[WIP]Sigmata NEW UPDATE V. 0.96

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How should the Sniper class be implemented?

Entirely new class
0
No votes
Replaces the rifleman class
1
100%
Not used as a class at all
0
No votes
 
Total votes: 1

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Mik57
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[WIP]Sigmata NEW UPDATE V. 0.96

Post by Mik57 »

VERSION 0.96 IS OUT! DOWNLOAD LINK BELOW!


Basic Details:
Sigmata is a co-op mod designed for skulltag. It is possible to beat it in single player, but it is very difficult. Currently, the levels aren't very detailed, they just function ATM. Please, feel free to criticize, I'm open to complaints, suggestions, nitpicking, and just any kind of general bitching (Not too excessive, please)
I will probably build this up to about 30 maps.

IMPORTANT: Jump and crouch need to be enabled!
MAP04 Currently is a WIP. There is no exit yet.


Changes since version 0.95
New Recon Weapon
Map1 and Map2 are fixed and optimized
Various tweaks for all classes
Lesser terminator nerfed.

Screenshots

MAP01: Surface
Image

Image

MAP02: Mine F-4
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Image

MAP03: Escape from Mine F-4
Image

Image

New Weapons:
Knife: Basically a buffed fist.
Enforcer: A fully semi-auto pistol. Each click = one shot. Altfire is a 3-round burst
Uzi: Low range, medium damage rapid fire weapon. Altfire is a quick knife slash
Galt-20: Basically, a Desert Eagle ripoff. Altfire is a quicker fire rate, but lower damage and accuracy
Carbine: A single shot, fully semi-auto rifle. Altfire is a shotgun blast. (Might change primary fire to 3-round burst)
Auto Shotgun: A quick firing shotgun. Altfire fires two shots at once, at a lower fire rate.
Machine Gun: A lightweight SMG, slightly more powerful than the uzi. Altfire is a fairly accurate 3 round burst.
S-11LAR: A light assault rifle, quick firing, fairly accurate, medium damage. Altfire is a 2 round burst with perfect accuracy.
Pulse HMG: Heavy machine gun, high damage, high rate of fire, good accuracy. Altfire is a slower fire rate with higher accuracy and damage.
XM38GL: Fragment grenade launcher, high powered, a bit dangerous to the user. No altfire yet.
EPSILION Rocket Launcher: High damage, high speed rocket launcher. Altfire launches 4 rockets in a quick succession, with a high cooldown afterwards.
Gauss Cannon (Currently not used): High powered railgun, explodes on contact, doing high damage. Ammo is very rare. No Altfire.

New Monsters:
-Zombie Lieutenant
Usually found with squads of other zombies. Carries a plasma rifle, which fires a quick burst of plasma, very lethal if all 5 shots hit you.
HINT: Keep moving, and don't get cornered.

-Zombie Commander
Usually found with large battalions of zombiemen. Fires various nail projectiles that do very high damage and pierce your armor. Use extreme caution when fighting them.
HINT: Not much to say, these guys will kick your ass if you fight them out in the open. Get to cover.

-Sniper
Cloaked zombiemen, equipped with a high damage railgun. Hard to see, but they have very low hp.
HINT: If you suspect a sniper in the area, keep moving. They have a hard time hitting moving targets.

-Shock Trooper
Armed with a full damage rocket launcher, these guys will rip you a new one. Often found as support for large squadrons of zombiemen.
HINT: Aim for these guys first, they have a high damage output, but low hp. They can become a pain in the ass if allowed to live.

-Lesser Terminator
Cybernetic being with a wide array of weapons. Easy to get killed by if you aren't careful.
HINT: They have fairly low hp, but extremely high damage. Try to take them out when you have plenty of cover.

-Pyrodemon
Very tough demons that live in places with plenty of lava. Expect the unexpected when fighting them, they have many different powers, and will kill you in a second if you don't react fast.
HINT: Expect them in places with an abundance of lava, and if you do meet one, expect to get your ass thoroughly kicked.

-Spider Demolisher
A gigantic arachnid weapon platform. Used to assault human bases and settlements.
HINT: They have very high damage output and very high health, but they are very big. Use their size to your advantage.

-Annihilator
Gigantic cyberdemons used to annihilate all human life on a planet. Armed with two rapid fire, homing rocket launchers.
HINT: They are designed to kill entire planets. What do YOU expect to do to them? If you encounter one, run and hide.

New Classes

+--Assault--+
Health: Average
Speed: Average
Jump: Average
Weapons:
-Knife
-S-11 LAR
Description: The basic soldier of the squad. The closest to the original Doomguy.

+--Rifleman--+
Health: Average
Speed: Average
Jump: Average
Weapons:
-Knife
-Enforcer
-Carbine
Description: Long-range soldier. Good for thinning out the enemy numbers before you get too close.

+--Close Combat Specialist--+
Health: Average
Speed: Average-High
Jump: Average
Weapons:
-Knife
-Uzi
-Autoshotgun
Description: Close combat soldier. Good for getting right up in the enemy's face.

+--Recon--+
Health: Low
Speed: High
Jump: High
Weapons:
-Knife
-Machine Gun
Description: Special use soldier. Good for scouting. Can get to some places that other classes can't, activating a switch or door or giving support fire to help other classes.

+--Demolition Expert--+
Health: High
Speed: Low
Jump: Average-Low
Weapons:
-Knife
-Galt-20
-XM38GL
Description: Good for killing clusters of units. With his high health, he is good for the front-line.


DOWNLOAD LINK
http://www.sendspace.com/file/7j9l4n
Last edited by Mik57 on Sun Apr 19, 2009 3:18 pm, edited 17 times in total.
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TypeSaucy
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Re: [WIP]Sigmata (Co-op mod for Skulltag)

Post by TypeSaucy »

wow, miky. the maps are impressive. looks like mappin for GvH payed off. :D
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Mik57
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Re: [WIP]Sigmata (Co-op mod for Skulltag)

Post by Mik57 »

Thanks. I did get some experience from GvH, but I've been working on this on and off since summer.
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Mik57
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Re: [WIP]Sigmata (Co-op mod for Skulltag)

Post by Mik57 »

Alright, I apologize for the bump, but I kind of need something quick.

Please, if anyone could host my mod on a server in skulltag, that would be great.

I can't make servers on my own, and bots don't make good co-op testers.
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Remmirath
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Re: [WIP]Sigmata (Co-op mod for Skulltag)

Post by Remmirath »

Have you tried to forward TCP and UDP ports on your router configuration?
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Mik57
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Re: [WIP]Sigmata (Co-op mod for Skulltag)

Post by Mik57 »

Well, my router has a built in firewall, and I'm not allowed to remove it or mess with it. My dad's really touchy about any of his stuff.
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CaptainBighead
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by CaptainBighead »

Ooh, ooh! :idea: Add this in for an auto weapon

TommyGun.wad
All sprite credits go to Xaser

Or is it not what you were looking for?


Edit: As a matter of fact, I love making weapons, so maybe I could help you out here? If yes, one thing... I can't make my own sprites. I suck at it.
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Mik57
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by Mik57 »

Tried the tommy gun. Its pretty good, I'll add it as a secret weapon. I might make it a bit more powerful. I'll change it's ammo type to just regular ammo for now.
That would be cool if you could make some new weapons. I currently need a heavy rocket launcher, flamethrower, and maybe a new railgun to replace the skulltag one. Thanks for the help, man.

Also, new update coming by friday (maybe sooner)
So far, update will contain:
2 new weapons (Including the tommy gun)
1 new level
minor edits and fixes to levels 1 through 3
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CaptainBighead
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by CaptainBighead »

Check your PM Mik57, I hope you like what you see :mrgreen: :mrgreen: :mrgreen:
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by CaptainBighead »

Sorry for the double post, but...

Really?!? Those sprites for the flame thrower?! I think that the original ones were better, but if you still think not, say so now, and Ill make them.
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Mik57
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by Mik57 »

Hmm, I think I sent you the wrong sprites for the flamethrower. The only thing I don't like about the current flamethrower is that the hand is kinda awkward for it. I might just recolor the pickup sprite a bit darker, and it would work fine for now. The gauss rifle, I have covered. I might have to modify the sprites later, they seem a bit grainy. And it no longer has an alt-fire, but the primary fire is about 4x stronger (8 - 10 shots kill a cyberdemon) But the ammo is really rare.

I might end up releasing the update later tomorrow, Im having a bit of trouble deciding what to do next for level 4.

Check your PM box in a bit, Bighead.
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Mik57
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by Mik57 »

Alright, sorry to say this, but I'm gonna have to delay the next beta release. Having some problems with DECORATE.
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TypeSaucy
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by TypeSaucy »

Mik57 wrote:Alright, sorry to say this, but I'm gonna have to delay the next beta release. Having some problems with DECORATE.
wats the prob miky?
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Mik57
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Re: [WIP]Sigmata (Beta server up- Ventris server)

Post by Mik57 »

Trying to make an actor summon random monsters after every 2 seconds. (Teleportation beacon for the demons)
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Re: [WIP]Sigmata (Update coming soon)

Post by Xaser »

For reference, the Tommy Gun sprites are actually from Blood with some editing by Cory Whittle. I did the reload sequence for Zen, but otherwise it's not mine. Just don't want to take the wrong credit here. ;P
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