Demonizer engine mod [V2 Fixed!]

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Demonizer engine mod [V2 Fixed!]

Postby Axel » Wed Jan 09, 2008 2:02 pm

['NOTHER UPDATE]
Tis fixed at last.
The soul selection works the same as V1, as i had to revert back to an old version of the map.
Otherwise, nothing's changed from V2. Enjoy!

[DOWNLOAD]
ax-soul.zip - 0.55MB

[UPDATE]
Allow me to present Demonizer MK-II
I've taken into account your comments, and have fixed and tweaked a load of stuff.
Changed the reaper attack to a projectile spread
Changed the Overload Demon's weapon GFX (Berserk Pack)
Totally re-did the soul selector, fixed a HOM and made it look nicer (you now have to walk up to your selected soul and press use to take it)
Fixed the reaper's description (removed hide-in-shadows)
Made the creeper totally invisible while not firing
Fixed the Bruiser's death state
When you transform into the bruiser you no longer have to go up/down stairs before the view height changes
Trying to demonize before you have 50 souls now gives you 10 health in exchange for 5 souls

DOWNLOAD:
ax-soul.zip - 0.55MB

[Original Post]
When you start a new game, you will have to choose a soul. There are 3 to choose from:
Reaper (All-Round)
Creeper (Stealth)
Bruiser (Kill 'em All)
When you've chosen one, turn around and use the switch to exit the stage.
You can now use the Demonizer (Don't forget to bind a key to it, default is R) when you have 50 souls (dropped by humanoid enemies) to transform into your chosen demon for a limited time.

Credits:
Powerup sprites by Eriance
Archon of Hell, Cultist and Death Knight by Eriance
Shadow by Vader
Player Skin by Tormentor667 and Neoworm
Unmaker from Doom 64 TC
Bruiser hand from the WRW
Vorpal Sword by Eriance
Not sure who did the scythe, any ideas?

DOWNLOAD:
ax-soul.zip - 0.54MB
Last edited by Axel on Tue Jan 15, 2008 11:50 am, edited 3 times in total.
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Re: Demonizer engine mod [completed]

Postby Shadelight » Wed Jan 09, 2008 3:55 pm

Sounds pretty interesting...I'll check it out.
EDIT: This was...Interesting...It's cool how they all have their own special weapons and abilities.
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Re: Demonizer engine mod [completed]

Postby Tenement Funster » Wed Jan 09, 2008 5:25 pm

Why do you lose 5 souls just for hitting R when you don't have 50 yet?
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Re: Demonizer engine mod [completed]

Postby Matt » Wed Jan 09, 2008 7:02 pm

Pretty cool mod. Nothing like jumping into the fray and hitting R to summon the bruiser the moment you touch ground...

@TF: I think it's to prevent people from just holding on to R until they get that 50. It doesn't strike me as all that necessary, but that's just me...

Is the reaper supposed to have no ranged weapon? Against the creeper's rapid-fire rail and the bruiser's fireball-launching fist the reaper's single melee attack seems disproportionately weak.

Also, the bruiser's death is causing a crash. I'd replace
Code: Select allExpand view
       BOS4 [ 6 Bright A_Fall
       Stop
with
Code: Select allExpand view
       BOS4 "[" 6 Bright //IIRC A_Fall is redundant given the prior A_NoBlocking
       BOS4 "[" 0 A_HideThing
       BOS4 "[" 1 A_CheckPlayerDone
       Wait
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Re: Demonizer engine mod [completed]

Postby Unknown_Assassin » Wed Jan 09, 2008 7:38 pm

This is pretty cool. :)

You should make tougher monsters such as the Baronofhell give you more souls than the imps.
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Re: Demonizer engine mod [completed]

Postby Captain Ventris » Wed Jan 09, 2008 9:19 pm

Partial Invisibility is pretty useless. I'm sorry. Real invisibility (until you fire and awake the monsters) would be great for the creeper. And the description for the Reaper says something about hiding in shadows, what do you mean by this?
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Re: Demonizer engine mod [completed]

Postby Axel » Thu Jan 10, 2008 1:47 am

The Reaper's hide in shadows was meant to be an ability that made you invisible if you were in a sector with a low light-level. I never got round to implementing it, i'll probably hack together an updated release with a bunch of fixes later today. (If i can find the acs libraries >__>;)

I'll see what I can do with the reaper for a melee attack.
The losing 5 souls thing is to stop people hammering the button until they tranform in the middle of a fight.

Ah, on a side note. Has anyone found the Hellsphere powerup yet? It replaces a certain item in the game (up to you to find out which, though ;p)
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Re: Demonizer engine mod [completed]

Postby Tenement Funster » Thu Jan 10, 2008 2:09 am

The losing 5 souls thing is to stop people hammering the button until they tranform in the middle of a fight.


I can understand why you'd do that, IF it actually gave them some advantage over someone who just waits until they hit 50 to press R.
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Re: Demonizer engine mod [completed]

Postby Axel » Thu Jan 10, 2008 11:23 am

Define 'advantage', like a health boost or something?
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Re: Demonizer engine mod [completed]

Postby Tenement Funster » Thu Jan 10, 2008 4:35 pm

Advantage, as in, hitting R over and over to 'demonize' will give some benefit than hitting it once at the right moment does not. You can't activate it any faster, you don't get anything extra, there is absolutely no flaw to abuse by hitting R over and over. The -5 soul penalty only serves to frustrate the player.
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Re: Demonizer engine mod [completed]

Postby Axel » Thu Jan 10, 2008 4:47 pm

Right, I'll see what i can do, make it useful instead of annoying.
Probably some kind of trade-off (5 souls for 10 health, or somesuch thing)
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Re: Demonizer engine mod [completed]

Postby Captain Ventris » Thu Jan 10, 2008 5:40 pm

Axel wrote:Right, I'll see what i can do, make it useful instead of annoying.
Probably some kind of trade-off (5 souls for 10 health, or somesuch thing)


I don't get what you mean. Funster (almost typed Sykz, heh) is saying that the 5 soul subtraction would be reasonable IF there WAS an advantage to jamming the button. He advocated cutting out the soul loss, not adding an advantage to jamming the button.
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Re: Demonizer engine mod [V2 Released!]

Postby MG_Man » Thu Jan 10, 2008 7:10 pm

I can't run this.

It says that map SOUL line 1 has incorrect vertices.
There are only 60 vertices in this map.

I don't get it.
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Re: Demonizer engine mod [V2 Released!]

Postby Unknown_Assassin » Thu Jan 10, 2008 10:21 pm

@MG_Man: Are you using a SVN version of ZDoom? ZDoom r657 works for me.
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Re: Demonizer engine mod [V2 Released!]

Postby MG_Man » Fri Jan 11, 2008 4:35 pm

r692 does not. :(
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