Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Catastrophe
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RE: Super Demon! First release!

#121

Post by Catastrophe » Fri Aug 30, 2013 11:25 pm

http://static.[bad site]/wads/superdemonr2.pk3

Alright Superdemon R2 is out as usual, here's the changelog:

Code: Select all

1.1 -> 2.0
+ The Caco horde has invaded! Every 20 rounds they will issue a challenge.
	* Grey Cacodemon - Rapid Fire - Town gets foggy on death
	* Blue Cacodemon - Explosive Fire - Randomly revives one cacodemon
	* Pink Cacodemon - Homing Fire - Fully heals all cacos
	* Black Cacodemon - Insta Death Fire - All playesr have their health severely damaged
	* Orange Cacodemon - Fast Fire - Increases his ally caco speed by 35%
	* Brown Caco - Spread Fire - All weapons but katana for every player gets taken away.
	* Green Cacodemon - Poison Fire - Every 30 seconds every player takes 10 damage.
+ New Blood-themed map from Ivan.
+ New map by arkore
+ New map by Impact
+ Any large boss that can stomp will do damage while walking now.
+ All pain states have been removed from bosses.
+ New M_DOOM picture, yeah its novice but better than nothing!
+ Added blood colors to some bosses.
+ Arachnophyte Health buffed
+ Arachnophyte Speed buffed
+ Arachnophyte plasma damage buff
+ Fixed deathviles altfire, should actually damage now
+ Fixed Juggernaut flame sprites
- Setup now disables suiciding

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RE: Super Demon! R2 RELEASED!

#122

Post by Impact » Fri Aug 30, 2013 11:39 pm

woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

this is like the thing i've been waiting for the most after x rebirth
[spoiler]<N>Devon - <N>Impact - Dr Fetus[/spoiler]

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RE: Super Demon! R2 RELEASED!

#123

Post by Impact » Sat Aug 31, 2013 1:25 am

[spoiler]Image[/spoiler]


Not bad guys

Impossible to win as boss with that many players but was great fun! :biggrin:

Catastrophe can you PM on the forums listing all the problems with boss12 so it'll be quicker for me to find them and fix them (because I think there were more than one), cheers
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Combinebobnt
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RE: Super Demon! R2 RELEASED!

#124

Post by Combinebobnt » Sat Aug 31, 2013 1:34 am

Get rid of the health caps, make the moloch not a piece of shit, fix boss12 (bfg, homs everywhere), try to fix the weird desync thing in the blood map in the center of the map after the pillars lower, maybe redo the item placement on caco horde.

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RE: Super Demon! R2 RELEASED!

#125

Post by Untitled » Sat Aug 31, 2013 1:44 am

In terms of buffing Moloch, give him his original attack set:
1. Nailgun with Bouncing and Ripper, that move at speed 75 or so.
2. Lightning attack moved way faster originally, did (Random(1,4)*40) damage per rip, and shot out the little ripper bolts.
3. Exploding metal sphere attack.
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RE: Super Demon! R2 RELEASED!

#126

Post by ARGENTVM » Sat Aug 31, 2013 1:47 am

Combinebobnt wrote: Get rid of the health caps, make the moloch not a piece of shit, fix boss12 (bfg, homs everywhere), try to fix the weird desync thing in the blood map in the center of the map after the pillars lower, maybe redo the item placement on caco horde.
BOSS12 also has some questionable texturing in some areas (and a team-killing BFG).

Caco horde does need more health for more players.

I would like to see more bonus rounds as well - perhaps some with player control over the event as well.

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RE: Super Demon! R2 RELEASED!

#127

Post by jwaffe » Sat Aug 31, 2013 1:53 am

I second removing the boss health cap, I found some bugs where the boss health bar was thrown all over the intermission screen.

I recommend adding more single rockets to the maps in corners, etc.

Map ideas:

3d floor heavy map, something where players can get above and/or below the boss.

Possibly have crushers/traps in a map? Not sure if that's a good idea though.

Gun ideas:

Shadow warrior / MSPD quad shotgun
ROTT flamewall (doesn't have to do a lot of damage)
Something like the MSPD Obliterator
Duke3d devastators

A rocket launcher that fires fast with a clip like parkour (http://forum.zdoom.org/viewtopic.php?f= ... f4e7824169 -- works in zDoom 2.6+ only) might be interesting.

Other gun ideas:

something like the Heretic firemace?

I recommend using that rocket BFG in more maps, you can put it in secrets or something
Have berserk packs temporarily speed up your weapons?
Image

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RE: Super Demon! R2 RELEASED!

#128

Post by doomwolf555 » Sat Aug 31, 2013 8:15 am

My crypt map is finished +2 new weapon on the map http://www.mediafire.com/?lzkcmim6sk329dm
Only need to place your weapons on the map and the boss the new weapons already placed.
This map also planned for dual boss map so here is the second boss http://www.mediafire.com/?ten2icfdpjn99at
The bosses should have 500hp/player
Last edited by doomwolf555 on Sat Aug 31, 2013 10:12 am, edited 1 time in total.

Catastrophe
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RE: Super Demon! R2 RELEASED!

#129

Post by Catastrophe » Sun Sep 01, 2013 1:52 am

Doomified duke devastators don't sound bad, I think I'll add a couple new weapons

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RE: Super Demon! R2 RELEASED!

#130

Post by doomwolf555 » Sun Sep 01, 2013 6:08 am

Catastrophe wrote: Doomified duke devastators don't sound bad, I think I'll add a couple new weapons
Before you relase new maps and weapons pls balance your maps more the good example is deathvile's battle that map is totally unbalanced always boss wins and the map is really small.So if you want big maps remake these small ones to medium sized maps atleast.

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RE: Super Demon! R2 RELEASED!

#131

Post by Impact » Mon Sep 02, 2013 12:21 pm

Apologies for boss12, I didn't test the map enough and it resulted in many errors that made it a pain to play on. I have now fixed the map and changed some other stuff and that should be the end of it. I was unable to use v2 as a resource however, so I used v1.1. Catastrophe, when you're next on IRC I'll give you a link to the updated version.

PS, nice new logo for Super Demon :biggrin:
Last edited by Impact on Mon Sep 02, 2013 12:21 pm, edited 1 time in total.
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RE: Super Demon! R2 RELEASED!

#132

Post by Untitled » Mon Sep 02, 2013 4:54 pm

Yeah; I'd make it so Boss Health scales with player count, and that there's no cap to how high this can go. Say we add 500 HP to a boss per player (purely theoretical; you're gonna need to find proper numbers), and we have 8 players, so 4000 HP added. If we have 40 players (which we did have at one point of the FNF)? 20000 HP added (Oh god).
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<Untitled> There is no lower bound
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Impact
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RE: Super Demon! R2 RELEASED!

#133

Post by Impact » Mon Sep 02, 2013 4:57 pm

Untitled wrote: Yeah; I'd make it so Boss Health scales with player count, and that there's no cap to how high this can go. Say we add 500 HP to a boss per player (purely theoretical; you're gonna need to find proper numbers), and we have 8 players, so 4000 HP added. If we have 40 players (which we did have at one point of the FNF)? 20000 HP added (Oh god).
Yeah because when we did have 40 players even thought the boss had 10,000 health the boss still got destroyed every single time. With 20,000, probably half the people that are the boss would actually win sometimes.
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Catastrophe
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RE: Super Demon! R2 RELEASED!

#134

Post by Catastrophe » Mon Sep 02, 2013 5:46 pm

Yeah health cap was a mistake, I'm doubling it for all bosses. Because at about 40 players the boss gets demolished by everyone.

Catastrophe
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RE: Super Demon! R2 RELEASED!

#135

Post by Catastrophe » Thu Sep 12, 2013 2:39 am

Ok a new balance + map update! R2-1 is now out! Here's the changes.

Code: Select all

2.0fix -> 2.1
+ BOSS12 is now playable.
+ All bosses rate of mana gets doubled if lower than 30% hp.
+ All bosses health caps have been severely increased.
+ All caco-horde cacodemon base speeds have been increased by 5.
+ New Status bar for anyone using the doomguy hud
+ Another new mdoom, whaddya think?
+ New intermission pic, hopefully its better
+ Fixed an issue where the orange cacodemon speed buff wasn't working.
+ Moloch buffed
+ Archon flamethrower now triple fires.
+ Hopefully fixed the end game message from bugging out again
+ Avatar ice ball projectile is now faster
+ DeathVile alt attack speed increased
+ Added a bunch of new weapon sprites, lets see what I do with it...
- Minimum speed required for Speed Demon is now 35 seconds instead of 40.
R3 Will be out probably in a month or less, should have new maps and weapons. I'm also running out of ideas, feel free to suggest stuff.

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RE: Super Demon! R2-1! Balance Balance Balance!

#136

Post by -Jes- » Thu Sep 12, 2013 4:05 am

-Jes- wrote: Death message: X annhialated Someone.

That ain't proper english yo.
Plus:

No BestEver ad
HOM at playerspawn in Borehole map.
Last edited by -Jes- on Thu Sep 12, 2013 4:07 am, edited 1 time in total.

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CloudFlash
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RE: Super Demon! R2-1! Balance Balance Balance!

#137

Post by CloudFlash » Thu Sep 12, 2013 5:37 am

What sort of ideas you are out of? Ideas about new gameplay addons, ideas about new bosses, ideas about new maps, ideas about pretty much anything?...
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RE: Super Demon! R2-1! Balance Balance Balance!

#138

Post by Cruduxy » Thu Sep 12, 2013 10:11 am

Didnt play this yet.. Did you buff the arch-vile health?
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doomwolf555
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RE: Super Demon! R2-1! Balance Balance Balance!

#139

Post by doomwolf555 » Thu Sep 12, 2013 12:14 pm

I have an idea to make perks and classes and levels for humans like in Killing Floor

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RE: Super Demon! R2-1! Balance Balance Balance!

#140

Post by Ivan » Thu Sep 12, 2013 1:00 pm

I forgot to send you my fixes for Tchernobog. I just have to fix the weird throne issue at center, which I think was a similar issue in one of your prototype wads. It was about telling if a round is at countdown state or has begun. If I can do that I assume the weird lag on center will be fixed. Can that even be detected?
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