[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby DoomRater » Thu Dec 10, 2015 1:45 pm

"Breaks maps" is an understatement. Holy Hell is closer to a cakewalk with Sans.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Silentdarkness12 » Thu Dec 10, 2015 3:11 pm

There's two things that I want to see in the next version:

Replacements for more of the Doom props: skull on a stick, barrels, so on and so forth.

Secondly, replace the Boss Brain with something less embarassing. Icon of Sin is a JOKE with Sans. Because the Bone Zone goes through to the Romero within.

EDIT: OH, I FORGOT!

The Invisibility Sphere. That thing still shows up. Fix that as well.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Princess Viscra Maelstrom » Thu Dec 10, 2015 4:12 pm

i think Goodtimesans has misc graphical additions covered pretty well (i believe it replaces every pick-up currently.) it'll probably see some decorations in the future.

replacing the Boss Brain would break a lot of later mapsets that relies on e.g. death exits that kills a Romero head. besides, the boss always were sort of a joke with vertical aiming.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Silentdarkness12 » Thu Dec 10, 2015 4:26 pm

Viscra Maelstrom wrote:i think Goodtimesans has misc graphical additions covered pretty well (i believe it replaces every pick-up currently.) it'll probably see some decorations in the future.

replacing the Boss Brain would break a lot of later mapsets that relies on e.g. death exits that kills a Romero head. besides, the boss always were sort of a joke with vertical aiming.


Well no. It's not just the graphics that need replacing. Every part of the invisibility sphere remains. Doom default. Regardless, I understand what you mean, and i'll go bring it over there instead.

May I just say that I never cared much for the Romero Head kill map exit?...........maybe replace it with Flowey : P

Okay, i'll leave now.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Princess Viscra Maelstrom » Thu Dec 10, 2015 5:11 pm

maybe CJ can replace the Romero head with a Flowey head in his addon, then. :p
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby MetroidJunkie » Wed Dec 16, 2015 8:09 am

Maybe Omega Flowey for the Icon of Sin since it's so highly detailed? :P
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Ribo Zurai » Wed Dec 16, 2015 8:21 am

I decided to take a break from the mod for a while. Maybe I will do it later.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Failure » Wed Dec 16, 2015 10:09 pm

epik meemz
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Sir_Oddball » Tue Dec 22, 2015 3:49 pm

I cant run it. all that pops up is this:

Execution could not continue.

Script error, "sans1.352.wad:DECORATE" line 295:
Invalid state parameter a_damageself

How do i fix this!?!?!?!?!?!?!!?
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby wildweasel » Wed Dec 23, 2015 12:21 am

Sir_Oddball, you might want to read this thread which should help you a lot.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby TheDoomedPan » Tue Jan 05, 2016 2:31 pm

It doesn't work for me, all I get is an error for a_damageself
Please help
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Ribo Zurai » Wed Jan 06, 2016 4:23 am

TheDoomedPan wrote:It doesn't work for me, all I get is an error for a_damageself
Please help


wildweasel wrote:Sir_Oddball, you might want to read this thread which should help you a lot.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby ZioMcCall » Wed Jan 06, 2016 5:07 am

Hmmmm,this mod remebered me that i must continue Undertale.....
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby Ethril » Sun Jan 10, 2016 7:05 am

So like
What other characters would make good playerclasses?
Obvious answer is Undyne, IMO
Spoiler: ANIME IS REAL
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Postby DoomRater » Sun Jan 10, 2016 8:44 am

I've thought long and hard about Papy. I'd imagine him having more control over any weapon attacks, having harder hitting bones without the ripper effect (so overall doing less damage) and is course way more health. Just no blasters or time freeze abilities...
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