Complex Doom Invasion - v0.99.7

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Sepia-Paper
Forum Regular
Posts: 146
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

Re: Complex Doom Invasion

#421

Post by Sepia-Paper » Wed Jun 06, 2018 9:57 pm

C:\) wrote:
Wed Jun 06, 2018 3:09 am
bug found
Ammo dispensers dropping ammo packs sometimes they get bugged and cant no longer be used
u need to replace that with backpacks instead for an easy solution
I think both ammo and health dispensers should be removed and replaced with old style placement,

while in vehicle its hard to press on them and specially when you are being targeted/targeting enemies.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 982
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: Complex Doom Invasion

#422

Post by fr blood » Thu Jun 07, 2018 12:17 pm

New update v0.99.4a is out, that version brings a lot of new powerups as well as 3 new runes for Invasion.
There is also a new special weapon only available in the epic crate for now, you will see it by yourself, enjoy.

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#423

Post by C:\) » Fri Jun 08, 2018 12:42 am

fr blood wrote:
Thu Jun 07, 2018 12:17 pm
New update v0.99.4a is out, that version brings a lot of new powerups as well as 3 new runes for Invasion.
There is also a new special weapon only available in the epic crate for now, you will see it by yourself, enjoy.
yo blood about some runes
revenge rune kinda sucks you will lose that rune before getting the effects instead you should change it for a reflection rune with the same effects like the fatesphere except the invulnerability
terror rune is op against normal monsters just imagine someone get that rune use a mech a tank or the chopper and pretty much all normal monsters will never try to attack that player, thats the same op as like having a drain rune, this one should be better if you change it for the prosperity rune
however their spheres counterparts are fine

and about the spread rune really man remove it yesteday happened what i thought someone got the spread rune and a devastador, spammed like shit that and most players got disconnected instead of spread i came with another idea
the "Ultimate rune"(zandronum icon) which gives all the skulltag runes except drain and spread

i will still look what else is good and bad, keep the good updates man

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#424

Post by C:\) » Fri Jun 08, 2018 1:21 am

Bug found
Quad rocket launcher normal fire doesnt consume ammo
better enjoying before you fix it :lol:

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#425

Post by C:\) » Tue Jun 12, 2018 11:12 pm

that new utilitygun i think u should make it the same way as the utilitygun to put it on the bonus crates and adding tiers
Support
tier 1 = weapon and tactical crate
tier 2 = emergency drop,reinforcements
tier 3 = maxsoldier, jetsuit, enforcer
tier 4 = tanks
Allies
tier 1 = assault squad
tier 2 = shotgun squad
tier 3 = rocket squad
tier 4 = plasma squad
Offense
tier 1 = air strike
tier 2 = helicopter strike,argent sonic bomb
tier 3 = argent vapor bomb, argent sismic detonation
tier 4 = orbital strike
and replace the epic crate with "Uac field command tier 4"

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#426

Post by C:\) » Thu Jun 14, 2018 5:36 am

blood you need to nerf some map secrets some of them make the maps too damn easy
CDM15-D-BFG secret should be a battlesuit that weapon must be exclusive from epic crates
CDM16 same as cdm15 but with 100% chance the portal works
CDM17 one of the blue doors spawn epic crates on each wave dude thats damn OP change the epics for bonus just like CDM11 bonus crates secrets
CDM19 blue door epic crate should be a battlesuit

by the way cdm16 necrosuit secret its bugged if you try to get it you get trapped

User avatar
Sepia-Paper
Forum Regular
Posts: 146
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

Re: Complex Doom Invasion

#427

Post by Sepia-Paper » Thu Jun 14, 2018 6:45 pm

Spread Rune must be removed, its both overpowered and crashes the server badly,

and I'm also seeing Rune Stacking happening again (Guaranteed with Spread) although with other its random,

and UAC Uplink System is not okay specially in small or narrow areas where deploying both reinforcements/vehicles,suits can pass level boundaries. (Marines don't teleport to your location since they have no parent and so end up outside level)

oh and I forgot to say, LOVE the new Demon Tech Chaingun!

User avatar
Blast88
Forum Regular
Posts: 112
Joined: Thu Nov 26, 2015 12:51 am
Location: Monroe County, New York, United States

Re: Complex Doom Invasion

#428

Post by Blast88 » Fri Jun 15, 2018 2:36 pm

Since there's now the spread rune, as I said before, we should make it so that the more players there are, the lower the chance of obtaining an epic crate in order to prevent crashes in servers and as well as overpowerness while there's many players. I'm not sure yet how many by points we could lower the epic crate obtaining by when more players are playing but we do want to make sure the chance still does NOT drop to zero because it would be a disappointment.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 982
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: Complex Doom Invasion

#429

Post by fr blood » Sat Jun 16, 2018 8:07 am

When you guys say that the spread rune crashes the server, can I have a bit more informations about it?
Because if it is really true I will be removing it in the next update.

User avatar
=HELLION=
Registered just to make one post
Posts: 1
Joined: Sat Jun 16, 2018 3:15 pm

Re: Complex Doom Invasion

#430

Post by =HELLION= » Sat Jun 16, 2018 3:27 pm

Server is down! I have been noticing that sometimes it has been hanging on the last few monsters of a wave. I am not sure if this is related but in the monster list the last monster is showing up as 'utility gun actor lot' or something like that with like 20million hp and 0% remaining. When the owner of the utility gun destroys all of there spawns it removes it from the monsters list but does not affect anything.

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#431

Post by C:\) » Sat Jun 16, 2018 4:00 pm

fr blood wrote:
Sat Jun 16, 2018 8:07 am
When you guys say that the spread rune crashes the server, can I have a bit more informations about it?
Because if it is really true I will be removing it in the next update.
some weapons like D-BFG, Leg-bfg and devastador which is the worst with spread makes the players to disconnect from missing packets instantly (and it gets worse if someone use time freeze) which sucks for anyone who got their stuff
not even pressing L saves you
and yes it has a high chance to make the server crash and restart to cdm01

that rune works better on servers like the survivals because most of them are plagued with legs

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#432

Post by C:\) » Tue Jun 26, 2018 6:50 pm

yo wtf is that powerup rune?
its a rune which give u 4 random powerups at the same time? because thats so damn OP maybe you need to change it for something like you get 1 random powerup each 30 seconds

also the new utility gun you said the suits and mechs has same delay and i dont see it, i can summon as many suits i want without delays

speaking of runes since you added high jump, add prosperity and the fatesphere reflection but without the invulnerability plz

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#433

Post by C:\) » Sat Jun 30, 2018 9:05 pm

yo blood
now that you added another utility gun, have you been thinking to revamp this mod by making it 100% teamwork style
3 diferent classes Marine(Offensive) Utility Gun(Defensive Support) and Uac Uplink Commander (Offensive Support)
no ammo no medkits no armors no spheres all maps will be empty of supplies you will have to depend from the supports entirely

User avatar
Sepia-Paper
Forum Regular
Posts: 146
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

Re: Complex Doom Invasion

#434

Post by Sepia-Paper » Sat Jun 30, 2018 10:12 pm

C:\) wrote:
Sat Jun 30, 2018 9:05 pm
yo blood
now that you added another utility gun, have you been thinking to revamp this mod by making it 100% teamwork style
3 diferent classes Marine(Offensive) Utility Gun(Defensive Support) and Uac Uplink Commander (Offensive Support)
no ammo no medkits no armors no spheres all maps will be empty of supplies you will have to depend from the supports entirely
That's a pretty good suggestion but the Uac Uplink Commander will likely be overpowered from the very beginning. Unless the Uplink Com is tierd which will make it appropriate.

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#435

Post by C:\) » Sun Jul 01, 2018 1:24 am

Sepia-Paper wrote:
Sat Jun 30, 2018 10:12 pm
C:\) wrote:
Sat Jun 30, 2018 9:05 pm
yo blood
now that you added another utility gun, have you been thinking to revamp this mod by making it 100% teamwork style
3 diferent classes Marine(Offensive) Utility Gun(Defensive Support) and Uac Uplink Commander (Offensive Support)
no ammo no medkits no armors no spheres all maps will be empty of supplies you will have to depend from the supports entirely
That's a pretty good suggestion but the Uac Uplink Commander will likely be overpowered from the very beginning. Unless the Uplink Com is tierd which will make it appropriate.
Check post #425

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#436

Post by C:\) » Sun Jul 01, 2018 7:21 am

with all those new items from the bonus crates blood can already try to remake a different complex doom invasion : Teamwork style mod
just imagine
marine class can use all weapons but it will be impossible to refill their ammo or cure their wounds with medkits because theres no items on the maps they need the help of the supports
the bonus crates can help them to refill ammo and health but its risky

Supports cannot use weapons only their utility gun which means the utility gun class will depend a lot of their sentries,drones and bots to protect themselfs and most of us know those things are weak against a huge swarm of strong demons so we need the help of the marine class
and the Uac uplink class should work as the commander sending variant squads and airstrikes to help the marine class or calling for support items to help them

come on blood just think about it your mod its getting famous in the doom community

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#437

Post by C:\) » Wed Jul 04, 2018 6:24 am

yo blood i have something interesting about exclusive invasion weapons
https://realm667.com/index.php/en/armor ... -158-94349
theres some weapons which are fully compatible with complex doom invasion
theres a sniperrifle improved with reloading animation
the cryobow its fully compatible with complex doom invasion kinda like a ice rocket launcher and its not OP at all

have a look and test the weapons some of them fit perfectly like the cyrobow
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
the only problem is the ammo type and slot it needs to be coded to the one from complex
blood can you add this improved sniper rifle and the cyrobow on your next update plz?
Last edited by C:\) on Fri Jul 06, 2018 7:19 pm, edited 1 time in total.

User avatar
Blast88
Forum Regular
Posts: 112
Joined: Thu Nov 26, 2015 12:51 am
Location: Monroe County, New York, United States

Re: Complex Doom Invasion

#438

Post by Blast88 » Thu Jul 05, 2018 3:52 pm

If we add in the cyrobow, there won't be another ammo slot on the bottom right added (I've seen that with the case of the D-BFG, Utility Gun, and Commander Gun) but at least we can still add in another ammo type into the game.

Also, I want to added another thing to say here: The Dark Cyberlord is OP because of how often he will use powerful attacks and notice he's taken down some other boss monsters when I tested him out against some. He even managed to destroy the Legendary Annihilator in all the rounds I was testing him against the Legendary Annihilator which didn't make sense because the Legendary Annihilator is and supposed to be more powerful than the Dark Cyberlord. So perhaps I would appreciate it if the Dark Cyberlord was given a few nerfs. His HP can be reduced from 18000 to 15000 for example. The 18000 HP amount can go to the Cerebral Commander because the Cerebral Commander looks awesome to have that amount of HP. Another HP thing to mention to you can reduced the Lord Archon's HP to 16000 because as the first boss of the map pack, he really doesn't need to have 19000 HP.

User avatar
C:\)
Forum Regular
Posts: 112
Joined: Fri Apr 29, 2016 3:46 pm

Re: Complex Doom Invasion

#439

Post by C:\) » Thu Jul 05, 2018 9:53 pm

i check some of realm667 armory and this is some good candidates to be added

Blackhole generator
this one has the same mechanic like the one from the survival servers except it doesnt have that crazy pull which end killing you and the Aoe radius its small but still has a tremendous damage whoever touch the hole incluiding yourself
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image

Deviation launcher
its launch non-homming dumb missiles which it could be like a proto-EFG
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Pyro cannon
same mechanic as the survival servers except it doesnt have that ridiculous huge radius and you can spam the shit out this and it doesnt lag
this could be a new temporary weapon on the epic crates like the devastator and leg BFG

Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Flamethrower
this flamer deals a decent damage against weak-mid monsters and leaves an stationary flame which could be used like a flame wall however against stronger monsters its not recommended it takes time to kill them
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Rivetgun
this works like quake 1 nailgun and it has an alt fire which fire a rivet that explode and launch more rivets randomly tested and works great against weak-mid monsters
Spoiler: (Open)
Image
Spoiler: (Open)
Image
Spoiler: (Open)
Image
like the cyrobow and the improved sniper rifle they use custom ammo and they need to be coded to the complex mod

i will check later if theres more but this is by far the ones i like more
Last edited by C:\) on Fri Jul 06, 2018 7:18 pm, edited 1 time in total.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 982
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: Complex Doom Invasion

#440

Post by fr blood » Fri Jul 06, 2018 5:56 pm

We are not in clusterfuck here, and please add a spoiler to your images it's annoying to load them all.

Post Reply