Caco Invasion V9.4

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Evilm0nk
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Caco Invasion V9.4

#1

Post by Evilm0nk » Fri Jul 05, 2013 3:09 am

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(Progress will continue in October of 2018)

Caco Invasion is exactly as it sounds, All monsters are cacodemons.
It is based off the skulltag wad Cacocontamination which originally came from zdaemon 6 years ago (called Cacoconflict and cacocorruption). The maps were rather boring, though game play was still really fun. This is a remake of it with all new maps and parts of the old maps mixed in. This is still in heavy development by Popsoap and I (evilm0nk). 90% of the decorations can be destroyed, some can only be destroyed by explosives. So far there are about 70 cacodemon's, about 50 are actually in the maps. Each level has its own set of cacodemon's to match its surroundings (example: a green cacodemon will be in a green forest, a black cacodemon would be in a cave of some sort). Also the time of day will change about every 3.4 maps, this way it feels like the main mission isn't just one whole day. Some maps will also have an alternate Exit, which will lead to a different set of levels, but will eventually connect back to the main levels.

THE GOAL:

The Goal is to shoot through 8-15 waves of cacodemon's on each level and fight a boss at the end. There is a cheesy story as well to make the carnage more fun. So far there is 25 maps playable and there will be 4 chapters. Each chapter will have 10-13 maps (except chapter 4 which will have 5), on the final map of each chapter there will be an epic chapter boss fight!

THE STORY:

You start off as a normal enforcer who is enjoying a time of peace in his city, of course you never actually fought or done anything while on duty, so your practically a noob. Then (Dun Dun Dun) you get an unexpected mission, Apparently there was a distress beacon set off on an island not far from you. You and a handful of soldiers set off by boat to find out whats going on. Long stories short your attacked by a bunch of water cacodemon's and eventually arrive at your destination alone and that's where your story begins.

Since not every map is completed, the story isn't quiet there yet.
Once more of the maps get completed, there will be more time to focus on the story part.
Dialogue and more cut scenes will be more present in the future as well.

Maps playable:
Spoiler: (Open)
Chapter 1 CacoContamination== ( Arriving on the island)
Map01 Ship Adventure 100%
Map02 Treacherous Canyon 100%
Map03 Fearless Forest 100%
Map04 Afer Dark 100%
Map05 Life in the Mines 100%
Map06 The Burial Grounds 100%
Map07 Temperature Control 100%
Map07A Ghost Ship 100%
Map08 A winter Wonderland 100%
Map08A Shipwrecked 100%
Map09 Snow Drifts 100%
Map09A SlipperySLopes 100%
Map10 Fighting Cacaroo 100%
==Chapter 2 CacoConflict== ( Escaping the island )
Map11 Into the Inferno 100%
Map11A Giant snow boss level 30%
Map12 Volcano Control 100%
Map13 Into the Fiery Beast 100%
Map14 UnderWater Cave 20%
Map15 Sketchy Forest 100%
Map16 Castle In the woods 100%
Map17 Castle Barracks 60%
Map18 Castle exit/cave/forest 0%
Map19 Leave the Island 100%
Map20 Gaguuro Ship battle 100%
==Chapter 3 CacoCorruption== ( Mainland City fighting )
Map21 Haunted Docks 100%
Map22 Mansion HQ 100%
Map22A Circus pt1 30%
Map23A Circus Pt2 Boss 0%
Map23 into the Crapper 100%
Map24 Filling a leak 100%
Map24A HighWay Battle 10%
Map25 City Under Attack 10%
Map26 City under attack part 2 10%
Map27 The CacoDemon Station 100%
Map28 The Energy Labs 100%
Map29 Cacodemon Cloning Labs 0% (Alt Ending to beginning of chapter 4)
Map30 Fighting On the Rooftops 0%
==Chapter 4 CacoCarnage==
Map31 Hell (Bossbattles Map) 75%
Map32 Fortress of mystery (baron/Cacodemon wars) 0%
Map33 Lakes of Fire 0%
Map34 Blood Canyon 0%
Map35 Cacodemon King Fight 100% (is technically map 45 right now)
==CacoDemonArenas==
Map36 Arena 1 0%
Map37 Arena 2 0%
==Museum Map== (Exactly like bossbattles version)
Map38 Museum 0%
Version 9.4

https://www.dropbox.com/s/vsyuwj4m76i8v ... a.pk3?dl=0
or
https://allfearthesentinel.net/zandronu ... v9.4za.pk3

Skulltag data and actors required to run it.

Load the pwads in this order:
Skulltag data wad/pk3
Skulltag actor wad/pk3
Cacoinvasion_V9ZA.pk3

Also here is the original cacocontamination for skulltag.

Cacocontamination V11


Cacoinvasion Trailer:

http://youtu.be/lDlnadQZVdA?t=55s

Older skulltag version trailer:

http://youtu.be/eZ3WwN2h4dU?t=3s

Though everything is different now most of the gameplay is the same as cacocontamination.
Last edited by Evilm0nk on Mon Jul 23, 2018 9:13 pm, edited 9 times in total.
Projects:
Bossbattles
CacoInvasion
Reckless Wars

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RE: Caco Invasion V1

#2

Post by Tux » Fri Jul 05, 2013 7:55 am

I remember this wad having scarce ammo and finishing monsters with my bare hands instead of shotgun
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RE: Caco Invasion V1

#3

Post by Monsterovich » Fri Jul 05, 2013 9:38 am

Cacomania. Good job!
This is caco! This is caco! This is caco! This is caco! This is caco! This is caco! This is CaCo! This is CACCCO OOOO OOOO!

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RE: Caco Invasion V1

#4

Post by Ænima » Fri Jul 05, 2013 12:16 pm

Glad to see this is still alive. I remember playing an older version of this years ago. :)
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RE: Caco Invasion V1

#5

Post by Evilm0nk » Fri Jul 05, 2013 9:12 pm

Thanks for the feed back everyone :), This will definitely be completed, Though I will be bouncing between bossbattles and this so hopefully development stays at a decent pace :).
With Popsoap assisting me with the more complicated codes and everything else, this should stay relatively bug free.
Tux wrote: I remember this wad having scarce ammo and finishing monsters with my bare hands instead of shotgun
The older versions back on zdaemon had this problem, Not sure the skulltag version did.
Projects:
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CacoInvasion
Reckless Wars

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RE: Caco Invasion V1

#6

Post by Evilm0nk » Sat Jul 13, 2013 5:42 am

Caco Invasion version 1.2 released!

CacoInvasion V1.2

There are no new maps yet until version 2, more of just bug fixes and minor additions.
Thanks to popsoap for helping me fix these issues as well as everyone else who helped me spot em :).
A zdoom/gzdoom version will be out soon as well.

+Fixed Translation on zombie cacodemon player.
+zombie cracko has new translation.
+Fixed marines and taking ice damage.
+new blue health potions.
+changed song on map06.
+Made multiplayer more difficult, more monsters throughout the levels.
+One snow tree has a new flame death.
+fixed invisible cacodemons death.
+Fixed heavy rifles alt, was too strong.
+BioPipelauncher totally redone.
+new secret area on map 2.
+new monster, OGLonghorn(A xenodemon thats the same color of a normal cacodemon).
+Fixed cacolichs blood and gibs.
+fixed Damagetypes on friendlies.
+Cacaroo attacks have changed (Somewhat easier).
+caco dads death string is fixed.
+additive rendering added to big green cacos big balls.
+no longer can blast marines with disc of repulsion.
+flame sentry has a lower target range.
+flame turret for the ice levels can now fly.
+fixed shell casings in the water.
+Sewer level dialogue changed.
+Redid "dudes" code.
+Fixed Dialogue in map05.
+made the mountain part on map08 easier to get through.
+added gunflash to all weps.
+Redid the checkpoints on the maps.
+chaingun no longer has to start up again when switching between alt fire and normal fire.
+Redid how plasma blizzard attacks.
+players no longer can fly when changing levels while morphed.
+Buried Zombie cacodemons can no longer glitch and become invisible.
+prints a message to players letting them know how to return to normal after cacodemon powerup is used.
Last edited by Evilm0nk on Sat Jul 13, 2013 5:43 am, edited 1 time in total.
Projects:
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CacoInvasion
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RE: Caco Invasion V1.2

#7

Post by Espio » Sat Jul 13, 2013 2:36 pm

Stronghold nightmares all over again. I like it. Needs a server asap.
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RE: Caco Invasion V1.2

#8

Post by Evilm0nk » Wed Jul 17, 2013 2:23 am

Glad you enjoy it :), I tend to host it a few days a week, mainly friday through Sunday.
A newer version will arrive next week aswell.
Projects:
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CacoInvasion
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RE: Caco Invasion V1.2

#9

Post by jerkback2 » Sun Jul 21, 2013 4:30 pm

this darkmars good shit evilmonk but seriously make some of the maps less dark and more manly

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RE: Caco Invasion V1.2

#10

Post by Popsoap » Mon Jul 22, 2013 12:03 am

jerkback2 wrote:and more manly
That's a pretty vague suggestion, can you elaborate?

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RE: Caco Invasion V1.2

#11

Post by Untitled » Mon Jul 22, 2013 1:35 am

Popsoap: I dunno what 'manly' means in this context, but I'd like to see:
A: More Techbase. If it's well done (e.g. Interstellar Sickness from Community Chest 4, though that's the *stellar* example, so my standard for techbases is a bit lower), You can never have enough techbase maps.
B: Classic Hell, because damn, those Cacos need to come from somewhere.
C: Spacious maps. Maps with large, open areas that focus on long range and open combat with little cover.
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RE: Caco Invasion V1.2

#12

Post by Evilm0nk » Mon Jul 22, 2013 3:00 am

To answer your question, Not for sure if there will be any techbases, But there will be cities and towns which are planned and correspond with the story.
Hell wouldn't fit into the story that much but I can think of something. Though I have to say I am burned out on hell maps, Specially with bossbattles.
You will definitely see some rather large maps in the future for sure :).

There is still a large chunk of maps left to be made, I am redoing 5 maps from contamination at the moment and adding them to the wad. Though they will not fit well with the story until I make more maps to fill in the blanks :O.
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RE: Caco Invasion V1.2

#13

Post by jerkback2 » Fri Jul 26, 2013 9:12 pm

ok evilmonk where did you said they came from if this is not going to be a based off of hell because the first born cacodemon oringinally came from hell where do you suspect the other cacodemons came from. At least make the story based off of its main monster (cacodemon) stronghold.
Last edited by jerkback2 on Fri Jul 26, 2013 9:13 pm, edited 1 time in total.

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RE: Caco Invasion V1.2

#14

Post by Evilm0nk » Fri Jul 26, 2013 10:12 pm

So far there is no place where they particular came from in the story. I am still working on that as the maps develop, just because there cacodemons doesn't mean they have to originate from hell in this mod lol.
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RE: Caco Invasion V1.2

#15

Post by Untitled » Fri Jul 26, 2013 10:17 pm

Hmm. I would like to see a map that has a good impending INVASION of cacos. A Giant Cascade of them everywhere, preferably in an open space so you can get a proper HORDE of them, for the "make the players go oh my god" effect. Most of the time in here, they come up in medium numbers, and never in impending fashion.
Last edited by Untitled on Fri Jul 26, 2013 10:18 pm, edited 1 time in total.
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RE: Caco Invasion V1.2

#16

Post by Evilm0nk » Fri Jul 26, 2013 11:39 pm

The main reason there is no big amount of them as of now is so that single player is easier, but I am working on this and I do plan to have some parts very very scary with lots of cacos :).
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RE: Caco Invasion V1.2

#17

Post by Empyre » Sun Jul 28, 2013 2:17 am

You can have lots of additional cacos that only appear in coop, which would leave single-player easy enough to be beatable.
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RE: Caco Invasion V1.2

#18

Post by Evilm0nk » Sun Jul 28, 2013 3:12 am

Agreed :)! Which Is what I started doing in doombuilder, coop will be way more difficult.
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RE: Caco Invasion V2.1

#19

Post by Evilm0nk » Tue Aug 06, 2013 1:13 am

Here is the latest version:

(2.1)

http://www.mediafire.com/download/cgnlt ... V2.1ZA.zip

Fixes and additions:

+New map
+New Boss
+New Cacodemons
+New weapon (replaces biolauncher because people were to stupid to figure it out)
+Realigned Textures on map03
+Fixed flame turrets and how they noclipped on bosses.
+added CantBlast Flag to friendly cacos.
+Lowered dudes mass so he wouldnt get killed by his own weight.
+added the Notarget flag to the cacos, this way no infighting occurs.
+changed blue potion for another version
+Fix nailgun ammo
+intro for chapter 2 is Some what complete, just needs more details.

What is to come.

-More maps, Going to redo a few of the cacocontamination maps and add them in.
Going to start a new map to fill in the blank after the cacaroo battle, This way the second chapter actually has an introduction instead of all of a sudden appearing in the sewers.
The sewer maps will come later on in chapter 2 but for now there done and playable.
-Going to add popsoaps multiplayer code into the waves, should make it more difficult online.


EDIT:

Version 2.1 fixes minor bugs with the rocket Launcher.
Last edited by Evilm0nk on Thu Dec 12, 2013 10:41 pm, edited 1 time in total.
Projects:
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RE: Caco Invasion V3

#20

Post by Evilm0nk » Tue Jan 21, 2014 2:55 am

Here is Version 3

+New Map(13).
+New Boss cacodemon for that map.
+New baby cacodemon.
+Barrels can be blown up and will drop items.

The New map doesn't have a correct spot into the story yet, as well as map 11 and 12.
Those three maps will most likely be pushed way back into chapter 3 (maps 21-30), They are just there in those spots to fill in the blanks.

What more to come:
-More maps obviously, 2 are in the works now.
-More destructable objects.
-More cacodemons.

https://www.mediafire.com/?ykgbt7cdpttbci4
Last edited by Evilm0nk on Tue Jan 21, 2014 2:59 am, edited 1 time in total.
Projects:
Bossbattles
CacoInvasion
Reckless Wars

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