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[WIP]Mutiny v3 - Week 3 (Mars War)

PostPosted: Sun Sep 08, 2013 3:54 pm
by Woolie Wool
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Old Mutiny 2.0 release thread

Mutiny is a gameplay mod for ZDoom that pits you, 15 years after the events of Doom II, against the forces of the rebel marine general Giuseppe Eduardo in his plot to take over all of human space. What this means in practical terms is marines, marines everywhere! You fight an onslaught of human enemies and war robots that are faster, deadlier, and smarter than the forces of hell. Mutiny delivers tense, high-stakes gameplay where clever tactics, a good aim, and a bit of patience lets you dispatch your relatively frail human opponents with ruthless efficiency, and the careless end up scattered in hundreds of juicy pieces on the floor.

Some of the features new from Mutiny 2.0:
* Convenient (for me at least, maintaining the wad was a chore) new pk3 format
* Many new sprites and graphics, including never-before-seen elite and medic marines by Xim.
* Full Zandronum compatibility. Mutiny coop is now a reality.
* Ammo is much tighter than Mutiny 2.0, where you could become completely overstocked with everything very easily.
* Rebalancing to certain weapons and enemies
* New and improved grenades in three types--frag, EMP, and gas, each with its own applications, strengths, and weaknesses.
* Medics will only be able to revive a dead marine once, and not at all if the marine is gibbed. This is to prevent scenarios where medics revive fallen enemies and other medics over and over.
* Shared keys (like Samsara)--pick up a key in coop and all other players will get the same key
* New, more predictable grenade physics that will greatly reduce the likelihood of blowing yourself up
* Gas grenades will actually be useful now with a new gas effect
* Projectiles fired at allies will pass through them, preventing embarrassing self-fragging (at the expense of breaking DM support, sorry)

A Mutiny coop server has been set up (thanks TerminusEst13!) and will run (hopefully) every weekend. You can find it on IDE or Doomseeker under the name ":: [BE] New York :: Mutiny v3 Public Testing". The current Mutiny version is late alpha quality. Expect bugs, rough edges, dummied out resources, etc. These will all be fixed in due time.

Mutiny build 9/21/13, for this weekend's Mutiny server
http://static.**LINK_DISABLED**.org/wads/mutiny ... 1sep13.pk3
http://static.**LINK_DISABLED**.org/wads/mutiny-randomizer.wad

This weekend's map set:
Mars War v3.01 by Nathan Lineback

Spoiler: CREDITS

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Sun Sep 08, 2013 6:26 pm
by Woolie Wool
I'd be interested in any suggestions people have for next week's mapset, by the way. I'm leaning towards Mars War right now.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Mon Sep 09, 2013 12:24 am
by Big C
The Darkening E2. :D

Glad to see this mod is still alive! I love how it manages to feel tactical without losing any of what makes DooM DooM.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Mon Sep 09, 2013 1:13 am
by -Ghost-
Nice, I love the Mutiny mod. Were medkits always limited to 2? I've found myself accidentally picking up medkits to no effect a lot with this version.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Mon Sep 09, 2013 8:46 am
by Woolie Wool
You can carry up to 15 medikits. Press B to use one without having to fiddle with the inventory.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Mon Sep 09, 2013 4:53 pm
by Hellstorm Archon

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Mon Sep 09, 2013 5:02 pm
by Woolie Wool
The /newstuff review indicates that it would be far too difficult to play with Mutiny and is comparable in toughness to the Combat Shock series. Also timed traps don't sound amenable to coop play.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Wed Sep 11, 2013 6:08 am
by Captain J
holy scoop, finally i found this and i'm gonna really enjoy this so hardly...thanks!

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Wed Sep 11, 2013 6:57 pm
by armymen12002003
this is good i think i like the new version of mutiny are going to make a custom map set for this woolie wool?

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Wed Sep 11, 2013 6:58 pm
by Ghostbreed
Sweet apples Batman!

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Thu Sep 12, 2013 3:25 am
by Captain J
well, anything i can advice you is assualt rifle is pretty strong to against with higher enemies. i just fired up 60~70 rounds at terminator, he fails and dies easily.
i know it uses large cailiber rounds, but still, it's strong much.

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

PostPosted: Sat Sep 14, 2013 1:13 pm
by Woolie Wool
This weekend's multi server will be delayed for a few hours due to RL issues. Stand by.
Server is up!

Re: [WIP]Mutiny v3 - Week 2 server now up!

PostPosted: Sun Sep 15, 2013 8:46 am
by TheUnbeholden
nice one sir!

Re: [WIP]Mutiny v3 - Week 2 server now up!

PostPosted: Sun Sep 15, 2013 9:06 am
by Captain J
great job, also i almost forget targeter can make a big deal of damage for against all of enemies. sorry about that.

Re: [WIP]Mutiny v3 - Week 3 (Mars War)

PostPosted: Sat Sep 21, 2013 1:43 pm
by Woolie Wool
Week 3 is now up, featuring Nathan Lineback's classic Mars War megawad!