Hell vs Marines v3.0

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TheMightyHeracross
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Re: Hell vs Marines | New versions - more nerfs

#21

Post by TheMightyHeracross » Sun Mar 27, 2016 4:21 pm

Think there's a chance for objective-based maps and not DM or LMS modes? :smile:

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DocCrowley
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Re: Hell vs Marines | New versions - more nerfs

#22

Post by DocCrowley » Sun Mar 27, 2016 5:35 pm

TheMightyHeracross wrote:Think there's a chance for objective-based maps and not DM or LMS modes? :smile:
Sorry, no way yet. We need more players first for further balancing.
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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#23

Post by Monsterovich » Wed Mar 30, 2016 12:04 pm

Some interesting stuff.
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Catastrophe
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Re: Hell vs Marines | New versions - more nerfs

#24

Post by Catastrophe » Tue Apr 05, 2016 6:20 pm

Can you switch the main fire and altfire of the imp please? Imo, having his melee be the main fire is a lot better.

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doomista
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Re: Hell vs Marines | New versions - more nerfs

#25

Post by doomista » Thu Apr 07, 2016 4:59 pm

Wow, nice mod! I've wanted to do this about a year ago, but I simply had no experience (still haven't) and graphics. BTW it would be cool if the players were able to change class before respawn without going to spectate mode and then back to game.

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Re: Hell vs Marines | New versions - more nerfs

#26

Post by Catastrophe » Thu Apr 07, 2016 5:00 pm

doomista wrote:Wow, nice mod! I've wanted to do this about a year ago, but I simply had no experience (still haven't) and graphics. BTW it would be cool if the players were able to change class before respawn without going to spectate mode and then back to game.
Escape -> Multiplayer -> Player Options -> Change your class.

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doomista
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Re: Hell vs Marines | New versions - more nerfs

#27

Post by doomista » Thu Apr 07, 2016 5:30 pm

Catastrophe wrote:
doomista wrote:Wow, nice mod! I've wanted to do this about a year ago, but I simply had no experience (still haven't) and graphics. BTW it would be cool if the players were able to change class before respawn without going to spectate mode and then back to game.
Escape -> Multiplayer -> Player Options -> Change your class.
Wow, thanks a lot! I didn't realize this, I am used to RGH :biggrin:

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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#28

Post by Monsterovich » Thu Apr 07, 2016 5:40 pm

Catastrophe wrote:Can you switch the main fire and altfire of the imp please? Imo, having his melee be the main fire is a lot better.
This sounds very complicated. The primary fire throws plasma/fire balls and secondary does melee/other. This is a such hvm standard.

You also can switch primary and secondary fire in the controls menu or just make an alias to do that automatically.

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Re: Hell vs Marines | New versions - more nerfs

#29

Post by Catastrophe » Thu Apr 07, 2016 5:46 pm

Monsterovich wrote:
Catastrophe wrote:Can you switch the main fire and altfire of the imp please? Imo, having his melee be the main fire is a lot better.
This sounds very complicated. The primary fire throws plasma/fire balls and secondary does melee/other. This is a such hvm standard.

You also can switch primary and secondary fire in the controls menu or just make an alias to do that automatically.
Could we make a small exception in this case please? The melee for imp is so much better than the fireball, its kind of tedious having to rebind things all the time :sad:

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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#30

Post by Monsterovich » Sun Apr 10, 2016 1:22 pm

Image

Added 3D team info in v1j!

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Combinebobnt
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Re: Hell vs Marines | New versions - more nerfs

#31

Post by Combinebobnt » Sun Apr 10, 2016 5:49 pm

3d team info? Sounds like a great idea for other wads of this style as well (aow2 esp). Maybe you could release that standalone and get some downloads!!!!!

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Re: Hell vs Marines | New versions - more nerfs

#32

Post by Mr.Fegelein » Sun Apr 10, 2016 6:32 pm

Wow this looks very promiseing is there a server up to play this?

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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#33

Post by Monsterovich » Sun Apr 10, 2016 6:56 pm

Mr.Fegelein wrote:is there a server up to play this?
submarine.strangled.net:18888

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Re: Hell vs Marines | New versions - more nerfs

#34

Post by Mr.Fegelein » Mon Apr 11, 2016 11:25 pm

Monsterovich wrote:
Mr.Fegelein wrote:is there a server up to play this?
submarine.strangled.net:18888
Hey i try to join and i get a connection timed out to server

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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#35

Post by Monsterovich » Tue Apr 12, 2016 12:51 pm

Mr.Fegelein wrote:
Monsterovich wrote:
Mr.Fegelein wrote:is there a server up to play this?
submarine.strangled.net:18888
Hey i try to join and i get a connection timed out to server
Bugdronum crash, I restarted it now.

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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#36

Post by Monsterovich » Tue Apr 19, 2016 4:50 pm

New casing models!

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Ænima
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Re: Hell vs Marines | New versions - more nerfs

#37

Post by Ænima » Tue Apr 19, 2016 5:11 pm

Monsterovich wrote:New casing models!

Image
Looks cool. Hope it doesn't kill framerates when there are a lot of players though.
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Monsterovich
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Re: Hell vs Marines | New versions - more nerfs

#38

Post by Monsterovich » Tue Apr 19, 2016 5:54 pm

We are discussing three new ideas about the future of hvm:

1. Bring Cacodemon back. This class was approved by players in old hvm versions. His flying ability just shouldn't be permament. Like that of stalker, but for longer periods.
2. Add Pain Elemental. The first attack throws lost souls that can be destroyed in mid-air. The second one fires player-controlled (homing) souls. We risk breaking the balance. And remember, revenant has similar attacks.
3. Add Hexen team. This won't touch the other teams, so...
Last edited by Monsterovich on Tue Apr 19, 2016 5:57 pm, edited 1 time in total.

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Ænima
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Re: Hell vs Marines | New versions - more nerfs

#39

Post by Ænima » Mon Apr 25, 2016 4:54 pm

Small detail that bugs me: The bullet tracers are always spawned from the center of the player's view, regardless of whether the weapon sprite is centered or "off to the right".

Also I feel like the sniper rifle shouldn't fire tracers, if you're supposed to be "stealthy". :p
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Re: Hell vs Marines | New versions - more nerfs

#40

Post by Konda » Sun May 22, 2016 2:56 am

I've been dicking around with some other guy on the server with the shotgunner class.
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