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

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

Postby Darsycho » Sat Apr 09, 2016 2:46 am

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

Postby Darsycho » Wed Apr 20, 2016 7:39 pm

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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Re: Project Uber - 1.0 released

Postby TheAdmantArchvile » Wed Apr 20, 2016 8:55 pm

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Re: Project Uber - 1.0 released

Postby Darsycho » Thu Apr 21, 2016 3:54 pm

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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Re: Project Uber - 1.0 released

Postby QuakedoomNukem Cz » Fri Apr 22, 2016 2:11 pm

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)?
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Re: Project Uber - 1.0 released

Postby Darsycho » Fri Apr 22, 2016 6:09 pm

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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Re: Project Uber - 1.0 released

Postby QuakedoomNukem Cz » Sat Apr 23, 2016 1:35 am

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

Postby Darsycho » Sat Apr 23, 2016 5:07 pm

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


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

Spoiler: 1.1 Changelog


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

Postby QuakedoomNukem Cz » Sun Apr 24, 2016 12:51 pm

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?
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Re: Project Uber - 1.1 released

Postby Darsycho » Mon Apr 25, 2016 2:44 pm

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!
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Re: Project Uber - 1.1 released

Postby Darsycho » Sun Jul 17, 2016 6:15 pm



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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Re: Project Uber - 1.1 released

Postby Hexereticdoom » Fri Jul 22, 2016 12:39 pm

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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Re: Project Uber - 1.1 released

Postby Cryomundus » Fri Jul 22, 2016 12:53 pm

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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Re: Project Uber - 1.1 released

Postby mentha » Sat Jul 23, 2016 5:18 pm

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.
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Re: Project Uber - 1.1 released

Postby Darsycho » Sat Jul 23, 2016 10:49 pm

Jumping and crouching is needed, yes.
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