[FINAL] [ZCC] Zandronum's Community Classes - Vanilla Version Released
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[FINAL] Re: [ZCC] Zandronum's Community Classes
Okay then, work with both at once is fine for me, just need have the patience to name the fuckton of frames properly.
[FINAL] Re: [ZCC] Zandronum's Community Classes
I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
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[FINAL] Re: [ZCC] Zandronum's Community Classes
There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
[FINAL] Re: [ZCC] Zandronum's Community Classes
Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.Catastrophe wrote:There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
Why in the fuck is my avatar icon Decay's thing?
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[FINAL] Re: [ZCC] Zandronum's Community Classes
12mb is way too much, I highly doubt you are using 12mb worth of sprites. Go trim them down.Erma wrote:Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.Catastrophe wrote:There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
Why in the fuck is my avatar icon Decay's thing?
As for Decay's thing, it's the first of a certain month.
[FINAL] Re: [ZCC] Zandronum's Community Classes
Here is Weapon Hacker v2 with GLDEFS and DECALDEF, and a corrected WADINFO (I did a poor job before of editing the OPWeapons WADINFO).
Weapon Hacker v2
I still need feedback to tweak the balance.
Weapon Hacker v2
I still need feedback to tweak the balance.
"For the world is hollow, and I have touched the sky."
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[FINAL] Re: [ZCC] Zandronum's Community Classes
Updated op. Balance wise I'd say the SSG altfire is pretty op since it appears to be undodgeable. Aside from that I personally feel that the class has a bit too many weapons for pvp but that's just me.Empyre wrote:Here is Weapon Hacker v2 with GLDEFS and DECALDEF, and a corrected WADINFO (I did a poor job before of editing the OPWeapons WADINFO).
Weapon Hacker v2
I still need feedback to tweak the balance.
Perhaps a fun tweak to it would be to make it so he starts off with a random weapon and as he gets more kills he gets more guns? It's your call.
[FINAL] Re: [ZCC] Zandronum's Community Classes
How about I drop the chainsaw, SSG, and BFG? And then double the fist's damage, but leave the berserked fist as-is? Maybe drop the pistol as well? That would leave the fist, SG, chaingun, rocket launcher, and plasma rifle, one weapon for each ammo, and one for no ammo. Maybe I could boost the plasma rifle's damage just a little (like 1.25 times) to make up for the loss of the BFG.
"For the world is hollow, and I have touched the sky."
[FINAL] Re: [ZCC] Zandronum's Community Classes
Come to think of it: Catastrophe, if there's something you'd like to have edited/buffed/nerfed about my character/class "Zane", please let me know.Catastrophe wrote:Updated op. Balance wise I'd say the SSG altfire is pretty op since it appears to be undodgeable. Aside from that I personally feel that the class has a bit too many weapons for pvp but that's just me.Empyre wrote:Here is Weapon Hacker v2 with GLDEFS and DECALDEF, and a corrected WADINFO (I did a poor job before of editing the OPWeapons WADINFO).
Weapon Hacker v2
I still need feedback to tweak the balance.
Perhaps a fun tweak to it would be to make it so he starts off with a random weapon and as he gets more kills he gets more guns? It's your call.
[FINAL] Re: [ZCC] Zandronum's Community Classes
Given a lack of disapproval, I went ahead and implemented the proposed changes: Weapon Hacker v3.
Changes in weaponhacker_v3.pk3:
[spoiler]- Dropped chainsaw, pistol, SSG, and BFG because they were OP and/or there were
too many weapons.
- Doubled the damage of the normal fist, but not the berserked fist, to make up
for the loss of the chainsaw.
- Added one more bounce to the bouncing rocket, and lowered the damage to
3/4 normal.
- Reduced the explosion damage of the homing rocket to 1/4 normal, and the
explosion radius to 1/2 normal, but increased the direct hit damage to the
normal explosion damage.
- Increased the plasma primary fire damage by 20% and alt fire damage by 25%
to make up for the loss of the BFG.[/spoiler]
Changes in weaponhacker_v3.pk3:
[spoiler]- Dropped chainsaw, pistol, SSG, and BFG because they were OP and/or there were
too many weapons.
- Doubled the damage of the normal fist, but not the berserked fist, to make up
for the loss of the chainsaw.
- Added one more bounce to the bouncing rocket, and lowered the damage to
3/4 normal.
- Reduced the explosion damage of the homing rocket to 1/4 normal, and the
explosion radius to 1/2 normal, but increased the direct hit damage to the
normal explosion damage.
- Increased the plasma primary fire damage by 20% and alt fire damage by 25%
to make up for the loss of the BFG.[/spoiler]
"For the world is hollow, and I have touched the sky."
[FINAL] Re: [ZCC] Zandronum's Community Classes
Hope you like my class! If something need to be fixed please let me know. Greetings!
DOWNLOAD LINK:
http://www.sickedwick.net/uploader/file ... _CLASS.wad
DOWNLOAD LINK:
http://www.sickedwick.net/uploader/file ... _CLASS.wad
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[FINAL] Re: [ZCC] Zandronum's Community Classes
Nice class! I'm putting it on the OP, one suggestion I have is to try and clear the console warnings when zandronum starts up (the yellow and orange text in the console).Walkerrr wrote:Hope you like my class! If something need to be fixed please let me know. Greetings!
DOWNLOAD LINK:
http://www.sickedwick.net/uploader/file ... _CLASS.wad
[FINAL] Re: [ZCC] Zandronum's Community Classes
Hi
I just finished making two classes. Hope you like them.
EZ-700: https://drive.google.com/open?id=0BwHef ... WpNY2xKbjQ
Sloyer: https://drive.google.com/open?id=0BwHef ... 2pGR3JkZ3M
I just finished making two classes. Hope you like them.
EZ-700: https://drive.google.com/open?id=0BwHef ... WpNY2xKbjQ
Sloyer: https://drive.google.com/open?id=0BwHef ... 2pGR3JkZ3M
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[FINAL] Re: [ZCC] Zandronum's Community Classes
Nice classes! Added to OP.Komodo wrote:Hi
I just finished making two classes. Hope you like them.
EZ-700: https://drive.google.com/open?id=0BwHef ... WpNY2xKbjQ
Sloyer: https://drive.google.com/open?id=0BwHef ... 2pGR3JkZ3M
As a side note, we are in the half-way point now. Everyone who's currently working on classes; you have another month.
[FINAL] Re: [ZCC] Zandronum's Community Classes
Here's my class: Link
Needs 3.0. You can make it work under 2.1.2 if you removed a couple things (non-vital) but I'd just accept the coming of 3.0 to be honest.
Specifications:
[spoiler][/spoiler]
Needs 3.0. You can make it work under 2.1.2 if you removed a couple things (non-vital) but I'd just accept the coming of 3.0 to be honest.
Specifications:
[spoiler]
Code: Select all
Class: Heathenslayer
Health: 100
Speed: Fast
Weapons: 2 (Both the same crossbows, different ability)
PASSIVE: Path of the Righteous
- Hitting an enemy with bolts marks them with the "Path of the Righteous".
- Mark effect lasts 3 seconds.
- There can only be one marked enemy at a time.
- Chasing the marked enemy gives 15% faster movement.
WEAPON: Auto Crossbow
- Fast, shoots single bolts doing 20 - 40 damage.
- R reloads, clip capacity of 10.
ABILITIES:
* Dash (Alt Fire):
- Dash towards your run direction. Replenishes the clip.
- Cooldown of 10 seconds. Lowers by 1 second per arrow hit on an enemy player.
- Dashing leaves a trail of fire along your direction that does 8 - 16 direct hit damage and 15 explosion on direct hit, with trails doing 30 explosion damage instead.
* Full Auto (Q on crossbow (rapid))
- Unleash your crossbow, unloading all arrows one by one in the clip remaining.
- Can dash while doing this, but nothing else.
- Can't cancel once started.
- If stunned (or affected by any effect of that type) stops.
- Cooldown of 7 seconds. Restores on kill.
* Spike Bomb (Q on crossbow (bomb))
- Throws a sphere of iron towards where you're facing.
- If the sphere bounces for 3 times or hits something, it explodes dealing 40 damage in 128 units.
- After exploding, it launches shrapnels around that explode on hit dealing 5 damage each. 18 shrapnels.
- Cooldown of 5 seconds.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
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[FINAL] Re: [ZCC] Zandronum's Community Classes
I'll try to convert it, thanks for the submission!Ivan wrote:Here's my class: Link
Needs 3.0. You can make it work under 2.1.2 if you removed a couple things (non-vital) but I'd just accept the coming of 3.0 to be honest.
Specifications:
[spoiler][/spoiler]Code: Select all
Class: Heathenslayer Health: 100 Speed: Fast Weapons: 2 (Both the same crossbows, different ability) PASSIVE: Path of the Righteous - Hitting an enemy with bolts marks them with the "Path of the Righteous". - Mark effect lasts 3 seconds. - There can only be one marked enemy at a time. - Chasing the marked enemy gives 15% faster movement. WEAPON: Auto Crossbow - Fast, shoots single bolts doing 20 - 40 damage. - R reloads, clip capacity of 10. ABILITIES: * Dash (Alt Fire): - Dash towards your run direction. Replenishes the clip. - Cooldown of 10 seconds. Lowers by 1 second per arrow hit on an enemy player. - Dashing leaves a trail of fire along your direction that does 8 - 16 direct hit damage and 15 explosion on direct hit, with trails doing 30 explosion damage instead. * Full Auto (Q on crossbow (rapid)) - Unleash your crossbow, unloading all arrows one by one in the clip remaining. - Can dash while doing this, but nothing else. - Can't cancel once started. - If stunned (or affected by any effect of that type) stops. - Cooldown of 7 seconds. Restores on kill. * Spike Bomb (Q on crossbow (bomb)) - Throws a sphere of iron towards where you're facing. - If the sphere bounces for 3 times or hits something, it explodes dealing 40 damage in 128 units. - After exploding, it launches shrapnels around that explode on hit dealing 5 damage each. 18 shrapnels. - Cooldown of 5 seconds.
[FINAL] Re: [ZCC] Zandronum's Community Classes
I'd like to add a new class: allfearthesentinel.net/download?file=revy.wad Again, if this needs rebalancing, let me know!
[FINAL] Re: [ZCC] Zandronum's Community Classes
Tweaked my classes a bit. Balance will be all up to you as you see fit, Catastrophe! http://www.mediafire.com/file/hk0f60e00 ... lasses.rar
[FINAL] Re: [ZCC] Zandronum's Community Classes
One month before this thing hits live! I can't wait :)
[FINAL] Re: [ZCC] Zandronum's Community Classes
Here's my final class to this class set. Link: Download
Requires 3.0 again, but still shouldn't be too hard to make it work in 2.1.2. (Mostly cosmetic, except reload on MG)
Class details:
[spoiler]Class: Force Commander
Health: 100
Speed: Average
Weapons: 2 (Purifier Shotgun, Heavy Machinegun)
PASSIVE: Inspire
- Killing enemy players grants 25% extra damage and 15% extra speed for 10 seconds.
WEAPON: Purifier Shotgun
- Shoots 10 pellets doing 10 damage.
- Altfire reloads, 8 shell capacity.
WEAPON: Heavy Machinegun
- Shoots bullets doing 10 damage.
- Altfire zooms, firing more accurate shots.
- Reload key reloads, 60 bullet clip.
ABILITIES:
* Supply Beacon (Use Item)
- Deploy a supply beacon that gives the force commander within the radius health and ammo every second.
- Lasts 5 seconds.
- Range is 192 units.
- Beacon can be destroyed by enemies, has a health of 150.
- Cooldown of 20 seconds.
- Health and ammo restoration is 8%. (Configure class ammos from backpack as such)[/spoiler]
Requires 3.0 again, but still shouldn't be too hard to make it work in 2.1.2. (Mostly cosmetic, except reload on MG)
Class details:
[spoiler]Class: Force Commander
Health: 100
Speed: Average
Weapons: 2 (Purifier Shotgun, Heavy Machinegun)
PASSIVE: Inspire
- Killing enemy players grants 25% extra damage and 15% extra speed for 10 seconds.
WEAPON: Purifier Shotgun
- Shoots 10 pellets doing 10 damage.
- Altfire reloads, 8 shell capacity.
WEAPON: Heavy Machinegun
- Shoots bullets doing 10 damage.
- Altfire zooms, firing more accurate shots.
- Reload key reloads, 60 bullet clip.
ABILITIES:
* Supply Beacon (Use Item)
- Deploy a supply beacon that gives the force commander within the radius health and ammo every second.
- Lasts 5 seconds.
- Range is 192 units.
- Beacon can be destroyed by enemies, has a health of 150.
- Cooldown of 20 seconds.
- Health and ammo restoration is 8%. (Configure class ammos from backpack as such)[/spoiler]
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===