Shotgun Frenzy v1.3 to be released this month!

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Wad'a'Holic
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Shotgun Frenzy v1.3 to be released this month!

Post by Wad'a'Holic »

[center]Shotgun Frenzy

Media
Gameplay: http://www.youtube.com/watch?v=ORp7WY-bVD4
Commander Gameplay: http://www.youtube.com/watch?v=SMsSVn_N ... re=related

Newest Screenshots:
ImageImage

Previous Screenshots:
ImageImageImageImageImage
ImageImageImageImageImage
(lol at the loosing spelling mistake)[/center]


Version 1.1 Download Mirrors
Wartorn's Mirror: http://files.phenomer.net/wads/sfrenzy%2011.zip
SpeedyShare Mirror: http://www.speedyshare.com/918639123.html


Version 1.1 Changes

Code: Select all

Killer New Features!
* Brand new sector system.
^ This is a big one. The gameplay has been changed quite dramaticly for the better with this change. No longer must a player be in a sector to hold it, the new system relys on a 'Battery/Sector Core" system. You must defend the Battery(ies) in the current sector to be able to hold it. If the Battery(ies) get destroyed then you lose the sector!
* Players can now recapture Sector 3.
* Less anoying message system.
* %100 Isometric Commander Camera. Perform Ion Cannon shots without a prespective change.
* Building times added to Dispensers and Turrets.
* Commanders can now build Turrets and Dispensers with the new 'Interaction' menu buttons.
* Store Turrets, Spheres, Summons, Drones, etc in your inventory so you can activate them (or drop them) at will!
* SANDBAGS, WOOHOOOO. These can be purchased in the Marine Command

Fixed Exploits
* Players cannot do a "Josh/John" on the Core, Team Turrets or Dispensers (IE, players can't destroy these)
* SF02: Players can no longer climb over gate between Sector 1 and Sector 2
* SF01: If a player runs into the water, they are now teleported back to base

Squished Bugs:
* Lifts no longer glitch, preventing entering specific structures.
* Buy menus/Inventory dispensers fixed, more than 1 player can use them now and they won't break!
* Un-killable Chaingun Majors have been replaced with standard Chaingunners.
* Commander Camera now has movement limits preventing the HOM effect.
* Tank sprites are fully operational.
* Players no longer get stuck in the 'Unready' pose when more than 1 player tries to enter a sector.
* Cameras as Commander now switch acordingly (requires more testing).
* BOSS flag removed from harder demons preventing their noise heard on spawning, Firewolf thinks its 

Awesome Gameplay Tweaks:
* Maps have been expanded to accomidate the larger player numbers.
* Combat Ready time reduced to 6 seconds! OMG
* Refinery and Demonic Lab now have turrets looking out the windows on construction for better defense.
* SD01: Core has been placed on a pillar preventing it from blocking shots.
* Battle Tanks have been placed under the 'Interaction' menu instead of the MC menu.
* Health and Ammo drops via Commander have been disabled due to the new placement system.
* Double Pistols now fire 2 bullets at a time.

Other Bits:
* Music has been compressed, dropping over 10 megs off the mod size :O
* Custom skills have been removed due to some server confusion.

Knowen Bugs:
* Minimap and Advanced HUD currently disabled until further debugging.

Whats to come in the next release
* Marines vs Demons gametype (This will definately will be added soon)
* More maps, possiably some that are made by the community (hopefully some will show up when the SDK is released)
* Defender gametype.
... and of course, more demons!


About the mod
Shotgun Frenzy is an Invasion/Coopertive mod with Real Time Stratergy elements. Build and upgrade your base by researching new abililities and buying new weapons and then take them out to the battlefield, where you fight along side with your friends to take down the giant hordes of invading demons. Shotgun Frenzy features 5 different maps ranging over 3 new game varrients (with more to come). This mod is compadiable with Skulltag, GZDoom and ZDoom.

Features
* Never before seen Real Time Stratergy gameplay blended with Doom
* Over 9 new weapons including a Flamethrower and Railgun
* New Deployables including 4 different types of Sentry Turrets
* The Demonic Lab structure, allowing players to create demon units
* Vehicles and Superweapons
* Realtime Weapon Change and GIANT enemy crabs!

* Featuring monsters from Realm 667's Beastiary
* Featuring music from The Dark Side of Phobos


How-To-Play manual
A Quick-Gudie is included in the zip file.


Cool Other Stuff
Spoiler: Some Imp-ortant notes
Spoiler: Previous Versions

Please PM me if you are interested in mapping for Shotgun Frenzy.
The Shotgun Frenzy SDK will be released in a week or 2.

Invasion has evoloved! Happy fragging!
Last edited by Wad'a'Holic on Mon Dec 07, 2009 11:05 pm, edited 5 times in total.
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Xenaero
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Re: Shotgun Frenzy Released

Post by Xenaero »

Woah!!!!
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ProjectAngel
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Re: Shotgun Frenzy Released

Post by ProjectAngel »

Dude...

I finally found a WAD that keeps me hooked!!! I love the real-time elements.
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Remmirath
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Re: Shotgun Frenzy Released

Post by Remmirath »

Finally! :D
Arch-Valentine
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Re: Shotgun Frenzy Released

Post by Arch-Valentine »

This doesn't seem to work for me with Skulltag 97d3. Since you said it works with Skulltag, which version should I grab?
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Captain Proof
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Re: Shotgun Frenzy Released

Post by Captain Proof »

OMG...I just came...
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DoomRater
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Re: Shotgun Frenzy Released

Post by DoomRater »

I think a link from the other thread to here is in order. I'll defintely be playing this and looking into it more as soon as it downloads!
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Unknown_Assassin
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Re: Shotgun Frenzy Released

Post by Unknown_Assassin »

I'll be sure to try this out on the weekend. :D
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DoomRater
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Re: Shotgun Frenzy Released

Post by DoomRater »

Holy crap.

There's been a lot of work added to Shotgun Frenzy since the first time I saw it. Two new modes which offer more straightforward wave based combat and the classic commander and marine based combat we've all craved since the original. The weapon purchasing is more pressure on the player than it used to be, but that's okay- if you kill enough people you'll get the weapon packs and keep em too even if you die and respawn. It's much harder to win by yourself now! I still have yet to see if it really can be done... needless to say, I'll be playing with a few buddies later on.
CaptainToenail
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Re: Shotgun Frenzy Released

Post by CaptainToenail »

Huzzah! Seriously though, this is one of the best mods I've ever played, I was playing it last night with about 7 other people, very addictive, a lift in the command centre did bug up and reach the ceiling, causing homs effects, some of the menu systems are dodgy (you have to type 'kill' in the console to you can navigate them...) also, imp-spiders still make mancubus noises, lol.
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Xim
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Re: Shotgun Frenzy Released

Post by Xim »

Yeah, it's a little buggy, but if you get around that it's perhaps one of the funnest mods I've ever played. Too bad single player doesn't work as well. I say code your own damned bots or something for it if you can.

Hey, I'm wondering if you'd be okay if maybe I made a 'turret marine' based on the turret you made?
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Tubers
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Re: Shotgun Frenzy Released

Post by Tubers »

Arch-Valentine wrote:This doesn't seem to work for me with Skulltag 97d3. Since you said it works with Skulltag, which version should I grab?
Why don't you download the beta? :roll:
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Wad'a'Holic
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Re: Shotgun Frenzy Released

Post by Wad'a'Holic »

Xim wrote:Hey, I'm wondering if you'd be okay if maybe I made a 'turret marine' based on the turret you made?
Sure thing :wink:
As for the Single Player, it should work with bots. I had to install zcajuan to get them to work though.

I've noticed that there are quite a few bugs in this release, so I'll be releasing a new version in about a weeks time with all these bugs resolved.
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Unholypimpin
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Re: Shotgun Frenzy Released

Post by Unholypimpin »

this is a really great mod and im sure ill be most played for a while. that being said there are alot of errors floating around and monsters seem to be very overpowered. biggest error is the teleporter bug where if more than 1 person enters it over a 1-2 second period you get stuck in nonbattle ready mode forever and are forced to commit suidcide. also the consel bugs are really annoying, sometimes u just cant buy anything because u sit there hitting the space bar forever. also what bugs me are the assholes that sit there and kill the core. the lift/door glitchs which are present in all the buildings is by far the worst of all the bugs. the mod is epic as is, fixing all the bugs will make it 50 times more epic.
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DoomRater
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Re: Shotgun Frenzy Released

Post by DoomRater »

Documentation is borked:

Description for the armorers is that it raises health. It also says the ammo packs do the same.
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