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

#41

Post by Evilm0nk » Sat Nov 24, 2012 6:30 pm

All we need now is satan servants sounds to work and we should be able to have him functionable again :D
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TerminusEst13
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RE: Bossbattles

#42

Post by TerminusEst13 » Sat Nov 24, 2012 7:04 pm

I mean, he has an Instant Death spell which kills every players instantly, no avoidance possible, and every time a player dies, Satan Servant absorbs the players Soul and regains health that way.
This does not sound like fun gameplay.
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RE: Bossbattles

#43

Post by Ænima » Sat Nov 24, 2012 7:59 pm

TerminusEst13 wrote:
I mean, he has an Instant Death spell which kills every players instantly, no avoidance possible, and every time a player dies, Satan Servant absorbs the players Soul and regains health that way.
This does not sound like fun gameplay.
Agreed. I'd probably ragequit if this happened to me.
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RE: Bossbattles

#44

Post by Popsoap » Sat Nov 24, 2012 8:09 pm

UnTrustable wrote: I mean, he has an Instant Death spell which kills every players instantly, no avoidance possible, and every time a player dies, Satan Servant absorbs the players Soul and regains health that way.
Eh? This does not make a good boss (or monster). Yes it should be difficult since it is a major boss, but this is completely unfair. Most importantly, it isn't fun.

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RE: Bossbattles

#45

Post by Yellowtail » Sat Nov 24, 2012 8:47 pm

I think this boss should have what it originally had: Ability to let players dodge it by getting to non-ground levels. (ie: midair platforms)

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Evilm0nk
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RE: Bossbattles

#46

Post by Evilm0nk » Sun Nov 25, 2012 3:32 am

Well I haven't scene satan servant's death spell yet, maybe we should make his death spell act like a bfgspray and not exactly kill you in one hit. Hmm just an idea, I know the satan servant that is in the wad is a little buggy at the moment as I am sure untrustable is still working on him. I know there is an issue with his sounds that were trying to work on.

The idea of letting players dodge by getting to midair platforms isn't a bad idea for another boss though :P.
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RE: Bossbattles

#47

Post by Evilm0nk » Sun Jan 20, 2013 6:48 pm

Here is version 3.1, Took awhile do to my other project.

+Some Monsters were just recolors, so instead of using recolored sprites, used translations instead. Thanks to popsoap, still alot of translations to go.
+added some more details to a few maps not to big, mainly to map 15.
+Fixed a bug on map05 which would break the map, though I have not tested it forsure as I have been busy and fixed it a month ago, If its still broken then shame on me.
+added gib and fire deaths to the players, got rid of the other gib system I used off strife three years ago (been wanting to do that for awhile) Don't know why I did that.

To Come:

-New bosses ofcourse to be added from my other project caco invasion, so expect cacos.
-Going to start another map.
-Going to work on more translations and bug fixing.
-Going to add secrets to all the levels as they are lacking it.

I will also post this on zdoom forums.

http://www.mediafire.com/?1ag56sxn85jhaja
Projects:
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RE: Bossbattles

#48

Post by Evilm0nk » Thu Jan 24, 2013 9:20 pm

Here is the latest version once again with lots of bugfixes and added alot aswell.

+Fixed Death Wyvern, Projectiles wouldn't work correctly.
+players can now walk through eachother and cant shoot eachother
+players shots go through friendlies summoned by the doomguy,strifeguy, and cleric (will work on museum monsters next)
+increased the strifeguys nuke almost tenfolds
+Changed how regular bullet type weapons behave, they shoot an actually projectile instead of a puff but its invisible.
+added gldefs for bullets as well
+Changed damage for doomguys and strifeguys machineguns and shotties.
+sentries will no longer hurt players
+doomguys mine doesn't go off on other players now and is more useful, now summons 5 mines instead of one
+Fixed small rock spawned by infernodemon, they would sometimes never disappear
+fixed paingasms obituary
+hammerofretribution alt fire is now translucent upon death
+Lightbringer gldefs fixed
+Fixed minor texture error on map 14
+clerics hands no longer use hitscan
+Popsoap worked on hans grosse fixing blue dots on sprites
+Popsoap renamed all the weapons
+Popsoap worked on Skullstaff colors
+Infernodemons Lava balls no longer conflict with skulltags abaddons
+Hellstorm archon no longer conflicts with skulltags belphegor
+corvus mace alt attack has been changed and now has gldefs
+HeavenGuards can no longer take damage or anything from the players, your shots will go through them
+map05 would freeze right after korax. I always would think I fixed this bug but it would always come at me and bite me in the ass. I changed the script completely when it comes down that area, aswell as changed the monster.
+Map13 would do the same as map05 except on gretel grosse, I did the same thing as I did to map05.
+fixed minor spelling errors on the museum map aswell as added more credits. (I know I made alot of spelling errors in this wad, I will fix them as the versions progress.)

Thanks to popsoap for pointing out 90% of these and helping me fix them.

http://www.mediafire.com/?o0i6hbllldphc44

Still more to come!
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Evilm0nk
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RE: Bossbattles

#49

Post by Evilm0nk » Wed Mar 13, 2013 3:01 am

Here is the Latest Version:

EDIT: Version 4.1, Fixed minor bugs in new map here is version 4.1

http://www.mediafire.com/?x8slfapc9qi9fpc

+2 New maps.
+1 Revised and redone map (map10).
+10 New bosses including the next final boss Demortrix (Still needs work but pretty much finished), Cerberus (Blood), 5 player bosses that resemble each character class and there weapons (Basically fighting yourself), Evil Corvus (Corvus from heretic with all of his weapons), and a few other bosses.
+Revised a some bosses and how they behave including the devil.
+All hitscan monsters now fire super fast projectiles, So it still looks like hitscan, I did this because of the many different damage types.
+Some weapons Have had there alt attacks changed
+3 new abilities were added to the classes
+fixed the map 13 and map05 map lock up, at least I tested it and it didn't lock up, ofcourse who knows maybe it will come back and hunt me.
+100's of other small bug fixes I didn't note

Still to come:

-More maps, trying to get at least 30 in, so far 18 maps are done, This will go pretty slow with me being the only mapper, but it will get done :D.
-Strifeguy as a Boss enemy as well as his class Equivalent.
-A new gib system for dead monsters, evil monk 2 is working on this, So far korax, Infernodemon, And conqueror are the only ones finished.
Last edited by Evilm0nk on Thu Mar 14, 2013 10:55 pm, edited 1 time in total.
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RE: Bossbattles V4.1

#50

Post by BenClark » Sun Mar 17, 2013 5:42 pm

Aww the server I was playing this on earlier is gone now, dammit I was having fun with this. Even though things got a bit too easy. You should probably add a lives system or something, the monsters are powerful but I am thinking with 4 or more people the monsters are just way too easy to wail on and when people die they just come back so its not like the bosses are threatening or anything.

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RE: Bossbattles V4.1

#51

Post by Cruduxy » Sun Mar 17, 2013 6:15 pm

I like the heaven protection map because it has a lose condition when the stone is destroyed :)
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Evilm0nk
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RE: Bossbattles V4.1

#52

Post by Evilm0nk » Wed Mar 20, 2013 9:05 pm

BenClark wrote: Aww the server I was playing this on earlier is gone now, dammit I was having fun with this. Even though things got a bit too easy. You should probably add a lives system or something, the monsters are powerful but I am thinking with 4 or more people the monsters are just way too easy to wail on and when people die they just come back so its not like the bosses are threatening or anything.
Hmm some bosses can be strong, there health is doubled for each player in the server. But you have a point, when there are alot of players some bosses can be humiliated and killed quickly. A Survival coop server would make sense with 5-10 life's, But of course when your out of life's it tends to get rather boring and people rage quit. Ill think of something to make it more difficult, There always is nightmare difficulty (Bossbattles champ), But that just increases the bosses damage and speed which may become stupidly hard.
Cruduxy wrote: I like the heaven protection map because it has a lose condition when the stone is destroyed :)
Glad you enjoyed that map :), I tried to make two other maps Like it aswell, Except when you lose those ones you just have to restart it. Too bad if you play coop, if you win or lose it doesn't matter you still advance to the next map.

Here is the latest Version 4.2:

http://www.mediafire.com/?zqt9zdyw173etqq

+REDID MAGES TRISTAFF aswell as menelkirs and cronus's
+Fixed Player Colors
+changed doom guys bfg
+FIXED deathknights gldefs
+Fixed minor bugs on map 16
+Fixed Minor Bugs on Map 13
+Fixed Minor Bugs on Map 14
+Fixed Cyber arach offsets
+added aracnorbqueen
+Added EvilStrifeguy
+Added Deepone
+Added 3 Chexquest Bosses
+Added New powerup that summons heaven guards
+added all missing bosses to museum map.
+added more secrets to museum map.
+Fixed Map 20 lock ups, Still may lock up on Demortrix But hes still unfinished.

Working on Now:

-Starting new map this week
-Working on demortrix
-Adding strife class boss
-Other bugs that ofcourse come up
-More bosses

Thanks to popsoap And everyone else for the help.
Last edited by Evilm0nk on Wed Mar 20, 2013 9:08 pm, edited 1 time in total.
Projects:
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CacoInvasion
Reckless Wars

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RE: Bossbattles V4.2

#53

Post by Evilm0nk » Sun Mar 31, 2013 12:36 am

Here is the Latest Version, Version 5.1:

+cyberdemon doesn't shoot his rocket out of his body like vanilla doom.
+strife guy has his melee weapon from his game
+New map, Map 17 takes place in a machine world in the chaos realm.
+entity can spawn his second form which is usually spawned upon death in strife, But in bossbattles
he can spawn one whenever it wants, also the entity is faster and stronger.
+D3cyberdemon now performs alot like a doom 3 cyber, moves slower and his stomps can be hear throughout
the level, his rockets no longer home but are very fast and painful.
+Archon (devil) fixed minor bugs on his projectiles.
+8 new monsters: Scanner, Cyberbaron, Cybruiser, Cyborg, StrifeTemplar, CyberImp, Duel plasma gun arachnotron,
and Terminator. All monsters run with new map.
+heaven levels protectors now have more health, but in multiplayer the health is reduced for each player in the server.
+Devil final battle map 11 got a Makeover.
+Minor bugs and details fixed and added on map05.
+Mage can now spawn a wall of stalagmites which monsters cant walk through or penetrate with
there attacks, ofcourse if they get around it your screwed. Players can walk through the walls and
Shoot through them, The wall stays up for one whole minute.
+friendlies spawned by the cleric summoner have a chance to disappear on there own if they are
walking around doing nothing. This way, People who love to troll and spam monsters are going to
fall flat on there ass.
+Extremedeath flag has been added to alot of rocket projectiles.
+Weapons cannot be dropped.
+Hitscan weapons are fast projectiles, but they will still look and feel like Hitscan
+Ammo can only be picked up by the classes that actually use it
+Deathknight Immune to its own attacks
+Fixed FireMace sprites, Used the ones on samsara
+Changed the BfgSpray.
+Changed inquisitors sounds to the right ones.
+Lots of other bug fixes too.

Thanks to popsoap for all the help.

http://www.mediafire.com/?0852erre5te4cv8
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RE: Bossbattles V5.1

#54

Post by MrBoroda » Sun Mar 31, 2013 9:24 am

I really love this mod. People should play it more often on Zandronum.

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Evilm0nk
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RE: Bossbattles V5.1

#55

Post by Evilm0nk » Wed Apr 10, 2013 11:46 pm

Glad you like it :).

Here is the latest version:

Version 5.2

Thanks to popsoap, Grima, and thetis for the assistance.

New stuff:

+added, gldefs for fire death
+Fixed, plasma uses less ammo
+Fixed, Doom3 cyber has new attacks including summoning monsters
+Fixed, Dominator acts like a doom3 cyber but is much faster
+Fixed, ice arrows can go through mages wall
+Fixed, maephistos no longer go through mages wall
+Fixed, d3 cyber spawned on the volcano on map 11.
+Fixed, Doomguys rocket launcher is stronger now
+optimized the pngs to make the wad shorter thanks to popsoap for enduring the time it took to do this.
+Fixed, players can no longer drop items
+Fixed, minor projectile bugs on the devils final form
+New, Corvus can use the tome of power now
+Fixed, Fighter cant use spread anymore
+Fixed, Friendlies will disappear after a short time depending on there strength
+Fixed, Demortrix can no longer spam his healing ability, he has a 30 second cool down.
+Fixed, Map 3 is much larger and minor details were added
+Fixed, friendlies cannot be targeted by auto aim
+Fixed, Corvuses Mace spheres can bounce on lava now
+Fixed, Staff of protection has gotten a reduction in damage
+Fixed, Map 7 portal spawned you ahead of the level
+Fixed, corvus small phoenix shot has too big smoke
+Fixed, Hans grosse is too difficult aswell as gretel
+Fixed, phoenix rod alt fire is stronger
+New, status bar thanks to thetis
+Fixed, texture error on map7 and 10
+Fixed, got rid of foil invuln flag on cleric summoners serpent staff (would bug demortrix)
+Fixed, strifguys weapons, Tank rifle shoots fast projectile like a sniper rifle instead of a railgun. He no long has the gnasher shotty and instead has the mauler from strife along with its alt attack.
+Fixed, Doomguy now has the gnasher and his older shotgun is gone, Gnasher is also stronger.
+Added, museum map has a demortrix battle area now as well as some traps and new bosses.
+New, A few new bosses have been added like the super deep one and spidermastermind64.

Stuff to come:

-Jetpack lights for doomguy
-Demortix and devil need epic deaths
-new museum stuff like a music area
-More bosses ofcourse
-powerups and there notifications
-more maps
Last edited by Evilm0nk on Wed Apr 10, 2013 11:49 pm, edited 1 time in total.
Projects:
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arkore
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RE: Bossbattles V5.2

#56

Post by arkore » Sun Apr 14, 2013 2:22 am

BenClark wrote: Aww the server I was playing this on earlier is gone now, dammit I was having fun with this. Even though things got a bit too easy. You should probably add a lives system or something, the monsters are powerful but I am thinking with 4 or more people the monsters are just way too easy to wail on and when people die they just come back so its not like the bosses are threatening or anything.
There is a dedicated server (at [bad site]) running this mod now. The server is running Boss Battles v5.1.

However, I've registered a new server (at [bad site]) today to run Boss Battles v5.2 now.

All the threads regarding v5.1 have been updated to v5.2 now. You can no longer download v5.1.

The new server running Boss Battles v5.2 is: :: [BE] New York :: Boss Battles v5.2
MrBoroda wrote: I really love this mod. People should play it more often on Zandronum.
I said the same thing.
Last edited by arkore on Mon Apr 22, 2013 5:22 pm, edited 1 time in total.

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RE: Bossbattles V5.1

#57

Post by arkore » Sun Apr 14, 2013 6:37 am

I took the 5.2 [BE] server down temporarily, because i setup the pk3/wads wrong. will be back up shortly.
Okay, 5.2 is up again, and running correct skulltag_data pk3 file (skulltag_data_126.pk3), and correct pk3 file for 5.2 instead of the wad that was inside that pk3.

I also got rcon from owner, and shutdown the 5.1 server.
Last edited by arkore on Sun Apr 14, 2013 7:28 am, edited 1 time in total.

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Evilm0nk
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RE: Bossbattles V5.3

#58

Post by Evilm0nk » Sun Jul 28, 2013 10:51 pm

After about three months, I present Version 5.3.
http://www.mediafire.com/?d3zy6t9a4lnnl8m

+fixed map 03 lightning effect
+Fixed missing actors on map 2,4,7
+Add non demon statues to heaven levels
+Map04 spawns correct ammo
+added more traps to museum map.
+Fix status bar so it refreshes quicker.
+Fixed Invisible stone for heaven protection map.
Lots of other bugs fixed too that will most likely be unnoticeable.

There hasn't been a whole lot of progress since I have been working on Caco Invasion, I fixed these bugs months ago and haven't done much else.
I figured I Might as well release it as it has been quite sometime.

Coming Soon:

I have already started 2 maps, one will be a new titlemap aswell as a playable map, Most likely will be the map you play before fighting demortrix.
The other map I am not sure off, it is starting to look like map01 but with more of a chaos realm feel to it.
The doomguy shotty that was in previous versions will return to the doomguys hands, the other shotty will go back to the strifeguy.
CacoInvasion bosses will definitely start to appear as well, Maybe make a custom map just dedicated to cacos in hell.
I plan to redo the powerup system as it is very needed.
I plan to redo the damagetype system aswell, most of the bosses have multiple damagetypes for there projectiles which wont work so well. Not sure Why I did that at the time.
Jason is also working on another map.


I will try to host bossbattles more often! :smile:
Last edited by Evilm0nk on Mon Jul 29, 2013 2:53 am, edited 1 time in total.
Projects:
Bossbattles
CacoInvasion
Reckless Wars

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arkore
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RE: Bossbattles V5.3

#59

Post by arkore » Mon Jul 29, 2013 1:57 am

Nice to see an update. Thanks.

Sorry, but I got tired of re-hosting the server (Best-Ever) because it kept crashing.

Maybe some day we'll get to a point where the mod won't crash anymore and then the best-ever server will remain online forever.

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RE: Bossbattles V5.3

#60

Post by Evilm0nk » Mon Jul 29, 2013 2:52 am

It shouldn't crash At all except for maybe the machine map, which should just get taken out of the rotation if that's the case.
Normally when I host it, It doesn't Ever Crash the server, There maybe some client crashes. I will host it alot more and investigate :surprised: . Thanks for the heads up arkore, Thanks for trying to host it aswell :biggrin: . Maybe a chunk of the crashing bugs is fixed do to the newer version of zandronum.
Last edited by Evilm0nk on Mon Jul 29, 2013 2:53 am, edited 1 time in total.
Projects:
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CacoInvasion
Reckless Wars

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