[WIP] ZDoom Wars (Version 0.85)

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[WIP] ZDoom Wars (Version 0.85)

Postby Captain Ventris » Wed Jul 09, 2008 4:49 pm

Requires svn version 1115 or later!

A remake of an old Doom Legacy wad, DoomWars. The player is given several Summon Spells, allowing you to summon minions of whatever faction they are playing. Alt-Fire to switch through the monsters available with each summoner.

Intended for use in an open map. Each type of Monster costs a different amount of mana, and stronger units also cost some "Hero mana", which regenerates very slowly. Splitting things between two different types allows for the possibility of actually saving up enough for a Hero Unit.

Mana and Health automatically regenerate. The Player has 300 health, and has superior jumping abilities, allowing you to vault over all monsters but seriously huge ones. The Virus class is different. It has only 200 health, but flies!

Each side has unique upgrades, and a special player-ability to aid their monsters.

Air units can be summoned mid-air if the player aims upward.

Some monsters are considered Ghosts, so some ranged attacks can't hurt them! They are displayed in the summoners as greyscale.

Note that to play this, you need both the ZDoom Wars Files download, and one or more of the Faction Downloads. The Complete Package has all current material in one, but it's download size can be intimidating.

Spoiler: "Screenshots- Version 0.85




You are encouraged to submit your own factions, gameplay modules, or maps.


Main Package: v0.85
http://www.sendspace.com/file/merkf1


ZDoom Wars Files: v0.85
http://www.sendspace.com/file/nn4o9v


ZDoom Wars Faction Modules

Doom Faction: v0.85
http://www.sendspace.com/file/j8187y


Heretic Faction: v0.85
http://www.sendspace.com/file/tdgj02


Hexen Faction: v0.85
http://www.sendspace.com/file/w4wd5z


Strife Faction: v0.85
http://www.sendspace.com/file/p4xvdf


ChexQuest Faction: v0.85
http://www.sendspace.com/file/btnvgt


Virus Faction: v0.85
http://www.sendspace.com/file/kuo233


ZDoom Wars Gameplay Modules
Gameplay Modules can only be used if you load ALL ZDoom Wars Factions, unless you edit the KEYCONF to remove classes you do not need.

Tech Tree System: v0.85
http://www.sendspace.com/file/4c3sdo

Adds a Tech Tree system, by which you must unlock more powerful monsters as you battle. Bind a key to display your tech tree!


Commands:
Not yet available.

Allows the player to issue certain commands to their monsters! CHARGE!!!


Artifacts:
Not yet available.

Causes monsters to sometimes drop artifact items that give special powers to their enemies!


Experience:
Not yet available.

Allows veteran monsters to become more skilled as they fight. Hero Units are not affected by this.


Heroes:
Not yet available.

Allows Hero Units to gain special abilities and skill depending on the foes they face. Heroes deliver epic finishing moves, awesome death sequences, and all other manner of epic-ness.




ZDoom Wars One-Man-Armies: (NO LONGER SUPPORTED)

Lich King, by Bouncy:
http://www.kingofflames.sepwich.com/Bou ... chKing.zip



ZDoom Wars Maps:

Weird Bases, by Xutawoo:
Map Name: 1v101
http://www.kingofflames.sepwich.com/Bouncy/zdwars/Weird%20Bases.zip
Type: 1v1. OMA's are not suited to this map. Simple, hectic action. The rock area in the middle lowers to reveal deadly lava!

Mikmaps, by Mik57:
Map Names: TDM01 - TDM04
http://www.kingofflames.sepwich.com/Bouncy/zdwars/Mikmaps.zip
Type: TDM. OMA's are not suited to all of these maps, but Doomcity could do well. 4 maps come in this pack.

Tech Monolith, by Mik57:
Map Name: TDM05
http://www.sendspace.com/file/f6g4ea
TYPE: TDM, Offense vs. Defense. OMA's can play this map, though a large one may not fit in all the halls and niches. Gargantuan, with a massive fortress and layers of defenses. A wall stops ground forces from engaging for a couple minutes at the start of the battle, allowing the defending player to man his towers and such. By far the most epic ZDoom Wars map to date by ten fold. It's friggin' HUGE!

At some point, I intend to make little strategy guides for each Faction.


Running ZDoom Wars:
You need to download both a faction, and the file "ZDoom Wars Wad". You must always run ZDoom Wars Files as the first wad, or else the Factions will not work.

Troubleshooting:
The most common bug between versions of ZDoom Wars is that some sides will stop being able to switch weapons. I am honestly not sure why this occurs. To remedy the situation, try deleting the Zdoom Wars Weapon Binds from your ZDoom Config file, and then trying again.


The Wiki Page:
ZDoom Wiki Page


Feedback is welcome! Making maps with this in mind is even more welcome! :D



Future Faction Hopefuls:

HacX- Courtesy of the HacX renovation project now going on.

Spaceman- A personal project of Tapika's. I have only seen a single, cartoony looking screenshot that smacks of a TC as evidence of his work.

Space Coffin- If more people help with mapping, peoplethought said he may make more monsters, which may be needed to make a decent Faction. Also, there will need to be a very powerful enemy in the wad, though most of them sound pretty strong, so there may be enough firepower there to compensate.

Doom 64- Courtesy of the Doom 64 resource pack a guy on the ST forums is working on.

Doom 3 Reincarnation of Evil- When it's done, of course. Which will be a while.
Last edited by Captain Ventris on Sat Nov 22, 2008 12:20 am, edited 84 times in total.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Cutmanmike » Wed Jul 09, 2008 5:34 pm

A few things:

1) Monsters block your way a lot. You should make it so you can walk through them. One way would be to make the player have the THRUGHOST flag and give all his spawns the GHOST flag.
2) It's impossible to tell what you've summoned and what you haven't. Maybe give them a different renderstyle or translation?
3) Spawning monsters is sensitive, and doesn't always work. Due to ZDoom being... Zdoom this is hard to avoid. It isn't too much of a problem but you lose mana for it, which IS a problem. Not sure how you'd tackle this yet.

Apart from that, neato!
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Captain Ventris » Wed Jul 09, 2008 5:53 pm

Cutmanmike wrote:A few things:

1) Monsters block your way a lot. You should make it so you can walk through them. One way would be to make the player have the THRUGHOST flag and give all his spawns the GHOST flag.
2) It's impossible to tell what you've summoned and what you haven't. Maybe give them a different renderstyle or translation?
3) Spawning monsters is sensitive, and doesn't always work. Due to ZDoom being... Zdoom this is hard to avoid. It isn't too much of a problem but you lose mana for it, which IS a problem. Not sure how you'd tackle this yet.

Apart from that, neato!


1. The problem arises from the fact that this is intended to be used in multiplayer. Doing that would allow everyone to walk through everyone else's monsters. Those I have talked to cannot formulate a solution. Try using the player's increased jump strength to bound across the battlefield.

2. The problem here is the same. Everyone's monsters would still look the same, albeit different from the default monsters. I may be able to do some sort of translation with each once Hotwax finishes instructing me on the prevention of Friendly Fire.

3. I wouldn't have the slightest idea on how to prevent that. I imagine it would require ACS.

Thanks for the input, though.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Captain Ventris » Wed Jul 09, 2008 7:03 pm

Heh, nice.

I need to get this working correctly in Skulltag, so I'll talk to some of the guys there, to see if they have any idea why it's behaving like it is.

Last Man Standing is quite fun with this.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Cutmanmike » Thu Jul 10, 2008 2:49 am

Oh I see, this is multiplayer orientated... That makes things a bit harder :P Also I didn't notice the increased jump height, but it doesn't help with areas with low ceilings.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Imp Hunter » Thu Jul 10, 2008 6:39 am

No, MotherUpload NO!!!

Mirror plz :cry:
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Phobus » Thu Jul 10, 2008 7:45 am

Big problem with all of the "z" monsters. The projectiles that have been used to replace the hitscans are arguably useless. I've seen 4 spider masterminds (summoned) fail to kill imps and stuff simply because the imps are behind things that the projectiles can't get to, where their normal weapon would have ripped them to shreds. Is there anything you can do about this? Otherwise its pretty cool.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Captain Ventris » Thu Jul 10, 2008 11:18 am

Phobus wrote:Big problem with all of the "z" monsters. The projectiles that have been used to replace the hitscans are arguably useless. I've seen 4 spider masterminds (summoned) fail to kill imps and stuff simply because the imps are behind things that the projectiles can't get to, where their normal weapon would have ripped them to shreds. Is there anything you can do about this? Otherwise its pretty cool.


Hm. I could reduce their size, but I made the hitscan replacements so that I could prevent Friendly Fire. Now, if Hotwax would remember to respond to my last message, he could complete telling me how to prevent FF in a manner that I could give them their Hitscan back. In fact, I'm not sure if the projectiles make a difference now.

EDIT: Exactly what constitutes making a mirror anywho?
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Phobus » Thu Jul 10, 2008 11:35 am

A mirror is just uploading it somewhere else. Easy as.

I'd say reducing their size would work for the time being.
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Re: [WIP] ZDoom Wars: Summon your own army of Demons!

Postby Captain Ventris » Thu Jul 10, 2008 5:05 pm

Phobus wrote:A mirror is just uploading it somewhere else. Easy as.

I'd say reducing their size would work for the time being.


Alright, can do.

Edit: Rapidshare Mirror added.
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Re: [WIP] ZDoom Wars (Version 0.11)

Postby Captain Ventris » Thu Jul 10, 2008 8:53 pm

Version 0.11 uploaded. The only change is the reduced projectile size. XD

EDIT: And Cutman, this is intended for use in open areas with mass battles, so naturally things are gonna' be a little wonky in a corridor. I would love to make a big outdoor map with two opposing castles, but, alas, I can't really map.

EDIT 2: Hotwax messaged me something, but deleted it before it arrived. I am sad.
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Re: [WIP] ZDoom Wars (Version 0.11)

Postby eliw00d » Fri Jul 11, 2008 4:40 pm

so not only do we share a love of doom wars, but we both live in SA? crazy town! i'll have to check this out.
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Re: [WIP] ZDoom Wars (Version 0.11)

Postby Captain Ventris » Fri Jul 11, 2008 5:26 pm

eliw00d wrote:so not only do we share a love of doom wars, but we both live in SA? crazy town! i'll have to check this out.


Hey, I haven't seen you 'round these parts in eons!
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Re: [WIP] ZDoom Wars (Version 0.11)

Postby eliw00d » Fri Jul 11, 2008 9:11 pm

Captain Ventris wrote:
eliw00d wrote:so not only do we share a love of doom wars, but we both live in SA? crazy town! i'll have to check this out.


Hey, I haven't seen you 'round these parts in eons!


yeah, i haven't played doom in ages. been playing company of heroes: europe in ruins like crazy!
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