Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#141

Post by Ivan » Sun Apr 14, 2013 10:33 am

There are a couple reasons why we would probably not consider such suggestions:

* It's so damn hard to get teamwork done in Zandronum, and it's even harder in GvH.
* Such things could be pretty buggy and rather hard to code (I think)
* People can use it to troll...
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#142

Post by ibm5155 » Sun Apr 14, 2013 12:23 pm

Is just with me or sometimes when a ghost buster active the trap it doesn´t show that dynamic light and the "plasma"? for me sometimes i just listen the sound and see the box trap .-.

EDIT:nova is that white plasma ball from engineer? if yes i think it´s ok, it doesn´t much damage on ghouls, without altfire i needed 3 to kill a creeper, since a shotgun from marine, and the railgun from ghost buster instant kill he :D..

Hmm what does that script that type it up the health? when i read ghouls have 15hp more, i see my hp and i have the same as the original ghoul O_o
Last edited by ibm5155 on Sun Apr 14, 2013 1:03 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#143

Post by CloudFlash » Sun Apr 14, 2013 12:51 pm

Ivan wrote: * It's so damn hard to get teamwork done in Zandronum, and it's even harder in GvH.
Thus the op damage output;
Ivan wrote: * Such things could be pretty buggy and rather hard to code (I think)
Not that hard, just annoying, and bugs can be dealt with (I think);
Ivan wrote: * People can use it to troll...
Everything can be used to troll. Air in the elevator... Camera... Connection to internet... Bubblegum...

*Glass shattering* Uh-Oh! It seems like Ivan's beliefs met their dramatic end!
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#144

Post by Catastrophe » Sun Apr 14, 2013 3:29 pm

It's possible, but it will be extremely buggy. But hey, if you get it to work then power to ya.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#145

Post by Balrog » Sun Apr 14, 2013 3:38 pm

I dunno, that kind of mechanic seems to be the reason why NS sucked.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#146

Post by CloudFlash » Sun Apr 14, 2013 6:49 pm

NS didnt have any double techs or whatever let's call that.
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RE: Ghouls vs Humans: Legacy of Darkness v1.4

#147

Post by Ivan » Thu Apr 18, 2013 1:33 pm

Updated the original post with patch v4. Be sure to check it out.
=== RAGNAROK DM ON ... uh... dead forever? ===
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=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Ghouls vs Humans: Legacy of Darkness v1.4

#148

Post by Catastrophe » Sun Apr 21, 2013 3:08 am

So new patch should be out tomorrow, is there anything that NEEDS fixing right now?

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#149

Post by Ivan » Sun Apr 21, 2013 3:57 pm

Updated the OP with the 5th release. Be sure to download the maps as well.
=== RAGNAROK DM ON ... uh... dead forever? ===
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=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#150

Post by EnsaladaDeTomate » Mon Apr 22, 2013 2:10 am

Hmm idk if this is right.... but Choke balls can kill teammates... even if at Ghoul Team, a sjas reflects them, they can kill yourself...

Edit: checked if u kill a teammate, it counts for u as a frag...

Edit 2: hmmm btw did u guys thinked in make Marine nade's to explode when they instantly hit a target? cause its annoying to see them bouncing when u hit a target.... (this doesnt mean to instantly explode if they touch walls, roofs, etc..) :P
Last edited by EnsaladaDeTomate on Mon Apr 22, 2013 2:26 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#151

Post by Watermelon » Mon Apr 22, 2013 3:52 am

A quick and easy solution to the choke ball killing team mate reflection I'd guess is give all ghouls a DamageFactor of 0 for choke blood balls.

BUT it's hilarious if a ghoul dies from a blood ball, even though it's a ghoul trolling a ghoul.

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#152

Post by katZune » Mon Apr 22, 2013 6:58 pm

Watermelon wrote: A quick and easy solution to the choke ball killing team mate reflection I'd guess is give all ghouls a DamageFactor of 0 for choke blood balls.

BUT it's hilarious if a ghoul dies from a blood ball, even though it's a ghoul trolling a ghoul.
it would be good fix, those retards guys from spm always trolls doing that (more that reterdick or whatever it was)
Last edited by katZune on Mon Apr 22, 2013 6:58 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#153

Post by ibm5155 » Wed Apr 24, 2013 10:03 pm

hmm when the new test/mappack ´ll come? (I wanna test the guard map *__*)
off no trash D: gvh lod is at top 3 full servers if you want to play it :)
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#154

Post by Catastrophe » Wed Apr 24, 2013 10:39 pm

Map for us, it'll come out faster :p

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#155

Post by ibm5155 » Thu Apr 25, 2013 1:40 am

Catastrophe wrote: Map for us, it'll come out faster :p
I really thinked on it, I always wanted to do a gvh map *__*, but I´ll finish the zh map first :p
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#156

Post by ZzZombo » Fri May 03, 2013 3:14 am

IDK about others but I liked Defiler :(. Also for Impaler, it seems to be UP for me, since while you are attacking you can't move for a long time. Usually that means you are screwed even if you killed someone because you have no chance of escaping. I'd suggest to make it so when attacking it dashes forward for a certain distance leaving behind (or rather creating them in front of itself) spikes. Or just sends a chain of spikes forward. Or make this altfire and the former general attack. This way you can still block movement but it will be less risky to attack campfest people since they just roflrape you after start of your attack. And hey, why the viewheight is so big? Lower it to match the real height, please.

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#157

Post by Tux » Fri May 03, 2013 11:59 am

ZzZombo wrote: And hey, why the viewheight is so big? Lower it to match the real height, please.
not a bug, a feature. You can see who is going where and attack behind a fence
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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#158

Post by Catastrophe » Fri May 03, 2013 4:41 pm

Hm, when Zandronum 1.1 comes out perhaps we'll make impalers spikes block again.

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#159

Post by Dsparil » Fri May 03, 2013 10:43 pm

what i suggest for next patch is the following:
1-maybe make pw dash instant(maybe untrue when stunned to lessen trolling with that)
2-make pw more colored so you can differenciate between other players for purposes like you already attacked one and want to finish it off
3-buff impaler jump boost, but for compensation maybe make it a bitslower(probably bad idea) or nerf its damage

EDIT: forgot to mention that team balancer seems useless, specially at some conitions like 4 vs 1 8 vs 3 and numbers like that, i think its a better idea to force players to the other team(maybe also make their class random)
Last edited by Dsparil on Fri May 03, 2013 11:28 pm, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.5

#160

Post by Catastrophe » Fri May 03, 2013 11:53 pm

Nah, I hate the idea of forcing people to play something they don't want to.

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