ZDoom Wars 1: v3.1f & Map Pack 1.8c (updated 11/29/17)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update

#141

Post by Ivan » Sat Aug 27, 2016 8:23 pm

SwordGrunt wrote:
Ivan wrote:I don't like the Order Bishop change. It's very easy to defend against (no-ghost hit) and really just a niche unit. Not only that but you made it taller, so how are we supposed to place it now? The areas where we could hardly place one are gone now so it's more of a niche unit than before. Honestly I don't know why you even wanted to touch the height.
Their sprite height is at least 110 units tall so having their hitbox be half of that is ridiculous. Their projectiles were really damn strong and needed to be toned down a bit since they could still hit ghosts in melee range with the blast damage (Spectres particularly have a bad time killing them). I think the explosion damage reduction was a good way to go but the impact damage nerf could be overkill, we'll see.
The fact that it could indirectly defend itself is a good thing, it's like Yetis. (Now not possible for them, I still find it sad...) The thing is that unit is particularly weak against flying ghost units like Heretic, Hexen or Chex have. Letting it be strong against some factions I'd say is not a bad thing at all.

Also, that sprite height thing can be resolved by the actor summoning invisible hitbox actors to fill the gap. That way we'd have no difficulty spawning a normal unit like that and you'd get your hitbox thing. I'd put that hitbox actor idea to serious consideration, as I'm pretty sure Meshwalkers are also suffering from this placement problem.

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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update

#142

Post by Mr. Repo » Sun Aug 28, 2016 1:40 am

I definitely can see both sides of the coin here.

The height increase is a bit excessive considering mostly heroes are above 100. Overall though, the height is all over the place and probably should be regulated and I'll probably figure that out in the coming weeks to have this all make sense because yeah, Mesh Walkers are 112, yet a Rev is 56 which is absolute bullshit. I think I'll revise this for tomorrow and drop Bishops to 80 (Undead Knights are 78) while fixing a few other screw ups and call it a day. I also had made these changes a while ago on the 'a' priv builds and they seemed to test fine, but I'll admit I may have went overboard when messing with the Order Bishops a bit. I just didn't like how they'd slaughter Menelkirs like crazy considering they're the closest relative unit in terms of function.

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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update

#143

Post by Ivan » Sun Aug 28, 2016 9:39 am

Mr. Repo wrote:I definitely can see both sides of the coin here.

The height increase is a bit excessive considering mostly heroes are above 100. Overall though, the height is all over the place and probably should be regulated and I'll probably figure that out in the coming weeks to have this all make sense because yeah, Mesh Walkers are 112, yet a Rev is 56 which is absolute bullshit. I think I'll revise this for tomorrow and drop Bishops to 80 (Undead Knights are 78) while fixing a few other screw ups and call it a day. I also had made these changes a while ago on the 'a' priv builds and they seemed to test fine, but I'll admit I may have went overboard when messing with the Order Bishops a bit. I just didn't like how they'd slaughter Menelkirs like crazy considering they're the closest relative unit in terms of function.
That might also indicate a weakness in Menelkir side. I really don't like using those guys at all, not worth for 40/20...
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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update

#144

Post by Razgriz » Sun Aug 28, 2016 4:47 pm

Did the Menelkir slaughter happen after the hp buff or prior?

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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update

#145

Post by Mr. Repo » Mon Aug 29, 2016 10:33 pm

Before I edited them Menelkirs would just get wasted and only take about 25% of the hp from Order Bishops before dying. Kind of ridiculous and I have no idea why their hp was so low compared to the other two Hexen bosses. I wanted to address both issues and they seem to have done the trick with the edits.

The Order Bishops before I edited them Did 9 damage per missile + 64 on A_Explode. Menelkir just did 9 damage and had 275 less health than Bishops with a MinMissileChance of 100.

Now the Bishops do 7 damage per missile, with 48 on their A_Explode along with the doubled height. Menelkir still does 9 damage, has 900hp, and a MinMissileChance of 90.

I think the changes with the exception of the doubled height are more than fair, but I'm still waiting for feedback on how Bishops perform and am willing to adjust the damage back if its too much. I'll make a revised version likely tonight or tomorrow with these changes:

-Order Bishops height dropped

-Programmer's AI reverted and modified so it runs away and to remove the melee attack

-Fixing projectile bugs on Maximus, Super Cyclops, and Flembominations

-Coding in the ZDW Item Replacement from a few years ago straight into the wad for single player compatibility

If there's anything else or something I should consider, by all means bring it forward.

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Re: ZDoom Wars 1: v3.1d & Map Pack 1.8b

#146

Post by Mr. Repo » Thu Sep 22, 2016 11:34 pm

Another update!
Spoiler: Data V3.1d (Open)
-Menelkir: Lowered the cost from 40/20 to 30/15

-Mana would not properly regenerate in modes like coop, survival ect ect...

-Ettin(upgraded): Upgraded Ettin's had the chance to be permanently invulnerable

-Maximus' cost on the full screen hud was the beta price of 40/12 and not 50/15 as it should have been
Download: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.1d.pk3

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Re: ZDoom Wars 1: v3.1d & Map Pack 1.8b

#147

Post by Combinebobnt » Fri Sep 23, 2016 12:20 am

-Ettin(upgraded): Upgraded Ettin's had the chance to be permanently invulnerable

nice tournament settings


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Re: ZDoom Wars 1: v3.1d & Map Pack 1.8b

#149

Post by bruiserdaemon » Sat Oct 08, 2016 7:39 pm

First i will thank you for a game which is both smart and fun to play. Will we ever have a chance to play a quake faction? I know 3d models don't look good in doom but still, it'd be awesome.

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Re: ZDoom Wars 1: v3.1d & Map Pack 1.8b

#150

Post by Combinebobnt » Sat Oct 08, 2016 8:11 pm

Sounds like you need to make an addon. Repo may or may not be working on a new OFFICIAL class though...........................[ ].....

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Re: ZDoom Wars 1: v3.1d & Map Pack 1.8b

#151

Post by Mr. Repo » Thu Nov 30, 2017 5:50 am

^ I still want to do this... eventually.
bruiserdaemon wrote:
Sat Oct 08, 2016 7:39 pm
First i will thank you for a game which is both smart and fun to play. Will we ever have a chance to play a quake faction? I know 3d models don't look good in doom but still, it'd be awesome.
Such a late response, but not by my hands. Sorry. I'm honestly surprised this add on class doesn't exist yet.

Also daily reminder that you can read the changelog anytime in game by typing changelog in the console of your Zan 3.0 machine.
Spoiler: Data 3.1e & f changelog (Open)
3.1F:

General:

-Had some issues with the 'A_SkullPop' function on Heretic/Hexen death frames being overwritten to the cleric head only. Now it's replaced with the generic skull sprite that the engine defaults to

-Zandronum 3.0 also broke the 'ZDW_SummonerSpeed' CVar

Doom:

Zombieman Summoner: Added in a CVar that controls how often SS Nazis are spawned. 'ZDW_SSNaziSpawnRate' is the CVar name and the default value is 1. This can be adjusted from 0 to 256

Revenant(Rail): Dropped Rev's painchance from 100 to 70

Heretic:

-Rebalanced the tech trees on both sides a bit. It now takes 6 Ghosted Undead Knights to unlock Ophidians/Gaspods and 4 of those to unlock Iron Lich. It also now takes 8 Weredragons to unlock Maulotaur instead of 5

Maulotaur: Increased the cost of the Maulotaur from 60/50 to 70/60

-Monsters who are ghosts by default (not counting altfire spawns) would make other monsters targeting them to shoot inaccurately much like how invisibility affects players

-The accuracy problem with being ghosted was also fixed for players as well. Monsters will now accurately target ghosted players

-The Sirena skin had issues with both sets of death sprites ending on odd frames

Hexen:

Zedek: Adjusted the projectile attack from 8 damage to 6

Korax: Increased the cost of the Korax from 100/90 to 120/110

Heresiarch: Yellow Heresiarchs were silver thanks to a miscopied translation. They also would have a chance to be permanently invulnerable (Sword)

Strife:

Rebel Summoner: Added in a CVar that controls how often Macil is spawned. 'ZDW_MacilSpawnRate' is the CVar name and the default value is 16. This can be adjusted from 0 to 256

Templar(Sniper): Dropped Templar's painchance from 100 to 70

Repair Drone: Repair Drones would not work in LMS

Programmer: Applied the Entity frightened fix to the Programmer

Virus:

Mesh Flier: Lowered the price from 40/12 to 30/10 on Mesh Fliers

3.1E:

General:

-You could abuse hero monsters states by constantly teleporting them (Gardevoir)

-New Translations: Maulotaur(R)

Doom:

Chaingunner: Green Team Chaingunners were immune to red team attacks, and could be damaged by green team allies

Pain Elemental(s): Both types of Pain Elementals still could double spawn

Heretic:

Maulotaur: Green Maulotaurs had the incorrect translation and appeared red

Ghost Wave stopped working properly since the 3.0 release

Hexen:

Hereisarch: Heresiarch's purple ball beam could not aim properly since the engine upgrade

Enchant: Lowered the radius of the blast from 225 to 175 to match Heretic's Ghost Wave projectile

Enchant stopped working properly since the 3.0 release

Strife:

Entity: Attempted to curb the Entity's aggressiveness once again

Repair Drone: Repair Drone's cost was incorrectly displayed on both the weapon messages and new style hud
Spoiler: Maps 1.8c (Open)
-Replaced ZDWars40 with Barren (sorry gry)

-Fixed ZDWars28's slope issues

-Fixed ZDWars 42's swimmable sector in the middle
DOWNLOADS ARE BELOW THIS TEXT:

3.1f: https://static.allfearthesentinel.net/w ... iv3.1f.pk3
Maps1.8c: https://static.allfearthesentinel.net/w ... sv1.8c.pk3

Whoops, ZDWars is already dead so this was a moot point. I did a great job ruining the Maul rush so now no one will ever want to play again. RIP. See you in time for Zan 4.0.

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