Beast Incarnation

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Beast Incarnation Invasion v0.98d

#21

Post by fr blood » Tue Nov 19, 2013 4:25 pm

Now if there are more than 5 players a new script will raise the skill of the map, and it will raise it again if there are more than 10 players. After all waves the script is activated and control the player number to balance the skill on the next coming wave.

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RE: Beast Incarnation Invasion v0.98d

#22

Post by mattbratt11 » Wed Nov 20, 2013 3:42 am

I liked Beast Incarnation, because the player is a demon.
I also liked Chaos from Hell, because the player is a marine.

I was wondering if you make any updates on both wads and release them as separate mods in one ZIP File.

Thanks!
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Infinity Mod Update any day...

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RE: Beast Incarnation Invasion v0.98d

#23

Post by fr blood » Wed Nov 20, 2013 4:56 am

mattbratt11 wrote: I liked Beast Incarnation, because the player is a demon.
I also liked Chaos from Hell, because the player is a marine.

I was wondering if you make any updates on both wads and release them as separate mods in one ZIP File.

Thanks!
Thanks you, actually because of my studies I can't work on BI and CFH at same time, so I'm only working on BI, but during the next holidays I'll try to make an update for CFH ( no new maps, but all knowed bugs fixed ).

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RE: Beast Incarnation Invasion v0.98d2

#24

Post by fr blood » Tue Nov 26, 2013 11:15 am

Here is an update, see logfiles.

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RE: Beast Incarnation Invasion v0.98d2

#25

Post by Ænima » Tue Nov 26, 2013 1:39 pm

Are the ghouls really necessary?

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RE: Beast Incarnation Invasion v0.98d2

#26

Post by fr blood » Tue Nov 26, 2013 1:46 pm

Ænima wrote:
Some people told me that they want to fight against other foes than UAC, and the only others big sides I have found are Ghouls and Nazi, it could be something to make a battle between two hell monster sides.

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RE: Beast Incarnation Invasion v0.98d2

#27

Post by Untitled » Sun Dec 01, 2013 6:40 pm

It's an inventory item.

Have you really not played anything that requires setting inventory keys (my use inventory item key is F because I use it so much)?
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RE: Beast Incarnation Invasion v0.98d2

#28

Post by fr blood » Sun Dec 01, 2013 7:07 pm

I'm sorry about that, I didn't notice that some players never used inventory before playing this mod, but adding a text for that isn't a good idea in my view.

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RE: Beast Incarnation Invasion v0.98d2

#29

Post by d'sparil » Fri Apr 18, 2014 8:09 am

Mr.Man wrote: d'sparil you dip, there is a delete option on the bottom right of your post.
but i can only see "edit" "quote" "multi-quote" and "report"...











(its actually my very FIRST time using a forum)

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RE: Beast Incarnation !

#30

Post by fr blood » Fri Jul 04, 2014 1:02 pm

Hi there, here is a major update:
- A lot of change has been done, you can see them in changelog.
- Now the file has been separated in two: one for invasion, and the other for coop.
. the one with invasion already have his own map
. the other one for coop can be added with a mappack like concern, or whitemare
- No more ressources are needed to start the coop mode, before the files needed were(skulltag data & actor, and doom2.wad).

I'm actually remaking the maps for the invasion project, it'll probably back in a long time, because I'm progressing slowly.

Edit: Added the screenshots.
Last edited by fr blood on Fri Jul 04, 2014 2:37 pm, edited 1 time in total.

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RE: Beast Incarnation

#31

Post by Empyre » Sat Jul 05, 2014 10:41 pm

This is good work, but I have some suggestions for improvements:

While the player is choosing a class, give him notarget, so the enemies will act like he is not there.

In coop, make the player earn additional tiers instead of just waiting for them, but then let him keep the tiers he earned when the map changes. For the rate of "leveling-up", if there are two players, they should both be able to earn another tier in each of the first four maps of Doom or Doom II. If a player joins a server on a later map (with more enemies), he should be able to earn more than one tier per map.

Instead of having the player hold fire or alt-fire for additional attacks, have him change to another weapon for those attacks. For example, the Hell Knight would have one weapon with plasma ball as primary fire and melee as alt-fire, and another weapon with triple plasma balls at a slower firing rate as primary fire and the same or maybe different melee as alt-fire.

With some enemies doubled and others quadrupled, the player gets overwhelmed. Perhaps you should stop doubling the monsters you now double, and only double the monsters you are now quadrupling.

Maybe you should have your named bosses appear (along with the current bfg-ers and demolishers) in place of cybers and masterminds, instead of appearing on every map.

These changes would make your mod kinder to players, so they will be more likely to want to play it. I am afraid that if I put this on my coop server the way it is now, it will drive players away. They will quit in frustration.
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RE: Beast Incarnation

#32

Post by XutaWoo » Sat Jul 05, 2014 11:12 pm

Empyre wrote: Instead of having the player hold fire or alt-fire for additional attacks, have him change to another weapon for those attacks. For example, the Hell Knight would have one weapon with plasma ball as primary fire and melee as alt-fire, and another weapon with triple plasma balls at a slower firing rate as primary fire and the same or maybe different melee as alt-fire.
For reference, if the mod uses morphing to change the player's class, then this can't be done due to a technical limitation of the engine. Morph classes with multiple weapons are incredibly wonky in the latest ZDoom version, and I shudder at how they could be depending on how far back Zand is right now.
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RE: Beast Incarnation

#33

Post by fr blood » Sat Jul 05, 2014 11:18 pm

Thanks for the feedback, I'll answer here to all your ideas.
Empyre wrote: While the player is choosing a class, give him notarget, so the enemies will act like he is not there.
I had no idea on how to make players invicible for foes, but the thing is that if they can't be se, some trolls will try fo finish the level without killing any enemies and then we'll be forced to set "exiting level after killing a certain number of enemies.
Empyre wrote: In coop, make the player earn additional tiers instead of just waiting for them, but then let him keep the tiers he earned when the map changes. For the rate of "leveling-up", if there are two players, they should both be able to earn another tier in each of the first four maps of Doom or Doom II. If a player joins a server on a later map (with more enemies), he should be able to earn more than one tier per map.
That'll be very hard to make, but with scripts all is possible I'll try to make something like this.
Empyre wrote: Instead of having the player hold fire or alt-fire for additional attacks, have him change to another weapon for those attacks. For example, the Hell Knight would have one weapon with plasma ball as primary fire and melee as alt-fire, and another weapon with triple plasma balls at a slower firing rate as primary fire and the same or maybe different melee as alt-fire.
It's a nice idea, but the problem is that Morphed classses can use only one weapon, I tried to make additional attacks by using inventory, but it was boring for me and a lot of players, so I dicided to add it as hold fire option, because it's more easy to use, and it follows the logic of a powerful attack that take more time to be used.
Empyre wrote: With some enemies doubled and others quadrupled, the player gets overwhelmed. Perhaps you should stop doubling the monsters you now double, and only double the monsters you are now quadrupling.
How to explain this, people told me to nerf marine's health, so now they have between 100~500 hp, and for heroes between 1000~4000, I'll probably nerf heroes's hp too by the way, to make it more balanced, if I raised the numbers of foes, it's only to make it more interesting, harder, and to raise the chance to see a lot of variation in the UAC's armory.
Empyre wrote: Maybe you should have your named bosses appear (along with the current bfg-ers and demolishers) in place of cybers and masterminds, instead of appearing on every map.
As I said, they'll be nerfed, so making only one of them replacing cybers or masterminds will be to easy, and more if tier 4 or 5 is unlocked.

I'm still working in this project, and they'll be a lot of changes(some from your ideas) to make this mode enjoyable, it's not always that I see an feedback like yours, thanks.

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RE: Beast Incarnation

#34

Post by Empyre » Sat Jul 05, 2014 11:57 pm

I found myself getting repeatedly killed while trying to choose a class. The risk of trolls would be worth it to fix that problem. Maybe you could make players invulnerable, and notarget, but unable to move until they choose a class.

I didn't know that about morphed players, and I didn't know you were using morphing. I am an experienced mapper, but only a newb to Decorate.

I meant for you to replace a cyber or mastermind with both a named boss and either a bfg guy or demolisher guy.
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RE: Beast Incarnation

#35

Post by fr blood » Sun Jul 06, 2014 11:00 am

Just to know, what is a demolisher guy ? Do you mean Devastator ?

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RE: Beast Incarnation

#36

Post by Empyre » Sun Jul 06, 2014 9:35 pm

I think so: the one shooting what looks sort of like a red bfg ball.
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RE: Beast Incarnation

#37

Post by hangphyr » Mon Jul 07, 2014 1:05 am

Really enjoying the project. Is there any particular reason for some monsters not being included with the invasion wad? The fleshsmith, for example, is a lot of fun but only included with the coop wad.

What is the purpose of hades points and the costs per unit? I've found the points are always hovering at or near 999999, so different unit costs don't seem to matter much.

Maybe points could be harder to get, but tier 1 units are free, and every other tier begins to cost points?

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RE: Beast Incarnation

#38

Post by fr blood » Tue Jul 08, 2014 5:40 pm

Empyre wrote: I think so: the one shooting what looks sort of like a red bfg ball.
Ah, you meant the Devastator. :cool:
hangphyr wrote: Really enjoying the project. Is there any particular reason for some monsters not being included with the invasion wad? The fleshsmith, for example, is a lot of fun but only included with the coop wad.

What is the purpose of hades points and the costs per unit? I've found the points are always hovering at or near 999999, so different unit costs don't seem to matter much.

Maybe points could be harder to get, but tier 1 units are free, and every other tier begins to cost points?
Thanks you, actually the invasion wad is on hold, I'm remaking all the maps, to make them more enjoyable, after that it'll be back, this reason is why the link is still at v0.99, the v.099a will be back probably in some weeks, when I'm tired of editing maps, I do an update for the coop mode, and actually here is an update, the v1.01 is now available with a lot of changes, you can see it in logfiles.

The next update will deal with hades points and how to unlock tiers, it'll probably be on the of the last for the coop mode, after that I'll focuse at 100% on invasion mode.
Last edited by fr blood on Tue Jul 08, 2014 5:41 pm, edited 1 time in total.

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RE: Beast Incarnation

#39

Post by hangphyr » Tue Jul 08, 2014 11:28 pm

It'd be good if the unit selection would remember the last menu (1 or 2), as it defaults to menu 1 each respawn.

I didn't mind the cube fast speed before. It allowed the player to get back where he last died, if respawn where died was disabled. However, before I usually only kept respawn where died off since it could mean repeated deaths in the class selection screen.

Being able to use 'crouch' to fly down as a flying unit would be a good addition, since 'jump' already flies up.

Some of the units have a graphic aura that clutters the view, such as the lost soul and especially the poison skull. Makes them a bit unfun. I also see spawned poison skulls have the habit of all bunching up in corners or against walls and getting stuck.

It'd be good if the archvile spawned zombies a little bit farther in front of himself. Unless he is backpedalling all the time when spawning, it's easy to stand on top of the spawn location, and cancel the summoning. Or, similar to how the fleshsmith works, when spawning a zombie it could search for the nearest free spot on the floor.

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RE: Beast Incarnation

#40

Post by fr blood » Wed Jul 09, 2014 5:22 pm

hangphyr wrote: It'd be good if the unit selection would remember the last menu (1 or 2), as it defaults to menu 1 each respawn.
Yeah I know, I don't know what to do about it but I'll try to add a script thats deals with it in next update.
hangphyr wrote: I didn't mind the cube fast speed before. It allowed the player to get back where he last died, if respawn where died was disabled. However, before I usually only kept respawn where died off since it could mean repeated deaths in the class selection screen.
If we have to much complains about that, I'll turn on "respawn where dead" dmflag to fix this problem.
hangphyr wrote: Being able to use 'crouch' to fly down as a flying unit would be a good addition, since 'jump' already flies up.
I don't think that it's very necessary, I'm not very agree with the idea of making an entire only for this option.
hangphyr wrote: Some of the units have a graphic aura that clutters the view, such as the lost soul and especially the poison skull. Makes them a bit unfun. I also see spawned poison skulls have the habit of all bunching up in corners or against walls and getting stuck.
I'm gonna fix that.
hangphyr wrote: It'd be good if the archvile spawned zombies a little bit farther in front of himself. Unless he is backpedalling all the time when spawning, it's easy to stand on top of the spawn location, and cancel the summoning. Or, similar to how the fleshsmith works, when spawning a zombie it could search for the nearest free spot on the floor.
Hmm, yes and no, it could be cool to spawn the imp, it'll look like they came from random destination in world to help you, but for zombie, the idea is:"you summon dead body yo raise them directly" as the archvile does in all maps, so I'll change if only for imps. I'll see later how it could be for zombies.

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