Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Danzoa
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#181

Post by Danzoa » Wed Oct 02, 2013 4:47 pm

Ivan wrote: Yes please share it publicly so everyone knows what it is before the release.
Yes, please be captain Obvious, everyone loves Captain Obvious :lol: !

On-Topic: i love this mod lol, was playing it yesterday with a bunch of people in the server, i'm glad to see that tchernobog made it in too !
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Deathskull
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#182

Post by Deathskull » Thu Oct 03, 2013 7:08 pm

Nice update. I like how the bosses and maps are getting more and more complicated with each update.

I've played this mod quite a bit and so I think I can give my opinions on individual levels.
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Boss01: The boss has a very powerful moveset but it is hindered extremely by the map, Is that metal 3D floor walkway really necessary? I think it would be better if the boss had ways of reaching the rocket launcher platform and generally getting on the same level as the marines.

The spawn area needs to be blocked in some way after the players have left it, if the boss goes up there then the players will have to ride up a slow elevator only to come up into a very cramped area against a boss who can instakill them with any attack it chooses, it's lame.

Boss02: The spawn areas need to be blocked until the boss spawns, it's more common to see it spawn on top of players than any other map, since it's not as obvious that you can get spawned on thanks to the fact that nothing really stands out so much on this map.

That flame trail attack is complete BS. It's a massive splash damage trail that's fast and kills instantly on a cramped map. I think it should work like the fire snake in Heretic so that it would block much less area and be less annoying, If the lack of a wide area attack is really a problem then give it the spreadshot fireballs from heretic.

One more thing: It's very hard to hit with the melee attack, there's no unique sprite to let you know how you're timing it and the imp hand just doesn't cut it, it seems like hitting someone with it is more a matter of luck than anything.

Boss03: Nice map, I like how the volcano works so well with the flame trails. I think it's very annoying to aim the spread fireballs though, I think they should be positioned differently so that they're more accurate to the boss's perspective.

Boss04
: OP as hell. The fast plasma attack is way too cheap and fast to be 2 hit killing people, I almost never see this boss lose if they just spam that thing. I think it should get a severe damage reduction.

Plasma rockets are borderline useless, most of the time the fireballs just fly right past people instead of hitting them, so it's really not worth the mana cost. I think it should be changed to shoot a slightly slower ring of fireballs that always travels at the same height and you have to jump/crouch under it to dodge rather than getting lucky almost all of the time and having the projectiles fly past.

Those 3 rapid fire plasma balls seem kind of weak for their cost, I think they should be the basic attack rather than the current one and cost less.

The free aim BFG is BS. Seriously, don't do that, there's almost no way to survive it if he gets too close to you.

Boss05: I think the fast rockets need to do less damage.

Nice buff to this boss and making the map larger, it's more fun to play this map for both sides than it used to be.

Boss06: This boss has a reputation for being nearly unbeatable. I have to say I agree with that.

The yellow fire does far too much damage and if the boss knows what it's doing it's super hard to dodge thanks to the fact that the boss can move so fast.

I think that it should be forced to move slow when charging and firing yellow fire, and that the red fire which is nearly useless should get a damage buff as well as letting the boss move faster while charging it.


Boss07
: I think this is even more OP than the death vile. It has a chaingun that kills someone who has got full HP and armor in under a second, that's way too strong for an undodgable attack.

The only health in this map is a bunch of health bonuses too so this boss is near unbeatable in small games and in large games it's merely ridiculously hard.

I think the chaingun should get a big damage nerf ,as well as forcing the boss to move slowly while firing it. Put some more freaking health in this map, too.

Boss08: This one has a nice variety of attacks, but I think the flame does too much damage for having such a low mana cost. I think the fire should have it's damage reduced slightly, but other-wise no changes here.

Boss09: This one is annoying. I think the regular rockets should get a slight speed decrease, combined with the boss's arena they make it almost a requirement to stay a ridiculous distance away from the Annihilator in order for you to have any chance of surviving.

The secret area where you rocket jump into a cave with lava in needs to be fixed, you can camp forever in there because if you stand on the edge of the teleporter the lava won't hurt you and neither can the boss hit you. Either that or put some tall pillar the boss can climb up and shoot through the hole with.

Boss10: Nice map, this one feels more balanced than the others as, even though the boss's attacks do a ton of damage, they are much easier to dodge than some of the other fast-killers (Plasma commando ect.).

The only thing I think should be changed is the health pickups, since it's so easy to dodge the boss's attacks the players really shouldn't get a berserk pack + 2 armor sets, I think one armor set and a regular medikit would be less frustrating for the boss.

Boss11: The nails are far too strong. My optimal strategy for this boss is: spam nails > wait for mana, spam nails > wait for mana > spam nails > marines are dead. They're nearly undodgable yet are capable of killing in just 2 hits, that's really way too much damage. I think the nails should get a huge nerf and to compensate the boss could get it's other abilities (the moloch does have other attacks in R667 which it doesn't here).

I also think the nails could be positioned lower, to make it less weird to aim them as boss.

Boss12
: Another "one attack horror" boss, this time the attack is not a simple straight travelling projectile, but burst of multi-directional floor crawlers. That attack does way too much damage to be coming out instantly.

I think the boss should have a chargeup time where it moves slower before releasing them, so you can't just run up to someone and instakill them before they have a chance to get away, or go into an open area and spam them until people mess up and get 1shot.

The 100 mana attack really isn't worth that much, it's nearly useless here so I think it should either be made more interesting or reduce the mana cost.

Boss14: A nice boss, I like the hyper cannon thing it can use for 100 mana, but the attack where it shoots dual plasma is WAY too fast to be instakill, either nerf the damage or nerf the speed

If you are firing chainguns or charging up your super canon there's also a bug where you sometimes can move at full speed.


Boss14
: I like the map for this boss a lot, it's very different from the others in that it has so many distinct areas. The only change I can think of is to make the tornado throw up people into the air instead of being a pure damage attack.

Boss15: This one has a very good variety of attacks, this is probably my favorite.

My only problem is with the water-electrifying attack, it covers such a huge area on the map and It's very hard to avoid death if the boss electrifies the water then runs up into your face and shoots a glacial sphere, I think it would be better if the scale of the map was made bigger so the platforms are much larger, but so is the pool.

Boss16: Nice boss, very unique, I can't think of any changes right now.
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One more thing: God's pistol is some lame shit, if you kill the guy who's about to become the boss then they will miss out their turn and potentially have to wait more than 10 rounds until they become the boss again.
Last edited by Deathskull on Thu Oct 03, 2013 7:27 pm, edited 1 time in total.

doomwolf555
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#183

Post by doomwolf555 » Sat Oct 05, 2013 8:28 am


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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#184

Post by Ivan » Sat Oct 05, 2013 11:08 am

I find Hi-res textures out of place for Doom and especially the context of this mod. Besides, the map looks kinda plain, so if you thought those textures would make it look good, think again because it doesn't. I really think you should use normal textures in your map.
=== 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: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#185

Post by Lollipop » Sat Oct 05, 2013 2:10 pm

Besides, just what the hell is up with trying to kill peoples eyes with a yellow and green clusterfuck of a mess? And just how would that fit a GRAY BOSS ANYWAY?
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#186

Post by Bloax » Sat Oct 05, 2013 7:10 pm

Instead of fire and brimstone and a general theme to fit the red/dark gray look of the boss, we instead have a VIVIDLY COLORED, bland landscape with some fancy, ugly trees.

Yeah this fits perfectly.
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#187

Post by Ænima » Sat Oct 05, 2013 8:57 pm

I think it would fit if you inverted all of the texture colors. That would be hella trippy.
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#188

Post by doomwolf555 » Sun Oct 06, 2013 11:52 am


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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#189

Post by Lollipop » Sun Oct 06, 2013 11:59 am

Better, but not as good as twilight.
We kinda said gray and not brown if I remember correctly.
Your map details seem very random and clash a lot, furthermore the shadows contradict with the way light works, have you even seen a shadow? (thus you also make the shadows contradict with each other due to the vary high diference in object height and shadow length(see boxes and the flat thingy on the ground in second picture)).
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#190

Post by doomwolf555 » Sun Oct 06, 2013 2:18 pm

Lollipop wrote: Better, but not as good as twilight.
We kinda said gray and not brown if I remember correctly.
Your map details seem very random and clash a lot, furthermore the shadows contradict with the way light works, have you even seen a shadow? (thus you also make the shadows contradict with each other due to the vary high diference in object height and shadow length(see boxes and the flat thingy on the ground in second picture)).
Ok so if gray map fits for gray boss then I will make a pink map with full pink textures for my pinky demon boss.And the most of map are gray and dark colored in the mod already so I don't make dark maps.

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#191

Post by Ivan » Sun Oct 06, 2013 2:26 pm

doomwolf555 wrote:
Lollipop wrote: Better, but not as good as twilight.
We kinda said gray and not brown if I remember correctly.
Your map details seem very random and clash a lot, furthermore the shadows contradict with the way light works, have you even seen a shadow? (thus you also make the shadows contradict with each other due to the vary high diference in object height and shadow length(see boxes and the flat thingy on the ground in second picture)).
Ok so if gray map fits for gray boss then I will make a pink map with full pink textures for my pinky demon boss.And the most of map are gray and dark colored in the mod already so I don't make dark maps.
I'm honestly starting to think you're either stupid or arrogant. What we are trying to say is you just can't make a happy and peaceful environment with birds flying and trees perfectly green, for a boss like that who is gray and representing evil and all kinds of "gothic" or "satanic" things. You are basically clashing themes of things. That just won't work. Besides, gray on gray would look bad, too, use darker colors (and please, not pink or purple) to fit WHAT THE BOSS LOOKS LIKE rather than THE COLORS OF THE BOSS.
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#192

Post by doomwolf555 » Sun Oct 06, 2013 4:30 pm

Ivan wrote:
doomwolf555 wrote:
Lollipop wrote: Better, but not as good as twilight.
We kinda said gray and not brown if I remember correctly.
Your map details seem very random and clash a lot, furthermore the shadows contradict with the way light works, have you even seen a shadow? (thus you also make the shadows contradict with each other due to the vary high diference in object height and shadow length(see boxes and the flat thingy on the ground in second picture)).
Ok so if gray map fits for gray boss then I will make a pink map with full pink textures for my pinky demon boss.And the most of map are gray and dark colored in the mod already so I don't make dark maps.
I'm honestly starting to think you're either stupid or arrogant. What we are trying to say is you just can't make a happy and peaceful environment with birds flying and trees perfectly green, for a boss like that who is gray and representing evil and all kinds of "gothic" or "satanic" things. You are basically clashing themes of things. That just won't work. Besides, gray on gray would look bad, too, use darker colors (and please, not pink or purple) to fit WHAT THE BOSS LOOKS LIKE rather than THE COLORS OF THE BOSS.
Yes the VIVID colored map was a mistake.I have made it with dark colors but it looks too horroristic now actually fits for the boss but idk if it's better http://postimg.org/image/hit7xvjc5/

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#193

Post by Deathskull » Sun Oct 06, 2013 4:34 pm

The lack of shadowing on the outer wall looks really odd, since everything else has one.

Why does Deathvile need a remade map anyway? This looks like it'd be even more annoying to fight it on because of all the open space you have to run across if he catches you.

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#194

Post by doomwolf555 » Sun Oct 06, 2013 5:02 pm

Deathskull wrote: The lack of shadowing on the outer wall looks really odd, since everything else has one.

Why does Deathvile need a remade map anyway? This looks like it'd be even more annoying to fight it on because of all the open space you have to run across if he catches you.
I think the boss should have different spells the original is too op for players and the boss just spamming that fire spell and every1 dies.The map will have more cover but i'm actually trying to find a good sky for it.The original map were too small and had no cover only some boxes.

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#195

Post by Ivan » Sun Oct 06, 2013 5:28 pm

Also, stop using hi-def textures, for real. They are pointless, detail the level on your own.
=== 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: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#196

Post by doomwolf555 » Sun Oct 06, 2013 7:43 pm

I got only these textures.Where to find 64*64 or 128*128 sized textures other wads?

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#197

Post by Impact » Sun Oct 06, 2013 7:50 pm

doomwolf555 wrote: I got only these textures.Where to find 64*64 or 128*128 sized textures other wads?
Google is your friend.
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#198

Post by doomwolf555 » Mon Oct 07, 2013 12:33 pm


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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#199

Post by Ivan » Mon Oct 07, 2013 12:48 pm

The tree still stands out.
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#200

Post by Ænima » Mon Oct 07, 2013 12:58 pm

doomwolf555 wrote: http://img24.imageshack.us/img24/9485/2e6g.png
The normal texture version
MUCH better!
Ivan wrote: The tree still stands out.
I agree. The tree shouldn't look lush and green. It should look like a tree during winter (nothing but branches).
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