[WIP]Mr. Smiley Head's Safari II v0.52 Beta (March 20)

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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Captain J » Sun May 10, 2015 11:04 am

Reactor wrote:the crap-spitting Cacodemon from AVGN Adventures (Hell level)
more like Caca-demon to me, since avgn himself said so.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Reactor » Sun May 10, 2015 12:09 pm

Yeah :D I forgot what it was called :D
("kaka" by the way, also means "turd" in Hungarian, in a slightly softer context)
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Tue May 19, 2015 8:40 am

Not dead yet.
MAP03 -- Safari
http://i.imgur.com/QTYcS0t.png
http://i.imgur.com/OsezGwX.png
http://i.imgur.com/0OFCz10.png
http://i.imgur.com/yt68F1E.png
http://i.imgur.com/6MowZkl.png
http://i.imgur.com/IgWuL7c.png
The HUD was misplaced because I wanted to try something, but It is fixed already

This is how It looks like in GZDB now: http://i.imgur.com/0QDXdxd.png
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Sun May 24, 2015 12:26 pm

Started spriting Hello Kitty, it will replace Arachnotrons

Image
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Sun May 24, 2015 2:56 pm

Done:
Spoiler:
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Sat Jun 06, 2015 8:12 am



Hello Kitty will be included in Alpha 0.2, but for now I'll start working on Cartman (Mancubus)
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Reactor » Tue Jun 23, 2015 7:47 am

Hello Kitty seems to be too pixelated and low in resolution. Since you could use MSPaint for her anyways, you should make him a bit bigger.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Wed Jun 24, 2015 11:50 am

Reactor wrote:Hello Kitty seems to be too pixelated and low in resolution. Since you could use MSPaint for her anyways, you should make him a bit bigger.



That's why I used Scale. It makes the sprites bigger. I don't think there's a problem with the pixel Hello Kitty, If many people will insist me to make it bigger manually, then I will do so.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: April 10]

Postby Kizoky » Thu Jun 25, 2015 2:57 pm

Updated/replaced screenshots, and added 1 video of MAP03 (E3M1 Safari remake)
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 30

Postby Kizoky » Mon Aug 31, 2015 5:40 am

Hey guys, added a few new stuff. Uploaded only If something happens to my PC I don't need to redo everything I've done until now
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 28

Postby Kizoky » Fri Oct 16, 2015 3:05 pm

bump

Next update will bring changes to Vanilla Doom monsters (finally)

-Multiple colors of (fake) Powerrangers (Hell Knight & Baron of Hell) appear, they have different powers and attacks
-MJ Clones (Zombieman) will strafe left and right randomly
-Safari guys (Shotgunguy) will randomly go back and shoot at you (This may be a problem If there is a group of Shotgunguys)
-Barneys (Demon) will leap at you and bite, which has a very low chance
-Pacmans (Lost Soul) will shoot at you Gold If you are far away from them
... the rest is not decided yet due to balance problems

And of course, more detail for the rest of the maps, and lesser enemies on MAP02 that are still r.ping players, bug fixes, etc.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 28

Postby zacky94 » Sun Nov 01, 2015 4:47 am

This is great! :)
but why is this mod requires zdoom?
the original wad from 94 can run by prboom which i perfer to use with this kind of mods. (because this is supposed to be a TC, then i think you should be able to run it with prboom)
and one more thing, what about the amount of ammo? why is it like in the original doom?
in the 94 wad it was 499 for each ammo type before backpack, and after you picked up a backpack you will have 998 ammo for each type. this was one of the reasons why the mod was fun, because the crazy amount of ammo you get to keep. :)

anyways, this is an amazing idea and im really happy someone is working on this, because doom smiley was one of my favorite mod.
so keep up the good work! :)
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 28

Postby BFG » Sun Nov 01, 2015 6:47 am

please don't put in Justin Bilber, Troll face, or any other modern, unfunny memes, put only 1990's stuff in it so it feels like a real sequel to Mr. Smiley as if it was made in 1995.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 28

Postby Kizoky » Sun Nov 01, 2015 11:40 am

zacky94 wrote:This is great! :)
but why is this mod requires zdoom?
the original wad from 94 can run by prboom which i perfer to use with this kind of mods. (because this is supposed to be a TC, then i think you should be able to run it with prboom)
and one more thing, what about the amount of ammo? why is it like in the original doom?
in the 94 wad it was 499 for each ammo type before backpack, and after you picked up a backpack you will have 998 ammo for each type. this was one of the reasons why the mod was fun, because the crazy amount of ammo you get to keep. :)

anyways, this is an amazing idea and im really happy someone is working on this, because doom smiley was one of my favorite mod.
so keep up the good work! :)


That ridciously amount of maximum ammo probably the Impact guys tested something, but forgot to take it out
Of course, It will have something similar, but not 999 ammo or something like that. I was thinking about game difficulties, there will be 3, easy, medium, and safari, Easy and Medium are untouched, but the Safari one will have crazy features for example (this is still not decided yet) 300HP, monsters cloning, etc..

The reason that this mod requires ZDoom is because I want to change the core gameplay almost completely.
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Re: [WIP]Mr. Smiley Head's Safari II [Last update: August 28

Postby Kizoky » Sun Nov 01, 2015 11:42 am

If everything works well then maybe I can make a Christmas surprise, along with the promised changes :D
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