(WIP) Hellspawn: Hell's Army v1.11 NOW LEGENDOOM COMPATIBLE

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(WIP) Hellspawn: Hell's Army v1.11 NOW LEGENDOOM COMPATIBLE

Postby lwks » Sun Nov 06, 2016 10:09 pm

Hello guys! This is my first mod (Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayy...), you are warned.

Image

This mod makes most of the demons spawn reinforcements (other demons, duhh) when dying (two, more precisely :twisted: :twisted: ). Here is a simple image of the spawn hierarchy (as of v1.1):

Spoiler:


Also, Revenants drop one Rocket and the Maccubus and the Arachnotron drop one Cell, to help handdle the increased number of demons, a really small quantity though the high number of Human Demons should be enough to provide y'all with ammo...just in case...

SCREENIES! (OLD v1.0)
Spoiler:


NOT COMPATIBLE with anything that changes vanilla monsters. Should run well with mods that add new monsters.
Want to make it compatible with Smoth Doom and other mods)
YEAH, NO BRUTAL DOOM, DEAL WITH IT BITCH!
(Sorry.)
NOW COMPATIBLE WITH LEGENDOOM, BITCH!

Download Links:
Spoiler:


Changelog:
Spoiler:


IMPORTANT COMPLAIN NOTE
Spoiler:


PRO TIP
PLAY HELLSPAWN WITH THIS!
It's gonna help...seriously.

Or dis:
LegenDoom
Hearts of Demons - BARON

As for now I'd say I have some interesting stuff on my TODO list, but I have to improve my DECORATE skills to be able to do that, so have fun.
Rip and tear boys!
Rip and tear...
Last edited by lwks on Wed Nov 16, 2016 8:26 pm, edited 7 times in total.
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Re: Hellspawn: Hell's Army

Postby Glaice » Sun Nov 06, 2016 10:28 pm

Some screenshots would be nice.
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Re: Hellspawn: Hell's Army

Postby lwks » Sun Nov 06, 2016 10:47 pm

SCREENIES
Last edited by lwks on Sun Nov 06, 2016 10:48 pm, edited 1 time in total.
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Re: Hellspawn: Hell's Army

Postby Brohnesorge » Sun Nov 06, 2016 10:47 pm

I'll have to give this a shot when I get home. Revenants spawning chain gunners on death seems deliciously evil.
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Re: Hellspawn: Hell's Army

Postby lwks » Sun Nov 06, 2016 10:50 pm

Nice, don't forget to say what you thought about the mod!
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Re: Hellspawn: Hell's Army

Postby Brohnesorge » Mon Nov 07, 2016 10:21 am

Alright, this mod is cool as hell. When it gets its issues ironed out, it will be an autoload for me.

Some issuses: The wall thing should be fixed ASAP. It's really lame that the enemies spawn in a non-dangerous area half the time and takes the edge off the mod.
You might want to add a slight delay to the spawning of the reinforcements. Not a huge delay, just long enough that you can see the first enemy die.

And that's it! I really like this mod, otherwise! In the future, also, you might want to get in contact with HedgCactus and making this fully compatible with Colorful Hell; as it stands right now they are only partially compatible. Enemies that don't split are colored, ones that do aren't.
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Re: Hellspawn: Hell's Army

Postby lwks » Mon Nov 07, 2016 2:39 pm

Hey man, I'm happy to see that u liked the mod. U made my day sir.
About the wall thing, of course, I'll be fixing this problem ASAP. I'll also create a TODO List, this mod will be receiving some work. :twisted: :twisted:
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Re: Hellspawn: Hell's Army

Postby mutator » Mon Nov 07, 2016 7:48 pm

can this work good with D4D mod?
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Re: Hellspawn: Hell's Army

Postby skyrish10 » Mon Nov 07, 2016 7:53 pm

mutator wrote:can this work good with D4D mod?


No, don't try it, it could have some big problems
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Re: Hellspawn: Hell's Army

Postby mutator » Mon Nov 07, 2016 7:56 pm

skyrish10 wrote:No, don't try it, it could have some big problems

yeah I also thought the same thing because dbthanatos and major cooke said if you play it with other monster mods it wont work to earn credits
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Re: Hellspawn: Hell's Army

Postby Brohnesorge » Tue Nov 08, 2016 8:10 am

After playing this more, I do have some more issues. Gonna spoiler this just in case...

Spoiler:


Another suggestion I have is making it where the summoned monsters are automatically alerted to you because they tend to be looking right at you, but don't react until shot.

Still loving it, doe.
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Re: Hellspawn: Hell's Army

Postby lwks » Tue Nov 08, 2016 1:32 pm

Congratulations, you've found an EASTER EGG some lines of code that I forgot the erease before releasing the mod (really sorry about that), and just so you know that's how the mod used to work on it's first version. And that's why you don't see the Arach nor the Caco on the hierarchy image, it really doesn't make sense. xD

About the second issue, I'm trying to solve this problem though it SHOULD be fixed since there is a damn A_AlertMonsters on the code but for some reason it is refusing to work. Fortunatelly I'm having some progress on my attempt to fix the Spawn Glitch, it's being slow, but I think I'll get there in no time.
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Re: (WIP) Hellspawn: Hell's Army v1.1

Postby lwks » Thu Nov 10, 2016 9:30 pm

NEW UPDATE!
(Just so it'll go back to the first page :D )
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Re: (WIP) Hellspawn: Hell's Army v1.1

Postby Lime » Fri Nov 11, 2016 1:52 am

(Sighs)

- Tested the Mod, It was quite a blast to take down few monsters and then spawn more, It's NUTS! It's like increasing the hardness of a vanilla game. But still, I'm enjoying it a lot! thanks for making this mod.
- By the Way, did anyone try playing this with XG? (cuz i did)
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Re: (WIP) Hellspawn: Hell's Army v1.1

Postby Brohnesorge » Fri Nov 11, 2016 4:54 am

Much better now without the wall and blindness (kinda) bugs. And I didn't think I would be a fan of the Manciubus' placement in the spawn tree, but after a run of Dead Simple, I have no complaints. And the delay until reinforcements started spawning is greatly appreciated.

The delay between the two reinforcements, however, seems a little too long for the lower tier enemies. Perhaps it could be 35 tics for Man->Baron/Reve->HK/CGGuy, and then 17 tics for HK/CGGuy->Pinky/SGGuy->Imp/Trooper?
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