Chaos From Hell Invasion

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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Chaos From Hell Invasion

#1

Post by fr blood » Thu Jan 08, 2015 8:34 am

Hellow everyone, after a certain time and as I promised to some people, here is the thread of chaos from hell invasion(cfh) some people already played it, so they won't see this as a new mod.

Image

Whats the difference compare to a normal invasion ?

- In CFH you are playing in custom maps facing a tons of monsters variants
- We got a new arsenal of weapons including the one of the regular skulltag
- You are facing a lot of bosses with an hp bar and an epic song
- Special item are available on the field including new spheres
- Experimenting a new gameplay of the invasion to make it more interesting
- Weapons damage increased to face an huge amount of monsters


Maplist
Spoiler: Maplist (Open)

Code: Select all

- CFH01 "The Dangerous Island"
- CFH02 "Station Beta"
- CFH03 "The Fury of Elements"
- CFH04 "Snow Zone"
- CFH05 "Doom Field"
- CFH06 "Hell Noble Place"
- CFH07 "In The Darkness"
- CFH08 "The Citadel"
- CFH09 "Marble Temple"
- CFH10 "The Tower Of Despair"
- CFH11 "Submarine Base"
- CFH12 "At The Midnight"
- CFH13 "Cybernetic Lab"
- CFH14 "Desert Adventure Part-1"
- CFH15 "UAC Deep Mine"
- CFH16 "Desert Adventure Part-2"
- CFH17 "Castle Of Heresy"

Screenshot
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Download link

current version:
- Chaos_From_Hell_Invasion_v1.09b.pk3
- Chaos_From_Hell_Invasion_Music_v1.09b.pk3
- skulltag date are needed put them in the announcer document and it'll work properly or you can still join the BE server that I started to load wads easily

Credits
Spoiler: Credits (Open)

Code: Select all

/////////////*** Weapons ***\\\\\\\\\\\\\

- Ghastly_dragon : Double Grenade Launcher
- MasterOFMorag,Eriance andKeksdose : FlameThrower
- TODM : Huting Rifle
- Gothic : LandMine Layer
- lolo_is_cool, DBThanatos : Devastators
- Xim : Saw Thrower
- Xim, Daniel : Nuclear Missile Launcher
- CodenniumRed: Plasma Bolter
- FreeDoom : Plasma Shotgun
- Ghastly_dragon, Eriance : Repeater
- Ghastly_dragon, Tormentor667, Keksdose : Stunner Rifle
- Ghastly_dragon, Eriance, Keksdose : Pyro Cannon
- Warhawk : QuadShotgun
- Xim, Glen Payne, Marshal Bostwick, TheDarkArchon : Freezer Rifle
- Tormentor667 : Homing Rocket Launcher

/////////////*** Monsters ***\\\\\\\\\\\\\

- Tormentor667, Nanami, Ghastly_dragon, Keksdose, Herculine : Afrit
- Jimmy, Ghastly_dragon, Sandypaper, Eriance : Agatho Demon
- Eriance, Ghastly Dragon, Sandypaper : Annihilator
- Tormentor, 667Xaser, Quasar, Dreadopp : Arachnophyte
- Jimmy91 : Aracnorb
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Archon of Hell
- Jimmy, Zdude, Sandypaper : Augmented Arachnotron
- DBThanatos, Ghastly Dragon, Blizzard : Azazel
- Tormentor667, Carnevil, Sandypaper : Blood Demon
- Tormentor667, Eriance, Sandypaper : Blood Fiend
- Captain Toenail, Raven : Blot
- Tormentor667,Vader, Ghastly Dragon, Keksdose, Sandypaper : Bruiser Demon
- Tormentor667, Bouncy, TheDarkArchon, Ghastly Dragon, Raven Software, Vader : Caco Lich
- Tormentor667, Ghastly Dragon, Sandypaper : Catharsi
- Captain Toenail, Sandypaper : Chaingun Spider
- IcyTux, Ghastly Dragon : Cracko Demon
- Ben2k9, Ghastly Dragon : Cyber Baron
- Tormentor667, Nanami : Cyber Mastermind
- Tormentor667, Eriance, Dreadopp, Sandypaper : Cybruiser
- Ghastly_dragon, Aerial : Daeabus
- Zrrion the insect : Dark Cardinal
- Ghastly Dragon : Darkness Rift
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Death Incarnate
- Dr.Doctor : Deep One
- Dreadopp, Lord_Z : Defiler
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Spider Demolisher
- Tormentor667, Eriance : Devil
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Diabolist
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Double Chaingunner
- Neoworm, Ghastly Dragon, Sandypaper : Ethereal Soul
- Vader, Sandypaper : Flesh
- Gez, Melvin, Ghastly Dragon, Freedoom : Flesh Wizard
- Maelstrom, Dreadopp : Flying Imp
- Tormentor667, Dreadopp, Sandypaper : Fusion Arachno
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Guardian Cube
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper, Keksdose : Hades Elemental
- Tormentor667, Eriance, Cryptic : Hades Sphere
- Tormentor667, Eriance, Ghastly Dragon, Sandypaper : Hell Hound
- Neoworm : Hell Rose
- Tormentor667, Vader, hastly Dragon, Sandypaper : Hell Warrior
- Tormentor667, Ghastly Dragon, Keksdose, Sandypaper : Hell's Fury
- Eriance, Keksdose, Sandypaper : Hellion
- Ghastly Dragon : Illius
- Tormentor667, Eriance : Inferno
- Starscream : Lesser Mutant
- Bouncy, Tormentor667 : Lord of Heresy
- Virtue : Maephisto
- Cobalt : Mauler Demon
- Tormentor667, Eriance : NightMare
- Tormentor667, AgentSpork : NightMare Demon
- Tormentor667, Eriance : NightShade
- Ghastly Dragon; Dreadopp, Vader : Obsidian Statue
- Eriance : Overlord
- Dreadopp, Maelstrom, Ebola : Phantom
- Neo, Daniel, Tormentor667 : Phase Imp
- The Ultimate Doomer, The Dark Archon, Dreadopp
- hnsolo77, Tormentor667 : Poe
- Tormentor667, Neoworm : Poison Soul
- ProjectAngel, Eriance, Dutch Devil, Tormentor667 : Profane One
- Maelstrom, Dreadopp, Sandypaper, Eriance : Pyro Cannon
- Dreadopp : Pyro Imp
- Tormentor667, Captain Toenail : Rail Arachnotron
- Captain Toenail : Rail Bot
- Captain Toenail, Dreadop : Rictus
- Tormentor667, Graf Zahl, The Innocent Crew : Rocket Zombie
- Tormentor667, Vader : Satyr
- Tormentor667, Vader, Ghastly Dragon, Sandypaper : Shadow
- Tormentor667, Dutch Devil, Ghastly Dragon : Slime Imp
- Captain Toenail, Dreadopp, Freedoom : Slime Word
- Tormentor667, Cyb, Dreadopp, Vader, ItsNatureToDie : Snake Imp
- Vader, Tormentor667, Keksdose, Ghastly Dragon, Sandypaper : Soul Havester
- Scalliano, Mattbratt11 : Stalker
- Tormentor667, Espi Stone Imp
- Tormentor667, Dreadopp, Sandypaper : Suicide Bomber
- Xim : Super Demon
- Maelstrom, Xim : Super Flying Imp
- Vader : Terminator
- Tormentor667, Keksdose : Terror
- DBThanatos, Dreadopp, Virtue, Blizzard, Jimmy : Thamuz
- Maelstrom, Dreadopp : Tornado Demon
- Tormentor667, Xaser, Dreadopp : Tortured Soul
- Virtue, George Hamlin : UAC bot
- Tormentor667, Eriance : Vulgar
- Tormentor667, Dreadopp, Virtue : Warlord of Hell
- Tormentor667, Eriance, Dreadopp : Watcher
- Enjay, Infirnex, Blue Shadow : Weakener
- Eriance, Blue Shadow, Keksdose, Sandypaper : Wicked
- Captain Toenail : Sentry Gun
- Callum Sanderson : Cheogh
- Zalewa, Forty-Two, UnTrustable : Suicide Soul
- Zalewa, Forty-Two, UnTrustable : CyberBot
- Zalewa, Forty-Two, UnTrustable : BaronLord & Greater Baron
- Zalewa, Forty-Two, UnTrustable : Big MooMoo
- Zalewa, Forty-Two, UnTrustable : WaterMelon
- Zalewa, Forty-Two, UnTrustable : Rail Revenant
- Wario, Moti, CutmanMike : Greater Cyber Baron Idea
- Voltlock : DarkVile's Sprite
- Voltlock : Stalker Elemental's Sprite
- Virtue : Cyber Imp
- Wario, Moti, CutmanMike : Research Orb
- Captain Toenail : Paladin
- Alando1 : Iron Spider
- Alando1 : Uac Big Armor
- Doorhenge : Tank
- Doorhenge : Chopper
- The Omega Project team : Rocket sentry gun
- Tormentor667, Bouncy, Dreadopp, Ixnatiful : Zombie Marine
- Cobalt, Butcher : Sergent Guy
- Zrrion the insect : Dark Soul
- BFG Commando : Aracnorb Queen
- Virtue : Cyber Imp
- DeVloek : Flying Fatso
- Eriance, Ghastly dragon, Midway : HellStorm Archon
- Madcat : Imp Familiar
- Madcat : Cybermination
- Eriance, Ghastly dragon : Hierophant
- Rolls, Mr.Green : Horn Beast
- Eriance, Ghastly dragon, Herculine, Hellstorm fallen : Fallen
- Daedalus : Dark Hellion
- Danial, Zrrion the insect : Gate Keeper
- Daedalus : Magmafiend
- Madcat : Sir Undead's sprites
- Madcat : Daemonium Overlord
- Captain Ventris, Spectator : Beam Revenant
- Agaures : Tek Imp
- Agaures : Pyro Lord
- Madcat : Archer Imps

/////////////*** Others ***\\\\\\\\\\\\\

- Silva : Beast mode monster's sprites
- Wario, Moti, CutmanMike : Armageddon's ACS
- Ghastly_dragon : Chair
- Captain Toenail : Tech Lamps
- Cutmanmike, Ivan, Meepy : Ghoul's code
- Ghastly_dragon, Tormentor667 : Rain Simple
- Ghastly_dragon, Tormentor667 : Snow Simple
- MagicWazard : Doom Terrain Splashes
- Solarsnowfall, Tormentor667, Ghastly_dragon : Fire
- Ghastly, Espi, Eriance : LavaBall
- Solarsnowfall, Tormentor667, Ghastly_dragon : Steam
- Tormentor667, Kurt Kessler : Thunder
- Voltlock : Beast mode menu's ACS
- The Omega Project team : Razors & Sandbags
- Repo Man : Zdoom Wars' Textures
- Alando1, The Omega Project team, ... : Marine's Skins
- Alando1 : New Weapons Sounds
- Tormentor667 : Powerringpads
- Captain Toenail : Animated uac logo
- Captain Toenail : Special Barrels
- Magic Wazard : Hedgehog
- Dreadopp : Ammo Sphere
- Lucario, Ghastly Dragon : Armor Sphere
- Dreadopp : Berserk Sphere
- Captain Toenail : Double Damage Sphere
- Ghastly dragon, Scalliano : Fly Sphere
- Blue Shadow, Captain toenail : LifeShield Sphere
- Ghastly Dragon, Vader : Terror Sphere
Informations

I'm actually working alone on this project, there won't be changelog like on beast incarnation because the balancement of an invasion mod doesnt need to be mentioned.
If you would like to make a map for this project, you can be sure that I'll accept it until it respect some conditions(a certain level of detail, make something original people are bored of doom base/cave or other things like that, don't place only normal dooms monster people play this mod to face new things coming from modders lel)
Last edited by fr blood on Fri Jan 09, 2015 8:29 am, edited 1 time in total.

bruiserdaemon
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RE: Chaos From Hell Invasion

#2

Post by bruiserdaemon » Thu Jan 08, 2015 5:29 pm

Is it playable in SP? Is for for skulltag and what files do i require to play it?

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fr blood
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RE: Chaos From Hell Invasion

#3

Post by fr blood » Thu Jan 08, 2015 6:57 pm

bruiserdaemon wrote: Is it playable in SP? Is for for skulltag and what files do i require to play it?
No, it's not compatible with skulltag, because skulltag's code is too old, you'll also need skulltag data file to launch in with zandronum.

More Screens:

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Last edited by fr blood on Thu Jan 08, 2015 7:03 pm, edited 1 time in total.

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RE: Chaos From Hell Invasion

#4

Post by Unholypimpin » Thu Jan 08, 2015 10:15 pm

ill have to check this out =]

Bravo
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RE: Chaos From Hell Invasion

#5

Post by Bravo » Thu Jan 08, 2015 11:43 pm

I remember a couple years back where an invasion was similar to this. These maps look more complex though :razz:

Ill check it out latter tonight.

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RE: Chaos From Hell Invasion

#6

Post by bruiserdaemon » Fri Jan 09, 2015 12:38 am

Please explain how to load it step by step, i already tried loading with the skulltag data and gives an error...

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fr blood
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RE: Chaos From Hell Invasion

#7

Post by fr blood » Fri Jan 09, 2015 8:28 am

Put the skulltag data in the announcer(a document in your zandronum folder) and then launch the wads and it'll work properly.

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RE: Chaos From Hell Invasion

#8

Post by Sepia-Paper » Sat Jan 10, 2015 2:47 am

in the the last level after second last wave when boss fight starts game crashes, and terror sphere is super useful in invasion mode :D

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fr blood
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RE: Chaos From Hell Invasion

#9

Post by fr blood » Sat Jan 10, 2015 9:10 am

Sepia-Paper wrote: in the the last level after second last wave when boss fight starts game crashes, and terror sphere is super useful in invasion mode :D
Huh really ? You mean the Pyro Lord ? I'll check that, because I never see any crash on the BE server when I was playing/spectating.

And for the terror sphere yeah of course it's very useful making monsters afraid and less agressive, combined with other spheres/runes you can rape them very quickly.

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RE: Chaos From Hell Invasion

#10

Post by Sepia-Paper » Sat Jan 10, 2015 9:12 am

fr blood wrote:
Sepia-Paper wrote: in the the last level after second last wave when boss fight starts game crashes, and terror sphere is super useful in invasion mode :D
Huh really ? You mean the Pyro Lord ? I'll check that, because I never see any crash on the BE server when I was playing/spectating.

And for the terror sphere yeah of course it's very useful making monsters afraid and less agressive, combined with other spheres/runes you can rape them very quickly.
I'm not sure either about the Boss thing, Since I played it offline it happened so don't know about it yet on servers :hmm:
Last edited by Sepia-Paper on Sat Jan 10, 2015 9:13 am, edited 1 time in total.

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RE: Chaos From Hell Invasion

#11

Post by marco75 » Sat Jan 10, 2015 11:33 am

Tried this as a LAN server, through Internet Doom Explorer.

I liked the Ghost Riders and Pain Elementals that spit the spiked Lost Souls, and the way CFH01 rewarded you for exploration: diving into the water to get the High Jump, then filling up on rockets atop the cliff, finding the Double Damage in the cave and using Double Grenade Launcher to clear out the canyon below when it fills up with monsters.

I thought the music for CFH01 was too short and too mellow. I liked the track for CFH02, it sounds action-packed and suits the game better.

I found a visual bug, when standing atop the canyon on the side with the Soulsphere cave. Monsters that are walking on the floor of the canyon will flicker to player's eye level VERY briefly, like 1 frame out of 60. Did anyone else observe this bug?

TEST system (not my own)
Intel Celeron E3400 2.6 Ghz
2 GB RAM
Windows 7 Ultimate 32-bit
ATI Radeon HD 4300/4500 Series

Load order:
skulltag_data_126.pk3
skulltag_actors.pk3
chaos_from_hell_invasion_v1.09b.pk3
chaos_from_hell_invasion_music_v1.09b.pk3

EXE:
Zandronum 1.2 (2.3.1-1551)

Thanks for making the mod, great effort and I look forward to exploring it further in the days ahead!

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RE: Chaos From Hell Invasion

#12

Post by fr blood » Sat Jan 10, 2015 10:27 pm

Sepia-Paper wrote: I'm not sure either about the Boss thing, Since I played it offline it happened so don't know about it yet on servers :hmm:
I can tell it, it's more than one year that the server is online and it nerver crashed.
marco75 wrote: Tried this as a LAN server, through Internet Doom Explorer.

I liked the Ghost Riders and Pain Elementals that spit the spiked Lost Souls, and the way CFH01 rewarded you for exploration: diving into the water to get the High Jump, then filling up on rockets atop the cliff, finding the Double Damage in the cave and using Double Grenade Launcher to clear out the canyon below when it fills up with monsters.

I thought the music for CFH01 was too short and too mellow. I liked the track for CFH02, it sounds action-packed and suits the game better.

I found a visual bug, when standing atop the canyon on the side with the Soulsphere cave. Monsters that are walking on the floor of the canyon will flicker to player's eye level VERY briefly, like 1 frame out of 60. Did anyone else observe this bug?

TEST system (not my own)
Intel Celeron E3400 2.6 Ghz
2 GB RAM
Windows 7 Ultimate 32-bit
ATI Radeon HD 4300/4500 Series

Load order:
skulltag_data_126.pk3
skulltag_actors.pk3
chaos_from_hell_invasion_v1.09b.pk3
chaos_from_hell_invasion_music_v1.09b.pk3

EXE:
Zandronum 1.2 (2.3.1-1551)

Thanks for making the mod, great effort and I look forward to exploring it further in the days ahead!
Thanks you, people view is what I need to make this project even better.

I had the idea of adding mech in the wad, what do you think about that ?

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RE: Chaos From Hell Invasion

#13

Post by Javier » Sun Jan 11, 2015 3:33 am

xD cyberkorax?
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RE: Chaos From Hell Invasion

#14

Post by Unholypimpin » Sun Jan 11, 2015 4:24 am

So I saw a server running this today and decided to play it, and there are my initial thoughts about the wad so far.

At the moment a lot of the maps are bland and uninteresting and start out in a square room, to top it all off there are lots of hallway fights too which enter into more squarish rooms. Now CFH06 and CFH07 so far seem like the gems of this invasion as they are the most spacious and visually appealing imo. I think you should remake most of the maps and give them better themes than just random tech bases. Btw the tech bases in this invasion are super boring and uninteresting and are pretty much square rooms connected to eachother.
Overall the maps are bland and have boring fights and most of the bosses don't redeem them either.

Now lets talk monsters!
This invasion does have a lot of different monster varients, however most of them are from realm667 and are for the most part unchanged. The bosses are okay but for the most part they just spam projectiles and can be beat by just circle strafing them. I also notice you like to end the next to final wave with a boss then start the final wave with another boss of similar strength.

Overall Id say this invasion has lots of room for improvement and I think you should take some time to replace existing maps with more interesting ones. Hopefully you improve upon this invasion rather than saying fuck it and leave it be.

Keep at it though! I didn't write this to discourage you but rather to help you improve upon this invasion. Hope this helps =D

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RE: Chaos From Hell Invasion

#15

Post by Sepia-Paper » Sun Jan 11, 2015 4:54 am

Unholypimpin wrote: So I saw a server running this today and decided to play it, and there are my initial thoughts about the wad so far.

At the moment a lot of the maps are bland and uninteresting and start out in a square room, to top it all off there are lots of hallway fights too which enter into more squarish rooms. Now CFH06 and CFH07 so far seem like the gems of this invasion as they are the most spacious and visually appealing imo. I think you should remake most of the maps and give them better themes than just random tech bases. Btw the tech bases in this invasion are super boring and uninteresting and are pretty much square rooms connected to eachother.
Overall the maps are bland and have boring fights and most of the bosses don't redeem them either.

Now lets talk monsters!
This invasion does have a lot of different monster varients, however most of them are from realm667 and are for the most part unchanged. The bosses are okay but for the most part they just spam projectiles and can be beat by just circle strafing them. I also notice you like to end the next to final wave with a boss then start the final wave with another boss of similar strength.

Overall Id say this invasion has lots of room for improvement and I think you should take some time to replace existing maps with more interesting ones. Hopefully you improve upon this invasion rather than saying fuck it and leave it be.

Keep at it though! I didn't write this to discourage you but rather to help you improve upon this invasion. Hope this helps =D
What are your thoughts about Stronghold-LoC

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RE: Chaos From Hell Invasion

#16

Post by Unholypimpin » Sun Jan 11, 2015 7:06 am

Never played that so I dont know.

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RE: Chaos From Hell Invasion

#17

Post by Sepia-Paper » Sun Jan 11, 2015 8:07 am

Unholypimpin wrote: Never played that so I dont know.
sorry that was Stronghold OTEOC Mod Site I've played it and completed it on UV 2 times and it isn't fun as much AND unique like CFH...in fact I got bored with it even when it has 35 maps each made by the BEST mapper there is, and I played CFH 3 times over and now am playing it the 4th time.
Last edited by Sepia-Paper on Sun Jan 11, 2015 8:11 am, edited 1 time in total.

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RE: Chaos From Hell Invasion

#18

Post by fr blood » Sun Jan 11, 2015 8:58 am

Unholypimpin wrote: So I saw a server running this today and decided to play it, and there are my initial thoughts about the wad so far.

At the moment a lot of the maps are bland and uninteresting and start out in a square room, to top it all off there are lots of hallway fights too which enter into more squarish rooms. Now CFH06 and CFH07 so far seem like the gems of this invasion as they are the most spacious and visually appealing imo. I think you should remake most of the maps and give them better themes than just random tech bases. Btw the tech bases in this invasion are super boring and uninteresting and are pretty much square rooms connected to eachother.
Overall the maps are bland and have boring fights and most of the bosses don't redeem them either.

Now lets talk monsters!
This invasion does have a lot of different monster varients, however most of them are from realm667 and are for the most part unchanged. The bosses are okay but for the most part they just spam projectiles and can be beat by just circle strafing them. I also notice you like to end the next to final wave with a boss then start the final wave with another boss of similar strength.

Overall Id say this invasion has lots of room for improvement and I think you should take some time to replace existing maps with more interesting ones. Hopefully you improve upon this invasion rather than saying fuck it and leave it be.

Keep at it though! I didn't write this to discourage you but rather to help you improve upon this invasion. Hope this helps =D
In a certain point you are right, my maps aren't every detailed and some of them aren't original, and the realm667 monster don't make something really special compare to the regular ones.

But it's here where you should understand that the map quality isn't the most important thing on a map, you can thrust me I've learned from all the project that I worked on it, the gameplay is the most important thing, giving to players something original that they never did before, or redoing something that they liked, that what I'm trying to do in this project.
I wouldn't like to change my old map because players are already into them, the online server is here since a year, and my maps got the same level of detail that other great project like Delta Invasion or Armageddon, poeple who made it understood that the detail weren't the most important thing. And for the monster what to say, it's the same in every wad, turning around them is the best way to kill them without dying, if I change that then players'll die always and the game will be see as unfair, that's my opinion.

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RE: Chaos From Hell Invasion

#19

Post by Javier » Mon Jan 12, 2015 10:09 pm

The map cfh02 has a bug in the final wave.
Last edited by Javier on Mon Jan 12, 2015 10:09 pm, edited 1 time in total.
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RE: Chaos From Hell Invasion

#20

Post by Ænima » Mon Jan 12, 2015 11:55 pm

fr blood wrote: But it's here where you should understand that the map quality isn't the most important thing on a map
You sure? I feel like it's pretty important.
fr blood wrote: you can thrust me I've learned from all the project that I worked on it, the gameplay is the most important thing, giving to players something original that they never did before, or redoing something that they liked, that what I'm trying to do in this project.
If you were really focused on "unique" gameplay, i think heavily revising (or just outright redoing) many of the maps would help a lot, because honestly most of the maps are pretty boring, the layouts are blocky and the architecture is unoriginal.


Some things I would recommend paying close attention to:

  • firefight intensity and difficulty progression
  • bottlenecks/choke points
  • putting the monster spawns in places where they can't be directly shot at or camped
  • height differences
Last edited by Ænima on Mon Jan 12, 2015 11:56 pm, edited 1 time in total.
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