[FINAL] [ZCC] Zandronum's Community Classes - Vanilla Version Released

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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jdagenet
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[FINAL] Re: [ZCC] Zandronum's Community Classes

#61

Post by jdagenet » Tue Jun 06, 2017 11:20 pm

So yeah you have classes kind of all over the place. You got the useless classes and the OP ones. That class with the 40 HP... Jesus christ that's terrible rofl all people have to do is look at you and you die.
The mecha demon not able to move when he's attacking makes it like completely useless against really fast classes. He already moves slow enough... The slow classes are just at a disadvantage altogether because they can't outrun the MDK rocket from weapon hacker...
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

[FINAL] Re: [ZCC] Zandronum's Community Classes

#62

Post by Catastrophe » Tue Jun 06, 2017 11:44 pm

New patch: http://allfearthesentinel.net/download? ... c-bal3.pk3
Play here: zds://149.56.242.162:10715/za

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Empyre
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Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

[FINAL] Re: [ZCC] Zandronum's Community Classes

#63

Post by Empyre » Thu Jun 08, 2017 12:11 am

I know you made this for competitive, but I tried it in single-player anyway, and every class is weaker than the standard Doom guy. My suggestion to fix that would be to buff every class with more health and more damage, so they would still be balanced against each other, but also balanced against the monsters. I was hoping to host this on my coop server, but I can't as-is.

There is another problem, too. When you pick up a weapon, you switch to it instead of your class's weapon(s). Here is a solution to that. Put this code in a file inside the pk3 and #include it in the DECORATE file. Each weapon is replaced by the same amount of ammo that picking up the weapon normally gives. This includes the shotgun and chaingun dropped by their respective zombies. The chainsaw is replaced with health because it doesn't give ammo.

Code: Select all

actor ChainsawHealth : Medikit replaces Chainsaw
{
  scale 1.25
  Inventory.Amount 50
}

actor PistolClip : Clip replaces Pistol
{
  scale 1.25
  Inventory.Amount 20
}

actor ShotgunShells : Shell replaces Shotgun
{
  scale 1.25
  Inventory.Amount 8
}

actor SuperShotgunShells : Shell replaces SuperShotgun
{
  scale 1.25
  Inventory.Amount 8
}

actor ChaingunClip : Clip replaces Chaingun
{
  scale 1.25
  Inventory.Amount 20
}

actor LauncherRocket : RocketAmmo replaces RocketLauncher
{
  scale 1.25
  Inventory.Amount 2
}

actor PlasmaRifleCell : Cell replaces PlasmaRifle
{
  scale 1.25
  Inventory.Amount 40
}

actor BFGCell : Cell replaces BFG9000
{
  scale 1.25
  Inventory.Amount 40
}
"For the world is hollow, and I have touched the sky."

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

[FINAL] Re: [ZCC] Zandronum's Community Classes - Vanilla Version Released

#64

Post by Catastrophe » Sat Sep 30, 2017 6:20 pm

Due to demand, I have released a version of ZCC which removes all the balance changes and just has the classes as-is with just bugfixes. Don't expect any semblance of balance from this.

Enjoy: https://allfearthesentinel.net/zandronu ... ashake.pk3

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