Samsara - No longer under active development.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
TerminusEst13
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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#581

Post by TerminusEst13 » Sun Mar 24, 2013 1:34 am

Medicris wrote: Dat firemace in CTF
Holy shit it was a massacre
Wish I could've seen. I haven't seen the Firemace used well since ever. :<
Though now that I think of it, it's probably a great flag defense tool.
Tux wrote: so pretty much deimos coma deimos (guy that does awesome reviews) just did a video with samsara
http://www.youtube.com/watch?v=_q_8gxOxuIg
Awesome! Thanks for the link, I'm glad to see more vid playthroughs.
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ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#582

Post by someplayer » Sun Mar 24, 2013 7:26 pm

Is there any plan on adding C375 to the mix from virus.wad ?
I know he might be hard to balance since his flight ability might give him huge 'sequence break' super-powers.

Just an idea.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#583

Post by TerminusEst13 » Sun Mar 24, 2013 7:38 pm

Nah. Virus was never finished, not to mention way too few weapons.

'Sides, if I did go for a flying character, I'd much rather have the Pyro GX.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#584

Post by Cruduxy » Sun Mar 24, 2013 8:17 pm

But flying characters are always game breakers... oh well that would be my favorite new class to do speedruns as :D
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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#585

Post by The Toxic Avenger » Mon Mar 25, 2013 2:26 am

Those in #samsara know but I'm posting it here for forumgoers:
Be VERY careful with Parias' Wraithverge! For reasons unknown to us, it CAN cause crashing, possibly to the server. We don't know what's going on, but we're trying to find the cause.

TerminusEst13
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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#586

Post by TerminusEst13 » Mon Mar 25, 2013 5:28 am

The Toxic Avenger wrote: Those in #samsara know but I'm posting it here for forumgoers:
Be VERY careful with Parias' Wraithverge! For reasons unknown to us, it CAN cause crashing, possibly to the server. We don't know what's going on, but we're trying to find the cause.
Quoting for posterity.
Emphasis on "we don't know" and "we're trying to find". Probably "be very careful", too.

The fact that the Wraithverse is so hardcoded isn't helping.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#587

Post by Death Egg » Mon Mar 25, 2013 5:54 am

Oh man, if there were flying characters I'd love to see someone put the ship from Terminal Velocity in. Hell, I want to see someone put that ship in Doom somehow period.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#588

Post by Medicris » Mon Mar 25, 2013 8:22 am

TerminusEst13 wrote:
Medicris wrote: Dat firemace in CTF
Holy shit it was a massacre
Wish I could've seen. I haven't seen the Firemace used well since ever. :<
Though now that I think of it, it's probably a great flag defense tool.
Actually, it was best at doing the opposite. A guy could W+M1 down any hallway and if some poor sap was in the way, bam. Death by tidal wave of 500 simultaneous balls in his face. If there was no immediate way to sidestep out of the wide path, he was basically dead. If there was a corner or somewhere to avoid the wave, it wasn't too bad. Nevertheless, the amount of bitching in the server was incredible (we were playing legendaryctf-38b with large numbers of players for a few hours).

Generally just applied to hallways, albeit very tolerant on the definition of "a hallway". In function, Corvus with the common Firemace acted like a pathclearer for teammates to follow behind.

Just some data for you to think about.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#589

Post by Echo » Mon Mar 25, 2013 8:39 pm

Medicris wrote: A guy could W+M1 down any hallway and if some poor sap was in the way, bam. Death by tidal wave of 500 simultaneous balls in his face.
I lol'd... sometimes I really wish I wasn't so immature.

First things first, I can't say enough good things about this mod. It's absolutely fucking incredible how everything present has been combined while managing to retain a level of balance between characters, yet at the same time still lets their abilities and differences play off each other really well in co-op games. DM? I can never find a decently populated server to try things out properly why the fuck isn't this more popular and what the fuck is wrong with everyyrraaaaaagghhh...

Anyway, reading through some of the character requests (or should I say suggestions), and comparing them to the ones we can currently play as, I can't really see a role for any that I'm familiar with that wouldn't seem either crammed-in or somewhat redundant:

Caleb (Blood):
Yeah, okay, he's cool and all that, but would only play something like a lesser version of Duke. Personally I think he relies on medium-range hitscans and short-range projectiles too much to be an effective character in the frequently changing open spaces/tight corridors of most IWADs (not to mention that he's absolutely 100% fucking dead if he's caught in a Doom-style teleporting horde ambush). Being incredibly fragile (making Duke look like Chex) also means that if explosives are involved he's more than likely to simply blow himself up while only injuring opposition in a DM.

Jon (Powerslave/Exhumed):
Alright, maybe this one could work, but he doesn't bring much new to the table and probably wouldn't be much good outside of amplifying the challenge for whoever plays as him; from what I remember he also gladly seems to die at the drop of a hat (probably a recently-deceased Caleb's hat).

Blake Stone:
B.J. Blazkowicz IN SPAAAAAACE!!

Bitterman (Quake II):
Aside from the Railgun, there's nothing particularly new here (unless we start pissing around with expansion weapons and solely use those as his weaponset); Bitterman would play like something of a Doomguy clone. He's also pretty slow (compare his pace in Quake II to Ranger's in Quake), lacks a melee weapon, and his default Blaster completely and utterly sucks balls.

Now don't get me wrong; I would like to see these guys in there, and if it's at all possible to get these characters in without them being needless "me too!" bloat then I don't think anyone would complain at all (and Caleb would probably be in already), but I really can't see an overall purpose in throwing any of them in right now. Too much similarity to what we've got, blah blah blah!

(Oh, and that was my video earlier in the topic. Not that this is important.)
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#590

Post by Ivan » Mon Mar 25, 2013 9:28 pm

Echo wrote:
Medicris wrote: A guy could W+M1 down any hallway and if some poor sap was in the way, bam. Death by tidal wave of 500 simultaneous balls in his face.
Caleb (Blood):
Yeah, okay, he's cool and all that, but would only play something like a lesser version of Duke. Personally I think he relies on medium-range hitscans and short-range projectiles too much to be an effective character in the frequently changing open spaces/tight corridors of most IWADs (not to mention that he's absolutely 100% fucking dead if he's caught in a Doom-style teleporting horde ambush). Being incredibly fragile (making Duke look like Chex) also means that if explosives are involved he's more than likely to simply blow himself up while only injuring opposition in a DM.
Caleb has the potential to have the most DPS in the game actually. His sawn-off alt fire deals little bit less damage than SSG at a faster rate. Tommygun as well. Playing Caleb requires good dodging skills, that's for sure. If you take a rocket in the face chances are you will gib. If you abuse Caleb's advantage you can outdo your opponents. His flaregun is also no joke, use it from afar.
=== 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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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#591

Post by The Toxic Avenger » Mon Mar 25, 2013 11:17 pm

Speaking of which, Ivan, your Caleb has a huge bug; drop the lifeleech as a sentry, then pick it up again. 7500 points immediately if the server awards by damage done.
Echo wrote: Caleb (Blood):
[...]
Blake Stone:
Ivan's add-on for Samsara actually includes these two. I recommend checking it out.
Last edited by The Toxic Avenger on Mon Mar 25, 2013 11:20 pm, edited 1 time in total.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#592

Post by Ivan » Mon Mar 25, 2013 11:31 pm

The Toxic Avenger wrote: Speaking of which, Ivan, your Caleb has a huge bug; drop the lifeleech as a sentry, then pick it up again. 7500 points immediately if the server awards by damage done.
Echo wrote: Caleb (Blood):
[...]
Blake Stone:
Ivan's add-on for Samsara actually includes these two. I recommend checking it out.
Yep I noticed that. I'll disable the pick-up mode in Coop modes and give it a timer instead.
=== 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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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#593

Post by The Toxic Avenger » Tue Mar 26, 2013 2:33 am

Update on the Wraithverge situation: we think it has to do with the Wraithverge being used in conjunction with the spreadrune. I've had no problems with it normally while online.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#594

Post by TerminusEst13 » Tue Mar 26, 2013 2:42 am

Ivan wrote: Caleb has the potential to have the most DPS in the game actually. His sawn-off alt fire deals little bit less damage than SSG at a faster rate. Tommygun as well. [...] His flaregun is also no joke, use it from afar.
I don't really consider these good things, personally.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#595

Post by Untitled » Tue Mar 26, 2013 9:54 pm

What, you've never heard of the Glass Cannon?

http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon
Warning: Link leads to TV Tropes. I am not responsible for hours of wasted time if you start browsing it.
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<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#596

Post by The Toxic Avenger » Thu Mar 28, 2013 9:56 pm

OK, a bit of news: the server crashing might not be the Wraithverge after all. I've tested this in two separate instances and nothing has gone wrong at all.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#597

Post by BlackFish » Fri Mar 29, 2013 6:20 pm

Untitled wrote: What, you've never heard of the Glass Cannon?

http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon
Warning: Link leads to TV Tropes. I am not responsible for hours of wasted time if you start browsing it.
He's awkwardly balanced right now which makes singleplayer play awkward. Also, Pistol and DoomFist need to be removed from his starting inventory. The awkward balance is part of that Blood is a much slower game than Doom is.
Last edited by BlackFish on Fri Mar 29, 2013 6:20 pm, edited 1 time in total.

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#598

Post by HorribleBadGuy » Sat Mar 30, 2013 1:54 am

I wonder if it even worth it to bring up Lo Wang at this point, I mean he has some cool stuff going for him but I feel he would be too same-y between both duke and Caleb

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#599

Post by Untitled » Sat Mar 30, 2013 2:04 am

Yeah, Glass Cannon never worked with Doom, I guess.
In other news, Samsara/Stronghold Updated. Check my post about it for further information.

Feel free to ask me questions on either the forum or the IRC if it's about Samsara/Stronghold.
Last edited by Untitled on Sat Mar 30, 2013 12:35 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: Samsara - 0.28b - Fight, for the Front and Freedom!

#600

Post by Oddbrother » Mon Apr 01, 2013 3:23 am

Grr... I can't stand B.J.'s fat weapons blocking my view!

I'm gonna go do a weapon sprite addon for him.
Last edited by Oddbrother on Mon Apr 01, 2013 3:24 am, edited 1 time in total.

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