Project Uber! - Score collectin', two class choosin action!

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Darsycho
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Re: Project Uber (Spriters needed) [Release on April 20]

Post by Darsycho »

Hellstorm Archon wrote:Not technically mine, but the author of the link below has created a plethora of monsters here:

https://zandronum.com/forum/viewtopic.php?f=58&t=4445&sid=582c680ed1b29e9885162986d6e5ddf7


Already saw, a few bits of it is used in this, but TBH the majority of the sprites look really bad.

bfg666 wrote:You might also want to desaturate your blue demon a bit


Iunno, given the fact that it's basically a demon made out of plasma, I think it works fine.
Darsycho
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Re: Project Uber (Spriters needed) [Release on April 20]

Post by Darsycho »

Okie dokie, project uber 1.0 is now out. Check the first post for download.

Lots of things still need to be done, such as replacing the placeholders sprites, bug fixes, new classes to add, some things could be reworked, some changes here and there, lots of things. I also might either make separate maps for multiplayer, or a separate gamemode for multiplayer.

NOW GO PUNCH SOME BAD GUY IN THE DICK!
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TheAdmantArchvile
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Re: Project Uber - 1.0 released

Post by TheAdmantArchvile »

Darsycho
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Re: Project Uber - 1.0 released

Post by Darsycho »

Ah, I did a mistake that makes map05 impossible, there is a part where you need to kill four cardinals (The floating cyberdemons) and it would reveal the exit in the center of the map, I forgot to have the script actually run though.
So if you ever run into this part and pretty much have no idea what to do next, just type "puke 2" in the console and it should fix it, do it only after you've killed the four cardinals though.
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QuakedoomNukem Cz
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Re: Project Uber - 1.0 released

Post by QuakedoomNukem Cz »

This mod is really cool, so some questions about this:
1. How many classes is this mod gonna have?
2. Is that bug on map 05 gonna be fixed in next version?
3. How many enemies are needed to be replaced?
4. Were you thinking of making more levels in singleplayer (just asking, they were good)?
Darsycho
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Re: Project Uber - 1.0 released

Post by Darsycho »

QuakedoomNukem Cz wrote:1. How many classes is this mod gonna have?

I have four planned, maybe five.

QuakedoomNukem Cz wrote:2. Is that bug on map 05 gonna be fixed in next version?

Yes, I'll be releasing 1.1 soon, but for now just use "puke 2" in console right after you kill the four cardinals (The floating cyberdemons).

QuakedoomNukem Cz wrote:3. How many enemies are needed to be replaced?

What do you mean exactly?

QuakedoomNukem Cz wrote:4. Were you thinking of making more levels in singleplayer (just asking, they were good)?

At the moment, no.




Edit: Added information on Captain Akimbo on the first post.
Spoiler:
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QuakedoomNukem Cz
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Re: Project Uber - 1.0 released

Post by QuakedoomNukem Cz »

For enemies i meant placeholders.
Darsycho
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Re: Project Uber - 1.0 released

Post by Darsycho »

QuakedoomNukem Cz wrote:For enemies i meant placeholders.

Several, not sure what the exact amount is, but for the most part it's stuff I can fix myself. (Such as the final boss sprite)
However, there is a sprite that I tried to do myself but I can't sprite to save my life, such as...
[spoiler=Don't click unless you've passed level 3]Image
This here is basically suppose to be a ''super'' version of the jetpack revenant. This version won't use a jetpack though.
What's missing is the shoulder cannons (tried to use doom64 mancubus cannons, looked bad), the extra arms (check the death sprites, you'll see), and some frames have part of an arm missing.
What I was thinking of was the shoulder cannons were connected to the mega revenant's back in a similar way of the mancubus.[/spoiler]

Anyhow, just updated the first post with version 1.1 with some minor fixes.

[spoiler=1.1 Changelog]-ADDED: Fixed some bloodcolors on some enemies, such as blue blood on cacodemons.
-ADDED: Several new props were added to map03.
-CHANGED: Pistol altfire is stronger, both on normal and berserk mode.
-CHANGED: Fusionar sprites
-FIXED: Several texture mistakes and misalignments here and there.
-FIXED: Melee revenants were slower on harder difficulties.
-FIXED: Map05 had a script that did not execute, thus making it impossible to continue on.
-MISC: Added some forgotten credits, such as Paul Corfiatis. (Map04 was built off of here --- https://www.doomworld.com/idgames/level ... -9/0scraps )[/spoiler]

-snip-
Last edited by Darsycho on Fri Nov 18, 2016 11:02 am, edited 1 time in total.
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QuakedoomNukem Cz
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Re: Project Uber - 1.1 released

Post by QuakedoomNukem Cz »

Just bringing a small discussion about what should BFG akimbo be like, because now it is Primary: Classic, Secondary: BFG 2704. Would you like to see this akimbo or with BFG 10k?
Darsycho
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Re: Project Uber - 1.1 released

Post by Darsycho »

Hmmm, the plasma alt fire was basically the BFG-tier weapon here. I could make it where the plasma altfire doesn't charge unless you have a module or something, which would replace the BFG pickup. Of course this would mean missing the opportunity of having frickin' akimbo BFGs, the idea itself sounds overpowered as shit so having it as a secret weapon that you need to unlock/find sounds like a good idea.

Anyhow, if anybody's beaten this mod, please lemme know what your "final score" was, which is display right after the credits. (Oh, and what difficulty you played on, I probably should include that with the final score as well)
Thanks!
Darsycho
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Re: Project Uber - 1.1 released

Post by Darsycho »



Ever wanted to become the god of shotguns?

Introducing the new "bomb" powerup for Captain Akimbo from Project Über.
Big thanks to PillowBlaster for the help.

Project Über 1.2 coming soon.
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Hexereticdoom
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Re: Project Uber - 1.1 released

Post by Hexereticdoom »

Darsycho wrote:

Holy shit!!! :surprise: :surprise: :surprise:

Who the hell is that guy?! Is it the Mask itself or what? :mrgreen:

Spoiler:
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Cryomundus
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Re: Project Uber - 1.1 released

Post by Cryomundus »

Hexereticdoom wrote:
Darsycho wrote:

Holy shit!!! :surprise: :surprise: :surprise:

Who the hell is that guy?! Is it the Mask itself or what? :mrgreen:

Spoiler:


Actually, it's a reference to the White tier shotgunguy boss called Benellus from ColorfulHell: http://forum.zdoom.org/viewtopic.php?f=19&t=47980&hilit=colorfulhell.
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mentha
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Re: Project Uber - 1.1 released

Post by mentha »

is jumping intended to be used? its not off by default, and i don't understand how i can beat the first level without it, but I wanna be sure I'm "doing it right".

I also found a max health in the second level by rocket jumping, and wanted to ask about that too. EDIT: found a to get it without. still not sure about the first level.
Darsycho
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Re: Project Uber - 1.1 released

Post by Darsycho »

Jumping and crouching is needed, yes.

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