Bossbattles V19/Classless EditionV6

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mobius
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Re: Bossbattles V17/Classless EditionV6

#121

Post by Mobius » Sat Oct 21, 2017 2:40 am

dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"

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Evilm0nk
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Re: Bossbattles V17/Classless EditionV6

#122

Post by Evilm0nk » Sun Sep 23, 2018 12:58 am

I figure after a long time I would give a status update on Bossbattles.
Arkore has been putting a lot of work into cleaning up alot of the acs scripts and adding a few other things.

Whats done:

+Bosses now have a health bar.
+Heaven maps now show damage being done to the walls with a flash of red on the health display (to indicate its being attack).
+New life system in place for coop.

Whats being done:

+going to redo a majority of the magic map.
+Cleanup of scripts
+New Map, Hell sewers.
+Machine map is being redone ( was a copy and paste hell originally ).

Should have this version out in the coming month.

Big Pictures...
Spoiler: (Open)
Image
Image
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minor fixes to map03 from arkore
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Healthbar
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Empyre
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Re: Bossbattles V17/Classless EditionV6

#123

Post by Empyre » Sun Sep 23, 2018 9:56 pm

I was thinking of hosting this with my OPWeapons again soon. I think I'll wait until this new version comes out.
"For the world is hollow, and I have touched the sky."

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Evilm0nk
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Re: Bossbattles V17/Classless EditionV6

#124

Post by Evilm0nk » Sat Jan 19, 2019 6:53 pm

I know it has been a very long time since I updated the project, just wanted to clarify that it is still alive.
I will have a new release in the coming month, mainly focusing on mod compatibility and keeping the project as one version instead of multiples.
After that I plan to take a large chunk of time overhauling the entire project, as in redoing a majority of the maps and finishing ones I haven't finished.
Once I finish doing that, I will most likely not add anything new for a long time and just do bug fixes.

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UnTrustable
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Re: Bossbattles V17/Classless EditionV6

#125

Post by UnTrustable » Sun Jan 20, 2019 5:45 pm

Good to hear.
Wish you succes...and looking forward to see BossBattles online again somewhere :happyface:

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Ænima
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Re: Bossbattles V17/Classless EditionV6

#126

Post by Ænima » Thu Jan 24, 2019 5:35 pm

Such a good mod. Glad you’re keeping it going after all these years.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
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CheeseBaron259
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Re: Bossbattles V17/Classless EditionV6

#127

Post by CheeseBaron259 » Fri May 17, 2019 5:15 pm

Is it still being worked on or is the development has stopped?

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Evilm0nk
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Re: Bossbattles V17/Classless EditionV6

#128

Post by Evilm0nk » Sat Jun 01, 2019 9:53 pm

My apologies for the low amount of updates. It is still being worked on, just very slow. I have one map I've been working on forever that is holding me back and keeping me from releasing the next version. Once I finally finish that map, I should speed up quite a bit.

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Evilm0nk
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Re: Bossbattles V17/Classless EditionV6

#129

Post by Evilm0nk » Tue Nov 29, 2022 10:53 pm

I know it has been a very long time since the last bossbattles update, the project more or less was dead for a few years.
I have been working on and off on it occasionally, but recently as of this year I start dedicating a lot more time to the project with the help from Arkore.
My goal is to knock out a few more maps as well as add additional enemies, with of course the occasional bug fixes.
Here is the latest version of bossbattles as well as the change log:

https://www.dropbox.com/s/z7mqbffr73mxx ... A.pk3?dl=0
Spoiler: (Open)
**Additions**
+New powerup Hero Summoner, summons the other classes that weren't picked to fight by your side. (Single player only)
+New powerup Boss summoner, similar to the cleric boss summoner but one use, will spawn a friendly boss that can still inflict damage on players.
+New powerup Ritual knife, formerly a doomguy powerup up, doubles damage for 30 seconds, now a standalone powerup
+New powerup Throwable Mines, used to be a player powerup for doomguy, now a standalone powerup
+New powerup Sentry turret, used to be a powerup for the strife guy, now a standalone powerup
+New powerup Morph Ovum, used to be a powerup for corvus, now a standalone powerup
+New Powerup Armorsphere, used to be a powerup for the strifeguy, now a standalone powerup
+New Armor, Super Armor, It is a weaker version of the super shield armor
+Bosses now have a health bar
+Heaven maps now show damage being done to the walls with a flash of red on the health display (to indicate its being attack)
+Music changes to map 07, 09, 23
+Ammo for mana pickup went up from 20 to 50.

**Class changes**
+Corvus Soul Reaver Weapon main and alt fire has been changed.
+Corvus Destructive Gauntlets now have a projectile that fires as well.
+Corvus Spawns with multiple healing items.
+Corvus ammo summoning and potion summoning have been combined into one powerup now
+Doomguy shotgun main and alt stronger.
+Doomguy alt chaingun fire stronger.
+Doomguy chainsaw is stronger.
+DoomGuy plasma gun main fire nerfed
+Doomguy, Doom64marine, and strifeguy spawn with armour by default
+DoomGuy has new powerup, Angersphere, replaces RitualKnife (Ritual knife is now a standalone powerup)
+Doom64marine chainsaw is stronger.
+Mage has a new spell, Lightning spell
+Mage Hellstaff Main fire changed
+Mage now has the flame spell the fighter had
+Clerics mace Was replaced by the apotheosis weapon on realm667.
+Removed the flaming inferno powerup from the fighter, Focusing more on brute strength.
+Fighter vorpal sword main fire deals more damage.
+Fighter starts with supershield armour.
+Fighter new powerup, Ragesphere.
+Fighter speed increased to 1.0 was 0.9



**Enemy changes**
+ScorpionMastermind chaingun now deals 2 damage, was 3. Chaingun more accurate though Health now 48000 was 32000
+HeresiarchWarlock health raised from 37000 to 49000
+DestructionImp health 38000 now 53000
+Thamuz health 37000 now 49000
+Triton health 23000 now 33000
+BigInfernalspider health 29000 now 43000
+SupremeFiend health 48000 now 53000
+UltimaSpider health 40000 now 60000
+InfernoDemon 45000 now 55000
+Snotfolus health 37000 now 49000
+Izual health 35000 now 46000
+Schabbs health 32000 now 42000
+Hansgrosse health 27000 now 37000
+Hitler health 37000 now 47000
+GretelGross health 27000 now 39200
+HellPatriarch health 39000 now 49000
+Cerberus 35000 now 45000
+DarkInquisitor health 35000 now 45000
+Spidermastermind health 30000 now 40000
+Cyberdemon health 27000 now 37000
+Evildoomguy health 20000 now 30000
+Phobos health 25000 now 35000
+Zardaz health 35000 now 48000
+EvolutionaryBaron health 36000 now 46000
+Terminator health 36000 now 46000
+Sentinel health 35000 now 45000
+SnowcacodemonBoss health 35500 now 55500
+DemonHeart health 25000 now 35000
+Minotaur health 36000 now 46000
+Tchernobog health 39000 now 50000
+MechaDemon Health 25000 now 40000
+Flembomination 35000 now 55000
+Cheogh health 34500 now 44500
+Spidermastermind64 health 37000 now 47000
+SnowmanCacodemon health 35000 now 53300
+Maximus health 34000 now 47000
+Overlord health 38000 now 49000
+HadesElemental health 38000 now 50000
+evilCorvus health 21900 now 31900
+SewerCacodemon health 33000 now 53100
+Cacaroo health 42000 now 50000
+JadeCacodemon 33000 now 45000
+GreenCacodemonKing health 40000 now 50000
+HellsBattery health 40000 now 50000
+DarkFaith health 30000 now 40000
+Gaguuro health 40000 now 50000
+Cyberdemon64 health 36000 now 42000
+MetalHead health 33000 now 48000
+CaptainOlRed health 39000 now 49300
+CacoDad health 39000 now 50000
+IceLich health 33900 now 53900
+UltimateZombiecacodemon 37000 now 47000
+ChaosWyvern health 30000 now 45000
+Fallen health 39000 now 59000
+doom 3 cyberdemon rate of spawning extra enemies reduced
+Scrouge health 31000 now 45500
+MotherDemon health 38000 now 48000
+Heresiarch health 35000 now 45000
+Maephisto health 33500 now 46500
+Ironlich health 33000 now 43000
+Furylich health 38000 now 48000
+HammerHound health 35800 now 45000
+Thor health 34000 now 48000
+Avatar health 39000 now 50000
+Korax health 39000 now 49000
+Zedek health 23800 now 33800
+Cronus health 25000 now 35000
+Traductus health 25900 now 35900
+Ractus health 25000 now 35000
+Zerox health 25000 now 35000
+Menelkir health 26200 now 36200
+Dominator health 45000 now 60000
+Inquisitor health 34000 now 50000
+Conqueror health 42000 now 49000
+wyvern health 32700 now 45000
+EntityBoss health 38500 now 48500
+Cyberbot 1 health 29000 now 40000
+LoreMaster health 35000 now 45000
+Strifebishop health 36000 now 46000
+Evilstrifeguy health 14900 now 25000
+Cyberbot 2 health 34000 now 39000
+Arachnophyte health 37000 now 52500
+InsanityArachnophyte health 34250 now 49250
+Annihilator health 29000 now 36000
+Demolisher health 33000 now 48000
+Devil health increased on all forms
+Insanityspider health 38000 now 48000
+Sabaoth health 32500 now 52500
+Super Demon loses both arms upon death, Health increased from 38000 to 50000
+Pinky demon added into the map rotation
+Goldlich added.
+Aracnorb added.
+Doomed imp health lowered from 3000 to 2000.
+Centaur leader Puts up his shield more often.
+HellWarrior and Hellwarrior omega Put up their shield more often.
+small infernalspider health increased from 1100 to 3300
+DeathKnight puts up his shield more often.
+Maephisto now bleeds
+DemonHeart plays sounds at full volume

**New maps or updates on maps**
+Map01 New Invasion script (Arkore)
+Map02 New Invasion Script (Arkore)
+Map03 New Invasion script (Arkore)
+Map04 New Invasion script (Arkore)
+Map05 Updated from 10 waves, now 5 waves with New Invasion script
+Map06 New Invasion Script, less waves, Balanced the amount of monsters in the map. (Arkore)
+Map07 New Invasion Script, less waves, Balanced the amount of monsters in the map, music change.
+Map08 New Invasion script, less waves, Balanced the amount of monsters in the map.
+Map09 New Invasion script, 3 new sections added to the map, music change.
+Map10 Retextured and difficulty reduced
+Map11 New invasion script
+Map12 Was split into 3 maps. (old map is now map33)
+Map13 new map that was originally part of map 12
+Map14 new map that was originally part of map 12
+Map15 New invasion Script
+Map16 New invasion Script
+Map17 edited with more detail and new invasion script.
+Map18 New invasion script
+Map19 New invasion script
+Map20 New invasion script
+Map21 New Invasion script
+Map22 New Invasion Script, less waves, Balanced the amount of monsters in the map
+Map23 New Invasion Script, less waves, Balanced the amount of monsters in the map
+Map24 Remade, old map was a copy and paste hell (old map is now map34)
+Map25 New Invasion script
+Map26 new Invasion script

**Fixes**
+Corvus infinite ammo on skullrod alt fire with tome of power fixed.
+Demons from hexen played the wrong active sound, fixed.

Future Update
-Add 4 new maps to put the total to 30 (old maps will be added after 30).
-Remove skulltag content dependency.
-lifes system, in multiplayer you would have 12 lifes, Lifes and respawn times could be customized for server hosters (Arkore)

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