[WIP] Invasion Simulator

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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mattbratt11
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[WIP] Re: Invasion Simulator

#21

Post by mattbratt11 » Mon May 01, 2017 2:51 am

I like to see this wad compatible with the following mods:

1. Legendary Complex Addon (Complex LCA)
2. Randommons Addon
3. Complex Replacer
4. Invasion Unleashed
5. Armageddon Invasions 1 and 2
6. Madcat's Monsters
7. Doom 2: Guest Edition
8. Tiberium Doom/Insanity's Requiem
9. Scal's 667 Shuffle
10. Hierarchy of Chaos
11. HandOfNagash's Hell Legacy
12. Alpha, Delta, and Zero Invasions

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Combinebobnt
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[WIP] Re: Invasion Simulator

#22

Post by Combinebobnt » Mon May 01, 2017 5:52 am

mattbratt11 wrote:I like to see this wad compatible with the following mods:

1. Legendary Complex Addon (Complex LCA)
2. Randommons Addon
3. Complex Replacer
4. Invasion Unleashed
5. Armageddon Invasions 1 and 2
6. Madcat's Monsters
7. Doom 2: Guest Edition
8. Tiberium Doom/Insanity's Requiem
9. Scal's 667 Shuffle
10. Hierarchy of Chaos
11. HandOfNagash's Hell Legacy
12. Alpha, Delta, and Zero Invasions
some of those like #6 (jesus) & #10 are alot of work good luck lol

#12: universal invasion mod on invasion map packs? invasionception... :wonk: :cool:

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Slyfox
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[WIP] Re: Invasion Simulator

#23

Post by Slyfox » Mon May 01, 2017 6:12 am

It does indeed work with the latest Hierachy of Chaos, although i only tried it for like 5 minutes

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[WIP] Re: Invasion Simulator

#24

Post by Skeleton » Mon May 01, 2017 10:43 pm

mattbratt11 wrote:I like to see this wad compatible with the following mods:

1. Legendary Complex Addon (Complex LCA)
2. Randommons Addon
3. Complex Replacer
4. Invasion Unleashed
5. Armageddon Invasions 1 and 2
6. Madcat's Monsters
7. Doom 2: Guest Edition
8. Tiberium Doom/Insanity's Requiem
9. Scal's 667 Shuffle
10. Hierarchy of Chaos
11. HandOfNagash's Hell Legacy
12. Alpha, Delta, and Zero Invasions
pls don't count Complex replacer and Randommons, randommons is an addon of LCA (yes i know an addon for an addon ahahaha..)

and Complex replacer is a bunch of scripts to change the spawners of LCA and his minions
Edit: pls an universal invasion mod on invasion, are you high af?

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moravectomascb
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[WIP] Re: Invasion Simulator

#25

Post by moravectomascb » Fri May 05, 2017 10:09 am

Me in TNT map 01 :lol:
Image
Image
Good mod for zandronum :biggrin:
I play Zombie Horde: the Extinction and Bagels Horde(I know here lot of secret, but some not.), Complex Doom
Jump wads-now not(Jumpmaze...).
Hola Nachos! :lol:

BobFromReboot
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[WIP] Re: Invasion Simulator

#26

Post by BobFromReboot » Wed Jun 21, 2017 2:59 pm

This mod is great. It should seriously be included in Zandronum as a new gametype.

A couple suggestions:

-Make an option to show the wave progress as a percentage in the corner.
-Maybe change the weapon acquired image. Maybe just the thing sprite of the weapon you are given with text underneath saying "weapon acquired"
-Option to choose if players get weapons after wave completion.
-Option to set the wait time in between/before waves. 30 seconds seems to drag on a bit, especially considering the mod gives you health and ammo between waves.
-A way to configure what types of monsters you will be seeing.
-Autoscale options for when additional players join so the amount of monsters/their hp increases the more people in the game.

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Korpse
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[WIP] Re: Invasion Simulator

#27

Post by Korpse » Wed Apr 25, 2018 5:35 pm

How about making Perkristian's smooth weapons work on it? I don't think it should be that hard considering its just the stock guns with smoother animations. Nothing else is changed.

https://forum.zdoom.org/viewtopic.php?t=32628

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