Complex Doom Invasion

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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Complex Doom Invasion

#1

Post by fr blood » Sat Sep 05, 2015 3:46 pm

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Hellow everyone, after a certain number or releases it's time for me to open a thread about that project.

Actually Complex Doom with his addon LCA is the most played cooperative mode in our community, but people are always overplaying the same maps.
So the goal of this project is to brings new maps based on the Invasion system for a better gameplay.
Spoiler: Screens (Open)
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Actually I'm plaining on making 12 maps, we will see after if more maps are necessary.
Spoiler: Map List (Open)
- CDM01: Medieval Nation by Blood - Done
- CDM02: Forbidden Area by Blood - Done
- CDM03: Playground by Forty-Two - Done
- CDM04: Nazi & Demons Part-1 by Blood - Done
- CDM05: Infested Facility by Blood - Done
- CDM06: Dark City by Blood - Done
- CDM07: Canyon Adventures by Blood - Done
- CDM08: Underground Laboratory by Evaine - Done
- CDM09: Country Gardens by Forty-Two - Done
- CDM10: Corrupted Castle by Blood - Done
- CDM11: Dark Side of the Moon by Blood - Done
- CDM12: Hell by Arkore - Done
- CDM13: Toxic Entrepot by Blood - Done
- CDM14: Betwen the 4 Gates by Blood - Done
- CDM15: Nazi & Demons Part-2 by Blood - Done
- CDM16: Ancient Purgatory by Blood - Done
- CDMBOSS: The Tower of Sin by Blood - Done
Spoiler: CVars (Open)
cdm_startlives: 1~10, set the how many lives players start with.
cdm_hard: active the hard mode.
cdm_manyplayers: 1~16, set after how many players in game, additional monsters will join the fight
cdm_bonuscrate: turn on or off the bonus crate(hard mode will automatically turn it off).
cdm_playerboost: 0~8, under how many players they will have a booster(35% damage and 40% resistance).
cdm_invasiongate: turn on o off the invasion gate.
WARNING !
- The files must be loaded in the good order:
. complex-doom.v26a2.pk3
. lca-v1.5.8.pk3
. complex-doom-song_0.99.1.pk3
. complex-doom-invasion_0.99.1c.pk3

Hoping that you will enjoy this project.

Did you manage to finish all the maps without problem? Then if you are looking for more challenges try the Hard Mode, to active it just put "cdm_hard true" in the console. What does it make?
- 25% more damages
- Strong monsters are painless
- Bonus crate removed
- Reinforcement card dispenser removed
Spoiler: Mappers (Open)
Hi again, do you want to make a map for this project ?

Cool! I can't refuse a little help just tell me what map slot you would like to take, but be sure to do the map in the month or you'll be removed from the maplist.

Be sure to make the map in Zandronum UDMF Format

Here are the wads to load in the order:
. Doom2.wad
. skulltag_actors_1-1-1.pk3
. skulltag_data_126.pk3
. complex-doom.v26a2.pk3
. lca-v1.5.8.pk3
. sprites.wad
. complex-doom-song_0.99.1.pk3
. complex-doom-invasion_0.99.1c.pk3

If you use GZDB-bugfix you won't be able to load the ressources because of double defined actors, so I have uplodaded special versions of complex doom and lca with that problem fixed:
- complex doom: http://www.mediafire.com/file/22aje4lpp ... .v26a2.pk3
- lca: http://www.mediafire.com/file/c6sjtnd8k ... v1.5.8.pk3

By loading this wads GZDoomBuiler will say that some errors and warnings happened, just ignore them, it'll work fine anyway.

Code: Select all

Here are the instructions:

Special Tags that must be placed on the map
ID: 351 // Respawn Spots
ID: 350 // Jail Spots
Tag: 500 // Waiting Room
Do you want my special touch of recoloration to map easily?

Image

Then download this file and replace the Includes folder in GZDoomBuilder or DoomBuilder 2 by this one. Keep this file at a location where you can find it easily because you will have to put it again after each GZdoomBuilder's update.

Code: Select all

-------------------- Minor Update for v0.99.1c -------------------

- Worked on the compability for Zandronum 3.0.
- Added a new monsters the Infestor, Fodder and Wraith.
- Fixed the Legendary BFG Item which wasn't working at all.
- Fixed the monster script health buff making some monsters invinsible.
- Fixed some textures alignement on CDM06.

-------------------- Minor Update for v0.99.1b -------------------

- Added a new item the Armor Dispenser.
- Added a new mech the Assault Tank.
- Added a new monster the Zombie Assault Tank.
- Removed the Drain Rune from the Bonus Crate, it can now only be obtained from  the Open Deck.
- Buffed the Dark Cyber Lord, Lord Archon, Nazi Baron, Nazi Shock Trooper, Railgun Arachnotron and the Invasion Gate.
- Buffed all mini bosses and legendary monsters with more health and damage when there many players.
- Buffed the Final Boss fight by giving them a 30 seconds protection when coming back after a demon wave.
- Nerfed Marine Beacon and Task Force Beacon which aren't able to spawn Legendary Marines anymore.
- Raised the max amount of Bonus Crates from 25 to 50.
- Edited the Legendary BFG & Devastator from the Epic Crate which can now be activated when the player wants it.
- Fixed the Random Weapon bonus which would sometimes give no weapons to the player.
- Fixed some textures bug in CDM15.

-------------------- Minor Update for v0.99.1a -------------------

- Buffed the Hell Champion and the Inferno Demon.
- Edited some scripts to make them use less CPU from the server.
- Fixed the Maephisto final boss which was bugged.

-------------------- Major Update for v0.99.1 --------------------

- Converted the Project from .wad format to .pk3 format(hoping this will causes some major crash issues on servers online).
- Added CDM16 "Ancient Purgatory" and his content.
- Added a new monster the Inferno Demon.
- Nerfed the amount of spheres given by the slot machine.
- Nerfed the D-BFG which is not able anymore to be affected by the infinite ammo powerup.
- Nerfed the max health amount of the regeneration rune from 750 to 500.
- Edited the EFG9000 by adding an animation when using altfire and also making the nuke rocket a lot faster.
- Edited CDM15 by making the D-BFG secret harder.
- Edited the Mine Drone which won't be able to move anymore but will drop more mine in the area where the player deployed it.
- Edited the sound of the Supply Boxes which will now be playing everywhere in the map so everyone know when one has been activated.
- Buffed the some final bosses including: Maephisto, LordArchon, DarkCyberLord.
- Lowered the chances from getting a BFG or a Legendary Weapon from the Bonus Crates.
- Fixed the amount of necessary rockets for the primary fire of the EFG9000.
- Fixed the death fire of the ghouls in the waiting room.
- Fixed CDM13: some textures were badly placed & finaly fixed the red card exit secret online!!!
- Fixed CDM15: by removing the secret effect of the computers in the final area.

-------------------- Minor Update for v0.99c --------------------

- Added a new weapon the Double Grenade Launcher.
- Added a new item the Slot Machine.
- Buffed the Grinder Battle Mech with a new attack.
- Buffed the health regeneration of all mechs.
- Buffed the Regeneration Rune which regen faster and can now heal the player up to 750(even with suits/mechs/demons rune).
- Buffed the Erasus.
- Edited the EFG9000's Primary Fire which is more like a rocket machinegun.
- Edited the Utility Gun which will now need the tier 2 to build the Enforcer Suit.
- Edited Bonus Crate which has now 0.33% of chances to give an Epic Crate.

-------------------- Minor Update for v0.99b --------------------

- Added a new suit the Enforcer.
- Added a new mech the Grinder Battle Mech.
- Added a new monster the Nazi Assault Soldier.
- Improved the effects of the Tank.
- Improved the reloading scripts of the mechs and suits.
- Edited CDM15 by adding a way for the tanks to join the second part of the map.
- Fixed some major bugs coming with the player dying with the ice effect so I gave him the NOICEDEATH flag.
- Fixed the sprites of the Zombie Specops with Homing Rocket Launcher.
- Fixed CDM04: Wave 04 was broken.

-------------------- Minor Update for v0.99a --------------------

- Added more units in the Zombie SpecOps.
- Edited CDM15 by nerfing most of the waves happening with many players.
- Edited CDM15 by removing the fog in the ice area.
- Buffed the Missile and Plasma Tank which are now able to use all their attacks at the same time.
- Buffed the Max Soldier which is now able to use all his attacks at the same time.
- Buffed the radius range of the EFG9000.
- Buffed the amount of Legendary Marines coming from the Legendary Beacon from 3 to 5.
- Nerfed the health amoung of the Belphegor.
- Fixed CDM11: Wave 03 was broken.
- Fixed the position of the seconds spawners in CDM15.
- Fixed a texture bug in CDM15.

-------------------- Major Update for v0.99 --------------------

- Added CDM15 "Nazi & Demons Part-2" and his content.
- Added a new weapon the Tech Erasus.
- Added a new weapon the EFG 9000.
- Added a new item the Legendary Beacon.
- Added a new item the Legendary Supply Box.
- Added a new monster the Railgun Arachnotron.
- Buffed the Daemonium Overlord.
- Nerfed the Tier 4 Utilit Gun now unable to build Devastator but EFG9000 instead.
- Nerfed the amount of Bonus Crate given from the Support Tank to his master.
- Edited the HUD of all mechs.
- Edited the clearing rune option by setting it back to the old way because prosperity rune is bugged.
- Fixed the Utility Gun making Bonus Crate & Reinforcement Card without limit.
- Fixed some the log message saying that you get legendary armory instead of bfg 9500.
- Fixed some Legendary Monster spots in CDM02.
- Fixed the red card secret in CDM13(I HOPE!).

-------------------- Minor Update for v0.98h --------------------

- Buffed the amount of monsters coming from Invasion get if there are many players.
- Nerfed the damages of the Tech Vulcan's altfire.
- Lowered the Utility Gun's MegaSupportTank delay from 5 mins to 2 mins.
- Fixed the Utility Gun making Reinforcement Card without limit.
- Fixed the player spot in CDM12.

-------------------- Minor Update for v0.98g --------------------

- Added the Tier 4 Utility Gun.
- Added a new weapon the D-BFG
- Added Friendly Marine AI with Sniper Rifle.
- Added a new monster the Rocket Imp.
- Added a new monster the Apprentice.
- Added muhammad skin directly inside.
- Buffed the Nazi Enforcer.
- Buffed the Health & Resistance of most of the final bosses.
- Fixed the alignement of both Utility Gun & Open Deck Menu.
- Fixed the SBARINFO with the Sniper Rifle.
- Fixed CDM14 which was broken with many players.
- Fixed the clearing rune option it will now give you the Prosperity Rune instead(which has no interesting effects).
- Fixed some of the Legendary Monsters which weren't up to date with the current LCA.

-------------------- Minor Update for v0.98f --------------------

- Added a constant script to change the coop_damage_factor when players join/leave the game.
- Added Friendly Marine AI with Demon Tech Rifle/Exp Minigun/Homing Rocket Launcher/Hexa Shotgun.
- Buffed the damages and radius of the kamikaze.
- Buffed epic crate which will now give 5 extra lifes instead of 2.
- Nerfed the amount of Sand Spirits in CDM07 because they have been seriously buffed in LCA.
- Nerfed the amount of legendary monsters at the end of CDM11.
- Edited CDM07 by lowering the amount of sand spirits inside.
- Fixed the bug at the end of the Sabaoth boss fight.
- Fixed some textures bug in CDM010 and CDM11.
- Fixed the Legendary Cyberdemon spot in CDM08.
- Fixed a ceiling in CDM11 where some monsters could be stuck and block the map.
- Fixed the pain sprites of the Nazi Commando.

-------------------- Minor Update for v0.98e --------------------

- Buffed the bossfight each boss will now leave and spawn minions when losing 25% of health.
- Edited Max Soldier Suit's walking sound.
- Edited the hotkey that is supposed to remove the player's rune, it will now allow the rune to be replaced.
- Edited players to make them unable to get into mechs/suits/demon runes if they got the Drain Rune.
- Buffed Timed Bomb which will now explode after a small delay when monsters come close.
- Buffed the damage factor of monsters depending on player amount.
- Buffed most of the maps when many players are playing.
- Nerfed monster pain chance if there are more than 7 players.
- Nerfed Bomb Elemental Demon Class.
- Nerfed the Sniper Rifle but each shot will use 3 ammunition instead of 5.
- Fixed Demon Rune Item which can't be used anymore if the player is in a suit.
- Fixed CDM02 by making chalices secret not takable trought the impassible line.
- Fixed CDM10 which had some textures bugs.
- Fixed CDM14 by replacing Skulltag's minigun by Complex Doom's minigun instead.
- Fixed CDM13 by making the secret switches for red key activable with both shooting/pressing it.

-------------------- Minor Update for v0.98d --------------------

- Added a new hotkey that can clear the player's rune.
- Buffed the Epic Crate which gives now 3 lives instead of 1.
- Raised the chances of the Invasion Gate to be activated.
- Lowered the chances of theCommand Post and Supply Box to give a bfg weapon.
- Fixed the Invasion Gate bonus giver that could desync playercount in room.
- Fixed Invasion Gate bonus giver's image position.
- Fixed a blocking texture in CDM11.
- Fixed the Command Post and Supply Box by adding the Sniper Rifle inside.
- Fixed the test teleporter which can't be broken anymore when the activator spectate or disconnect.

-------------------- Minor Update for v0.98c --------------------

- Added a new cvar cdm_playerboost that will tell under how many players they will have a booster(35% damage and 40% resistance).
- Added a new cvar cdm_invasiongate that will turns on or off the Invasion Gate.
- Added new content in the Bonus Crate.
- Buffed the Corruption final boss.
- Nerfed the UAC Command Post will give less crates to his summoner.
- Edited The Devastator and Legendary BFG which are now temporal weapons.
- Edited Tier 3 Utility Gun which can now build only one BFG9500 and BFG10000.
- Edited CDM10 to make it less laggy.
- Edited some maps by giving them a protection for the boss fight area(so players don't fight like cowards).
- Lowered the chances of getting a bfg weapon into the Bonus Crate.
- Lowered the delay that the card dispenser take to load.
- Fixed the Legendary Marine with the NOTIMEFREEZE flag.

-------------------- Minor Update for v0.98b --------------------

- Added new secrets in all maps.
- Buffed all mini bosses with more health and less pain chance.
- Buffed Cyberdemon/Minigun Cyberdemon/Spider Mastermind/Arachnophyte's damages.
- Buffed Suicide Bomber's explosion damages and radius.
- Buffed CDM14 by raising the amount of monsters inside.
- Buffed all final bosses with more health.
- Nerfed Health Regeneration for mechs and suits.
- Nerfed the Plasma Repeater/Max Soldier/Jet Trooper's damages.
- Changed cdm_manyplayers default value from 16 to 11.
- Lowered the chances of getting an Epic Crate or a Bonus Crate.
- Lowered the amoung of reinforcement that players get each wave.
- Lowered the chances of getting a BFG in the Bonus Crate.
- Fixed the SBARINFO for the Belphegor Demon Class.
- Fixed the mines dropped by the drone that will now explode after 1 minute.
- Fixed Daemonium Overlord by removing the +NODROPOFF flag.
- Fixed CDM14 by removing some useless decoration.
- Fixed CDM11 by removing the gravity effect in the Legendary Ultra Sphere secret room.

-------------------- Minor Update for v0.98a --------------------

- Added a new playable demon the Belphegor.
- Edited the player who can't take mech/suit/demon rune anymore if invinsible(no more glitches).
- Edited CDM02: changed the spot of the red card.
- Edited CDMBOSS: raised the delay before crates can respawn and the elevator will take more time to leave.
- Edited CDM14: raised the amount of demons
- Edited CDM14 and CDMBOSS: removed the Devastator, that weapon shouldn't be available as a pickup.
- Edited CDM10: made the Legendary Sphere secret more obivious.
- Edited CDM05: changed the spots of the red card and made the mech Hangar bigger.
- Edited CDM05: replaced the Legendary Sentient Boss by a normal Legendary Sentient.
- Fixed CDM10: Prototype's was stuck in his secret room.
- Fixed CDM05: Acces to Necrosuit was very difficult.
- Fixed CDMBOSS: Skybox at the Waiting Room wasn't the right one.
- Fixed CDM13: the card secrets are now available online.
- Fixed the Necrosuit's miniguns which was the source of many lags.

-------------------- Major Update for v0.98 --------------------

- Added CDMBOSS "The Tower of Sin" and his content.
- Buffed the loot of the Epic Crate.
- Buffed the Daemonium Overlord.
- Buffed the Aracnorb Queen.
- Buffed CDM07 By adding more monsters in Wave 08.
- Buffed CDM14 By adding more monsters in Wave 01, 02 & 03.
- Nerfed the Supply Box by lowering the chances of spawning a BFG weapon.
- Nerfed the Command Post by lowering the chances of spawning a BFG weapon.
- Nerfed the Bonus Crate by lowering the chances of getting a BFG weapon.
- Edited the Bonus Crate limit from 10 to 25 in inventory.
- Edited the Epic Crate limit from 1 to 3 in inventory.
- Edited the Toxic Master by lowering the chances of using Rain Poison Comets to avoid lags.
- Edited the effects of the Kamikaze to avoid lags.
- Edited the BFG Cacodemon so he can't kill allies anymore.
- Edited the Epic Crate to let other players know when someone found one.
- Edited the Pulse Shotgun by TheSkyBug.
- Fixed CDM03: Necrosuit's secret room was blocked.
- Fixed texture bug on CDM14.
- Fixed the Friendly Marker with the NOTIMEFREEZE flag.
- Fixed the Cydestroyer Demon Class so it can't kill allies with railgun anymore.
- Fixed Epic Crate giver from boss monsters.
- Fixed NecroSuit weapon's information message.
- Fixed Precision Sentry Gun message in Utility Gun.
- Fixed Jet Trooper, players can't no longer fly when exiting it.

-------------------- Minor Update for v0.97b --------------------

- Buffed CDM04: By adding more monsters in Wave 09.
- Buffed Boss Hitler.
- Buffed the loot of the Epic Crate.
- Lowered the drop chance of the Epic Crate.
- Edited support bots that will now be teleported near the player who summoned them when idling.
- Removed the Devastator from Supply Box, Command Post and Bonus Crate(only in Epic Crate).
- Removed the Legendary BFG from Bonus Crate(only in Epic Crate).
- Fixed CDM03: Wave 04 was broken.
- Fixed CDM05: there were no limit of NecroSuit.
- Fixed the Mine Drone.

-------------------- Minor Update for v0.97a --------------------

- Buffed CDM14: By adding more monsters in Wave 07.
- Buffed/Fixed the Hellfire Cyberdemon.
- Edited the spots of the blue car on CDM03.
- Fixed NecroSuit'weapon sounds.
- Fixed the final boss spot on CDM01.
- Fixed texture bug on CDM03.
- Fixed texture bug on CDM14.
- Fixed bugged door on CDM05. 

-------------------- Major Update for v0.97 --------------------

- Added CDM13 "Toxic Entrepot" and his content.
- Added CDM14 "Between The 4 Gates" and his content.
- Added new contents in the Bonus Crate.
- Added the Epic Crate(improved Bonus Crate that gives only good stuff).
- Buffed the Boss Health multiplier.
- Buffed Mine Drone's amount of mines.
- Buffed the Legendary Marine by giving him other legendary weapons.
- Nerfed the Hard Mode that won't active additional monsters in maps.
- Nerfed the Supply Box.
- Lowered the chance of the Trapped Crate to spawn inside the room.
- Edited friendly marines that will now be teleported near the player who summoned them when idling.
- Edited Pulse Shotgun & Plasma Repeater by giving them mine & grenade toss.
- Edited the reloading messages of the mechs and suits.
- Edited the PoisonSoul by making it spawning less poison to avoid lags.
- Edited the Bonus Crate limit from 10 to 20.
- Edited the Secret of the Prototypy in CDM10.
- Fixed the information messages alignment.

-------------------- Minor Update for v0.96b --------------------

- Fixed CDM07: Wave 07 was broken.

-------------------- Minor Update for v0.96a --------------------

- Balanced the Supply Box.
- Raised the amount of monsters coming on all maps with many players.
- Edited more effects to be compatible with vanilla mode.
- Edited the cvar cdm_manyplayers that can now be set at 0 for more challenge in single player.
- Fixed Nazi Hunter's Obituary.
- Fixed TechVulcan's altfire that can now pass thru allies mech.
- Fixed the Legendary Plasmatic Cannon that was broken from Bonus Crate.
- Fixed CDM04: Wave 07 was broken.
- Fixed CDM07: Wave 04 was broken.

-------------------- Major Update for v0.96 --------------------

- Updated CDM04 with new contents.
- Added new contents in the Bonus Crate.
- Added new contents in the Utility Gun.
- Added Runes icon in the HUD.
- Added a description for the Luck Rune.
- Added a new powerup the Protection Sphere(75% less damages and no radius damages for 30 secs).
- Balanced Legendary Monsters health.
- Buffed the JetTrooper who can fly for a longer delay.
- Buffed the Luck Rune.
- Edited the UAC Commnad Post's drops.
- Edited more effects to be compatible with vanilla mode.
- Fixed Legendary Annihilator's death.
- Fixed some Zombie SpecOps sprites.
- Fixed the sprites that the Legendary Marine is supposed to use.
- Fixed the skin that the Custom Legendary Rifle was supposed to use.

-------------------- Minor Update for v0.95g --------------------

- Buffed the drop rate of the UAC Command Post.
- Nerfed the monsters of the Waiting Room
- Fixed CDM08: Wave 04 was broken.
- Fixed CDM11: Wave 07 was broken.

-------------------- Minor Update for v0.95f --------------------

- Buffed the ScoutBot.
- Fixed the cost message of the BattleDroneD1.
- Fixed Support Units sounds when they find a target.
- Fixed CDM02: Wave 05 was broken.

-------------------- Minor Update for v0.95e --------------------

- Edited the Support Units by giving the the Idle state.
- Fixed the Utility Gun Tiers details that wasn't showed.
- Fixed the Luck Rune that is now removed after death.
- Fixed all the song scripts.
- Fixed CDM10: By monster unable to in the Secrets.
- Fixed more effects to be compatible with Time Freeze.

-------------------- Minor Update for v0.95d --------------------

- Added the Tier 3 Utility Gun.
- Buffed the Luck Rune that will now raise the chance of getting a bonus crate.
- Nerfed Waiting Room Monster health multiplier.
- Lowered the chance of the Trapped Crate to be drop in the Waiting Room.
- Edited Reinforcement Card that can now move by it's own if stuck.
- Balanced the Legendary Time Freeze Sphere.
- Fixed the Legendary Time Freeze message.
- Fixed Legendary Monsters and Boss that weren't supposed to be affected by time freeze.
- Fixed CDM11: By a texture in the 3rd Wave that was supposed to be solid.
- Fixed CDM01: By keeping the door opens at the last wave.
- Fixed Utility Gun that can't build sentry/mobs in the Waiting Room anymore.
- Fixed Cyber Baron's sprites.

-------------------- Major Update for v0.95c --------------------

- Added a new cvar cdm_manyplayers that will tell after how many players more monster will spawn.
- Added new contents in the Bonus Crate.
- Added more units in the Zombie SpecOps.
- Added an Armory in the Waiting Room.
- Added a custom Health Bar for each boss.
- Added the Nazi Commander.
- Disabled Legendary Songs in all maps.
- Raised the max ammo of the Open Deck to 9.
- Replaced Prosperity Rune by Drain Rune(more effective and working with mechs).
- Buffed the ISIS Terrorist with more health.
- Buffed the Zombie SpecOps's health and speed.
- Buffed Boss Hitler's Health.
- Edited Bonus Crate chance that will raise if more players are in the game.
- Edited all waiting room monsters so they can all drop the trapped crate.
- Edited more effects to be compatible with vanilla mode.
- Edited the Reinforcement Dispenser to make it drop card faster if there are more players.
- Edited Waiting Room monsters who can now drop a Reinforcement Card.
- Edited CDM05: by disabling legendary songs to avoid confusion in the final boss fight.
- Edited CDM06: by removing the Legendary Sentient in Wave 08.
- Edited CDM09: by replacing Hexa-Shotgun(this weapon is crate only) with the BFG10K.
- Edited CDM11: by replacing BFG Zombie by Specops Commanders and making the map less laggy and adding a text about vanilla mode.
- Fixed Daemonium Overlord's sprites offset.
- Fixed Legendary Marin's brightness.
- Fixed Jet Trooper's brightness.
- Fixed Test Bagel's flags with -COUNTKILL(no need to kill him anymore to finish the wave.
- Fixed TechVulcan's altfire projectile colors.
- Fixed Reinforcement Limit Script that was badely limited with 20+ players.
- Fixed Poison Trap and Hexa-Shotgun's logs.
- Fixed some Zombie SpecOps sprites.
- Fixed Trapped Crate's sounds.
- Fixed Legendary Monster musics lag.
- Fixed textures position in CDM11.
- Fixed Legendary BFG's HUD.

-------------------- Minor Update for v0.95b --------------------

- Removed the Assault Shotgun from Legendary Cyberdemon.
- Fixed the Sniper Zombie's invasion spot.

-------------------- Minor Update for v0.95a --------------------

- Fixed Legendary Cyberdemon's attacks.
- Fixed the script that will now restart the map faster if players fail it.
- Fixed the Dispenser Card script what was deactivated on a Mini Boss fight.
- Fixed Cerebral Commander's bright.
- Fixed CDM11: The amount of prototype at the end is now limited to 6.
- Fixed CDM11: Tanks aren't stuck anymore in the place where they are placed.
- Fixed CDM11: Changed the floor texture in the waiting room's horizon.
- Fixed CDM11: Changed the floor texture in the waiting room horizon.
- Fixed CDM11: Changed the amoung of monster coming at the end to avoid lags.

-------------------- Major Update for v0.95 --------------------

- Added CDM11 "Dark Side of the Moon" and his content.
- Added a custom song for the Aracnorb Queen.
- Added a new monster for the waiting room called the terrorist.
- Removed the cameras in the waiting room to avoid more lags.
- Changed the sprites of the Repeater Zombie.
- Buffed the Corruption with the +DONTRIP flag.
- Buffed the Daemonium Overlord with more health and resistance.
- Nerfed CDM09: Wave 06 by remove the Legendary Sentient.
- Nerfed seriously the Azazel(I mean that I worked seriously on him, he is no more stupidly op).
- Renamed CDM07 as "Canyon Adventures" for now I'm planning on making another part.
- Edited the Zombie Specops by adding new troppers and changing some skins and weapons.
- Edited the Card Dispenser, the delay will be in hud and cards will come faster.
- Edited CDM10 by replacing the BFG9K by a Legendary Ultra Sphere.
- Edited CDM10 by replacing the vanilla recolored torches by the smoothed ones of complex doom.
- Edited CDM12 by Arkore.
- Fixed the Reinforcement script.
- Fixed CDM10 by making Prototype reachable only with red card.
- Fixed the Bagel that will now give a bonus crate when killed.
- Fixed SpiderMastermind's walking speed.

-------------------- Major Update for v0.9 --------------------

- Added CDM09 "Country Gardens" and his content.
- Added the Hard mode with the cvar "cdm_hard" to enable or disabe it.
- Added a preview of CDMWTF in the waiting room.
- Updated the corrupted monsters.
- Buffed the Suicide Bomber by raising his damages.
- Buffed the Max Soldier suit.
- Edited CDM10 by removing all the remaining runes inside.
- Edited CDM10 by making players unable to escape the boss fight area.
- Edited CDM05: Wave 12 by replacing the Legendary Cyberdemon by some legendary monsters.
- Edited the Legendary Cyberdemon to make him as a mini boss.
- Edited the Legendary Sentient to make him as a mini boss.
- Edited waiting room's monsters that will now give a bonus crate at 100% when killed.
- Moved the Azazel to CDM09 and added a new boss for CDM07.
- Fixed textures bug in CDM10.
- Fixed Suits that could be damaged by allies.
- Fixed the Azazel with the +DROPOFF flag.
- Fixed the Zombies Specops by adding the +NODROPOFF flag.
- Fixed the Legendary Rifle that can't kill allies anymore.
- Fixed the HUD with the Legendary Ammo.

-------------------- Minor Update for v0.8b --------------------

- Added a cvar "cdm_bonuscrate" that will enable or not bonus crates.
- Added Demon Tech Spider.
- Edited the Cerbral Cardinal so he can no longer go thru blocking monsters line.
- Edited Corruption's attack to make them less laggy.
- Removed the custom sprites of the Legendary Hell Knight.
- Removed the Strenght Rune on CDM10
- Fixed the player class that wasn't able to use his fists anymore.
- Fixed Freezer Rifle's HUD.
- Fixed the Legendary Sentient that was always invincible.
- Fixed Spider Masterind's attack.

-------------------- Minor Update for v0.8a --------------------

- Buffed the Cyber Demolisher.
- Fixed CDM10 Wave08 where a Barbatos wasn't spawning online breaking the map.
- Fixed the prototype secret that can now only be taken with red skull.

-------------------- Major Update for v0.8 --------------------

- Added CDM10 "Castle Of Corruption" and his content.
- Added CDM07 "Canyon Adventures Part-1" and his content.
- Added the Freezer Rifle in the bonus crate.
- Changed "Hell"'s map number that is now CDM12.
- Buffed CDM01: Wave 05 by adding a Spider Mastermind.
- Buffed CDM03: Wave 05 by adding 2 Spiders Mastermind.
- Buffed CDM08: Wave 06 by adding a Spider Mastermind.
- Buffed CDM08: Wave 06 by adding 2 Spiders Mastermind.
- Fixed the test teleporter that wasn't spawning the Legendary HellKnight anymore.
- Fixed Flesh Wizard's minions spawner bug.
- Fixed the bonus crate's Legendary BFG loot.

-------------------- Minor Update for v0.7c --------------------

- Buffed Pulse Shotgun.
- Fixed CDM10 that was broken in wave 07.
- Fixed CDM06 that wasn't teleporting the blue card.
- Fixed Tech Vulcan's decal.
- Fixed Flesh Wizard spawners.

-------------------- Minor Update for v0.7b --------------------

- Added a new item the Open Deck.
- Added the Tier 2 Utility Gun.
- Edited all the bosses by adding a resistance to the Devastator.
- Edited CDM06 by making the Prototype harder to get.
- Edited CDM10 by making the Prototype harder to get.
- Edited CDM10 by spawning other tanks in later waves.
- Edited CDM01 by adding a jumper for the monster in the arena
- Edited CDM05 by adding a jumper for the monsters in the final area.
- Edited Boss Arcradimus that will gives more lives to players.
- Fixed Legendary Cyberdemon & Sentient.
- Fixed CDM01 by making the big jumper at the end not working for monsters so they can't be stuck.

-------------------- Major Update for v0.7a --------------------

- Added Imp Flesh Wizard.
- Added Fiend Flesh Wizard.
- Added a new item the poison trap.
- Updated CDM10 by arkore.
- Edited all the BFG spots now a BFG weapon is more harder to get.
- Buffed armored nazis with a radius damage resistance.
- Buffed Aracnorb Queen.
- Buffed Legendary Sentient to fits more as a mini boss.
- Buffed Legendary Cyberdemon to fits more as a mini boss.
- Buffed CDM03: Wave 07 by adding Devastator Zombies.
- Buffed CDM04: Wave 05 & 06 by adding Devastator Zombies.
- Buffed CDM08: Wave 08 by adding an army of nobles.
- Nerfed CDM03: Wave 07 by removing the Legendary Cybermon.
- Nerfed the Prototype by decrasing his regeneration.
- Raised the health of Zombie Specops.
- Lowered the chances of the bonus crate to gives a BFG weapon.
- Fixed CDM01: items were too close to the flying boxes.
- Fixed CDM05: texture bug.
- Fixed CDM06: texture bug.
- Fixed CDM08: monsters could be stuck in the hole and player could be stuck in a secret room.
- Fixed Lord Acradimus's portal.
- Fixed Flesh Wizard minion spawners.
- Fixed Aracnorb Queen's Obiturary text.
- Fixed Shotgun SentryGun's quadshot sprites.
- Fixed Sand Spirit that was giving items instead of crate when dying.

-------------------- Major Update for v0.7 --------------------

- Added CDM10 "Hell" and his content.
- Edited CDM08: fixed item balance in the whole map.
- Edited CDM08: added bfg10k and a plasma repeater.
- Edited CDM08: removed all the useless stuff in the scripts.
- Edited CDM08: changed the spot of quad shotgun and plasmagun.
- Edited CDM08: Wave 09 by making players able to get out.
- Edited CDM08: replaced the hexa shotgun by the hrl because it's only suppose to be a secret weapon.
- Edited the script that can now let players with lives exit the waiting room.
- Buffed CDM06: Wave 07 by adding BFG zombies.
- Buffed CDM08: Wave 06 by adding more zombies.
- Buffed CDM08: Wave 05 by adding more zombies.
- Nerfed CDM08: Wave 10 by removing the legendary sentient.
- Fixed CDM08: life sphere secret.
- Fixed CDM06: the 2 missile tanks that were supposed to spawn at wave 08 and 09.
- Fixed Legendary Sentient's death.

-------------------- Major Update for v0.65 --------------------

- Added CDM08 "Underground Laboratory" and his content.
- Added CDM07 final boss Azazel.
- Buffed CDM03: Wave 03 by adding more SpecOps zombies.
- Buffed CDM03: Wave 07 by adding more SpecOps zombies and more tanks.
- Buffed CDM03: Wave 08 by adding more SpecOps zombies and more BFG zombies.
- Buffed Legendary Cyberdemon's resistance.
- Buffed Legendary Sentient's resistance.
- Edited Inventory special items that can't be used in the waiting room.
- Edited Paladin's Death state.
- Fixed Sabaoth's obituary text.
- Fixed Waiting Room: reduced monsters height so they can travel everywhere.
- Fixed Waiting Room: spawned monster delay is now reset when player manage to kill him.
- Fixed Tech Rifle's alt fire decal.
- Fixed Prototype that can now resist to the DTBFG.
- Fixed AI marine shooting BFG ball with his rocket launcher.
- Fixed Jet Trooper Death animation.

-------------------- Minor Update for v0.6a --------------------

- Buffed CDM06: Wave 05 by adding one more Legendary Revenant.
- Buffed CDM06: Wave 06 by adding more Nazis.
- Buffed CDM06: Wave 07 by adding one more Spec Ops Zombies.
- Edited Waiting Room: Removed BOSS flag of all monsters to avoid confusion.
- Fixed CDM05: bugged Wave 05.
- Fixed CDM06: texture bug.
- Fixed CDM06: cameras(forgot to add them in v0.6).

-------------------- Major Update for v0.6 --------------------

- Added CDM06 "Dark City" and his content.
- Added AI marine with plasmagun.
- Added AI marine with rocket launcher.
- Added AI marine with railgun.
- Added a new monster the nazi rifle man.
- Added a new monster the nazi flame soldier.
- Added a new monster the nazi shock trooper.
- Added a new monster for the waiting room called the sad face.
- Added a new item the medical backpack.
- Added new marine skins for the Plasma Repeater and Homing Rocket Launcher.
- Edited all marines that can now start patroling in the map when they have no targets.
- Edited the marine beacon that can now spawn any normal marines with the same chances.
- Edited all mechs and stuis that are now able to pick items.
- Edited Lord Archon's flames that can now move randomly to be harder to avoid.
- Edited the price of some items buildable from the utility gun.
- Edited a script that will now totally restart the map if players are defeated, to avoid bugs.
- Edited that Legendary Cyberdemon that is now a regular monster instead of a final boss.
- Edited Max Soldier's weapon sound(the old one was boring for people).
- Edited the Bonus Crate limit from 6 to 10.
- Edited CDM04: Secret mechs can no more be stolen when unlocked.
- Edited CDM05: Secret mech can no more be stolen when unlocked.
- Edited the Prototype mech that can now run over little monsters.
- Replaced the Legendary Cyberdemon final boss by the Legendary Annihilator.
- Buffed CDM03: Wave 07 by adding a Legendary Cyberdemon at the end.
- Buffed CDM05: Wave 12 by adding a Legendary Cyberdemon.
- Nerfed Terminator by removing PIERCEARMOR flag from his best attacks.
- Fixed some textures in the waiting room.
- Fixed the card dispenser text that was not leaving when boss fight started.
- Fixed the text message of the teleporter that had some mistakes from me(sorry).
- Fixed the battle lord that doesnt have the -COUNTKILL flag so he could block the map for a moment.
- Fixed Max Soldier weapon projectiles that will no go thru players and allies.
Last edited by fr blood on Mon Jul 17, 2017 9:18 pm, edited 24 times in total.
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RE: Complex Doom Invasion

#2

Post by Doomenator » Sun Sep 06, 2015 1:02 am

I think need a patch to the corpses of the monsters disappeared faster or burned as in Legacy Of Suffering.
So also this patch will useful for Complex Doom on maps with lots of monsters.
Last edited by Doomenator on Sun Sep 06, 2015 2:16 am, edited 1 time in total.

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RE: Complex Doom Invasion

#3

Post by Kara Kurt » Sun Sep 06, 2015 5:18 am

I think you got to fix some spawns in your map otherwise it's alright.

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RE: Complex Doom Invasion

#4

Post by Catastrophe » Sun Sep 06, 2015 5:24 am

The reinforcement feature sucks, you should look into adding a system similar to stronghold.

Also you aren't supposed to put a space after punctuation. For instance, "Out of lives !" should be "Out of lives!"
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RE: Complex Doom Invasion

#5

Post by Kara Kurt » Sun Sep 06, 2015 5:33 am

Catastrophe wrote: Also you aren't supposed to put a space after punctuation. For instance, "Out of lives !" should be "Out of lives!"


It's a common French typo because we always put a white space before the following punctuations: ! ? : ;

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RE: Complex Doom Invasion

#6

Post by fr blood » Sun Sep 06, 2015 6:36 am

Kara Kurt wrote: I think you got to fix some spawns in your map otherwise it's alright.
About what spawns are you talking about ? Monsters ? Players ? Items ? and in which map ? I need more informations about that.
Catastrophe wrote: The reinforcement feature sucks, you should look into adding a system similar to stronghold.

For begin it's not a normal invasion where players can respawn as they want or there won't be any challenge. To avoid I added lives to make it as survival invasion but the problem was late players that have to wait for 40mins before playing.

So I had no choice but making that reinforcement feature and actually you are the 1st one complaining about it I would like to know what you dislike in it.

And for the stronghold system their coding is very hard I'm not sure if I'll be able to do the same thing.
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RE: Complex Doom Invasion

#7

Post by Kara Kurt » Sun Sep 06, 2015 7:23 am

fr blood wrote:
Kara Kurt wrote: I think you got to fix some spawns in your map otherwise it's alright.
About what spawns are you talking about ? Monsters ? Players ? Items ? and in which map ? I need more informations about that.
First map where Masterminds/Cybers respawn, the one in the middle of the map. I once got surprised a Master respawned here, it didn't look like a spawn point, dunno.

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RE: Complex Doom Invasion

#8

Post by fr blood » Sun Sep 06, 2015 7:28 am

Kara Kurt wrote: First map where Masterminds/Cybers respawn, the one in the middle of the map. I once got surprised a Master respawned here, it didn't look like a spawn point, dunno.
Ah I see, but that a part of the gameplay if you can predict from where all monsters will come then it become to easy.
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RE: Complex Doom Invasion

#9

Post by Catastrophe » Sun Sep 06, 2015 1:55 pm

fr blood wrote:
Catastrophe wrote: The reinforcement feature sucks, you should look into adding a system similar to stronghold.
For begin it's not a normal invasion where players can respawn as they want or there won't be any challenge. To avoid I added lives to make it as survival invasion but the problem was late players that have to wait for 40mins before playing.

So I had no choice but making that reinforcement feature and actually you are the 1st one complaining about it I would like to know what you dislike in it.

And for the stronghold system their coding is very hard I'm not sure if I'll be able to do the same thing.
The fact that it kicks you out of the game is annoying enough. The stronghold system is easy, if you die you get put into a waiting room; if everyone dies then it's game over. The waiting room lowers a teleport back to the battlefield if a wave is completed. You wouldn't need to add lives for that.
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RE: Complex Doom Invasion

#10

Post by Ivan » Sun Sep 06, 2015 2:36 pm

Yeah, IMO Stronghold's system is quite nice. You can still watch other people from there so yeah, I don't see why it shouldn't be used.

About spawn points, I'd still make them a bit visible or somewhat obvious as you'd probably not want to a random monster spawning somewhere totally random, catching you off-guard and wasting your life there. That'd probably suck.
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RE: Complex Doom Invasion

#11

Post by Kara Kurt » Sun Sep 06, 2015 3:26 pm

Ivan wrote: About spawn points, I'd still make them a bit visible or somewhat obvious as you'd probably not want to a random monster spawning somewhere totally random, catching you off-guard and wasting your life there. That'd probably suck.
Exactly. You should definitely make (bigger) spawn points more visible.

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RE: Complex Doom Invasion

#12

Post by fr blood » Sun Sep 06, 2015 4:12 pm

In that view yeah stronghold system is sure better, I'll try to impliment it on the next version but with a limit of people who can join per wave, if 20 people are playing with 15 in the waiting room and the others outside in the wave 8 for example(one of the last waves probably)when this wave end if waiters are able to comeback then it's not gonna be hard at all.
I tried to avoid that because people would say "hahaha copy/paste StrongHold this sucks" hoping it won't happen.

And for the spawn points yeah most of them need to be spotted of course, but even without that you can get surprised only 1 time after that you will remember where they came from, taking Armageddon Invasion a lot of monsters(bosses included) spawn from nowhere but people keep playing this.
But anyway I'll try to spot the most of them.
Last edited by fr blood on Sun Sep 06, 2015 4:19 pm, edited 1 time in total.
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RE: Complex Doom Invasion

#13

Post by Untitled » Sun Sep 06, 2015 5:32 pm

fr blood wrote: In that view yeah stronghold system is sure better, I'll try to impliment it on the next version but with a limit of people who can join per wave, if 20 people are playing with 15 in the waiting room and the others outside in the wave 8 for example(one of the last waves probably)when this wave end if waiters are able to comeback then it's not gonna be hard at all.
I tried to avoid that because people would say "hahaha copy/paste StrongHold this sucks" hoping it won't happen.
The time where like half of the players hate on stronghold is done; you shouldn't worry too much about it. Either that, or I'm just so dense that I didn't notice people being angry.

The stronghold life system is somewhat complicated; I've gotten used to it, so I might be glossing over a few steps, but here's how it (functionally speaking) works:

1. Each map has a holding room, with some camera textures at key points of the map. This exit room has a teleporter out to the map; but that teleporter is deactivated at first - it'll be important later.

2. With ACS, a (void) script is defined to activate the teleporter.

3. Another script is defined to:
3.1: Deactivate the teleporter if a player uses it.
3.2: Give the player who used the teleport a life item.

3. With ACS, a (void) script is defined as such:
3.1: Upon use, it checks the inventory of who executed the script
3.2: If he only has 1 life item OR if there are no players in jail, prevent the jail from opening.
3.3: Else, activate the script defined in Step 2.

4. Each player starts with 5 "LifeItem". LifeItem is a custom inventory item. Upon use, it executes the script defined in Step 3.

5. And you'll want a script that automatically teleports people who are out of lives into jail - make sure there's a message for this, so people don't get blindsided.

6. (Optional) make a script that automatically removes your lives if you join too late into the mission - for SamsaraHold (now officially no longer being worked on), I extended it from 30 seconds (original Stronghold) to ten minutes.
And for the spawn points yeah most of them need to be spotted of course, but even without that you can get surprised only 1 time after that you will remember where they came from, taking Armageddon Invasion a lot of monsters(bosses included) spawn from nowhere but people keep playing this.
But anyway I'll try to spot the most of them.
The thing is, no one generally likes trial-and-error gameplay - not unless it's obvious that the player should've been expecting it, in which case it's not the game's fault. Especially in longer missions; no one wants to go 25+ minutes to find out the last 5 minutes are a cheapshot wave that is beaten via memorizing that it's coming.

This isn't fun. This isn't even difficult. It's just excessively punishing.

In general, the harder you make a game, the less you are allowed to cheapshot players - in easier games, you can get away with it because the game's easy enough that it's not terribly hard to get around.

Doing it in games where players are already trying their best to figure out how to not die...

It's less cool there.

EDIT: For example, no one minds Armageddon's cheapshots, because we almost never do survival with it, i.e. infinite lives
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RE: Complex Doom Invasion

#14

Post by fr blood » Sun Sep 06, 2015 7:32 pm

I understand, stronghold system seems to be the best solution even if I don't really like the waiting room I'll see what can I do about that.
Last edited by fr blood on Sun Sep 06, 2015 7:33 pm, edited 1 time in total.
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RE: Complex Doom Invasion

#15

Post by Badass » Mon Sep 07, 2015 3:55 am

Whats the Sprites.wad??

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RE: Complex Doom Invasion

#16

Post by fr blood » Mon Sep 07, 2015 7:51 am

Badass wrote: Whats the Sprites.wad??
This is the wad that import all the sprites from both complex doom and lca to load them in GzDoombuilder since it doesn't load sprites from .pk3 if they aren't directly in the sprites folder.

EDIT: I forgot to add a link for it, it's now fixed.
Last edited by fr blood on Mon Sep 07, 2015 7:52 am, edited 1 time in total.
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RE: Complex Doom Invasion

#17

Post by Badass » Mon Sep 07, 2015 6:07 pm

Thanks man :)

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RE: Complex Doom Invasion

#18

Post by fr blood » Tue Sep 08, 2015 3:49 pm

I've managed to update the reinforcement system, players start with a certain amount of lives depend with the server, after dying if they don't have anymore live they are teleported in the Waiting Room.

A player who joins the game after the first delay of 15 seconds will directly be teleported in the Waiting Room.

In the Waiting Room there is a teleporter to join the battlefield but it will works only if there are more than 0 reinforcement avaible, if they aren't you will be teleported back in the Waiting Room and if all players are in the Waiting Room they will be all forced to join spectators so the invasion map can restart easily.

Actually a player will keep his lives only for him and won't be able to gives it to other I'll check later if I shall or not allow that.

During the waves progress additionnal reinforcement can be add added so players
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RE: Complex Doom Invasion

#19

Post by Evaine » Tue Sep 08, 2015 10:11 pm

Blood-sama, I request to reserve MAP08 for myself. Please honor this one and only request from your humble servant.

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RE: Complex Doom Invasion

#20

Post by fr blood » Tue Sep 08, 2015 10:19 pm

MetalGuy213 wrote: i'm aleast planning to create a map of this wad. using CDM07 slot as well.
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Evaine wrote: Blood-sama, I request to reserve MAP08 for myself. Please honor this one and only request from your humble servant.
Thanks for your participation, I added your names on the maplist the date limit is the 09 October 2015.
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