Unbound [ V1e ] ( MOAR PLASMA)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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AkumaKing
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Unbound [ V1e ] ( MOAR PLASMA)

#1

Post by AkumaKing » Sun May 18, 2014 5:27 pm

Why, hello there. For a while, I've been slowly and lazily messing around in decorate to make my first mod. (this did have ACS, but I got rid of it since it was pointless)

And, thus, I made whatever this crap is.
Spoiler: Classes (Open)
Soldier:
Role= Vanilla
Ability= Zooming
Regen= 2 HP per every 210 tics (6 seconds)
Pros: Vanilla gameplay, extra starting ammo
Cons= None

Brawler:
Role= Tank
Ability= Powerful fisticuffs! Like a real man!
Regen= 2 HP per every 210 tics (6 seconds)
Pros= Higher defense and attack
Cons= Slower

Runner:
Role= Speedster
Ability= Lesser zoom
Regen= 2 HP per every 210 tics (6 seconds)
Pros= Attack and walking speeds are higher
Cons= Lower attack and defense, slows down below 30 HP

Tactician:
Role= High-risk, high-reward
Ability= Bouncy fire balls of explosive goodness
Regen= 5 HP per every 210 tics
Pros= Higher damage
Cons= Lower defense
Spoiler: Weapons (Open)
Pistol:
Puff= Standard
Damage= 5
Bullets= 1
Spread= 1.2
Tics= 19
Upgrade= Greater damage

Chainsaw:
Puff= Standard
Damage= 10
Tics= 4
Upgrade= Greater damage

Shotgun:
Puff= Standard
Damage= 5
Bullets= 15
Spread= 7.5, 5.4
Tics= 34
Upgrade= Greater damage and spread

Hyper Shotgun:
Damage= 10
Bullets= 9
Tics= 57
Upgrade= Infinite Ammo
Extra= Explosions where hit doing 35 dmg max


Chaingun:
Puff= Standard
Damage= 5
Bullets= 1
Spread= 2.5, 1.7
Tics= 4
Upgrade= Greater damage and more bullets

Cluster Rocket Launcher:
Damage= 35
Missiles= 1
Tics= 28
Upgrade= Greater damage and spread
Extra= Cluster of 35 max damage explosions

Plasma Rifle:
Damage= 8
Missiles= 9
Tics= 3
Upgrade= Inf ammo
Extra: Rips

BFG9K:
Damage= 100
Missiles= 1
Tics= 60
Upgrade= Inf ammo
Extra= The usual BFG explosion we all know and love



BFG10K:
Damage= 5
Missiles= 1
Tics= 4
Upgrade= Inf ammo

Railgun:
Damage= 100
Missiles= 1
Tics= 10
Upgrade= Greater damage

Flood Gun:
Damage= 100
Missiles= 1
Tics= 22
Upgrade= Inf ammo
Extra= Missiles create a fountain of stars upon death


Plasma Shotgun:
Missile = Plasma Shot
Damage= 25
Bullets= 10
Tics= 34
Upgrade= None

Laser Chaingun:
Damage= 10
Missiles= 1
Tics= 4
Extra= Ripper
Upgrade= None
Spoiler: Monsters (Open)
There's some rare custom monsters, but I won't name 'em
since they're secret jokes.

All vanilla monsters got an HP buff.

For example: all human(?) enemies have 100 HP, the same as
the player has.

I also made sergeant have a stronger attack and Cyby uses the previously mention cluster rockets.
Spoiler: Other Features (Open)
Random Spawner for EVERYTHING.

Altered some decorations to show more light and/or be destructible.

Gain HP every few seconds of being idle.
(resets when entering other actor states)
Will vary between classes at one point, so I have the HP and tics determined in the classes section of this post

Evil Eye spawns weapons and monsters every now and then and can be killed. Drops a special weapon upon death that can't be gotten normally.
Spoiler: Screenshots (Open)
Image

Image

Image

Image
Download


I'm just gonna do whatever I want with this while considering/accepting suggestions. :razz:
Last edited by AkumaKing on Tue Jul 01, 2014 11:26 pm, edited 1 time in total.
Projects: Unbound, Zelda DXA
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Ænima
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Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Unbound [ V1a ] ( I made a thing, lock me up for it)

#2

Post by Ænima » Sun May 18, 2014 5:33 pm

Screenshots plz? D:

and you should update your sig now ;p
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

AkumaKing
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RE: Unbound [ V1a ] ( I made a thing, lock me up for it)

#3

Post by AkumaKing » Sun May 18, 2014 5:50 pm

Added some screenshots showing how I changed some decorations (which I forgot to mention), the "Hyper Shotgun" in action, and how enemies appear in places the usually wouldn't.
Projects: Unbound, Zelda DXA
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AkumaKing
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RE: Unbound [ V1b ] ( Now featuring broken missile floods )

#4

Post by AkumaKing » Mon May 19, 2014 8:35 pm

Sorry for the double post, but I just made a new version.

This new version has:

-No more flashing hud when zooming
-New weapon; Flood Gun (description added to original post)
-Class def stats modified (runner and tactician are much weaker now)

Download here.
Projects: Unbound, Zelda DXA
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Conmon
 
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RE: Unbound [ V1b ] ( Now featuring broken missile floods )

#5

Post by Conmon » Tue May 20, 2014 1:25 am

Couple things I'd like to point out here:

- None of the weapons seem to have muzzle flashes
- HyperShotgun doesn't make enemies bleed (like, you shoot the wall and you see the explosions, but when you shoot an enemy it doesn't show, they just flinch)
- FloodGun floods last waaaaaaaaaaaaaaay too long

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Ninjamander
 
Posts: 66
Joined: Tue May 13, 2014 6:29 pm
Location: Canada - New-Brunswick

RE: Unbound [ V1b ] ( Now featuring broken missile floods )

#6

Post by Ninjamander » Tue May 20, 2014 1:46 am

The Brawler punch seem underpowered, and I don't think he should jump less high....some map are made for jumping so...
the flood gun do last too long XD

For the soldier class...the alt fire ...the zoom change way too fast XD
Add a tick that last 6-14 sec maybe?

here a example :
TNT1 A 10 A_GiveInventory ("Sniper_Zoomed", 1)

edit: Make the zoom not alerting the monster as well would be nice X3
Last edited by Ninjamander on Tue May 20, 2014 1:48 am, edited 1 time in total.
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AkumaKing
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RE: Unbound [ V1b ] ( Now featuring broken missile floods )

#7

Post by AkumaKing » Tue May 20, 2014 7:19 pm

OK, I listened to some of what you guys said and made a patch with some slight changes here and there

-Hyper Shotgun now makes enemies bleed
-Zoom time increased
-Flood Gun doesn't last as long and takes/gives more ammo
-Brawler now has a normal jump height
-WolfensteinSS (nazis) now have 100 health, because I forgot to set their health to that. =S

I also added two things.

-Tactician class now uses the Mage skin from Hexen
-You get 5 HP recovered after every 6 seconds of being idle

Download here.
Projects: Unbound, Zelda DXA
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Ninjamander
 
Posts: 66
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Location: Canada - New-Brunswick

RE: Unbound [ V1bh ] ( Health regen? Yes please! )

#8

Post by Ninjamander » Tue May 20, 2014 10:14 pm

much better =p

I admit at first...the hp regen seem op but....after trying it..discover it was not the case mostly if your the tactician =p
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AkumaKing
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RE: Unbound [ V1c ] ( Now with 25% more Plasma! )

#9

Post by AkumaKing » Fri Jun 06, 2014 11:31 pm

Sorry for the wait, even though probably no one was actually waiting, but here's an update.


-Now has changelog in the file
-New weapons; Laser Chaingun, Plasma Shotgun
-Hyper Shotgun buffed
-Skin bugs with Tactician fixed (how did no one notice these?)
-Chainsaw is now a common weapon
-Evil Eye now behaves as a wep/mon spawner and drops a rare wep upon death
-Health regen nerffed on all classes, except for Tactician


Download here

Enjoy.
Projects: Unbound, Zelda DXA
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Ninjamander
 
Posts: 66
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RE: Unbound [ V1c ] ( Now with 25% more Plasma! )

#10

Post by Ninjamander » Fri Jun 06, 2014 11:54 pm

Downloading atm, will give a try once I can.
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AkumaKing
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RE: Unbound [ V1c ] ( Now with 25% more Plasma! )

#11

Post by AkumaKing » Sun Jun 08, 2014 5:02 am

I put a server up.

:: [BE] New York :: HR2 + Unbound V1c


Also, apparently BFG10K can be used without ammo, I'll get to fixing this in the next version.
Last edited by AkumaKing on Tue Jul 01, 2014 11:20 pm, edited 1 time in total.
Projects: Unbound, Zelda DXA
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AkumaKing
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RE: Unbound [ V1d ] ( Bug fixes and redesigns =S )

#12

Post by AkumaKing » Mon Jun 09, 2014 5:58 pm

Update!

-BFG 10K and Laser Chaingun are now missile based.
-BFG 10K can't be used with no ammo.
-Evil Eye is less spammy, is able to be gone through, and got a HP buff.
-Hyper Shotgun is now weaker and is missile based.
-Plasma Shotgun now fires 10 missiles.
-Shotgun Guy is nerffed
Projects: Unbound, Zelda DXA
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AkumaKing
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RE: Unbound [ V1e ] ( MOAR PLASMA )

#13

Post by AkumaKing » Tue Jul 01, 2014 11:24 pm

Update. And instead of rephrasing what I say, I'm just gonna quote what I said on ZDoom Forums.

[quote="AkumaKing"]
Yeah, I bet ye thought this was dead, huh? Nah, I just couldn't think of anything to do for this mod.

Anyways, this is a rather small update. I basically added a new weapon.....Or modified an old one(?) Basically, the Plasma Rifle has been transformed to act in a similar way as my Plasma Shotgun did; it now releases bursts of plasma.

Yes, this probably will take out a Cyber Demon in around 10 seconds.[/quote]
Last edited by AkumaKing on Tue Jul 01, 2014 11:26 pm, edited 1 time in total.
Projects: Unbound, Zelda DXA
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SpaceMarine
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RE: Unbound [ V1e ] ( MOAR PLASMA)

#14

Post by SpaceMarine » Wed Jul 02, 2014 11:04 am

Looking at the third screenshot...is that the plasma chaingun?
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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