Complex Doom Invasion - v0.99.8a

General discussion of the port and Doom-related chat.
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fr blood
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Re: Complex Doom Invasion - v0.99.6b

#541

Post by fr blood » Sat Dec 08, 2018 11:59 am

Yeah, for me it was of course "Explosive Fucking Gun" since this is exactly what it does.

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Re: Complex Doom Invasion - v0.99.6b

#542

Post by C:\) » Sat Dec 08, 2018 3:28 pm

fr blood wrote:
Sat Dec 08, 2018 11:59 am
Yeah, for me it was of course "Explosive Fucking Gun" since this is exactly what it does.
Spoiler: (Open)
Image

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Re: Complex Doom Invasion - v0.99.6b

#543

Post by C:\) » Sun Dec 09, 2018 4:22 am

Speaking of EFG do you plan to fix the utility gun tier 4 explanation?
it saids unlocked "devastator"
and add the mine launcher on the bonus crates i like it that weapon (quick fix replace the "pistol" for "mine launcher" :wink: )

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Re: Complex Doom Invasion - v0.99.6b

#544

Post by C:\) » Thu Dec 20, 2018 12:11 am

heya blood
i suppose you are on xmas and new year eve vacations since i haven heard any news about ya

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Re: Complex Doom Invasion - v0.99.6b

#545

Post by mattbratt11 » Fri Dec 21, 2018 1:46 am

fr blood wrote:
Sat Dec 08, 2018 11:59 am
Yeah, for me it was of course "Explosive Fucking Gun" since this is exactly what it does.
How about "Ethnic Faggot Gangsta"! JK!
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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Re: Complex Doom Invasion - v0.99.6b

#546

Post by C:\) » Fri Jan 04, 2019 6:50 pm

well so new year, new surprises for this mod?

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Re: Complex Doom Invasion - v0.99.6b

#547

Post by Sepia-Paper » Sat Jan 05, 2019 3:18 pm

You can't rush development for the sake of a "New" year.

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Re: Complex Doom Invasion - v0.99.6b

#548

Post by C:\) » Sat Jan 19, 2019 1:35 am

that powerup rune its a mess
you get differents spheres every 10-15 seconds and cant see a shit on the screen and sometimes i get a red screen which take a long time to be cleared
this rune should have a longer time before getting different spheres

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Re: Complex Doom Invasion - v0.99.6b

#549

Post by Sepia-Paper » Sat Jan 19, 2019 6:36 pm

C:\) wrote:
Sat Jan 19, 2019 1:35 am
that powerup rune its a mess
you get differents spheres every 10-15 seconds and cant see a shit on the screen and sometimes i get a red screen which take a long time to be cleared
this rune should have a longer time before getting different spheres
or maybe a trigger key that can allow you turn on the power up when you want it to with a lot of cool down.

its literally a Bonus Crate that keeps on giving spheres every 15 seconds.

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Re: Complex Doom Invasion - v0.99.6b

#550

Post by C:\) » Mon Jan 21, 2019 4:06 am

Sepia-Paper wrote:
Sat Jan 19, 2019 6:36 pm
C:\) wrote:
Sat Jan 19, 2019 1:35 am
that powerup rune its a mess
you get differents spheres every 10-15 seconds and cant see a shit on the screen and sometimes i get a red screen which take a long time to be cleared
this rune should have a longer time before getting different spheres
or maybe a trigger key that can allow you turn on the power up when you want it to with a lot of cool down.

its literally a Bonus Crate that keeps on giving spheres every 15 seconds.
or 30 seconds delay like most spheres

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Re: Complex Doom Invasion - v0.99.6b

#551

Post by Juka » Tue Jan 22, 2019 1:31 pm

Turns out Complex is great for LAN games as well, me and my brother are spending full afternoons replaying old maps from some good wads. The Legendary spawns however are absolutely broken when you're playing with mostly "vanilla" weapon and health spawns, is there a way to disable them?

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Re: Complex Doom Invasion - v0.99.6b

#552

Post by Marcaek » Fri Jan 25, 2019 1:36 am

Hey Blood, is there any reason this is still using LCA 1.5.8?

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Re: Complex Doom Invasion - v0.99.6b

#553

Post by TaporGamingBugReport » Sat Jan 26, 2019 9:13 am

When about some Light Machine Gun?. Much stronger than assault rifle.

Also the tech obelisk?

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Re: Complex Doom Invasion - v0.99.6b

#554

Post by C:\) » Mon Feb 18, 2019 11:54 pm

yo blood since you are probably very busy with your life
how about you show us a tutorial how to mod your invasion gamemode so someone could take the lead to keep updating or do any change?

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Re: Complex Doom Invasion - v0.99.6b

#555

Post by TaporGamingBugReport » Wed Feb 27, 2019 6:02 am

Can we change Mission Failure to Defeat after Players doesn't have reiforcements

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Re: Complex Doom Invasion - v0.99.6b

#556

Post by fr blood » Fri Mar 15, 2019 7:57 am

Hello everyone it has been a long absence since November 2018 because I got bored of Zandronum and started modding on other mod.
However since I started before that time to work on v0.99.7, I think that it would be a waste to not at least finishing that version and maybe my last map before probably leaving once for all.
I'm now bored of other games and their bullshit devs so I'm back here in Zandronum Modding for a short time I guess.

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Re: Complex Doom Invasion - v0.99.6b

#557

Post by Empyre » Fri Mar 15, 2019 9:30 pm

I'll be sad to see you go, but I wish you well.
"For the world is hollow, and I have touched the sky."

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Re: Complex Doom Invasion - v0.99.6b

#558

Post by C:\) » Sat Mar 16, 2019 7:36 am

fr blood wrote:
Fri Mar 15, 2019 7:57 am
Hello everyone it has been a long absence since November 2018 because I got bored of Zandronum and started modding on other mod.
However since I started before that time to work on v0.99.7, I think that it would be a waste to not at least finishing that version and maybe my last map before probably leaving once for all.
I'm now bored of other games and their bullshit devs so I'm back here in Zandronum Modding for a short time I guess.
its good to see you back again
speaking of mods
what other mod are you working on?

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Re: Complex Doom Invasion - v0.99.6b

#559

Post by C:\) » Thu Apr 18, 2019 11:53 pm

blood i thought you said you will never make this mod like clusterfuck but moving the spread rune on the bonus crate and open deck, are you crazy?
remove that crap man
now everyone will use that rune, spam the shit out things and crash the server over and over
if someone gets a devastator or leg Bfg its a instant crash for everyone no matter if you have a nasa computer
add the reflection and prosperity rune instead

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Re: Complex Doom Invasion - v0.99.6b

#560

Post by Scalewinged » Fri Apr 19, 2019 9:20 pm

C:\) wrote:
Thu Apr 18, 2019 11:53 pm
blood i thought you said you will never make this mod like clusterfuck but moving the spread rune on the bonus crate and open deck, are you crazy?
remove that crap man
now everyone will use that rune, spam the shit out things and crash the server over and over
if someone gets a devastator or leg Bfg its a instant crash for everyone no matter if you have a nasa computer
add the reflection and prosperity rune instead
Honestly Spread rune is nothing useful. At least it doing nothing compared to any other rune. It making too many wepens useless (explosives bye-bye), so moving it to bonus crate instead of epic is pretty obvious. I think also leg rune should be obtainable from epics only to prevent that stupid "leg rune hunt".

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