Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
doomwolf555
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#201

Post by doomwolf555 » Mon Oct 07, 2013 1:11 pm

Ænima wrote:
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).
I think this impossible with that kind of trees.I can only recolor them or change with 2D trees.

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

#202

Post by Deathskull » Mon Oct 07, 2013 3:17 pm

Why does Death Vile need a remake in the first place? I don't think it's concept lends itself to being OP and hard to balance, it's just the fact that it's main attack is too spammable. If it's first attack had a higher mana cost and the floor crawler was made to not suck it would be much less effortless to win with.

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

#203

Post by Ivan » Mon Oct 14, 2013 1:42 am

Here's some of my recent work: (Click the link at the bottom to see the rest of the screenshots, total of 8. Also, they are a bit huge so, warning :p)

[spoiler]
Image
Image
[/spoiler]

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

#204

Post by Ænima » Mon Oct 14, 2013 2:29 am

^Me likey.

doomwolf555 wrote:
Ænima wrote:
doomwolf555 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).
I think this impossible with that kind of trees.I can only recolor them or change with 2D trees.
Soooo why not just use the regular Doom trees then?
Last edited by Ænima on Mon Oct 14, 2013 2:32 am, edited 1 time in total.
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doomwolf555
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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#205

Post by doomwolf555 » Mon Oct 14, 2013 11:44 am

Ænima wrote: ^Me likey.

doomwolf555 wrote:
Ænima wrote:
doomwolf555 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).
I think this impossible with that kind of trees.I can only recolor them or change with 2D trees.
Soooo why not just use the regular Doom trees then?
I did it now my map is almost ready.

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

#206

Post by doomwolf555 » Mon Oct 14, 2013 2:26 pm

http://www.mediafire.com/?js48ncgertguakn here is a link for my map and boss just need the original superdemon wad to start it.(second attack updated)
Last edited by doomwolf555 on Mon Oct 14, 2013 4:40 pm, edited 1 time in total.

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

#207

Post by Impact » Mon Oct 14, 2013 5:07 pm

Ivan wrote: Yes please share it publicly so everyone knows what it is before the release.
doomwolf555 wrote: http://www.mediafire.com/?js48ncgertguakn here is a link for my map and boss just need the original superdemon wad to start it.(second attack updated)
Will you ever learn?
[spoiler]<N>Devon - <N>Impact - Dr Fetus[/spoiler]

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

#208

Post by doomwolf555 » Mon Oct 14, 2013 6:04 pm

Impact wrote:
Ivan wrote: Yes please share it publicly so everyone knows what it is before the release.
doomwolf555 wrote: http://www.mediafire.com/?js48ncgertguakn here is a link for my map and boss just need the original superdemon wad to start it.(second attack updated)
Will you ever learn?
wut

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

#209

Post by Balrog » Mon Oct 14, 2013 7:36 pm

Lesse:
Still open as hell
Still FPS lags like a mofo
You changed the deathvile sprites as part of some way of justifying yourself
Still rather off-looking

Evaluation: Go look at some mapping guides and remake this entire map from scratch.

EDIT: Also, since nobody's commented on my ZanStuff review of this: http://zandronum.com/forum/showthread.php?tid=3595
Last edited by Balrog on Mon Oct 14, 2013 7:40 pm, edited 1 time in total.

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[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends

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<ijon>well fuk
<ijon>guess I gotta suck dicks now

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(18:13:17)<Mayrine>i dont have to learnt anything about ACS

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

#210

Post by doomwolf555 » Mon Oct 14, 2013 7:52 pm

Balrog wrote: Lesse:
Still open as hell
Still FPS lags like a mofo
You changed the deathvile sprites as part of some way of justifying yourself
Still rather off-looking

Evaluation: Go look at some mapping guides and remake this entire map from scratch.

EDIT: Also, since nobody's commented on my ZanStuff review of this: http://zandronum.com/forum/showthread.php?tid=3595
Well the boss have long ranged attacks now not that fire wave something so open area won't be a problem.I tried with bots and haven't found any problems only the random fps drops.

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

#211

Post by Catastrophe » Mon Oct 14, 2013 7:54 pm

Doomwolf, sorry but I'd rather not have you map for this wad until you stop using openGL effects on your maps. They NEED to be software friendly, as in when you're testing your maps you need to test it in software and -not- OpenGL.

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

#212

Post by doomwolf555 » Tue Oct 15, 2013 4:44 pm

Catastrophe wrote: Doomwolf, sorry but I'd rather not have you map for this wad until you stop using openGL effects on your maps. They NEED to be software friendly, as in when you're testing your maps you need to test it in software and -not- OpenGL.
Yes I have removed the opengl effects and fixed the lagg spikes today.

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

#213

Post by doomwolf555 » Fri Oct 18, 2013 3:31 pm

http://www.mediafire.com/?vz47u1anjbpfhn8
I have tested this on soft mode too and it worked perfectly.

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RE: Super Demon! Dem stats

#214

Post by Catastrophe » Sun Nov 24, 2013 8:02 am

Small teaser... Stat saving finally works.

Fight to get your name on the official highscore!
Image

...But don't lose your rank! If someone passes your score he will take your spot!
Image

Stat saving will...
- Save stats across all servers
- Will save your name
- Wont get reset (unless problems pop up)

(Yes scoreboard looks ugly, will fix later.)
Last edited by Catastrophe on Sun Nov 24, 2013 8:05 am, edited 1 time in total.

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Ivan
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RE: Super Demon! Dem stats

#215

Post by Ivan » Sun Nov 24, 2013 12:09 pm

Catastrophe wrote: Small teaser... Stat saving finally works.

Fight to get your name on the official highscore!
Image

...But don't lose your rank! If someone passes your score he will take your spot!
Image

Stat saving will...
- Save stats across all servers
- Will save your name
- Wont get reset (unless problems pop up)

(Yes scoreboard looks ugly, will fix later.)
Awesome stuff. This might be revolutionary.
=== 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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Hypnotoad
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RE: Super Demon! Dem stats

#216

Post by Hypnotoad » Sun Nov 24, 2013 12:29 pm

Interesting, how are you storing and retrieving the stats? Is it similar to how luk does it for jm?

Catastrophe
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RE: Super Demon! Dem stats

#217

Post by Catastrophe » Sun Nov 24, 2013 1:58 pm

Hypnotoad wrote: Interesting, how are you storing and retrieving the stats? Is it similar to how luk does it for jm?
Basically, your stats are saved on the client, but each stat is encrypted differently via ACS. You basically send to the server what stats you have and it'll update itself. So, your stats are pretty much universal.

Keep in mind this is an experiment to see if this will work or not. So, I've made sure to add fail safes, including but not limited to...
- Stat saving must be manually enabled by the server through a cvar. That way people just wanting to play for fun don't need to worry about their score and whatnot.
- Modifying your stats will reset EVERYTHING you've worked for.
- The source will be hidden.

In case something does go wrong the stats will record your name so I'll know who is doing what.
Last edited by Catastrophe on Sun Nov 24, 2013 1:59 pm, edited 1 time in total.

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Ænima
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RE: Super Demon! Dem stats

#218

Post by Ænima » Sun Nov 24, 2013 2:53 pm

Good idea, I thought of encryption too.

I still tend to agree with Torr's "the client can't be trusted with anything" view. But I suppose here it's not that important. :p
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Catastrophe
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RE: Super Demon! Dem stats

#219

Post by Catastrophe » Sun Nov 24, 2013 3:35 pm

Welp this is the best alternative (unfortunately) until an account system gets added.

Catastrophe
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RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#220

Post by Catastrophe » Mon Nov 25, 2013 10:44 pm

Alright after that test yesterday... 4-1 is out!

Image
http://static.[bad site]/wads/superdemonr4-1.pk3

Changelog

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3.1 -> 4.0 (The Ivan update)
+ New experimental STAT SYSTEM
	- Saves stats across different servers
	- Must be manually enabled
	- Saves your name if you are #1
	- Must be atleast 3 players in the server to record.
+ End game menu overhaul
	- Now displays the servers' hiscores
	- Displays your score on the bottom
	- Will tell you wether or not the server records stats

+ All bosses have proper taunts now (Thanks Ivan!)
+ All bosses have proper deaths now (Thanks Ivan)
+ 4 New maps from Ivan (Again, woo!)
+ 6 New guns by Ivan
+ Added some effects to various bosses
+ Archon new attack
+ New reward, ammo regeneration
+ Activating your reward will now display to others.
+ Grenade launcher reworked
+ Small changes to all maps
+ Updated textcolors mod
+ The caco-horde has gone south for the winer and will return in a later update
- Argus weapon switching slowed
- EFG9000 speed buffed
- Moloch flame wave buffed slightly
- Annihilator no longer inflicts self damage
- Juggernaut missile speed increased
- Juggernaut chaingun damage nerfed
- Deathvile mainfire mana cost increased
- Deathvile altfire mana cost decreased
- Deathvile altfire speed increased
- Plasma commando BFG removed
- Plasma Commando rocket mana cost reduced
- Plasma Commando plasma mana cost reduced
- Plasma commando plasma damage nerfed
- Plasma Commando cant hurt itself anymore from his own rocket
- Bruiser fireball and spreadball speed increased.
- Bruiser fireball & spreadball now explode on impact
- Bruiser fireball mana cost reduced
- Moloch nails no longer bounce
- You can now carry more than 1 unactivated reward (Max 3)
- Azazel ground fire damage cut in half.
- Azazel red ball has faster speed
- Azazel now jumps high
- The extra life reward works correctly now
- Cloaking Device buffed
- I finally spelled "Annhilated" correctly
- Buffed Lich's fire projectiles to do explosion damage on impact to help him clear hordes of people easier.
- Ice wasn't one shotting 100hp people at random, this is fixed.
- Tchernobog now gives reward on death.
- Added explosion damage to Tchernobog's 3rd attack to make it more useful.
- Increased missile travel speed of 1st and 3rd attacks of Tchernobog by 2.
- AoD bullet mana lowered to 5.
- AoD ghosts health and damage increased.
- AoD grenade direct hit damage increased by 5.
- Changed Argus' radius and height so he can fit places others can.
- Fixed a bug where sometimes the lightning sound of Argus wouldn't play.
- Fixed a bug where you wouldn't get any ammo for the newer weapons if you picked up a black backpack.

2.1 -> 3.1 (God REALLY hates this wad)
+ 4 New maps by Ivan! Props to him!
+ Added a reward system
+ New Weapon: the Comet Launcher
+ New Weapon: the M60
+ New Weapon: Frost Fang
+ New Weapon: the FlameThrower
+ Bruiser Demon level revamped by Ivan
+ Added a new weapon, the flame sword
+ Added Fuzzballs more color text mod
+ Cacohorde is now playable again
+ Added some ads
- CacoHorde's challenge will activate every 30 rounds instead of 20
- Modified a bunch of maps
- Made the intermission picture the console background
- Got rid of a couple console warnings
- Nerfed Deathvile's health
- Nerfed Plasma Commando's health
- Fixed tchernobog's exploit
- Fixed an issue where moloch didnt have 100 mana at start
- Arachnophyte movement speed increased

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.

2.0 -> 2.0fix
- BFG9000 removed from boss09, replaced by green armor
- Annhialator no longer hurts himself with his rockets

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

1.0 -> 1.1
+ New Map
+ New Weapon
+ Better obituary messages
+ This wad now works as a resource
+ Switching weapons now make a noise for boss
+ New end game comment message
+ Maulotaur now makes hammer swing noises from hexen
+ Deathvile altfire redone
- Flying bug fixed
- Jugger flamethrower nerfed
- Jugger size increased
- Arachnophyte health buffed
- Deathvile invulverability removed, but health increased.
- Avatars lightning buffed
- stimpack radius decresed
- Commando plasma rockets now explode
- Bruiserdemon lava trails buffed
- Jugger chaingun damage buff

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