Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)

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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (LU 23/08/17) AND EVEN BETTER

Post by Dr_Cosmobyte »

We're back, baby.

This update gets many small points we wanted to explore, many requests done and many features! Special Thanks to Yukes as always, Edward Marlus (for a borrowed sprite and some works he's doing for us :p) and last but not least, Koto! One of the new bad guys is a creation of his, and there are more coming up, we all hope that.

Here's the detailed changelog:
Spoiler:
But here's what you should know:

- Seven new enemies!
- Better animations!
- Better sounds and sprites for many stuffs!
- Much more aggresive death knights!
- More blood and fun!

And even more! Get your copies NOW!
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skyrish10
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Re: Kriegsland : Blutordnung (LU 23/08/17) AND EVEN BETTER

Post by skyrish10 »

GAA1992 wrote:
remade burning screams (they come from the punisher game)
I hope you still retained or removed the modified burning screams from Half-Life 2 (which i seen heard in a couple of mods, which is starting to get overused)
Gideon020
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Gideon020 »

Man it's hard to keep track of all these enemies. You should do a manual showing off our various foes and the weapons as well as recommended maps/wads. :D
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Dr_Cosmobyte »

I'll give a try on it!

@skyrish

We never used half life screams. Only Mortal Kombat's.
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Gideon020 »

GAA1992 wrote:I'll give a try on it!
Doesn't have to be too complicated. Most people would be happy with at least names, a brief lore description and a note on which enemies are replaced. Weapons would probably just need a note on what spawns they replace after any lore as well. Up to you if you want to make a fancy PDF or just a txt file to add a little extra flavor.
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Koto
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Koto »

Thanks for the credit. I see you put the Laser robot in the revenant spawner but without the brightmaps, nevermind. Everything else is fine, With some exceptions.

-Aiming with some weapons becomes annoying, try to put +WEAPON.NOAUTOFIRE. Weapons with the A_Refire action will ignore the flag.
-When you are out of ammo, instead of put a "No ammo" message, use the A_JumpIfNoAmmo action to deselect the empty weapon. Personally is unconvenient the message feature specially during the crossfire.
-Since the hand grenade is a throwable weapon through an additional key, the ideal would be to remove it from its weapon slot.
-Speaking of the additional key bindings, you can consider use the weapon state keys (user1, user2, ...) for the kick & grenade throwing.
GAA1992 wrote:If koto finishes his awesome works, the Terminator will be removed and there'll be some changes in the cast. Or, i can leave it as a lower tier enemy. Baron replacer, perhaps. Thanks guys.
I've been busy lately with other projects and personal life, but I hope during the next days continue the custom enemies. Next will be the Jäger/Mörder (the green robot).
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Dr_Cosmobyte »

I can consider most of those issues except for removing the grenade from slot 5. From there, the player can hold it for a few seconds before launching, which increases the chance of a successful shot.
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Re: Kriegsland : Blutordnung (LU 05/08/17)

Post by Korell »

Korell wrote:I've tried Legacy of Heroes, the map pack that Mr Icarus used in his Doom Mod Madness video, and that's pretty good (but map 07 King of the Lost has a problem - not sure if it is due to Kriegsland or GZDoom 3.1.0 - where in the room with walls of flames, the flames should lower down once the enemies in the corners of the room are cleared, but they don't thus making it impossible to continue without using noclip).
GAA1992 wrote:Hmmmm... might be Kriegsland. I'll check into that.
Did you check into this? Only I just replayed that level with the new version and the walls of flame lowered as they are meant to. :)
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Dr_Cosmobyte »

Probably the issue was related to a tesla coil, an enemy that doesn't move and couldn't teleport. It replaced the mancubus. Probably what broke the map was the lack of a tesla coil which triggered the flames when dead.

Edit: it got removed from the game entirely.
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Gideon020 »

New Gore system is good, and it was morbidly amusing to blow someone up, and then stop when I realized that yes, there were a pair of eyes on the ground staring up at me.

New death for the Schallwaffen makes that gun much more enjoyable to use. Was not expecting a ROTT disintegration death.
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Dr_Cosmobyte »

To sum it up; most people didn't realized the schallwaffe can pierce through enemies. which means it becomes a overpowered weapon in tight spaces. :)

And i have more plans for the blood. Nothing like ketchup patch. But a different system of some sorts. Thanks for liking it. ;)
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Korell
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Re: Kriegsland : Blutordnung (Updated 23/08/17) AND EVEN BET

Post by Korell »

GAA1992 wrote:Probably the issue was related to a tesla coil, an enemy that doesn't move and couldn't teleport. It replaced the mancubus. Probably what broke the map was the lack of a tesla coil which triggered the flames when dead.

Edit: it got removed from the game entirely.
That may well have been it, then. I remember from the previous version when I was experiencing the bug, I noclipped around the area and there were indeed tesla coils in those corner areas of the room behind the flames.
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Re: Kriegsland : Blutordnung (Updated 23/08/17) EVEN BETTER

Post by Facínora »

Hey man. It stopped working on Zandronum 3.0. I made a quick fix and sent everything to you via Discord. The 23/08/2017 Kriegsland video is ready btw!
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Dr_Cosmobyte »

Thank you man! I'll upload this patch over here for those who need it. I was about to upload the file again, but that would take me some time to synchronize everything (and your "all-in-one pack" as well). If somebody report post crashings EVEN using the patch, then i really got no choice over re-uploading it.
Kriegsland-zand.pk3
(2.43 KiB) Downloaded 46 times
As about the video, it'll be uploaded on first page ASAP!
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Facínora »

GAA1992 wrote:As about the video, it'll be uploaded on first page ASAP!
well, except if you want to use it to illustrate the changelog, I think there are plenty of videos there already, man, including our showcase of the first version...
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