[WIP] Ghouls vs Humans: Eternal Hatred

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Afrit
 
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[WIP] Ghouls vs Humans: Eternal Hatred

#1

Post by Afrit » Sun Aug 13, 2017 10:08 pm

Well I had to give it a shot sometime. Let's see how this turns out..

Zandronum Version : 3.0
Ghouls vs Humans: Eternal Hatred
Here's yet another one of these. I had started this a few years ago, not really popular, but I guess I should still do it a post and see what else I can get.

Anyways, I'm not good at this, so I'll be very quick.

For starters, It does change a good lot of the classic, some new features for the already existing classes and certain core changes that welcomed or not, are there.

To mention a few:
Humans are generally slower. Most of them are below the normal 100% running speed, with few exceptions. The difference is usually around -15%. The Ghoul speed hasn't suffered many changes, with one exception.

There's a very simple kick jumping feature that allows you doublejump on actors or walls. You can't do this if you're giving them the back, however, so at most it lets you jump if at least a looking a bit towards the wall. You also must land on a floor surface to perform another one.

Players will always be rewarded upon killing. The usual treat is 7 hp recovery, some classes may get more, specially Ghouls. Then there's respective ammo restore, if existant.

Then there're Specials. Specials are some extra abilities, activated via a special bind that you can access directly in the new custom menu (thank mr zandro 3), which are meant to give the player more gameplay choices. Generally, the Human specials are centered on driving away the Ghouls from their track, or at least have a means to, if not the final purpouse. Ghoul Specials on the other hand, are to not let Humans run so easily. Currently, not all classes have specials, though its planned that all of them have one. Oh, yeah, special names have this color

Wew lad, that was long.

Anyway, now that we're done with that, let's get to each class:

[spoiler]Marine:
HP: 110
He's got a more accurate, albeit slower rifle. Shotgun has a larger spread, and a larger amount of pellets. Pistols reload after 18 shots, and although they have a crappy damage, their spread is absolute zero. The grenades are probably annoying, they work exactly the opposite as they used to. Hold more and you get less distance. Inventory item will quickly lay a grenade below your feet. It does not have a cooldown like the normal altfire action.
Pure Rage: Trades some Health by a temporary Damage and Speed increase.

Hunter:
This one's trickier than before, it now has a Mana alt ammo, used for Flame arrows and magic alt attacks, the later ones use varying amounts of mana and have different cooldown times.

The normal arrows may sometimes be poisoned, also leaving an acid rain trace, using 1 mana instead of 1 arrow.
Its altfire magic sends out 2 tracing mana beams that will lock onto the closest ghoul in any direction. They deal little to no damage, and are fairly slow. 7 Mana, 9s. CD.

Ice Arrows have an increased number of shards, in exchange of damage. They also slow, the main arrow slowing more and dealing more damage than the lesser spreads. Most ghouls can take up to 3 point blank ice volleys at best.
Frost Path altfire costs 1 mana, shares the slow of the arrows' lesser spreads. 3s CD

Flame arrows take up Lightning's old high damage purpouse. Although not a railgun, it's speed is considerably faster, even faster than normal arrows. One hit is very punishing, more so for things that combust rapidly. Arrows cost 3 mana per shot
Altfire Immolation is now actually harming. It is entirely possible to kill an Sjas with one full wave of this thing. 8 Mana and CD.

Wind arrows take up old Lightning's slot. It's more of a harrasment tool, it can keep things off your track, as it has a blasting radius when they explode, thus being more effective when aimed at close surfaces. It has a very weak but wide splash that does not hurt you, unlike Fire. Uses 2 Arrows
Altfire allows you to run through objects at even higher speeds, just beware of not getting stuck into a jitterskull once its over. 5 Mana and 6s CD for altfire.

Ex Magic: If you're holding Fire arrows, it replaces them with Thunder ones, in exchange of wind's altfire and 15 Mana. If you ever thought railgun was broken in original gvh you're gonna have to really hate me for this.
Although the hit damage itself isn't much increased, these arrows can blind ghouls for an alarming amount of time, as well as creating a damaging shockwave on its landing location, that increases radius as damage decays. The arrows cost 8 Mana each shot and have a very low firerate, so beware when using these.

If you are holding Ice Arrows instead, you get dark ones. In exchange of 5 Mana, 10 Health and your neutral magic tracers.
A tad lot harder to hit, they are nearly as strong as old ice arrows if you hit the starting arrow. The arrow itself frags only after some travel time or under certain circumstances on its bounce. It has the advantage of each particle having splash damage on death. It can also slow frostbite, unlike Ice, but doesn't affect Creeper, Sangel or Qrowhant. 3 Mana per shot.

Cyborg:
Probably the one that remains the most pure, although with a max plasma cripple, with 75 max ammo (fuel too).
Its recharge rate although faster, only reloads 1 of each ammo per instance.
Shooting plasma balls will load up the special.

Blink Device: Once ready, allows you to return to one of the spawn spots. It's basically an instant Chaos Device, not much to say, though it may blind nearby ghouls in both ends of the teleport.

Ghostbuster:
I'm doing this on the fly, anyway, also not much altered, he may be a bit resistant to 'spirit' ranged ghoul shots, but overall works the same.

Ion Shields: Creates a shield for you and close teammates, that block direct hit damage. It's also lowkey an effective way to finish off sjases as they can get stuck within the shield hitbox.

Engineer:
This one's very special now. Nailgun can only shot up to 8 nails, the EMP cannon, although strong, doesn't have much ammo in it, and it can be inconvenient in certain instances.
EMP Ball will suck up all nearby entities, and once done, it will explode, blasting them off, and relocating ghouls all around in random directions, blinding them, and taking ammo from some of their classes.
Altfire minibombs are a nuking service that also hold a great escape recoil.

The Utility Gun, with this thing you can basically make everyone stronger. Its upgrades are divided in 4 levels.
The first 2 can be used by anyone, the last 2 can only be used by the specified class.
You can change the upgrades within a level with Altfire, and the levels can be switched with SPECIAL

If you're using the normal HUD, you will be noticed what upgrade you're currently holding, as well as the level.
Metal is the ammo generated automatically, so as long as you dont manipulate weapons.

Oh yeah he starts with 2 item turrets too.

Exile:
Edgy class with one pair of guns that can outmatch jitter itself. Rancor Guns deal one of the highest damages, provided that you can aim them properly, as they have very low ammo and high reload times. Oh yeah, they have both limited ammo, and limited magazines, 4 shots max before reloading.
The other weapons are a bit more around the support side.
Nightfire magic hands provide a splash based low damage hitscan, effective though, against easily combustible enemies, or very fast ones.
Altfire ammo loads from using the main fire, which once full, allows you to shot an homing projectile that inverts the movement speed of the target by a long time.
Agony Edge melee weapon loads up ammo by getting hurt. Once full, you can charge up the altfire for a very devastating ripper shot, that, once again, needs some precise aiming.
BTW he's not really a human.

Pandora Spell: Some ghouls have crippling malignances. When he's hit by some of these, this spell comes ready, and once used, it should clean the user from some of these negative effects, as well as creating a rebound that will affect if not the original offender, a nearby enemy.
If many more stack, the effects exponentially grow with eachother.

Demolisher:
HP: 135
Speed: Tortoise.
Kinda like Ghostbuster, just a bit tad lot more campy(very campy). He's got a Grenade Launcher and Ignition pistol for self defense, the later has infinite ammo. Spider mines that, once buried enough, will chase any ghoul that comes nearby. They have trouble looking for creepers. He's got C4s that you can also use to bury the ghouls if you manage to hit them, and otherwise will make them blow to pieces. Finally, in your items, you have some black oil that can be ignited by fire weapons.

I still wonder how can he kickjump with that many spiders, and c4s that deal 50 flat damage on mere hit.

Void Warrior:
HP: 65 My god how sad
Speed and Jump height: Narutard.
Something between assassin and support. Although it seems like a melee based class, and well, it is, it's still very dangerous for it to accomplish this role. The sword can slowdown foes with the slash shot, and the actual melee attack is capable of draining life.
Altfire purifying flames with the jerky hand will reduce the target's damage by half. If a human crashes with it, it will instead gain 50% more speed, a slowdown cleanse, and heal instead of damage. 18s CD.

Also, like ghostbuster, he gains new powers from killing. However, these are divided in 3 types, and there may only be one power in each of the 3 slots. There can only be one power stored in inventory, too(that's where you activate it)

Realm Phase: With this you're able to get out of combat. You can't really interact with anything besides hitbox collision sometimes. You may gain fullbright vision while here. Use the minimap and you'll see everyone.
Also allows you to further survive if you died?
Costs 3 Ammo, 13 seconds cooldown.
If you dont cancel before the 4th second, then you won't be able to until it ends, at which point it penalizes you with a sever speed reduction and location spoil.

He isn't human, either.[/spoiler]

It's ghoul time:

[spoiler]Sjas:
HP: 83
Speed: Remember choke? Yeah, worse.
The air presence of the ghouls can't instakill at all, not anymore, but now it's an annoying sonic rocket.
Don't worry, still more health than Creeper, and that sad warrior. You can use item to consume 1 ammo and have a very fast dash(even faster). 6 max Ammo, you can only dash when not idle.

Creeper:
HP: 73
The stealth guy has some changes, his hands look blue most of the time and he's got blue balls now.That was a joke thanks for coming
Anyway, his balls don't paralyze, not exactly, they instead slow your movement by like 98% on hit. They are faster than before, and have some splash damage, but produce some wailing and thus are more noticeable.
Slot 2 Altfire balls do completely paralyze every and all action, as well as drain hp, but doesn't let you soulsteal for almost the same duration. They also prove very effective against hunters.

Jitterskull:
HP: 125
Speed: Crusher.
Most of the damage has been transferred to the end of the charge where it 'crushes'. Though its still possible to kill on the way. It has a slighlty longer but noticeable cooldown between attacks. To help the user, the damaging actors will appear onscreen for the ghoul team only.

Choke:
HP: 135
Much the same, except it has limited amount of balls (which can be regained obviously)
Goreverm: A quick worm that once landed, reveals the target's location across walls for 24 seconds. It can be seen by Chokes and Void Warriors, the later which can cleanse it with flames.
If the target dies by crunches(like, gibbed), the surrounding humans will be slowed down.

Frostbite:
HP: 103
Armor: 200
Now with a frosty ball that combines lod and ns. This bomb will bounce off all surfaces except floors and players. On explosion, it releases a wave of spikes in 8 directions.
Frost breath may slowdown humans sometimes, specially effective against the not-so-human (Warrior and Exile)

Qrowhant:
HP: 125
Speed: More forward than sideways.
Starts off very weak, grows in power as it kills.
The Altfire Curse will heavily cripple the target after 5 seconds of being hit, you will notice it has hit because the target will start 'bleeding', and once it activates, it will produce a small explosion. If the target has 25 or less hp, it will instantly die, damaging nearby humans.
The target with active curse will also restore health for any qrowhant that attacks it.
Slot 2's altfire is not much more than nuissance spam, may regen tiny bits of hp on hit.

Terrorb: Locks the target into an orb, spawning 2 clones of very low stats. It's main use is 70% damage reduction for 7 seconds. Noticeable by blue swirls after the orb explodes.

You don't want to face it alone.

Swamp Thing:
HP: 165, and very damn tanky.
Speed: Sticky.
Every action and every hit dealt to him will make it fart, a very noxious swamp gas that will poison you with splash damage.
Main attack is a pounce which melee claw deals massive damage, and will otherwise spread poison. Altfire shots a piercing projectile that deals splash damage and also poisons.

Swamp Burst: If you use when landing close enough to a human after a pounce, it is likely that he'll die if he can't escape. Each wave of swamp gas consumes 6 HP. Cancelled upon doing any other attack.

Sangel:
HP: 125
Speed: Space(low gravity ftw)
Rather supportive class, that can be vastly overpowered if well used. Main attack isn't really worth it unless you're entirely sure you're gonna land it, otherwise used to move in combination with your low gravity.
Altfire with slot 2 shots a pair of chains that will drag the target, be it human or ghoul, or some prop. If a human is struck, it will also drain 10 to 20 HP, as well as slowing it down for a short duration.
Slot 1 altfire shots a high damage soul that can disarm most weaponry and some magics. It will lock onto nearby humans if bouncing off a wall.

Vampire Bats: You could aim, but you won't. Shots a swarm of 5 bats that will frantically follow nearby humans. Each hit from each bat will deal damage and drain bits of health for the nearbiest ghouls.
10 Ammo, uses 5 per use.[/spoiler]

Well now that was long.

And anyway, still work in progress, the credits are within the code pk3.

Links:
http://allfearthesentinel.net/zandronum ... re_v00.pk3
http://allfearthesentinel.net/zandronum ... _v0.94.pk3
http://allfearthesentinel.net/zandronum ... .99f5b.pk3
http://allfearthesentinel.net/zandronum ... unk_v6.pk3

Almighty Screenshots (versions may be different)
[spoiler]Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image[/spoiler]

If you're wondering about the spanish, it's because of the overpowered language files, so there's that.

[Edit: The load order is the same as the link order]

[Update (Codepack) 15 08 17]
[spoiler]-Removed Void Warrior's 50% weakness to Frost Breath.
-Reduced old Wind Arrow push radius.
+Refunds: When failing Striker Bot or Hovering Turret deployment, the metal used to summon the items is returned.
*Changed Fonts.[/spoiler]

[Update (Codepack) 16 08 17]
[spoiler]*Updated Tipbox Graphics.
*Reworked Refund: Using Reload on Utility gun activates Refund mode, where using items as engineer instead return metal. HUD displays if on or off close to the gun sprite. Failing the Bot or the Hovering Turrets now return the item instead.
*Fixed bug where some human projectiles wouldn't go through Ion Shield (while not reflected at least)[/spoiler]

[Update (Codepack) 24 08 17]
[spoiler]+Added missing text for Refund in one HUD mode.
*Fixed Exile getting stuck within its own Ion Shield.
+Ghoul projectiles are vanished if their shotter is hit by EMP Ball or its radius.[/spoiler]

Bye.
Last edited by Afrit on Thu Aug 24, 2017 8:16 pm, edited 10 times in total.
GvH: Eternal Hatred : >

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Ru5tK1ng
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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#2

Post by Ru5tK1ng » Sun Aug 13, 2017 11:14 pm

Interesting take on GvH. I heard Jason is a big fan.

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#3

Post by Ivan » Sun Aug 13, 2017 11:15 pm

At least better than Multiverse...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#4

Post by TGminer » Mon Aug 14, 2017 1:50 pm

Image

:wonk:

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#5

Post by Afrit » Mon Aug 14, 2017 2:06 pm

TGminer wrote:[spoiler]Image

:wonk:[/spoiler]
There's a server and people can join it, busted!

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#6

Post by r4z0r » Mon Aug 14, 2017 7:35 pm

hello i am here to recommend this mod it is very fun and a good competition to all the other gvh's out there. On par with V2b9 good work Afrit now all thats left is to fix the god awful heretic font you keep on insisting to use.
Image

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#7

Post by TGminer » Mon Aug 14, 2017 8:21 pm

Afrit wrote:
TGminer wrote:[spoiler]Image

:wonk:[/spoiler]
There's a server and people can join it, busted!
Well, that's what I get when I try to join the server, so, it might just be a problem on my side. Might try redownloading the wads later.

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Afrit
 
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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#8

Post by Afrit » Mon Aug 14, 2017 9:39 pm

TGminer wrote:[spoiler]
Afrit wrote:
TGminer wrote:[spoiler]Image

:wonk:[/spoiler]
There's a server and people can join it, busted!
Well, that's what I get when I try to join the server, so, it might just be a problem on my side. Might try redownloading the wads later.[/spoiler]
Maybe you have a skins folder with modified hunter sprites for unknown reasons. Dunno, can't think of anything else.
[Edit: Try downloading straight from the tspg links, it could be possible that some bad mirroring site got in the way with your server browser]

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#9

Post by TGminer » Tue Aug 15, 2017 11:08 am

Ah, it was the skins. I think vrskins has a Hunter skin. Anyways, removing the folder worked. Thanks!

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#10

Post by Afrit » Tue Aug 15, 2017 9:48 pm

**Post Updated**

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#11

Post by Afrit » Thu Aug 24, 2017 5:19 pm

**Post Updated**

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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#12

Post by r4z0r » Thu Aug 24, 2017 7:31 pm

Good to see this project is still being updated and maintained hopefully we can have a new GvH to play with more balanced than V2b9? :)
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[WIP] Re: Ghouls vs Humans: Eternal Hatred

#13

Post by Icon » Wed Sep 06, 2017 10:30 pm

Good GvH, but have new-hard-mechanics.

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