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 V5.3

#61

Post by Evilm0nk » Tue Sep 24, 2013 3:04 am

Here is an update on the progress for version 6

+added notarget flag to monsters.
+changed blood system.
+fixed damage system
+hades balls no longer bleed blood
+Fire wizard Translation changed
+Added new monster CyberDemolisher
+1 New map (map18)
+Titlemap modified to explain more of the story, of course still needs work
+Added New Monster Deceptionist
+Changed cacodads translation to the same one in caco invasion thanks to popsoap.
+ Do to the release of the new zandronum version, The machine map no longer crashes online.

Other stuff that still in progress for version 6:

- 1-2 new classes
- 3 new maps
- Demortrix having an epic death as well as the devil
- Re arrange the maps ( The maps order now makes sense to a degree but I think a re arranging is an order )
- Remake map09 ( that Map is probably the only map that hasn't been remade )
- Bug fixes

Version 6 may take some time til release, Most likely November will be when its Ready to go.
Here are some pics of The new complete map.

Pictures
[spoiler]Image


Image

Image

Image

Image[/spoiler]
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RE: Bossbattles V5.3

#62

Post by arkore » Tue Sep 24, 2013 5:38 pm

Nice to see an update from you on this project.

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RE: Bossbattles V5.3

#63

Post by Evilm0nk » Tue Oct 01, 2013 11:31 pm

Updates Should Come alot quicker do to the Fact That My work hours are becoming less hecktic.

Also Here are some minor updates aswell as Some New bosses and some revised bosses.

+Zombie caco Boss from caco invasion replaced Bossbattles version.
+Cacaroo Has been updated to Caco invasion Version instead of cacocontamination one.
+Dark Faith from caco invasion added.
+Giant Green Cacodemon from caco invasion replaced Bossbattles Version.
+New Heaven Map started, 5% done.
+Another Map still in progress, 30% done.
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RE: Bossbattles V6

#64

Post by Evilm0nk » Sun Nov 24, 2013 1:46 am

Finally a new Version:

+1 New map (map18)
+New Monster Triton (Enemy doom64 marine class)
+Added New class "Elemental Marine"
+Everything in my last two posts

More stuff to come:

-I plan to re-organize all the maps, as of now they're all over the place. 1 minute your in hell, the next your in heaven which makes no sense.
-New maps ofcourse, started 2 of them as of now, plan to get at least 25-30 maps total, There are 20 as of now.
-New bosses as always

Since there is finally a new version I am going to slow down on bossbattles a little bit. There will still be bugfixes and new bosses and stuff, But new maps will move alot slower.
This is so I can catch up on my mapping on my other wad cacoinvasion.

BossbattlesV6
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arkore
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RE: Bossbattles V6

#65

Post by arkore » Sun Nov 24, 2013 4:47 am

Nice to see an update.

I tried this new version 6, and it's not working as I expected.

For example the UI elements for showing my health, weapon ammo, etc. is not showing up on the screen. The only UI elements I can see are the Gate names and Gate health numbers.

Also, what exactly do you mean by "damage system fixed" ? I would've expected that the scaling of damage has been more balanced. But, I see that nothing has changed there. I remember discussing this with you before, and you said you were fixing it?

It feels as though nothing has been scaled down when playing it as single player. Wave 2, or Wave 3, there are a bunch of enemies plus 10 cyber demons; it takes me 1 minute to kill 1 cyberdemon; but the entire enemy wave only 5 minutes to break down the gates and win the level.

As you can see, it's impossible to win.

Also, the cyberdemon's are still shooting rockets at lightening speed. It's difficult to constantly dodge them when dealing with 10 cyber demons firing at you/following you; especially when trying to dodge on a map that has pits of death everywhere (map01); there is little space to move around, and you fall into pit of death, then lose time respawning and getting items and returning back to the arena/battle again.

Not fun.

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RE: Bossbattles V6

#66

Post by Evilm0nk » Sun Nov 24, 2013 5:42 am

It is working fine, the HUD may not show do to how you have the display setup, I believe the hud scale command can fix it.

As for balancing , I redid all the damagetypes on all monsters and bosses, making it harder and easier. Bossbattles is all about teamwork and in single player it will be more difficult. But if you play on easy, that will solve your problem. Also each monster/boss are weaker against some damage types and more resistant to others. Like explosive weapons may do barely anything to a cyber, fire may practically kill an ice boss in seconds. These are bosses afterall and are ment to be scary hard and not easy enemies.

I have been going back and forth on the heaven levels, what I am planning on doing is reducing it in the amount of monsters in single player to make it less difficult, furthermore the zandronum version is ment more for multiplayer and the gzdoom version is more towards single player. I will balance it out more single player wise, but you may not see a big difference unless you were playing the gzdoom version.

As for cyber demons and there rockets, there fast and scary and that's how we also viewed cybers back then. Basically learn to dodge and camp and use your specials when outnumbered by them, there are plenty of heaven guards that spawn on those maps as well.

Overall before when 5+ people were in a server, the monsters would be ungodly easy even with boosted health. I made all the enemies more difficult and the overall a lot harder, which makes coop that much more fun.

I will not change these "issues" regarding it being too difficult. The overall goal for this mod is to be hard, hell even rage quit hard! But there is still some balancing that I am still doing, messing with 100+ monsters ain't the easiest to always do when balancing, specially when messing with 2 different versions of bossbattles.
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RE: Bossbattles V6

#67

Post by arkore » Sun Nov 24, 2013 6:55 am

Understandable.

The server I was on, was set to Hard, and I was probably using a poor weapon against cyber demons. I also wasn't using alt-fire at all.

Would you consider enlarging map01 a bit though? In the center courtyard area, the outside (left and right side) areas are too narrow and short before reaching the pit of death. Especially in the corners.

BTW, I cannot get the hud fixed. I tried both hud_scale true, and hud_scale false. No change. I can't see my own UI elemnts for health, ammo, etc. I'm using Zandronum 1.2 engine.

Do you have any other ideas?

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RE: Bossbattles V6

#68

Post by Evilm0nk » Sun Nov 24, 2013 5:23 pm

I hosted it last night and when I host it, its usually Set to hard. That's just to make it more difficult in coop, but I can see why its pure rape by yourself. In single player the monsters do Way less damage ( at least if the difficulty is changed ).

As for map 1 and the other heaven maps, I plan to redo them a lil and fix there gameplay. Like you, I ain't to happy with them, I will enlarge them.

I will look into the HUD, usually hud scale fixes it. Its troubling because I haven't got that issue at all. I will readjust my resolution to see which ones are becoming buggy. I am still learning how to use sbarinfo, so there maybe bugs here and there.
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RE: Bossbattles V6

#69

Post by arkore » Sun Nov 24, 2013 5:50 pm

I fixed the HUD by increasing the HUD screen size beyond the point of full screen. Before, I was only reducing the HUD screen size (where brick textured border shows up around your screen) and then I resized to fullscreen. But, then you have to increase the HUD screen size one more time (after full screen), and now the UI elements show up for my health/armor/ammo. etc.

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RE: Bossbattles V6

#70

Post by Evilm0nk » Sun Nov 24, 2013 5:59 pm

Hmm that sounds like a pain in the ass to go through so much to make the mod playable. I will mess with the HUD options today and see if I can not fix it. I will send you a message with a newer version once I change things with the HUD. Then you can let me know if it fixed your issue.
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RE: Bossbattles V6

#71

Post by Evilm0nk » Mon Nov 25, 2013 2:42 am

The screen can get noisy with the amount of monsters on each level and wave.

Players can't be cyberdemons, Though there are friendly monsters spawned by the cleric class that are trasparent. Even if you attack them you cannot harm them.

For the lagging issue you are having, that I can't help you with. That has to do with the amount of power your computer has and your gl settings. This mod does have a lot of crap happening at once, But it shouldn't lag unless your computer or internet is struggling with it.
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RE: Bossbattles V6

#72

Post by Evilm0nk » Tue Nov 26, 2013 10:28 pm

Here is another New version, mostly fixes script lock ups and other bugs.

Version 6.1

+Fixed texture error on doors on map 18
+Fixed heavenguards, They no longer damage friendlies
+Fixed Texture error on map20
+Fixed Status Bar issue, Now when minimized, it loads up original doom status bar
+Aligned Textures on map03
+Aligned Textures on Map04 and got rid of missing actors
+Changed some lighting on map07
+Increased weight on cacos
+fixed steel eye, goes into steel mode too much
+fixed cacaroo script lock up
+Fixed Korax and conqueror server Crash (Disabled death ghosts)
+Fixed missing actors on map12
+Beefed Up all player classes, some more noticable then others
+Fixed Icon of sins spamming of the pain noise
+Fixed Demon Hearts Spamming of heartbeat sound, the volume is reduced

Version 6.1
Last edited by Evilm0nk on Tue Nov 26, 2013 10:37 pm, edited 1 time in total.
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RE: Bossbattles V6.3

#73

Post by Evilm0nk » Wed Dec 04, 2013 10:16 pm

Not Sure What You mean?

Version 6.3

At any rate Here is a newer version, Thanks to arkore for helping me with this one.

+Added New bosses to museum.
+Rebalanced ammo usage for all weapons.
+Re-organized all the maps, They are in a different order now and make more sense.
+Added a wave counter to all the maps as well as lowered the amount of waves on some maps and raised it on others.
+2 heaven maps are now bigger and contain new areas.
+Slowed down the speed of the cyberdemon missile
+Raised the healths of all doom,heretic,hexen monsters (barons,demons,mages, ect... Just the weak enemies not bosses).
+More single player friendly, Heaven guards will help you alot more in single player then in multiplayer. As in more will spawn and some will start out on some maps. Less monsters will spawn aswell as weaker ones.
+ElementalSoldiers Plasma gun shoots alot faster now.
+CyberArach No longer continues to shoot forever.
+A few minor bugs fixed to that I do not remember.

To come:

-Bringback old doom guy shotty
-Finish map 21
-Whatever Else I can think of.

Edit:

Version 6.4

[spoiler]+Fixed CyberDemolisher death locks up script
+cyberarachs firing Frame fixed,
+Lowered HasteMages tri-wand Strength.
+Changed all Difficuties, Now there is a survival difficulty. Which is setting 3, Regular coop is setting 4
+Adjusted health potions to autoHeal you if your health drops below 50%. skulltag versions used to be this way but was buggy. (Example, You would die but still have health
but weapons would not be displayed)

+Modified Hitler (Has More health)
+Modified Schabbs (Has more then one attack and more health, Still pretty easy though)
+Modified HansGrosse (Has More Health)
+Modified EvolutionaryBaron (has More Health, Lowered amount of damage Dealth)
+Modified Zardaz (Has More Health, Lowered amount of damage Dealt)
+Modified Cereberus (Has More Health, Lowered Amount of Damage Dealt)
+Modified Tchernobog (Has More Health, Lowered Amount Of Damage Dealt)
+Modified InfernalSpider (Lowered Amount Of Damage Dealt)
+Modified Cheogh (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Queen (Has More Health, New Ranged Attack)
+Modified Paladin (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Scourge (Has More Health, Lowered Amount Of Damage Dealt, Took away Reflective Flags)
+Modified SourceGuardian (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Gatekeeper (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Moloch (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Maephisto (Has More Health, Lowered Amount Of Damage Dealt)
+Modified DarkInquisitor (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Thor (Has More Health, Lowered Amount Of Damage Dealt, Increased Mass)
+Modified ChaosWyvern (Has More Health, Lowered Amount Of Damage Dealt)
+Modified HellPatriarch (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Cyberdemon (Lowered Amount Of Damage Dealt)
+Modified Phobos (Lowered Amount Of Damage Dealt)
+Modified Cacodemon (Lowered Amount Of Damage Dealt)
+Modified Baronofhell (Lowered Amount Of Damage Dealt)
+Modified Arachnotron (Lowered Amount Of Damage Dealt)
+Modified Mancubus ( Lowered Amount Of Damage Dealt)
+Modified Demolisher (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Thamuz ( Lowered Amount Of Damage Dealt)
+Modified Cybermastermind (Has More Health, Lowered Amount Of Damage Dealt)
+Modified annihilator ( Lowered Amount Of Damage Dealt)
+Modified Aracnophyte ( Lowered Amount Of Damage Dealt)
+Modified Dominator (Has More Health, Lowered Amount Of Damage Dealt ALOT)
+Modified SilverAnnihilator (Has Less Health, Lowered Amount Of Damage Dealt ALOT)
+Modified SuperDemon (Lowered Amount Of Damage Dealt)
+Modified SupremeFiend (Has More Health, Lowered Amount Of Damage Dealt)
+Modified CyberBot2 (Lowered Amount Of Damage Dealt)
+Modified Cardinal (Has More Health, Lowered Amount Of Damage Dealt)
+Modified PainGasm (Lowered Amount Of Damage Dealt)
+Modified UltimaSpider (Has More Health, Lowered Amount Of Damage Dealt)
+Modified DestructionImp (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Sentinentel (Lowered Amount Of Damage Dealt)
+Modified Guardian (Lowered Amount Of Damage Dealt)
+Modified FuryLich (Has More Health, Lowered Amount Of Damage Dealt)
+Modified MetalHead (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Icelich (Has More Health)
+Modified HammerHound (Lowered Amount Of Damage Dealt)
+Modified Deceptionist (Lowered Amount Of Damage Dealt)
+Modified StrifeBishop (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Inquisitor (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Entity (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Wyvern (Lowered Amount Of Damage Dealt)
+Modified Zedek (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Zerox (Lowered Amount Of Damage Dealt)
+Modified Ractus (Lowered Amount Of Damage Dealt)
+Modified Traductus (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Menelkir (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Cronus (Lowered Amount Of Damage Dealt)
+Modified EvilCorvus (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Tranarch (Lowered Amount Of Damage Dealt)
+Modified IronLich (Has More Health, Lowered Amount Of Damage Dealt)
+Modified D'sparil (Lowered Amount Of Damage Dealt)
+Modified Wizard (Has More Health)
+Modified Menelkir (Has More Health)
+Modified Doom3Cyberdemon (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Fallen (Lowered Amount Of Damage Dealt)
+Modified Demortrix (Lowered Amount Of Damage Dealt)
+Modified All Devil CLones (Lowered Amount Of Damage Dealt)
+Modified Devil (Lowered Amount Of Damage Dealt)
+Modified Triton (Lowered Amount Of Damage Dealt)
+Modified Doom64Spidermastermind (Has More Health, Fixed glitched Firing Frames)
+Modified MotherDemon (Has More Health, Lowered Amount Of Damage Dealt)
+Modified CaptainOlRed (Lowered Amount Of Damage Dealt)
+Modified Cacaroo (Lowered Amount Of Damage Dealt)
+Modified DarkFaith (Lowered Amount Of Damage Dealt)
+Modified ZombieCacodemonBoss (Lowered Amount Of Damage Dealt, Raised Speed of projectile)
+Modified ZOmbieCacodemon (Lowered Health)
+Modified Cacodad (Lowered Amount Of Damage Dealt)
+Modified JadeCacodemon (Has More Health, Changed Attacks)
+Modified SewerCacodemon (Has More Health, Lowered Amount Of Damage Dealt)
+Modified Gaguuro (Has More Health)
+Modified SteeLCacodemon (Has More Health)
+Modified HellsApprentice (Lowered Amount Of Damage Dealt)
+Modified Afrit (Lowered Amount of Damage Dealth)
+Modified CacoKing (Lowered Amount of Damage Dealth)
+Modified HellsFury (Lowered Amount of Damage Dealth)
+Modified PyroDemon (Lowered Amount of Damage Dealth)
+Modified Bruiserdemon (Lowered Amount of Damage Dealth)
+Modified Diabloist (Lowered Amount of Damage Dealth)
+Modified Deathknight (Lowered Amount of Damage Dealth)
+Modified Hellsmith (Lowered Amount of Damage Dealth)
+Modified DeepOne (Has More Health, Lowered Amount of Damage Dealth)
+Modified StarSpawn (Has More Health, Lowered Amount of Damage Dealth)
+Modified Terminator (Has More Health, Lowered Amount of Damage Dealth)
+Modified Cybruiser (Lowered Amount of Damage Dealth)
+Modified AracnorbQueen (Has More Health, Lowered Amount of Damage Dealth)
+Modified Incubus (Lowered Amount of Damage Dealth)
+Modified GreaterIncubus (Lowered Amount of Damage Dealth)
+Modified Recubus (Lowered Amount of Damage Dealth)
+Modified Disciple (Lowered Amount of Damage Dealth)
+Modified Azazel (Lowered Amount of Damage Dealth)
+Modified Evilknight (Lowered Amount of Damage Dealth)
+Modified Vampire (Raised Amount of Damage Dealth)
+Modified Snotfolus (Raised Amount of Damage Dealth)
+Modified Maximus (Raised Amount of Damage Dealth)
+Modified InfernoDemon (Has More Health, Lowered Amount of Damage Dealth)
+Modified Overlord (Lowered Amount of Damage Dealth)
+Modified MechaDemon (Lowered Amount of Damage Dealth)[/spoiler]

https://www.mediafire.com/?fdov55ubgmzd21k
Last edited by Evilm0nk on Thu Dec 12, 2013 10:52 pm, edited 1 time in total.
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RE: Bossbattles V6.4

#74

Post by VolcanoPenguin » Sat Feb 08, 2014 8:43 pm

Hey just now made an account on Zandronum forums to give some help on some complaints people have been having on this WAD saying that it's too hard or too easy.

You can actually change how much damage monsters deal to players with a console command!

sv_coop_damagefactor

the console will tell you the number the game is currently set at. The default number is 1, which means the monsters deal 1x, or normal, damage. You can double the damage (2) by typing that command, then hit space and 2 (sv_coop_damagefactor 2). you can also half it with .5 and so on.

Hope this helps! :biggrin:

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RE: Bossbattles V6.4

#75

Post by Javier » Sat Feb 08, 2014 10:49 pm

need more bosses D:
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Evilm0nk
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RE: Bossbattles V6.4

#76

Post by Evilm0nk » Sat Feb 08, 2014 11:05 pm

The difficulty settings change the damage factors aswell.

There are more bosses planned, but at the moment all I have are bosses from my other mod to add (caco invasion). Which basically means they are cacodemon bosses.
Projects:
Bossbattles
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Javier
 
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RE: Bossbattles V6.4

#77

Post by Javier » Sun Feb 09, 2014 12:37 am

your cacos are cool XD
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cyberman
 
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RE: Bossbattles V6.4

#78

Post by cyberman » Sun Mar 02, 2014 4:06 pm

hmm. i am kinda wondering what the original song was used for the D_DM2INT track for bossbattles
Last edited by cyberman on Sun Mar 02, 2014 5:52 pm, edited 1 time in total.
in game name: cyber man

hell never wins

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RE: Bossbattles V6.4

#79

Post by Evilm0nk » Sun Mar 02, 2014 4:22 pm

The intermission music is from doom 3 when you defeat the cyberdemon. It has some mortal kombat voices in there as well. I will be replacing the intermission music soon. So far the only work that is getting done on this mod is bug fixing and adding cacodemon bosses from my other mod cacoinvasion. After I'm done with a few more maps for cacoinvasion I will be devoting all my time to boss battles again.
Last edited by Evilm0nk on Sun Jun 08, 2014 7:31 pm, edited 1 time in total.
Projects:
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RE: Bossbattles V6.4

#80

Post by Evilm0nk » Sat Jul 12, 2014 9:06 pm

After a very long time and not too much work, here is version 6.5 (these updates were also applied to the zdoom/gzdoom version, but I am waiting on releasing that version until a later date as it
isn't as popular):

http://www.mediafire.com/download/y2vz3 ... V6.5ZA.zip

Bossbattles Version 6.5 fixes

+Aligned textures on map09 as well as fixed bossfight bug
+Vampire Crash fixed ( would crash graveyard map alot )
+Redid a small section on map05 aswell as the monsters that spawn there
+Redid the damage on the haste mages missiles for the tri wand
+Redid Gaguuros code to mirror the cacoinvasion one
+Fixed Ractuses Damage output, was too strong before.

What to expect in version 7

-Map 21 to be completed, map is 40% complete (mappers block).
-Overhaul of musuem map
-Powerup system to change so people quit spamming the clerics summoning ability.
-New bosses in general
-More levels that dont relate to hell, goal is to reach 25 maps total by the end of this year.

This isn't too big of a change for a new version of bossbattles, but there was some critical bugs that crashed some maps that should have been addressed alot earlier then it was.
There will be a bigger release hopefully later on this summer, hopefully I can get things moving alot quicker by then.
Projects:
Bossbattles
CacoInvasion
Reckless Wars

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