Super Skulltag -- NEW UPDATE released! :o

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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Super Skulltag -- NEW UPDATE released! :o

#1

Post by Ænima » Wed Jun 13, 2012 1:59 am

(Note: Requires skulltag_content*.pk3 to run.)
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:[by Ænima and ALIENWolve]:
and the SST Team mappers
History:
Super Skulltag was started back in 2010 for Skulltag, the source port that came before Zandronum. The name was actually AlienWolve's idea. "What if we take everything in Doom2+Skulltag, and make it 'super'?" I wanted to call it "MiniMod" but I'm glad that didn't stick.

Originally conceived as a general-purpose enhancement mod, it eventually came to include a new campaign featuring reimagined Doom2 levels that make use of the Skulltag monsters, weapons, and items, as well as fancy sourceport features like 3D floors, slopes, deep water, sector portals, 3D models, and event scripting.


Present day:
The mod has been in a state of on-and-off development over the past 15 years and includes so many features that this post would turn into a lecture, but a few of the key features include:
  • Smooth weapon animations, beautiful yet optional clientside effects for almost everything, cool blood effects, stuff that looks good but still fits Doom's original visual theme
  • Customizable experience with a "SST Options" menu. Change your plasma color, HUD type, toggle various effects, choose your preferred PvP hitsound, choose your HP regen amount (if the server enables it)
  • Immersive sound design -- echoes for distant gunfire and explosions, weapon sounds taken from actual recordings that dr_fuzzy made at his local firing range, ambient sounds for most maps
  • Enhanced player animations, weapons are shown better than with PreferredSkin alone. For example, you can see other players reloading their SSG, pumping their shotgun, etc.
  • New behaviors for some Doom2 monsters, better sprites and sounds for the Skulltag monsters
  • Fun physics, "ragdolls" for players and monsters, and gib explosions that directly respond to the amount of force and direction a monster/player is hit from, which creates some hilarious moments
  • Spraypaint the walls -- and the monsters!
  • F I R E
  • Random but rare chance of Skulltag monsters/weapons/items spawning in Doom2 or custom mapsets
  • New maps, as mentioned before. The Doom2 "remake" campaign is 75% complete (24 out of 32 maps done), and there are a few extra "secret" maps as well!
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Download version 2.0b
(3/1/2025)
Last edited by Ænima on Sun Mar 02, 2025 4:14 am, edited 29 times in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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DarkStone45
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RE: Super Skulltag (aka Zuper Zandronum)

#2

Post by DarkStone45 » Wed Jun 13, 2012 9:01 pm

Do we need to run the skulltag_data.pk3 still with SST or no?

katZune
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RE: Super Skulltag (aka Zuper Zandronum)

#3

Post by katZune » Wed Jun 13, 2012 9:08 pm

(aka Zuper Zandronum) oh please stay with super skulltag
DarkStone45 wrote: Do we need to run the skulltag_data.pk3 still with SST or no?
i ask that too
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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Ænima
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RE: Super Skulltag (aka Zuper Zandronum)

#4

Post by Ænima » Wed Jun 13, 2012 9:24 pm

DarkStone45 wrote: Do we need to run the skulltag_data.pk3 still with SST or no?
Probably yes. Many of the maps use Skulltag textures.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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ALIENwolve
 
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RE: Super Skulltag (aka Zuper Zandronum)

#5

Post by ALIENwolve » Wed Jun 13, 2012 10:05 pm

Ænima wrote:
DarkStone45 wrote: Do we need to run the skulltag_data.pk3 still with SST or no?
Probably yes. Many of the maps use Skulltag textures.
Think we'd eventually end up just moving those textures over.

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Snakezz
 
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RE: Super Skulltag (aka Zuper Zandronum)

#6

Post by Snakezz » Sun Jul 01, 2012 1:20 am

Not to jump to conclusions, but with the upcoming Mercenaries 2 wad, does that mean that this project will now be on the back burner?

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ALIENwolve
 
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RE: Super Skulltag (aka Zuper Zandronum)

#7

Post by ALIENwolve » Sun Jul 01, 2012 1:28 am

It's hard to call it much of a backburner with how complete it already is.

It's kind of Minecraft here. All I can really think of is implementing those new HUD bars and experimenting with quickdraws and visible damage.

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RE: Super Skulltag (aka Zuper Zandronum)

#8

Post by Snakezz » Sun Jul 01, 2012 1:38 am

well, i just hope one day i can see people play my map. But at least I learned a few things while making it, even if it doesn't end up being played by anybody.

BloodyAcid
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RE: Super Skulltag (aka Zuper Zandronum)

#9

Post by BloodyAcid » Sun Jul 01, 2012 2:40 am

Guess you need a new banner now :>

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RE: Super Skulltag (aka Zuper Zandronum)

#10

Post by ninjademon45 » Sun Jul 01, 2012 4:35 am

years i search for super skulltag finnlly i found it thank you very much

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Ænima
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wee wee, i like zee 'ockey!

#11

Post by Ænima » Sun Jul 01, 2012 9:19 pm

NEW VERSION! v1.4rc3!

http://www.sendspace.com/file/9nqd7k

Spoiler: Changelog for rc3 (Open)
  • Added dynamic echoes for loud sounds.
  • Made the spraypaint affect all monsters, not just weak ones.
  • Improved the BloodSpot model. Thanks, Monsoon!
  • Fixed where the casings come from on the Chaingun.
  • Spraypaint makes stealth monsters totally visible. :D
  • Removed most of the stealth monsters from the first few levels.
  • Gave +BOSS to the Abaddon, Hectebus, and Belphegor.
  • Toned down the Chaingun sound by -0.5dB.
  • Bound the Spraypaint to the 0 slot cuz some people didn't know how to use it.
  • Added trails for gibs.
  • Point-blank shotgun blasts cause "ragdoll" deaths. Only works on humanoids.
  • Fixed: There weren't enough playerstarts in "The Citadel".
  • Deathcam now works properly with ragdolls! :3
  • Barrels are now pushable! They'll also explode if you push them off a cliff.
  • Scaled the Revenant's sprite to match its hitbox.
  • Fixed a bug where gibbed zombies would drop 2 clips or 2 shotguns.

Also, does anyone know how to update the Wadhost link? I kinda need to know how to do that ...


--------------------------------------------------------
BloodyAcid wrote: Guess you need a new banner now :>
Not really. The project has always been known as Super Skulltag no matter what port it's played on and I don't see a reason to change the name unless Carnbarn tries to make some sort of petty suit just because I used the Skulltag name.
ninjademon45 wrote: years i search for super skulltag finnlly i found it thank you very much
You're welcome. c:
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Powerman
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RE: Super Skulltag v1.4 - rc3 released!

#12

Post by Powerman » Mon Jul 02, 2012 3:37 am

mind if i take map 28? if that person doesn't finish? I can make a quick layout of the first few rooms if you'd like?
http://brutaldoomwads.weebly.com/
Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#13

Post by Ænima » Mon Jul 02, 2012 1:44 pm

I think Snakezz would get angry if you did that.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RaveYard
 
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RE: Super Skulltag v1.4 - rc3 released!

#14

Post by RaveYard » Mon Jul 02, 2012 2:03 pm

Great wad. The "ragdolls" are funny. Also
*opens map SSTDM01*
My head started to spin but I got used to it after minute
My Projects:
[Horror] Ghosted 2 - version 2 - v2.1.0 : Here!

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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#15

Post by Ænima » Mon Jul 02, 2012 2:18 pm

Oh, the spinning skybox. Do you think I should maybe slow it down a little? :p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RaveYard
 
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RE: Super Skulltag v1.4 - rc3 released!

#16

Post by RaveYard » Mon Jul 02, 2012 2:35 pm

Well I am kinda used to it. But I think its unusualy fast..

EDIT: I also sometimes accidently switched to spray in DM which was annoying.. could you make the spray binded to a key or something?
Last edited by RaveYard on Mon Jul 02, 2012 2:36 pm, edited 1 time in total.
My Projects:
[Horror] Ghosted 2 - version 2 - v2.1.0 : Here!

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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#17

Post by Ænima » Mon Jul 02, 2012 2:37 pm

Alrighty I'll slow it down just a tad for the next version.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

RaveYard
 
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RE: Super Skulltag v1.4 - rc3 released!

#18

Post by RaveYard » Mon Jul 02, 2012 2:43 pm

Wow I was fighting a bot which bumped into a barrel and I shot him with rocketlauncher and two bodies came out of him! (I think one of them was the ragdoll and the other was startard barrel death body)
My Projects:
[Horror] Ghosted 2 - version 2 - v2.1.0 : Here!

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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#19

Post by Ænima » Mon Jul 02, 2012 2:48 pm

That's weird. I've never seen that happen.

See if you can repeat it and get a screenshot.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Powerman
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RE: Super Skulltag v1.4 - rc3 released!

#20

Post by Powerman » Mon Jul 02, 2012 3:45 pm

Well it's ok guess I'm just making it for fun now :D
http://brutaldoomwads.weebly.com/
Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

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