ZDoom Wars: Domination

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Nuar
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ZDoom Wars: Domination

#1

Post by Nuar » Sat Dec 19, 2015 9:40 am

Image
This is a fork of 'ZDoom Wars I'. This mod runs on its own ACS code made from scratch and provides a bit different look to classic ZDoom Wars gameplay. Most noticeable changes include:
Spoiler: General Changes (Open)
- Gameplay:
==========================================================================
- Added Domination gamemode - a mode where you need to capture bases and flag. The main goal of this mode is to make a completely different win condition instead of killing people, so player (or entire team) won't camp with billion of units, instead of this they will have to constantly move around
- Each class has 20 units within 4 tiers, 5 units in each. Players start with 19 locked units, every next unit can be unlocked by spending mana on any previous unit. The more expensive the unit, the faster you unlock the next one
- All units have 360 degree viewing angle
- Added new units that have an appropriate look for their class
- All players except Virus has the same speed and health
- Players spend their mana only on unit spawn, so you won't lose your mana if your summon failed
- Recreated child summoning in ACS. All units now have almost 100% chance to spawn their child units
- ACS-based pain emulation. Units don't enter 'Pain' state when in pain
- All hitscan attacks have limited range, preventing players from large FPS drop
- Added Repositioner ability that allows players to move their units. Each use takes mana from the player, in amount of 15% of unit's mana cost
- You can't move or remove units of your team that belongs to your teammate, but you can do it if their owner disconnected from the game.
- Unit remover works on distance
- Removed all retrofits and upgrades
- Removed all movement delays from units
- Players don't drop pickups on death anymore
- Removed tech/progrees trees (will be back later)

- Visuals:
==========================================================================
- Added flame SFX for Burn states
- Mana pickups have different sprites for each class
- Adjusted walking animantion and footstep sounds for all units
- All boss messages (joined/slain/removed) are now logged to the console
- Changed 5 mana color from pink to blue, and 10 mana color from blue to orange
- Mana pickup messages now shows the name of the unit that dropped this mana
- Recreated A_FreezeDeath function in ACS. Improived ice chunks physics and sounds
- All classes have unique font, summonball sprites, fire sounds and unit spawn SFX
- Added footstep sounds for sand, water, grass, wood, snow, metal and lava terrains
- Players can choose which mana messages they want to see: ALL/OFF/BLUE AND GREATER/YELLOW AND GREATER/RED ONLY
- Healthbar now consists of 100 sprites (instead of 32) for each health percent, providing much smoother animation
Spoiler: Class-Related Changes (Open)
- Doom class:
==========================================================================
- Changed Player's weapon from fist to rifle.
- Zombieman: Changed appearance.
- Imp: Scaled down fireballs from 1.0 to 0.85.
- Chaingunner: Changed footstep sounds.
- Flame Mancubus: Added +RIPPER flag to flame projectile.
- Pain Elemental:
  • Recreated A_PainAttack in DECORATE
  • Recreated A_PainDie in ACS
- Archvile now summons 4 random units (Zombieman/Imp/Shotgunner/Demon) instead of resurrection
- Removed Spectre unit
- Removed Rail Revenant unit
- Removed Dual Pain Elemental unit
- Removed Vile Pulse ability
- Removed Armor Purchase ability
- Added UAC Bot unit
- Added Pyro Demon unit
- Added Overlord unit

- Heretic class:
==========================================================================
- Changed Player's weapon from Staff to Elven Wand
- Iron Lich:
  • Recreated Ice attack in DECORATE
  • Recreated Fire attack in DECORATE
  • Recreated Whirlwind attack in DECORATE
  • Whirlwind can now damage enemies
  • Added a death sound for ice projectile
- Maulotaur:
  • Slowed down hammer attack animation
  • Hammer attack now has different miss/hit sounds
- D'Sparil:
  • Restored original attack from Heretic when mounted D'Sparil attacks with 3 fireballs with a difference in their angles, if his health is below 2/3 of his starting health.
  • Restored original teleport ability. The lower the D'Sparil's health, the higher chance of teleporation.
  • Added electric sounds to D'Sparil's projectile
- Undead Knight is ghost by default
- Ophidian is ghost by default
- Removed Mummy ghost unit
- Removed Nitro Mummy ghost unit
- Removed Undead Knight Ghost unit
- Removed Barrage Weredragon unit
- Removed Ghost Wave ability
- Removed Shadowsphere Purchase ability
- Added Cultist unit
- Added Shade unit
- Added Chaos Wyvern unit
- Added Cardinal unit
- Added Hierophant unit
- Added Death Knight unit
- Added Zardaz unit

- Strife class:
==========================================================================
- Changed Player's weapon from fist to Pistol
- Programmer:
  • Recreated A_SpectralLightning (ceiling lightning) in DECORATE
  • Improved lightning attack: each projectile now properly hits the target
  • Restored original spawning animation
  • Added a spinning sound while moving
  • Programmer now deals melee damage if gets too close to the enemy
- Inquisitor:
  • Removed flying version
  • Tweaked grenade distance
  • Changed rifle attack sound
  • Restored original footstep sounds
- Entity: Restored original spawning animation
- Merged Specre A and Spectre B into Alien Spectre unit which possess both of their attacks
- Removed Shadow Acolyte unit
- Removed Sniper Templar unit
- Removed Devastator Crusader unit
- Removed Repair Drone unit
- Removed Stamina Purchase ability
- Added Beggar unit
- Added Mini Sentinel unit
- Added Warden unit
- Added Saboteur unit
- Added Terminator unit
- Added Paladin unit

- Hexen class:
==========================================================================
- Bishop: Recreated blur strafe in DECORATE and ACS
- Wendigo is ghost by default
- Swamp Stalker:
  • Recreated A_SerpentHumpDecide, A_SerpentHide, A_SerpentCheckForAttack, A_SerpentRaiseHump and A_SerpentLowerHump in DECORATE.
  • Remover melee attacks
- Zedek:
  • Changed attack to original one from Hexen: 5 projectiles with a different angles
  • Added a throwing hammer attack when at far distance
- Removed Yeti unit
- Removed Enchant ability
- Removed Health Purchase ability
- Added Medusa unit
- Added Knight Archer unit
- Added Warlock unit
- Added Krall unit

- Chex class
==========================================================================
- Added Cyclops Officer unit
- Added Flem Knight unit
- Added Core Tentacle unit
- Added Gattlingus unit
- Added Flemcubus unit
Spoiler: How to play Domination mode (Open)
1. Teams must reach point limit (2000 by default) to win the round. Points can be obtained by two ways:
Players can capture a base by placing their units in it. Capturable base can be distinguished from any other sector by neutral white banner somewhere nearby. Team that have the highest unit cost in this base becomes a base owner. Once base is captured, a banner becomes the same color as the base owner. Also, the higher the base cost the more saturated base color become, which in turn indicates how strong this base is. If two or more teams have the same unit cost in the base, this base becomes neutral. Each 2 seconds all teams gain 1 point for each base they have.
2. In addition to this, there is a flag that players can capture to get an extra points. To capture the flag players must bring it to their base then wait for 10 seconds within this base without leaving it. Flag carriers have their speed reduced by 65%, so they should be protected by their teammates until flag is captured. Captured flag gives 50 points for each captured base.
Also, players respawn after death but they can't join the game again if they disconnected or joined the spectator.
Spoiler: How to create a map (Open)
If you are interested in this mod you can create your own map:
Spoiler: Creating a base (Open)
- Make a sector and assign "100 + base number" tag to this sector. Base numbering starts from zero. Base limit is 16, the last base will have tag 115.
- For better look you can also create an additional sector with 1 map unit around this base and set the same tag for it, to make this sector colored from outside.
Spoiler: Creating a banner (Open)
Banners indicate the base ownership and it's strongly recommended (but not neccecary) to have one for each base:
- Create a linedef with "S_BAN0" texture. You can create as many as you want, recommended amount is 1-4 for each base.
- Create a little, tall column-like sector somewhere around the base, or directly in it.
- Move linedef close to this column so it will look like banner is "pinned" to this column.
- Scale down a texture as you need.
- Assign "200 + base number" tag to column and linedef. Banner numbering starts from zero.
- You can also create a simple linedef-only banner without a column.
Spoiler: Creating a flag spot (Open)
Flag existence is crucial, because Domination mode won't work without it. To create a flag you must place a "Map Spot" actor somewhere on the map and assign TID 400 to it.
Spoiler: Creating a player spawn spots (Open)
To prevent players from telefragging other actors upon respawn there's need to be a "spawn room" on each map. When player respawns they teleported from spawn room to random spawn spot on the map. How to create spawn spots:
- Copy spawn room from any built-in maps to your map.
- Add a "Map Spot" actor at a place you want players to respawn.
- Assign "9000 + spawnspot number" TID for this actor. Spawn spot numbering starts from zero like bases and banners. Spawn spot limit is 64, the last spot will have TID 9063.
Spoiler: Creating a forbidden zones (Open)
You can create a forbidden sectors where units cannot be spawned or moved by repositioner, just add a special tag for required sector:
- 8888 - all units
- 8889 - ground units only
For example, map with 3 bases and 4 player spawns will have:
- Flag spot
- Spawn room
- 4 Player spawn spots with tags 9000, 9001, 9002, 9003
- Base #1 with tag 100 + Banner #1 with tag 200
- Base #2 with tag 101 + Banner #2 with tag 201
- Base #3 with tag 102 + Banner #3 with tag 202
- Lava pool with tag 8889 to prevent ground units from being spawned there
Spoiler: Server settings (Open)
Spoiler: Config (Open)
skill 3
teamlms 1
winlimit 2
sv_nomedals 1
sv_maxteams 4
sv_keepteams 1
sv_maxclients 32
sv_maxplayers 16
sv_noteamswitch 1
sv_aircontrol 0.4
sv_unblockallies 1
lms_spectatorchat 1
sv_lmscountdowntime 30
dmflags 2097152
dmflags2 268435456
addmap ZWD01
addmap ZWD02
addmap ZWD03
Spoiler: Default CVars (Open)
sv_nocd = 0; // Removes cooldown from units
sv_nopain = 0; // Units don't make pain sounds
sv_noflag = 0; // Flag doesn't spawn
sv_allunits = 0; // Players start with all units unlocked
sv_maxcolorcost = 500; // Base cost at which the base will have a maximum saturation. For example if set to 2, base will have a maximum color saturation if you place even 1 zombieman in it
sv_smallannouncer = 0; // Use a small font in the top left corner for flag announcer
sv_showbaseteams = 1; // Show a little statusbar that displays all teams in current base
sv_unitfadeoutdelay = 30; // Time in seconds after which dead units will disappear
sv_manafadeoutdelay = 30; // Time in seconds after which mana will disappear
sv_mana1regendelay = 16; // How fast in tics mana1 will regen
sv_mana2regendelay = 70; // How fast in tics mana2 will regen
sv_instantunlock = 0; // When enabled, all locked units will require only 1 mana to unlock them, which means players will unlock new units by spawning only 1 unit of any kind
sv_repositionercost = 15; // How expensive repositioner cost for the unit you want to move. Based on unit's mana cost in percents
sv_norepositioner = 0; // Disables repositioner
sv_virusheightlimit = 384; // How high from the ground Virus player can fly
sv_flagscoreperbase = 50; // How much points captured flag will give for each captured base
sv_flagcapturedelay = 10; // How long players must stay in base with the flag to capture it
sv_flagrespawntime = 15;
sv_pointlimit = 2000;
Spoiler: Screenshots (Open)
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Spoiler: Videos (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Spoiler: Credits (Open)
Repo Man - main creator and project leader of ZDoom Wars I, author of Doom, Heretic, Hexen, Strife, Chex, Virus codebase. Special thanks for letting me use all this.
Captain Ventris - the original ZDoom Wars concept.
Banjoster - concept of the colored classes, Team LMS, and the Nitro Golem Sprites.
Phobus - Original creator of Virus monsters and sprites.
.Strelok. - Footstep sounds.
75 - concept of Chex decals and the basis code.
AEoD team: DBThanatos, Major Cooke, Bouncy, Ichor, Reilsss (http://aeod.forum0.net) - Pistol Zombieman sprites.
amv2k9 - Strife mana sprites.
Banjo Software - Flemcubus sprites.
Blue Shadow - Overlord codebase, Strife font.
Captain Toenail - Prism Assembler and Paladin sprites edit.
Digital Cafe - Chex Quest unit sprites and sounds, summoner sprites.
Dr.Doctor - Flem Knight sprites edit.
Eriance - Strife summoner sprites. Overlord, Pyrodemon, Cultist, Shade, Hierophant, Death Knight, Flem Tentacle, Terminator sprites and codebase.
Espi - Krall sprites edit.
ETTiNGRiNDER - Chaos Wyvern sprites.
Fuzzyblaze, Infirnex - Doom summoner sprites.
George Hamlin - UAC Bot sprites.
Gothic - Warlock and Mini Sentinel sprites edit.
Hexx - Prism Assembler sprites.
ID software - Doom unit sprites and sounds, Spheroid sprites.
IPoG - Paladin sprites.
Jimmy - Doom, Heretic, Hexen, Virus fonts.
kurikai - Banner graphics."
LAZ Trooper - Gattlingus sprites.
Luke Chalupowski - Virus' unlock sound.
Maelstrom - Pyrodemon sprites and codebase.
MagicWazard - Overlord codebase, Warlock, Cardinal sprites.
moOshiE and Pompei2 - Statusbar border graphics.
Ravagefox - Knight Archer sprites edit.
Raven software - Heretic and Hexen unit/summoner sprites and sounds, Zardaz sprites.
Revilution - Bullet tracer sprites.
Rogue Entertainment - Strife unit sprites and sounds.
Rolls - Medusa sprites edit.
The Zombie Killer - Footstep code.
Tormentor667 - Mana sparkles sprite.
Totengott - flag sprites
Vader - Terminator sprites.
Virtue - Zardaz sprites and codebase, Saboteur sprites.
Spoiler: Changelog (Open)
v0.5a
=====================================
- Fixed Templars couldn't hit ghosts
- Fixed Cardinal's teleportation
- Fixed Slime Carrier's zero-tic loops
- Fixed summoner switching on player respawn
- Fixed incorrect Flem Meteor's summonball radius
- Fixed incorrect mana fadeout which could lead to units disappearance
- Fixed potential crash if Slime Carrier tries to summon units when killed with negative health
- Players can now use weapnext/weapprev (mouse scroll) commands to switch between their units or tiers
- Added A_Stop to Deathblaze Mill's Missile state
- Added sv_instantunlock. When enabled, all locked units will require only 1 mana to unlock them, which means players will unlock new units by spawning only 1 unit of any kind
- Added sv_mana1regendelay and sv_mana2regendelay. These CVars control mana regen delay in tics for all players Default values are 16 for mana1 and 70 for mana2
- Tweaked boss messages position
- Removed cl_rememberunitposition
Spoiler: Download (Open)
Last edited by Nuar on Mon Jan 11, 2016 8:19 am, edited 1 time in total.

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Ivan
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RE: ZDoom Wars: Domination

#2

Post by Ivan » Sat Dec 19, 2015 9:57 am

I'm intrigued by this. This looks much more professionally made and cleaner. However I have huge concerns for balance. I'd like to know all the changes done to the units and their specifics, if possible.

The game mode looks like it could be a good change of pace, but I'd rather see the "new" balance.
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RE: ZDoom Wars: Domination

#3

Post by Nuar » Sat Dec 19, 2015 11:05 am

[quote=Ivan]I'm intrigued by this. This looks much more professionally made and cleaner[/quote]
Thanks!
[quote=Ivan]However I have huge concerns for balance.[/quote]
You are right here, this is a weak spot of the mod for now. And THB i was mainly focused on ACS part. I balanced units as much as i could, but i can't improve it without a multiplayer testing.
[quote=Ivan]I'd like to know all the changes done to the units and their specifics, if possible.[/quote]
I changed almost every unit but most of the changes are so minor so i decided to not even create a changelog for them. It's a code/fps optimization, a little HP/cost tweaks for old units to adjust them to the new ones, or just a decorative eye-candy like new ice shards you can see on demo_2 video. I'll probably add a changelog for most notable changes, or try to create a full list later.
[quote=Ivan]
The game mode looks like it could be a good change of pace, but I'd rather see the "new" balance.
[/quote]
I think the main change in the whole balance is that the players won't focus on unit battles anymore, instead they will have to always watch their bases and flag respawns. At least, the main goal of the mod was like that...

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Ivan
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RE: ZDoom Wars: Domination

#4

Post by Ivan » Sat Dec 19, 2015 12:01 pm

I see. But what I meant with balance changes was more towards the addition of the new units to each faction. What are those? What do they do? What are their specifics etc. But keep it up, I'm sure people will play it a few times, at least.
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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fr blood
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RE: ZDoom Wars: Domination

#5

Post by fr blood » Sat Dec 19, 2015 12:40 pm

You are maybe going to revie Zdoom Wars, it started getting bored since the gameplay and maps were always the same, keep it up!

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RE: ZDoom Wars: Domination

#6

Post by -_- » Sat Dec 19, 2015 1:19 pm

It would be nice if u dont change factions and tech trees and stop adding new monsters.

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RE: ZDoom Wars: Domination

#7

Post by Combinebobnt » Sat Dec 19, 2015 7:32 pm

This gamemode would have been nice with the stock classes repoman worked 12 days a year to balance. Still will try this out though.

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RE: ZDoom Wars: Domination

#8

Post by Ru5tK1ng » Sat Dec 19, 2015 11:23 pm

This has a lot of potential and there are a lot of nice aesthetic changes you did. However here are some major bugs that need to be fixed before balancing can even be talked about

Units randomly disappear/de-spawning for no reason. Can't scroll though units when you unlock them; scrolling is broken as hell. Random ACS errors. Slime Carrier has infinite loop. Picking 'Random' for your class at the start of the game also changes your class whenever you die. Hitting 2000 points does not end the match instantly.

You have a good idea just fix it up a bit more.
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RE: ZDoom Wars: Domination

#9

Post by Mobius » Sat Dec 19, 2015 11:25 pm

This is by far

THE BEST ZDWARS DERIVATIVE EVER MADE

EVER

EVER AGAIN

The interface for the classes are unique and you did wonderfully for Virus and its units (Greater Prism, that other ghost unit) and so on. I am deeply impressed by the hud except for the scroll wheel nonsense. I think if you and Repoman were to combine the wad (his balances and stability with your resources and dedication) and you'll be able to perfect Zdoomwars. The mana drops for virus especially was very satisfying and whether or not units can hit ghost off the bat was very clear and comprehensive which would be good for new players.
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RE: ZDoom Wars: Domination

#10

Post by Razgriz » Sat Dec 19, 2015 11:51 pm

One thing apparently lost souls were ghosts but templars that couldn't hit ghosts still killed them.

But all that aside you have something interesting going on
<PUN1SH3R> Cube has a magnetic effect
<PUN1SH3R> all other clans are in orbit with us, they just dont know it
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RE: ZDoom Wars: Domination

#11

Post by Nuar » Thu Jan 07, 2016 9:50 am

Thank you guys for the response. New version is out:

v0.5a
=====================================
- Fixed Templars couldn't hit ghosts
- Fixed Cardinal's teleportation
- Fixed Slime Carrier's zero-tic loops
- Fixed summoner switching on player respawn
- Fixed incorrect Flem Meteor's summonball radius
- Fixed incorrect mana fadeout which could lead to units disappearance
- Fixed potential crash if Slime Carrier tries to summon units when killed with negative health
- Players can now use weapnext/weapprev (mouse scroll) commands to switch between their units or tiers
- Added A_Stop to Deathblaze Mill's Missile state
- Added sv_instantunlock. When enabled, all locked units will require only 1 mana to unlock them, which means players will unlock new units by spawning only 1 unit of any kind
- Added sv_mana1regendelay and sv_mana2regendelay. These CVars control mana regen delay in tics for all players Default values are 16 for mana1 and 70 for mana2
- Tweaked boss messages position
- Removed cl_rememberunitposition

Updated first post with detailed mod changes and CVars description.

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RE: ZDoom Wars: Domination

#12

Post by Discount Ninja » Sun Jan 10, 2016 8:31 pm

I've noticed you're using TNT1 A 0 Sprites in some player sprite decorate.
You'll want to change those to something like: PLAY A 0
Otherwise the Player sprites have gaps in them when it is checking the code. Check the Single Player menu when you're choosing your class, those blinks occur in multiplayer too.

Other then that, it looks good, I like the visual upgrades you're doing. But I can't seem to get this to work, I'm not able to spawn anything, is there a setting I have to enable?

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RE: ZDoom Wars: Domination

#13

Post by Razgriz » Sun Jan 10, 2016 8:56 pm

I know what you're talking about, all I did was make sure the server settings were identical to what he posted and it ran fine. The only thing is that if max players is 13+ the mod wont let you play unless its 12 which is odd but whatever.
<PUN1SH3R> Cube has a magnetic effect
<PUN1SH3R> all other clans are in orbit with us, they just dont know it
<PUN1SH3R> occasionally cube will pull a player into it's system
[Quote=DwangoUnited Website] Eyes has tainted the DWANGO name in World of Warcraft. Eyes owes several thousand gold to friends that offered to loan it to him. He's since cut us off completely, and is not planning on gaming or paying back what he owes leaving DWANGO United with the debt. You have hurt us in more ways than you can know, pal. I hope you're happy that we've bent over backwards for you. Thanks for paying us back with a spit in the face and a cold shoulder. By the way pal, your bfg skills suck ass.[/quote]
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09:08 <Shane_> Trust me, you'll learn one day

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RE: ZDoom Wars: Domination

#14

Post by Discount Ninja » Sun Jan 10, 2016 9:20 pm

Yea, team LMS seems to be the requirement to get everything working.

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