes:
Corvus:
-Frost Fang Damage Increased

Elemental soldier:
-Double Barrel Damage increase on both fires.
-Plasma shredder Damage increased on both fires.
-Chaingun damage increased
-Unmaker Damage Increased

DoomMarine:
-added more pellets to Shotgun
-Chaingun Damage increased.
-Chaingun no longer does ear rape when fired against walls or monsters ( impact sounds ).
-Fixed bfg Infinite firing

ClericSummoner:
-Serpent Staff Damage Increased
-FlameHands Damage Increased
-IceBow Damage Increased
-LightBringer Damage Increased
-Wraithverge Damage Increased

Fighter:
-Hammer Damage Increased
-Quietus Damage Increased

Mage:
-Tri-Staff damage increased
-Frost Shards Damage Increased
-Cult Staff Damage Increased
-BloodScourge Damage Increased

StrifeGuy:
-Damage Increased on Voulge
-Mauler Increased Damage
-Karasawa Increased Damage
-Missile Launcher Damage Increased

Maps:
-Map01 now has a 3d bridge aswell as a harder invasion script for multiplayer.
-Map02 Now has a Harder Invasion script for Multiplayer.
-Map03 now has a 3d bridge aswell as a harder invasion script for multiplayer.
-Map04 now has a 3d bridge's aswell as a harder invasion script for multiplayer.
-Map05 Now has a Harder Invasion script for Multiplayer.
-Map06 Now has a Harder Invasion Script for Multiplayer, Also fixed minor texture errors.
-Map07 Now has a Harder Invasion script for Multiplayer, Fixed Bridge Death.
-Map08 Now Has a Harder Invasion Script for Multiplayer.
-Map09 Now contains more monsters.
-Map10 Now has a Harder Invasion script for Multiplayer.
-Map11 Now has a harder Invasion script for Multiplayer.
-Map12 Fixed Minor Graphical errors. Fixed Map12 Crash upon exiting map11 (Thanks to empyre)
-Map13 Fixed Minor Graphical Errors, Added Harder Invasion Script.
-Map14 Fixed Minor Graphical Errors, Added Harder Invasion Script for Multiplayer
-Map15 Minor Overhaul on map, Harder Invasion Script added.
-Map16 Now has a Harder Invasion Script for multiplayer.
-Map17 Now has a harder Invasion Script for Multiplayer.
-Map18 Fixed Walkway at beginning had a jump to death, added more platforms.
-Map19 Added Harder Invasion Script.
-Map20 Added More Vegetation, Added Harder Invasion Script for Multiplayer.
-Map22 Now has a Harder Invasion script for Multiplayer.
-Map23 Fixed Minor Graphical Errors.

Monsters:
-Added Ophidian (Snake) From Heretic to maps 1,2
-Added HaeDexebus from realm667 to maps 15,16,19 
-Fixed Devil Invulnerability bug
-Fixed Fallen, Gldef error on mod load up.
-Fixed Rot Wraith Ice Death
-Fixed IceDemon, Hexen Demons, and magma Serpent sounds.
-HellstormArchon Health lowered from 5500 to 3500
-HellWarrior Health lowered from 5300 to 3400
-HellWarriorOmega Health Lowered from 6900 to 4000
-HellsFury Health Lowered from 5200 to 3200
-DeathKnight Health Lowered from 5400 to 3300
-LordOfHeresy Health lowered from 5700 to 3700
-Afrit Health lowered from 5800 to 3800
-Evilknight Health Lowered from 4800 to 3500.
-LavaDemon Health lowered from 6300 to 3300
-Reddemon Health lowered from 4900 to 3200
-PyroDemon Health lowered from 5300 to 3600
-Bruiserdemon Health Lowered from 7500 to 4500
-Diabloist Health lowered from 6800 to 3800
-Incubus Health Lowered from 6000 to 4000
-Greater Incubus Health Lowered from 8000 to 5000
-Recubus Health Lowered from 5000 to 4300
-FireWizard Health lowered from 4000 to 3600
-PoisonWizard Health Lowered from 4500 to 3500
-IceMage Health Lowered from 4700 to 3700
-Disciple Health lowered from 4800 to 3900
-Priest Health Lowered from 5600 to 4000
-FrozenCacodemon Health Lowered from 5700 to 3700
-SnowCacodemon Health Lowered from 5400 to 3400
-FlameCacodemon Health Lowered from 6500 to 4200
-ZombieCacodemon Health Lowered from 6000 to 5000
-RotWraith Health lowered from 4700 to 3700
-CyberImp Health lowered from 5000 to 4000
-Incarnate Health Lowered from 4800 to 3500
-Cybruiser Health lowered from 7000 to 3900
-CyberBaron Health Lowered from 6000 to 3700
-CyberImp Health Lowered from 4000 to 3300
-CyborgeM Health Lowered from 5500 to 4000
-Paingasm Health lowered from 5000 to 4000
-CryoCubus Health Lowered from 4600 to 4000
-IceGolem Health Lowered from 5500 to 4500
-IceDemon Health Lowered from 5000 to 3800
Changes to come:
-Map21 Will be getting scrapped and Remade.
-Map24, Map28 will be finished.
-Going to make the hell monsters/Doom monsters/Hexen Monsters/Heretic Monsters Randomized when spawned.

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Evilm0nk
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Posts: 106
Joined: Sun Jun 10, 2012 2:16 am
Location: Arizona

Re: Bossbattles V17/Classless EditionV6

#120

Post by Evilm0nk » Fri Oct 20, 2017 10:47 pm

Here is version 17 and classless version 6:

Version 17: https://www.dropbox.com/s/tdnb4a4o8zmsy ... A.pk3?dl=0
Version 6 Classless: https://www.dropbox.com/s/7wcdlinjs5u1s ... 6.pk3?dl=0

ChangeLog:

Code: Select all

-Added Thing_remove to all friendlies spawned by cleric summoner (Hopefully will stop desyncing online).
-Fixed map20 snow bug,
-Fixed Mages tri-staff hurting friendlies.
-Fixed Ractus and truductas (Clericsummoner Mirror Monster) Death animation.
-Fixed Floor Error in Map15.
-Map23 More Difficult now.
-Demon Randomizer added to some maps.
-A majority of the weaker monsters can now go through eachother now. ( only hell monsters were able to before, now every low tier and mid tier monster
can now go through eachother ).
-SupremeFiends bombs are now slower.
-New Map, Map24. (Map can only be accessed if failed maps 1-3).
-Minor Strife guy buff on all weapons and nuke.
-Map25 now has 3d bridges.
Things to come:
I haven't tested the new map (Map24) online yet. So I don't know how it will perform with the amount of monsters it contains.
-Map21 Is going to be redone from scratch and most likely the original map will be scrapped.
-Map28 will be a new map I hope to finish by mid november.
-Bug fixes on monster counter.
-Cut scenes to the single player portion on each map.

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