(WIP) Hellspawn: Hell's Army v1.11 NOW LEGENDOOM COMPATIBLE
Posted: Sun Nov 06, 2016 9:09 pm
by lwks
Hello guys! This is my first mod (Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayy...), you are warned.
This mod makes most of the demons spawn reinforcements (other demons, duhh) when dying (two, more precisely ). 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!
1.1
- Added the Mancubus to the hierarchy
- Spawned enemies will notice the player (IF the player can see the monster - Sorry, that's the best that I got)
- When Pinky Demons are spawned there is a 50% chance that it's a Demon or a Spectre
- The Arachnotron now drops ammo "Cell"
- Corrected a "bug" where Arachnotrons spawned Cacodemons (lol)
- Reworked the spawn mechanic - This solved the bug where enemies would spawn inside walls - Thanks to "scifista42" and "Albertoni" on the Doomworld Forum for this one. s2 (Even though I changed the mechanic again to a new one =P )
- Now monsters spawn right on top of the demon of origin
- Monsters spawn at the end of the death animation
- Monsters are not spawned at the same time anymore, now it takes 35 tics (1sec) between the spawns.
- Now demons are pushed away of the spawn point when spawned
- The ZombieMan now has a 10% chance of spawning a Stimpack when dying
1.11 (I wouldn't say a new version but whatever)
- NOW COMPATIBLE WITH LEGENDOOM!!!11!!111!!!!ELEVEN
- ...what? Were you expecting something more? Sorry dude.
IMPORTANT COMPLAIN NOTE
Spoiler:
Guys, as I've said this is my first mod, so it's important to me that y'all tell me what you though about it, seriously. Please critique my mod in a construtive way, because I need it! As the mod is right now I wouldn't say it's good, actually quite the oposite (being cornered by 20 demons that got out of nowhere isn't actually fun, I'd say ). On the past few days I didn't even like it, but I've began to like it just now (just a little), but I still think that the mod isn't good, and that's why I need you to critique. Please. If you played the mod, come back and type a few things, I'll thank you for that.
PRO TIP
PLAY HELLSPAWN WITH THIS!
It's gonna help...seriously.
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...
Re: Hellspawn: Hell's Army
Posted: Sun Nov 06, 2016 9:28 pm
by Armaetus
Some screenshots would be nice.
Re: Hellspawn: Hell's Army
Posted: Sun Nov 06, 2016 9:47 pm
by lwks
SCREENIES
Re: Hellspawn: Hell's Army
Posted: Sun Nov 06, 2016 9:47 pm
by Brohnesorge
I'll have to give this a shot when I get home. Revenants spawning chain gunners on death seems deliciously evil.
Re: Hellspawn: Hell's Army
Posted: Sun Nov 06, 2016 9:50 pm
by lwks
Nice, don't forget to say what you thought about the mod!
Re: Hellspawn: Hell's Army
Posted: Mon Nov 07, 2016 9:21 am
by Brohnesorge
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.
Re: Hellspawn: Hell's Army
Posted: Mon Nov 07, 2016 1:39 pm
by lwks
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.
Re: Hellspawn: Hell's Army
Posted: Mon Nov 07, 2016 6:48 pm
by mutator
can this work good with D4D mod?
Re: Hellspawn: Hell's Army
Posted: Mon Nov 07, 2016 6:53 pm
by skyrish10
mutator wrote:can this work good with D4D mod?
No, don't try it, it could have some big problems
Re: Hellspawn: Hell's Army
Posted: Mon Nov 07, 2016 6:56 pm
by mutator
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
Re: Hellspawn: Hell's Army
Posted: Tue Nov 08, 2016 7:10 am
by Brohnesorge
After playing this more, I do have some more issues. Gonna spoiler this just in case...
Spoiler:
Why does the Archnotron spawn Cacodemons? The Revenant to Commando to Sarge to Trooper makes sense because Revenants are made from the bodies of those, and from there it's a simple heirarchy thing, same with the Baron of Hell tree, but it doesn't make sense that the spider spawns a tomato. I feel that the niche nature of both these monsters make them ill suited for Hellspawning.
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.
Re: Hellspawn: Hell's Army
Posted: Tue Nov 08, 2016 12:32 pm
by lwks
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.
Re: (WIP) Hellspawn: Hell's Army v1.1
Posted: Thu Nov 10, 2016 8:30 pm
by lwks
NEW UPDATE!
(Just so it'll go back to the first page )
Re: (WIP) Hellspawn: Hell's Army v1.1
Posted: Fri Nov 11, 2016 12:52 am
by Lime
(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)
Re: (WIP) Hellspawn: Hell's Army v1.1
Posted: Fri Nov 11, 2016 3:54 am
by Brohnesorge
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?