Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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HexaDoken
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#121

Post by HexaDoken » Wed Jul 18, 2012 1:05 pm

Here is my plan, regardless of mappack mostly.
1. Mossberg. Good old mossberg.
2. Generate a 500$ cash buffer. Read: don't let my cash count fall below 500$ unless I have severe health/ammo issues. 500$ are right enough for a berserk pack(ups health to 100) and 48 shells - more than enough to do some serious kicking.
3. CX-4. Quickly.
4. Saiga. Once again, quickly.
5. Magnum.
6. AK-47 or Famas, depending on the mood.
7. AWM
8. Spam armor/dogs/cluster nades.

For other items, it depends on situations. I only resort to buying ammo if I have nothing else than .50 rounds. If I run out of certain ammo type, I use weapons with other ammo types.
If I find my health dropping below 30 too often, I grab a berserk pack. Much better than painkillers/medpacks.
I always keep a frag grenade handy, unless it interfers with cash buffer.

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DR_FUZZY
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#122

Post by DR_FUZZY » Thu Jul 19, 2012 7:21 am

DR_FUZZY wrote: Use zDoom Launcher, its awesome and works for most engines. Also make sure you're using Doom 2, it looks like you're using Doom 1 due to the SSG error.
The SSG decorate actor is included in Mercenaries does not rely on inheritances from Doom1 so it works fine. I just beat the entirety of Doom 1 with Mercs.
Lol forgive me, I've been in the dev scene for far too long.
Last edited by DR_FUZZY on Thu Jul 19, 2012 7:40 pm, edited 1 time in total.

Bloax
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#123

Post by Bloax » Thu Jul 19, 2012 8:03 am

Am I seeing ghosts or are you speaking to yourself right there? :P

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#124

Post by Ænima » Thu Jul 19, 2012 10:09 am

He messed up the quote bracket.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
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DevilHunter
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#125

Post by DevilHunter » Thu Jul 19, 2012 8:33 pm

Llewellyn wrote:

PS. The current Uzi has a bug with it's ghetto fire-mode that can cause the gun to stop firing if you fire a bullet, let go of the key, and press it again before the state completes. I can't figure out why, but I can make it stop after you're reloaded once... its so weird.
I always thought that was my mouse fucking up. Every now and then though, I noticed that almost every weapon stops firing for half a second, to the point where I end up letting go and hitting the firing button again, only to figure out I must reload.

But anyhow, I was kicking butt once I tried doom2 maps again. Just that, the buy menu is always a bit meh.. I always run behind a wall, pop it open, load up.. then a damn ?blood? demon comes and chomps me up before I can react.

(not sure if Blood Demons Spawn in normal doom2 maps, but It was fast like em :|

Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#126

Post by Llewellyn » Thu Jul 19, 2012 8:47 pm

DevilHunter wrote: (not sure if Blood Demons Spawn in normal doom2 maps, but It was fast like em :|
I think SST boosted the default demon's speed and bite-speed.
Last edited by Llewellyn on Thu Jul 19, 2012 8:47 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#127

Post by Ænima » Thu Jul 19, 2012 9:57 pm

I added a single-shot firing mode to the M16. Very useful against zombies and imps. 3:
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
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ALIENwolve
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#128

Post by ALIENwolve » Thu Jul 19, 2012 10:04 pm

Ænima wrote: I added a single-shot firing mode to the M16. Very useful against zombies and imps. 3:
Doesn't it take three shots to down an imp? Or is it just more versatile?

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#129

Post by Ænima » Thu Jul 19, 2012 10:16 pm

It's more controlled and versatile. And less likely to waste ammo on weak targets like zombies.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#130

Post by Ænima » Sat Jul 21, 2012 12:35 am

IDEA FOR A NEW ITEM:

Name: "Earsplitter"
Price: $400
Inventory Limit: 1
Function: Stuns (aka painlocks) nearby enemies for 7 seconds so that you can escape a clusterfuck. Basically, when used, the player's body will call A_Explode(1,2048,0) every 4 tics. Oh, and an ear-rapingly loud sound will be played. (GAYPENIS, anyone?)

Scenario:
>scythe2-style trap, doors open
>room is now filled with cybs
>use Earsplitter
>any cyb that has the player in its line-of-sight now can't attack
>RUN NIGGA RUN
>retreat to a far-away place and call an airstrike
>cybs dead


What do you think?


So what do you guys think?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
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ALIENwolve
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#131

Post by ALIENwolve » Sat Jul 21, 2012 3:22 am

Ænima wrote: So what do you guys think?
Sounds like the gas grenade but without offensive function. If you want that sort of thing, I'd suggest making it a flashbang instead.

In player vs player combat, you could affect player vision and their movespeed, though these effects should fade quicker than monsters.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#132

Post by Ænima » Sat Jul 21, 2012 12:03 pm

Well yeah it's basically a flashbang cept continuous and it follows the player.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
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Capt.J3
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#133

Post by Capt.J3 » Sat Jul 21, 2012 12:20 pm

Sounds good to me. lol However, I believe a flash grenade would fit better. ( imo )

So, what about our little HQ? :p And can I use 3D floors?
Last edited by Capt.J3 on Sat Jul 21, 2012 12:23 pm, edited 1 time in total.

Hece
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#134

Post by Hece » Sat Jul 21, 2012 12:57 pm

Looks awesome.
I have few weapons sprites that you can use if you want to.
And I can do requests. And (at least try) to make reload frames for existing weapons.
[spoiler]Scorpion
Image

Remington
Image

Jackhammer
Image[/spoiler]

These aren't fit for this mod, but just showing what kind of reloads I can do.
[spoiler]Sten
Image

Bren
Image[/spoiler]

Capt.J3
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#135

Post by Capt.J3 » Sat Jul 21, 2012 1:19 pm

Hece, Your weapon's sprites looks really well done.

Ænima, I remember you said that my L85a2 needs some improvements in some parts of it, so can you tell me which part needs more work on? I'm bored and I need work. D:!
Last edited by Capt.J3 on Sat Jul 21, 2012 1:27 pm, edited 1 time in total.

Hece
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#136

Post by Hece » Sat Jul 21, 2012 1:29 pm

Capt.J3 wrote: Hece, Your weapon's sprites looks really well done.

Ænima, I remember you said that my L85a2 needs some improvements in some parts of it, so can you tell me which part needs more work on? I'm bored and I need work. D:!
Thanks!
Btw does your L85A2 have reload frames? I could do them.


Quick made reload for Scorpion
[spoiler]Image[/spoiler]
Last edited by Hece on Sat Jul 21, 2012 2:04 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#137

Post by Ænima » Sun Jul 22, 2012 2:26 am

Made the EarSplitter! :D

Demonstration video:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Capt.J3 wrote: So, what about our little HQ? :p And can I use 3D floors?
Sure. I'll send you all of my incomplete maps in a few minutes!
Capt.J3 wrote: Ænima, I remember you said that my L85a2 needs some improvements in some parts of it, so can you tell me which part needs more work on? I'm bored and I need work. D:!
Image
Well, it looks kinda "cartoony", if you know what I mean. The colors need to be smoothed out a bit.

The perspective looks odd on the top bar too. Maybe it's just me ...
Last edited by Ænima on Sun Jul 22, 2012 2:34 am, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
Image

Hece
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#138

Post by Hece » Sun Jul 22, 2012 8:11 am

Image
Well, it looks kinda "cartoony", if you know what I mean.
Cartoony? I think it looks like it has been made out from Play-Doh :333

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Valherran
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#139

Post by Valherran » Sun Jul 22, 2012 9:33 am

Are the inventory items supposed to reset to 1 after every level when you got more than one?

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#140

Post by Ænima » Sun Jul 22, 2012 10:15 am

Valherran wrote: Are the inventory items supposed to reset to 1 after every level when you got more than one?
For the 10th time, it's a Zandronum bug and I can't fix it until the "keep full quantity" flag is backported from ZDoom. I'm sorry. :/
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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!
Mercenaries (on hold)
Image

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