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Naraka - Hitler has arrived!

Posted: Sat Aug 17, 2013 8:04 pm
by TerminusEst13
(This is a concept build in order to test the waters, see what people think and if they'd like it to go further or if it's a waste of time. Criticism and suggestions are encouraged!
Please note that as an early concept build, there is a LOT OF SHIT missing. Remember how bare-bones the first Samsara was? Yeah, this is like that.)


Welcome to Naraka.

Naraka is a sister project to Samsara, similar and yet wildly different. Like Samsara, the idea is to honor various old-school FPSes and bring their characters back into the forefront into a multiplayer battleground, guns blazing against each other.
However, Samsara is all about the Heroes.
Naraka is about the Villains.

When you play Naraka, you pick from one of the legendary Villains that plagued the Heroes for so long, and wield their most iconic weapons against any lesser fools that dare to stand in your way.
While Samsara had an emphasis on the Heroes trying to feel right out of their original game, Naraka instead aims to make these big bruisers absolutely badass in the hands of the players. Each of the Villains have a role opposite of their Heroes, boasting a similar general playstyle with brand new weapons and items--but beyond that, all similarities are out the box. Their abilities are restricted and confined to the original game they appeared in--but beyond that, anything goes in regards to their arsenal.
The main focus of this mod is Team Last Man Standing play, where the players are arranged into two teams: Heroes and Villains. A Villain is equivalent to 1.5/2 Heroes, and so a Team Balancer is in place to ensure the Villains rarely outnumber the Heroes, and the Heroes never have more than 2x the amount of Villains.

Just because the main focus is Team Last Man Standing, though, doesn't mean that it can't be played in co-op. Team up with other Villains and crush all opposition in your way as you conquer the lands! In co-op, weapon pickups do not give weapons, but rather permanent status buffs to your characters--due to their large hitbox, they absorb bullets quite unfortunately well, so with more pickups they become more defensive, hit harder, and become even more overpowered.

Whether you play TLMS and swipe away the Heroes who wish to end your rule or play co-op and effortlessly blow through entire hordes of lesser minions who think they can top you, one thing is for sure...
Whoever said evil doesn't pay, was dead wrong.

http://static.[bad site]/wads/samsar ... 0.12d2.pk3 - Zandronum-only at the moment, load after Samsara 0.29 or 0.3 for best results.
Spoiler: CHARACTERS (Open)
CYBERDEMON: Damage
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A missile-launching skyscraper with goat legs. 'Nuff said.
The Cyberdemons are easily the most terrifying of all the monsters in the legions of Hell, and often are personally tasked with guarding areas of utmost importance. The only beasts that outrank them are the Spider Masterminds, and even they shudder at the thought of a one-on-one battle with these mechanical monstrosities. While a few have the intelligence for a leadership role and sometimes lead armies themselves, they are better known for their power as a demonic wrecking ball. Either way, when marines hear their hooves...they pray.
TRAITS:
This Walking Nightmare: The Cyberdemon is capable of crushing any enemy beneath his hooves without even trying, scarring the world beneath him as he hunts his prey. Every step he makes carries a little explosion along with it, damaging anything nearby.
EXTRA WEAPONS:
Unique: Revenant Targeter. This HUD gives his rockets the same wonderful speed and homing ability of everyone's favorite agitating skeletons, the Revenants. All of his rockets travel faster, and when the crosshair is placed directly on the target when fired, the rockets will home in mercilessly on the target as well.
Ultimate: Master Chaingun. Ripped straight from the underbelly of the Spider Mastermind, this chaingun/shotgun combination revs up and then spews forth three bullets every couple of tics, shredding any opposition in its way.

D'SPARIL: Utility
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The weakest of the Serpent Rider siblings, D'Sparil can boast neither the strength of Eidolon nor the intelligence of Korax. Instead, D'Sparil prefers power by cunning, deception, and a host of dirty tricks--with a few well-placed lies and minor enchantments, he and his brothers personally led Parthoris to its Armageddon. He makes up for his lack of magical prowess by surrounding himself with corrupted warriors, leading legions of the dead and the damned and commanding them from atop his serpent.
Truly, as long as D'Sparil sits atop his throne of flesh and scales, the world is surely damned.
TRAITS:
Day of Darkness: D'Sparil by himself is not an imposing force--where he thrives is in his bag of tricks. He has limitless ghosting potential, can teleport himself away from trouble at will, can dismount and mount for additional fighting options, and boasts the most powerful minion in Narkaa--his Chaos Serpent. Direct conflict is not the way to play D'Sparil...instead, you fight dirty.
EXTRA WEAPONS:
Unique: Unfinished.
Ultimate: Unfinished.

HITLER: Marksman
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Possibly one of the notorious examples of the depravity the human mind is capable of, Adolf Hitler was a man whose unrelenting ambition has since become one of the most infamous points in history. Hitler may look like a frail and ordinary man on the outside--but woe befall to anyone who underestimates him. Humans are renowned for their adaptability, dedication, and sheer willpower, and Hitler is the personification of how all these traits can be used for ill purposes.
No matter who opposes him, none will stand in the way of this so-called savior on his path to his idealized utopia.
TRAITS:
Bekommen Aufgedreht: Hitler might not have the sheer power, defenses, speed, or items of the other bosses, but he is the one who boasts hitscan. While the other Villains must wade into the fray in order to wreak havoc, Hitler can fight at whatever distance he chooses--near or far, you will die all the same.
EXTRA WEAPONS:
Unique: Unfinished.
Ultimate: Unfinished.

KORAX: Brawler
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Surely even Hell would never spawn such a being as Korax; his very presence fills the world with horror, and one cannot begin to imagine what powers are contained within his twisted frame.
The second of the Serpent Riders, Korax is vastly more powerful and intelligent than his younger brother D'Sparil. When push comes to shove, he cares very little about surrounding himself with legions of lessers--and with good reason. Korax's abilities are comparable to that of a dark god, and the deep aeons of magic residing within his body alone make him more than a match for many pantheons.
TRAITS:
Unification and Oppression: Korax boasts the most weapons out of all of the Villains, with six different types of magic as his starting weapons. Each of them fulfill a different niche, allowing him to handle many types of combat with ease before sweeping in and overwhelming enemies with his sheer mass.
EXTRA WEAPONS:
Unique: Unfinished.
Ultimate: Unfinished.

ADMIRAL TFEAR: Suppression
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Tfear is the leader of Battle Group Seven (Western Arm), the oldest serving admiral in the Pfhor navy, and the most capable warrior in all of Pfhor High Command. He is a brilliant strategist beyond peer, with a mind capable of outmatching a supercomputer and equipment capable of surpassing any elite soldier with ease. While his raw power is not on par with the inhuman levels of the Cyberdemon or Korax, his intelligence and skill always manages to come out on top of any scenario with a combination of quick thinking, cool calculations, and strategic strikes.
A list of his decorations and victories would only bore you.
TRAITS:
Open to Execution: Admiral Tfear's loadout is emphatic of his philosophy to "fighting smarter, not harder", but the most interesting component of it is the Cloaking Device. While it offers no ethereal protection like the Shadowsphere, it offers the most stealth and allows him to hide away in the shadows for a temporary time, becoming almost invisible as he commands his troops, prepares a surgical strike, or abandons a risky hotspot.
EXTRA WEAPONS:
Unique: Unfinished.
Ultimate: Unfinished.
Spoiler: CREDITS (Open)
- The Cyberdemon, Doom, and everything associated are copyright id Software.
^-: Translations by Repo Man.
^-: The Spider Mastermind Chaingun uses code from RSL's Overdrive Gun.
^-: Ricochet sparks inspired by WildWeasel's many mods featuring them.
^-: Hoof sounds taken from PSX Doom.
^-: Dash sound effects taken from a few mods I can't remember. Please yell at me if you know their source!
- D'Sparil, Heretic, and everything associated are copyright Raven Software.
^-: The mount/dismount system was basically lifted wholesale from Xaser's Necrodoom. All credit goes to him!
^-: The Staff of D'Sparil was drawn by Ichor and coded by Gothic, and taken off Realm667.
- Korax, HeXen, and everything associated are copyright Raven Software.
^-: Translations by Repo Man.
^-: Death sequence redone in DECORATE by Popsoap.
- Admiral Tfear, Marathon, and everything associated are copyright Bungie.
^-: Shock Staff/Abandon sprites by Forrest Cameranesi.
^-: Abandon firing sound by Marrub.
^-: Numerous sounds ripped by Hopper.
^-: Flawed zoom-in sequence by PillowBlaster.
^-: Duke Gib sequence for the Pfhor Troopers by PresidentPeople.
Spoiler: CHANGELOG (Open)
FROM V0.11 TO V0.12:
========================
- Korax's speed has been slightly increased, as has the speed and damage of his Ethereal Wraith magic.
- Coop powerups for the villains have had their power slightly enhanced.
- Villains now get CoopModeOn when playing in coop games.
- Korax's Green/Brown Chaos Magics have been combined into one Chaos Serpent Magic.
- Korax now has Steel Chain magic to grab enemies at long range and yank them over to him.
- Team balancer now runs after 5 people join the game, and now only runs on the joining team.
- Vllain pickup messages no longer display globally.
- D'Sparil can now dismount after respawning.
- Tfear's Flawed now runs off Light ammo, rather than Heavy.
- Admiral Tfear now has a new weapon: The Predator Type 'Abandon', a rapid-fire grenade launcher that arcs low and bounces, allowing him to cover an area.
- The Hatred's projectiles now move a slight bit faster, for slightly easier hitting.
- Guilt's lunge no longer uses ammo, and comes out slightly faster.
- Korax's death sequence has been completely reworked in DECORATE, thanks to Popsoap.
- Admiral Tfear did not have any CoopMode or TLMS mode checks for his weapons, meaning all his attacks would get stuck on allies. This has been fixed.
- The Cyberdemon and D'Sparil now have proper bar HUDs. Only two more to go!
- Spectating unmounted D'Sparil now no longer results in an HOM.
- Tfear's Pfhor summons now can no longer be summoned in the environment and rendered useless.
- Tfear's Pfhor now have a more Marathon-esque teleport sequence.
- The HUDs now work in the automap.
- Admiral Tfear now has (some of) his proper sprites!
- Summoned Pfhor now inherit colors from their summoner.
- By popular request, there is now a Mana Jewel at the bottom of Korax's HUD, indicating what weapon is equipped by color association.

FROM V0.1 TO V0.11:
========================
- Korax has been added as Parias' villain.
- The villains are now resistant to everyone's VIs.
- D'Sparil can mount and dismount his Serpent at will.
- Villains should be more resistant to axing.
- Tfear and his Pfhor Troopers should now spew the proper-colored gibs.
- The Disciples of D'Sparil have been buffed and now have more HP and more damaging attacks.
- The Cyberdemon's rocket launch and explosion sounds are different from Doomguy's, for easier identification.
- The Cyberdemon now has his unique item.
- D'Sparil on foot getting hurt with the Zorchers or ice no longer regains him his health.
- Tfear's Flawed zoom-in is now much faster.
- Tfear's Guilt no longer raises instantly. Does raise and lower faster than before, though.
- D'Sparil's death sequence now properly shows his translation.
- Villains now respect samsara_jumpmod.
- Villain ammo and weapon pickups now flash the screen like normal pickups.
- The Cyberdemon's rockets have a less static-y launch sound and have twice the rolloff.
- Naraka weapon pickup buffs now persist from level to level.
- Naraka's health pickups now support infinite health.
- Tfear now can only have four Troopers out at one time.
- Implemented Naraka changelog.
- With the summon limit in place, Tfear's summon cooldown has been reduced from 30 to 21.
- D'Sparil's Serpent now moves faster, bites harder and faster, and heals itself slightly on every bite. On dismount, it also pauses momentarily, for people who like to dismount, summon, and remount.
- D'Sparil on his Serpent should now zorch properly.
- D'Sparil's zorch effect is no longer green.
- Cyberdemon should now freeze properly, and his freeze roar should now play properly.
- D'Sparil's sprites have been converted to .png. Not sure why they weren't already.
- Weapon pickup messages have been clientsided, so now the server doesn't speak every time someone picks up a weapon.
- D'Sparil's firing/melee animations should now show properly to spectators.
- SBARINFO updated to 0.29b's SBARINFO.
- The Pfhor Troopers now have their own Duke gib sequence and sprites, thanks to President People.
- A primitive team balancer has been implemented. It checks to see if there are more villains than heroes, or if there's twice as many heroes than villains, and if so forces the joinee to spectate.

FROM CONCEPT V0 TO V0.1:
=========================
- Admiral Tfear, the villain for the Security Officer, has been added.
- Converted all damage factors to HP. The Cyberdemon has the highest HP of all.
- The Cyberdemon now no longer can be hurt by D'Sparil's Disciples.
- D'Sparil's summon was changed from spawning Disciples from one of D'Sparil's missiles to spawning directly from D'Sparil.
- The Disciples of D'Sparil no longer regard their master as a threat.
- The bulky and large size of the villains means moving in formation isn't quite as easy. Now the villains can pass through each other, like co-op players can.
- D'Sparil no longer randomly resurrects himself again, after he was already resurrected.
- Readjusted and tweaked Chaos Serpent death sequences--hopefully D'Sparil no longer gets stuck after his Chaos Serpent dies.
- The SBarInfo has been updated to accomodate both D'Sparil and on-foot D'Sparil. Picking D'Sparil should no longer get people an HoM.
- The SBarInfo has been updated, and now everyone has a psuedo-proper HUD.
- The Radius of the bosses have been decreased to 16--now they can go through all the tunnels the heroes can, though they may need to crouch for it first.
- The environmental damage resistance of the Villains has been changed from an actor inheriting from PowerIronFeet to a DamageFactor 0 against Slime and Lava.
- D'Sparil's Disciples now only drop Lesser Tomes of Power, though with 4x the drop rate.
- D'Sparil on foot no longer has +NOTARGET, which means enemies should go after him again.
- If D'Sparil on foot had died or gone to the next level, the Chaos Serpent would have his items. No longer.
- The Cyberdemon's frozen death was not playing his frozen sound. Now he does.
- The Staff of D'Sparil is no longer kept between lives or levels.
- The bosses now have translations and can switch between colors. At the moment, this does not take D'Sparil on foot into account.
- The Cyberdemon's stomp has a larger radius, now.
- The Cyberdemon's rockets, body, and sounds have been added, and thus now he can be used in Heretic, HeXen, and other such iwads.
- The Cyberdemon's stomp no longer kills allies.
- The Cyberdemon's stomp has a proper obituary attached to it.
- The Cyberdemon's rockets fire slightly slower.
- The Cyberdemon now has a temporary sprint, which can help him overrun others or get away from a bad situation.
- D'Sparil's Chaos Serpent's alt-fire's first wave of fireballs no longer uses the primary fire's stats.
- The villains now have a co-op mode, as requested by Zael and PresidentPeople. However, their shots only go through other villains! They do not get along with the heroes!
- When firing the trio burst of rockets, the Cyberdemon now stands still in order to absorb the recoil, like in Doom.
- All of the villains, sans D'Sparil's Chaos Serpent, now run off ammo.
Spoiler: KNOWN ISSUES (Open)
1: The Cyberdemon's Launcher, Tfear's Guilt, and Korax's arms look like shit. Please do not suggest the Master of Puppets launcher, I have been unable to get into contact with the author for permission.
2: At seemingly random intervals, D'sparil's dismount will no longer work.
3: Tfear's death frames use Enforcer sprites.
4: If someone imbalances the teams the last five seconds of the Team LMS countdown, the team balancer will kick the entire team once the match begins.
5: Only Doom is supported as an iwad for now!

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:06 pm
by Ænima
I remember playing this as D'Sparil in a HR2 server about a week ago. Very fun.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:10 pm
by Ivan
I love this, and I just like how whatever TerminusEst13 releases, it seems to be very close to being perfectly balanced no matter what version it is. This is very fun and adds a special side to Samsara we are all used to.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:12 pm
by Catastrophe
This is definitely the next 'big' mod, everyone needs to try this.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:18 pm
by Zakken
This is so good! I'm specially looking forward for the next bosses.~ ^.^

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:30 pm
by Cruduxy
Samsara vs naraka TDM mod?
Heh this is fiendishly fun btw :P

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:50 pm
by President People
Is it just me or is Narka ripping of Master of Puppets which came out first ??? :cool: :cool: :cool:

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 8:53 pm
by Ænima
Hey, maybe you can replace all the enemies with good guys! In the case of Doom, marines, etc. Kinda like Mutiny 'cept with less rape.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sat Aug 17, 2013 9:55 pm
by -Jes-
I remember this. Awesome stuff. :D

Was wondering when you'd make a thread about it.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sun Aug 18, 2013 7:07 am
by Obsidian
I would play the crap out of this. :twisted:

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sun Aug 18, 2013 7:29 am
by Watermelon
Is that a Wheel of Time reference? ;)


Hopefully you can make this work out. Sounds refreshing, the idea is novel; I think some people have tried it out before but I believe you have the experience and potential to pull it off.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Sun Aug 18, 2013 10:25 pm
by Tux
Watermelon wrote: Is that a Wheel of Time reference? ;)
from what I recall it's reference to wheel of samsara ( http://zandronum.com/forum/showthread.php?tid=200 --read carefully)

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Mon Aug 19, 2013 4:03 am
by The Illusory Reaper
Man, I love this mod addon. To feel so powerful facing off against a wave of enemy forces as Korax is truly… corruptive. I look forward to see what other villains make the list! Props if the final bosses of Chex Quest and Duke Nukem 3D make it in!

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Mon Aug 19, 2013 6:33 am
by mi123645
I was actually going to post something similar to your project although it involved the regular doom monsters and would pick their spawn spot as ghosts (ala Left 4 Dead). I'm not sure if I should post it now lol. This is a great mod regardless.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Tue Aug 20, 2013 6:01 pm
by TerminusEst13
Image

The next Villain uses quad chainguns.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Tue Aug 20, 2013 11:56 pm
by -Jes-
Undead Knight? Undead Trans Grösse?? Undead Gangsta Grösse?!? Undead Leeroy Grösse?!?!

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Wed Aug 21, 2013 3:54 am
by Ænima
Here's the group of morph flags I was talking about for D'Sparil's serpent.
512 (MRF_UNDOBYDEATH) - A morphed actor unmorphs when killed and (unless MORPH_UNDOBYDEATHSAVES is also used) stays dead. (Applies to players and monsters)

1024 (MRF_UNDOBYDEATHFORCED) - A morphed actor having the MRF_UNDOBYDEATH style flag, is guaranteed to unmorph when killed. (Applies to players and monsters)

2048 (MRF_UNDOBYDEATHSAVES) - A morphed actor having the MRF_UNDOBYDEATH style flag unmorphs normally when killed, instead of dying. (Applies to players and monsters)

Aaaaand here's what I was talking about regarding Korax's ghosts:
CMF_TRACKOWNER
If a missile is fired by another missile, use this flag to ensure the secondary projectile knows who is its real owner. This behavior would have been the default, but it wasn't in the 2.0.x branch of ZDoom, allowing erroneous behavior which has been used by some mods, so fixing this would break compatibility. This is the same as adding 4 to the aimflags parameter.
^That's if you're using A_CustomMissile. If you're using A_SpawnItemEx, then use the SXF_TRANSFERPOINTERS flag.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Wed Aug 21, 2013 5:53 am
by The Illusory Reaper
YUSH, MECHA-HITLERRRRRRRRRR. I wonder if he'll leave his suit like D'sparil dismounts his dragon so Hitler can move much faster.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Wed Aug 21, 2013 1:58 pm
by Ivan
Ænima wrote: Aaaaand here's what I was talking about regarding Korax's ghosts:
CMF_TRACKOWNER
If a missile is fired by another missile, use this flag to ensure the secondary projectile knows who is its real owner. This behavior would have been the default, but it wasn't in the 2.0.x branch of ZDoom, allowing erroneous behavior which has been used by some mods, so fixing this would break compatibility. This is the same as adding 4 to the aimflags parameter.
^That's if you're using A_CustomMissile. If you're using A_SpawnItemEx, then use the SXF_TRANSFERPOINTERS flag.
SXF_TRANSFERPOINTERS doesn't exist in Zandronum yet, as far as I know.

RE: Naraka - The Wheel is Broken (Concept build)

Posted: Wed Aug 21, 2013 3:31 pm
by Ænima
Ivan wrote:
Ænima wrote: Aaaaand here's what I was talking about regarding Korax's ghosts:
CMF_TRACKOWNER
If a missile is fired by another missile, use this flag to ensure the secondary projectile knows who is its real owner. This behavior would have been the default, but it wasn't in the 2.0.x branch of ZDoom, allowing erroneous behavior which has been used by some mods, so fixing this would break compatibility. This is the same as adding 4 to the aimflags parameter.
^That's if you're using A_CustomMissile. If you're using A_SpawnItemEx, then use the SXF_TRANSFERPOINTERS flag.
SXF_TRANSFERPOINTERS doesn't exist in Zandronum yet, as far as I know.
Are you sure?

I'll have to double-check my code but I'm pretty sure I've used it before. Either that or the A_CustomMissile TRACKOWNER flag.