Ghouls vs. Humans: Multiverse Class info.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Erma
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Re: Ghouls vs. Humans: Multiverse Class info.

#41

Post by Erma » Wed Sep 27, 2017 12:36 am

We would also like to announce that we have a Discord server set up, thanks to DoomPunk.

Feel free to join us @ https://discord.gg/qnQTPrq
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Erma
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Re: Ghouls vs. Humans: Multiverse Class info.

#42

Post by Erma » Sun Dec 17, 2017 11:02 pm

Been a while since I've made a post here, so I'll post all the changes we've made in the past 2 weeks.
Spoiler: All of the following updates are now live! (Open)

1) Marine weapons will be visually reworked and dual pistols will be changed into a single pistol
2) Hunter will be able to find/track players using the automap
3) Cyborg gets a visual rework
4) Knight's cape will be able to be colored in next patch
5) Knight has a new attack using the activate item key
6) Female Caleb has a new voice
7) Female Zaiden has a new voice
8) Eleza has a new voice
9) Vivienne's pistol damage is increased by 1/ Steampunker has a longer range/ Knight cannot be buffed by Vivi's buff
10) Shosanna's God State beam explosion radius increased
11) Blazespawn's Suicide kablooie attack radius has been increased
12) Illucia's nuke direct damage increased to certainly one shot everything.. hopefully
13) Stiglitz rifle bullets velocity increased
14) Choke will have a new type of bloodball (which can heal on hit) and a new voice
15) Misty has a chance to release mist/smoke when hit
16) Revy gets a complete new rework
17) Dutch gets a complete new rework
18) Stiglitz Kar98 will be reworked
19) New grenade/explosive VFX
20) Vivienne's pistol will regenerate her jump ability (1, up to 100, per shot)
21) Vivienne's Tornado's damage has been increased
22) Vivienne's buff will be extended by 1 second, becoming a 3 second total duration/hit
23) Engineer's Engibot health lowered significantly, but Engineer is now able to spawn 2 Engibots at once
24) Engineer's Guardian health increased, hitscan and missile damage increased
25) Iodsa's spiders will always home to their targets. The range is limited though!
26) Iodsa's skulls (not the tiny ones) can now bounce off of walls.
27) Vivienne's pistol flinch effect has been increased (severe flinching!)
28) Uboa will pull/succ targets towards her while moving
29) Custom crosshairs added. These can be changed in the HUD options
30) Uboa's movement speed slightly increased
31) Uboa will have an extra ability, using the activate item key. This will make Uboa vanish and become invulnerable for a few seconds, but will be unable to attack. Upon activation, she leaves a fake of herself which can blind humans/heal ghouls, just like her trail. Upon the end of her ability, she spawns 8 fakes around her in a random order.
32) A couple of maps have been reworked
33) Mage will be able to spawn falling ice when damaged, similar to Ghostbuster's Ice ability. Mage's icehands ammo will be limited
34) Eyesore movement speed slightly buffed and altfiring rate of fire increased
35) Choke max health increased to 200
36) Corvus is able to summon a Phoenix, at the cost of all of his ammo and bringing him down to 30 hp. This is an active ability used on the Phoenix Wand
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Erma
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Re: Ghouls vs. Humans: Multiverse Class info.

#43

Post by Erma » Fri Jan 12, 2018 5:16 pm

As a new update is coming soon, I would like to listen to any possible requests that are possible to apply to the next update.

I want to have more input from the community so that it's more enjoyable for everyone to play. If there are mappers that are willing to create maps for Ghouls vs Humans Multiverse, that would be most welcome.

As a little teaser for the next update, here is the updated GVH Multiverse logo:

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skyrish10
 
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Re: Ghouls vs. Humans: Multiverse Class info.

#44

Post by skyrish10 » Sat Jan 13, 2018 1:34 am

Erma wrote:
Fri Jan 12, 2018 5:16 pm
As a new update is coming soon, I would like to listen to any possible requests that are possible to apply to the next update.

My request is change the League of Legends voices for the knight with ones from Soul Calibur IV because they are totally fitting

Male Knight: https://www.sounds-resource.com/playsta ... und/10838/
Female Knight: https://www.sounds-resource.com/playsta ... und/10823/

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Erma
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Re: Ghouls vs. Humans: Multiverse Class info.

#45

Post by Erma » Sun Jan 14, 2018 5:46 am

I'd like to announce that I've also started a Twitch streaming account.

I'll mostly use this to show people (that are interested) in how exactly I code, edit and create Ghouls vs Humans Multiverse.

Perhaps some gameplay might also be a thing :) You can find the twitch account here: https://www.twitch.tv/spoopyerma See you (maybe) there!
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wildweasel
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Location: Not here.
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Re: Ghouls vs. Humans: Multiverse Class info.

#46

Post by wildweasel » Thu Jun 21, 2018 3:40 am

Please remove all Agent Diaz materials from this mod. Thank you.

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Ænima
Addicted to Zandronum
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Joined: Tue Jun 05, 2012 6:12 pm

Re: Ghouls vs. Humans: Multiverse Class info.

#47

Post by Ænima » Fri Jun 22, 2018 6:22 pm

wildweasel wrote:
Thu Jun 21, 2018 3:40 am
Please remove all Agent Diaz materials from this mod. Thank you.
good luck, dude

Teletha is a notorious resource grifter, even worse than I was in my early modding days

and i was pretty bad
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Erma
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Re: Ghouls vs. Humans: Multiverse Class info.

#48

Post by Erma » Fri Jun 22, 2018 11:26 pm

Credits were put in their place though. Never claimed them to be mine. But it was AGES ago ever since I used those sprites in particular. They were only the player sprites and that's about it. I've resprited the classes (which back in the day used sprites from diff mods) with r667 stuff or from people that LEGIT gave me permission to use them, with or without some limitations (depending on what each author agreed on).
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