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Super Skulltag -- A hub remake of Doom2 with ST flavor!

Posted: Wed Jun 13, 2012 1:59 am
by Ænima
(Note: Requires skulltag_content*.pk3 to run.)
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:[by Ænima and ALIENWolve]:
and the SST Team mappers
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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. Almost all of the levels are linked together as a hub traversable in both directions, and there are several new keys which unlock new paths, weapons, and shortcuts.


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 and reverb enviornments 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 2.0e
(6/7/2025)

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Wed Jun 13, 2012 9:01 pm
by DarkStone45
Do we need to run the skulltag_data.pk3 still with SST or no?

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Wed Jun 13, 2012 9:08 pm
by katZune
(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

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Wed Jun 13, 2012 9:24 pm
by Ænima
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.

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Wed Jun 13, 2012 10:05 pm
by ALIENwolve
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.

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Sun Jul 01, 2012 1:20 am
by Snakezz
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?

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Sun Jul 01, 2012 1:28 am
by ALIENwolve
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.

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Sun Jul 01, 2012 1:38 am
by Snakezz
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.

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Sun Jul 01, 2012 2:40 am
by BloodyAcid
Guess you need a new banner now :>

RE: Super Skulltag (aka Zuper Zandronum)

Posted: Sun Jul 01, 2012 4:35 am
by ninjademon45
years i search for super skulltag finnlly i found it thank you very much

wee wee, i like zee 'ockey!

Posted: Sun Jul 01, 2012 9:19 pm
by Ænima
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 ...


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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:

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 3:37 am
by Powerman
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?

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 1:44 pm
by Ænima
I think Snakezz would get angry if you did that.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:03 pm
by RaveYard
Great wad. The "ragdolls" are funny. Also
*opens map SSTDM01*
My head started to spin but I got used to it after minute

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:18 pm
by Ænima
Oh, the spinning skybox. Do you think I should maybe slow it down a little? :p

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:35 pm
by RaveYard
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?

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:37 pm
by Ænima
Alrighty I'll slow it down just a tad for the next version.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:43 pm
by RaveYard
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)

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 2:48 pm
by Ænima
That's weird. I've never seen that happen.

See if you can repeat it and get a screenshot.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Mon Jul 02, 2012 3:45 pm
by Powerman
Well it's ok guess I'm just making it for fun now :D