Hierarchy of Chaos v28a [aka Hocus Pocus]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Slyfox
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Hierarchy of Chaos v28a [aka Hocus Pocus]

#1

Post by Slyfox » Sun May 28, 2017 7:37 pm

I got bored so I finally decided to make this damn thread.

About

Hocus pocus is a monster randomizer solely for the purpose of spicing up map packs [and some weapon/class mods] when you generally just wanna fuck a bunch of different monsters up. The original author gave up on this and gave it to a former member named Darkener, but since darkener crawled into a hole to play overwatch for the rest of his life I've taken it over.
phpBB [media]



So far I've slowly but surely fixed up the shitty ass code for the monsters spawning properly, and now I've gotta eventually stop being lazy and get through the stupid process of turning this 100 wads in a pk3 format to an actual neat one. Namely to be honest I just used this wad as a basis to learn decorate, so do not expect the greatest project in the world, but we gonna be alright

So far compatible with
-Zdoom Wars [not in Tlms just survival]
-Cyberrunner
-Level Master [sorta, just ask Bobby]
-Zero Tolerance
-10x [not vile curse, at least I haven't tested that yet]
-Invasion Simulator
-Russian Overkill
-Metroid Dreadnought
-And probably other weapon/class mods I haven't tried yet
Here ya go [needs ST data]
Spoiler: Changelog/Monsters tiered (Open)

Code: Select all

Zombieman

Zombieman S:

Chainsaw Zombie
Rapid Fire Trooper
Stealth Fighter
Suicide Zombie
MachineGun Zombie

Shotgun Guy:

Shotgun guy S
Nail borg zombie
Plasma Zombie
RL Zombie
SSG Zombie
Railgun Zombie

Chaingunguy:

Chaingunner S
Chaingun Major
Double Chainguner
Zombie Marine
Plasma Spreadfire Zombie
Zsec Soldier
Dune Warrior
Spreadfire Zombie

Doomimp:

Doomimp S
Ghoul
Thrall
Nami Dark Imp
Skulltag Dark Imp
Void Dark imp
Devil
Imp Warlord
Shadow
Slime Imp
Snake Imp
Soulharvester
Stone Imp
Vulgar
Flying Imp
Maelstrom Imp
Lesser Mutant
Catharsi
Spirit Imp
Phase Imp

Demon:

Demon S
Blood Demon
Blood Fiend
"Hot Dog"
Mauler Demon
Nether World Demon
Plasma Demon
Charge Demon
Hell Demon
Stone Demon
Slime Worm

Spectre:

Spectre S
Lurker
Nightmare [KDIZD]
Nightmare Demon
Nightshade [NEW]
Smoke Monster [NEW]

Hellknight:

Hellknight S
Hellguard
Afrit
Hellwarrior
Satyr
Hell Champion [rare HK]
Obsidian Statue

Baron:

Baron of Hell S
Archon of Hell
Belphegor
Bruiser Demon
Cybruiser
Hells Fury
Hellstorm Archon
Lord of Heresy
Warlord of Hell
Ice Baron
Cyber Baron 
Bormereth
Terminator
Obliterator [NEW]
Profane One [NEW]

Lost Soul:

Lostsoul S
E Soul
Fallen
Poison Soul
Terror
Watcher
DE Wraith
Drowned Soul
Burning Soul
Psychic Soul
Rictus
Guardian 
"HSO"
Maelstrom [unstable?]

Cacodemon:

Cacodemon S
Enhanced Cacodemon
Cacolantern
Cacolich
Cacolich v2
Flamer Caco
TechnoCaco
Agatho Demon
Cracko Demon
Nightmare Cacodemon
Zombie Flyer
Cheshire Caco [Rare][NEW]

Pain Elemental:

Pain Elemental S
Hell Elemental
Inferno
Plasma Elemental
Tortured Soul
Defiler
Death Elemental [NEW]

Revenant:

Revenant S
Priest
Apprentice of D'sparil
Incarnate
Disciple
Illus

Arachnotron:

Arachnotron S
Fusion Spider
Rail Arachno
Deception
Arachnophyte

Fatso [Mancubus]:

Fatso S
Hectebus
Zombie Tank
Incubus
DE Sentinel
Maxibus
Gargantus

Archvile:

Archvile S
Diabolist
Darkvile
Tornado Vile
Pyro Demon
Deathknight
Azazel 

Cyberdemon:

Cyberdemon S
Annihilator
Avatar
Thamuz
Hell Smith
Cyberhunter [updated]
Thor
Gatekeeper [NEW]

SpiderMastermind:

SpiderMM S
Cyber Mastermind
Demolisher
Queen
Big Infernal Spider
Apprentice
Darkness Rift
Surpreme Fiend [NEW]
21A:
ok so

Removed monsters:
time imp [broken frozen dumb shit]

Added monsters:

-Necriton lich: nasty lich variant with a surprise when you kill it. spawns guardian cubes too
-shadow lich: invisible lich variant, tricky in numbers but easy to kill.
-Platinum lich: lich variant with a twist when pain locked
-Deathknight [grimm version]: It's will carries on even when dead, so beware

Nerfs [wooo]

-annihilater: Reduced damage and speed on homing rockets.
-darkvile: reduced damage on homing plasma shots
-deathknight: reduced its painchance so it isnt reflecting every 2 seconds
-dune warrior: reduced damage on firebomb grenade
-rock demon: should no longer one shot on infinite bouncing rocks between map shit [hopefully?]
-Azazel: does its painchance attack much less
-maelstrom lost soul: doesnt murder with just 2 attacks [blue flames to be precise]


v22:
-Nerfed hellsmith's ground attacks a bit
-Took the global msg off of cheshire cause it looked dumb
-removed most of the nonsense nashgore messages
-[hopefully?] stopped the infinite loop in the gatekeeper
-increased dramatically the time hellrose takes to spawn roses [ill keep it infinite though, or else its just useless]
also decreased hellrose's hp
-made some of the stronger cyber bosses drop 10k's on chance instead of 9ks
-fixed some shitty botched up obituaries
-removed stupid keyconf so weapon mods should no longer break the weapon cycle [idk why he had one,]


v23:
-Removed hellrose until I can limit the roses
-Client sided some of thor's stupid effects

v24-28:
-Various testing upon switching the monster spawner to a more modern way of doing it
-Thor's agressiveness increased, added a faster lightning attack; ground hugging attack actually does damage instead of bothering you by hovering under you
-Hell's Apprentice's agressiveness increased
-The rarity for the stronger monsters are actually in effect now

V28b [on the way]:
-Fixed rune randomizer [sort of, gotta stop that floating towards the sky bullshit that runes happen to do in 3.0]
-Fixed power up spawner as well
-Added 2 new power ups: Ammo sphere [infinite ammo for a short duration], and a soulsphere variant that gives you 300hp instead of 200.
-Fixed more misspelled obituaries from the genius known as Darkener
Last edited by Slyfox on Sun Jan 21, 2018 5:49 am, edited 9 times in total.

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Dranzer
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Re: Hierarchy of Chaos v28a [aka Hocus Pocus]

#2

Post by Dranzer » Sun May 28, 2017 7:45 pm

Cheshire Caco [Rare][NEW]

remove that
<Galactus>you're lightyears away from having me banned for this

^ 3 month ban (6months now nice evade)

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Razgriz
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Re: Hierarchy of Chaos v28a [aka Hocus Pocus]

#3

Post by Razgriz » Mon May 29, 2017 3:08 am

Congrats Sly, you finally did it, you made the topic after nearly fixing everything else darkener broke. I need to test whether the new monsters are broken or not.

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Slyfox
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Re: Heirarchy of Chaos v28a [aka Hocus Pocus]

#4

Post by Slyfox » Sun Jan 21, 2018 5:47 am

I guess since I saw this on SNS it gives me a reason to stop being lazy and update this
also main link fixed

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Re: Hierarchy of Chaos v28a [aka Hocus Pocus]

#5

Post by Matiu » Sun Jan 21, 2018 9:28 pm

There's bugs on this version of Hairachy of Chaos (seen on testing of the new SNS #3) in invasion:
-Monsters appear and disappear (when a wave is finished)
-most players thinks that there's a monster with a weird death state animation (no idea what monster is)
-i think that few custom monsters can alter their capacity (monsters remaining)

that's all i know about those bugs on this actual version

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Combinebobnt
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Re: Hierarchy of Chaos v28a [aka Hocus Pocus]

#6

Post by Combinebobnt » Mon Jan 22, 2018 1:18 am

Sly the best way to guarantee invasion support is to replace the invasion spawners (if that wasn't already done). idk if those support spawn chances so don't put any rare monsters

other bugs get to WORK

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Re: Hierarchy of Chaos v28a [aka Hocus Pocus]

#7

Post by Slyfox » Mon Jan 22, 2018 1:51 am

MetalGuy213 wrote:
Sun Jan 21, 2018 9:28 pm
There's bugs on this version of Hairachy of Chaos (seen on testing of the new SNS #3) in invasion:
-Monsters appear and disappear (when a wave is finished)
I'll try bobby's idea on invasion spawners
-most players thinks that there's a monster with a weird death state animation (no idea what monster is)
It's probably the gatekeeper since it has a death state where he fades away as hes walking, but if you happen to tell me the monster is something else that'd be great
-i think that few custom monsters can alter their capacity (monsters remaining)
Don't quote me on this but I thought that doesn't alter the ending of a wave if they die anyways? If not I'll just make them not count towards the progress
Combinebobnt wrote:
Mon Jan 22, 2018 1:18 am
other bugs get to WORK
Hey to be fair I fixed the infinite loop on gatekeeper for real now [I think? rofl Don't shoot me I'm still learning]

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