GVHv2 - Beta 7 Released!

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XutaWoo
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by XutaWoo »

Phucket wrote:I'd love to test your eyesore ghoul, but for some reason I can't seem to get it to work. :\ I can't select him from the menu. Do I need to use a command to play as him?
Just select him from the player setup menu and be sure you're loading GVH.pk3 first. Or you could just load him without another class wad.
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Phucket
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Phucket »

Ah, got it working. I got to say, he's annoying as hell, especially when playing as a bot. The only way I was even able to kill the bot version was to run away and then come back when they were just standing there. He's really not much of a threat though. Mostly he just runs around the map at the speed of sound going "kekekekekekekekekekeke!!!".
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XutaWoo
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by XutaWoo »

Heh, that's mostly because Skulltag bots don't recognize melee weapons, so bots are just distractions and annoyances. I have to say, though, the lack of bot meleeing really doesn't help with testing at all. :?
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Cutmanmike
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Cutmanmike »

Tell me about it. You can literally stand around all day while Sjas strafes around you screaming in your face, doing no damage to you. Only when you're running around does he become a problem.
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Ethril
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Ethril »

ZutoRocketeer should use Phobos's sounds instead of the Marine's until you can think of something better, I'd say.
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Viscra Maelstrom
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Viscra Maelstrom »

Or maybe DooM 64/ PsX DooM zombie sounds, if i have anything to say about it.
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XutaWoo
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by XutaWoo »

I'll mess with the sounds later. For now,

Inverse, the chronomancer that has pretty much the only way you can make a melee-only human class! :P

If you recall, I made two videos of this odd fellow and "hid" them in some posts before this was released. Of course, you can see the massive differences; mainly, he's now a very powerful melee attacker with an alt-fire that freezes time for a short while, instead of the fire snake firing weakling. You're also more likely to actually KILL something with this version. So it's actually for the best.

This guy is really powerful in botmatches since bots "patrol" and don't just search. However, since he, like the Cyborg and Creeper, has to stay still to regenerate his ammo for his alt-fire, an anything could come up to him and cause him to back away, causing him to stop regenerating magic. Of course, a nice hiding spot is haven for him, although finding one is difficult since he is BRIGHT WHITE and GLOWS IN THE DARK. Yeah.
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Mik57
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Mik57 »

Cool, 1 thing though, the attack needs to be a bit quicker, or do a lot more damage. Logically speaking, swinging a weapon like that would hardly do any kind of damage.

Give it a faster attack and it would make a better playable class.

So, how about a DEMOMAN? I could give you a grenade launcher.
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XutaWoo
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by XutaWoo »

Mik57 wrote:Logically speaking
Logic? In a Ghoul's Forest thing? :P

Mik57 wrote:So, how about a DEMOMAN? I could give you a grenade launcher.
I have a idea for a thing like it...actually not like it at all, except for the grenade part. I would use that, since it's CRAAAAAZAY except if from one of my projects and it really hasn't taken off and I don't really want people to think I just copied the weapon from a GvH addon. :P
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Megadarkly
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Megadarkly »

ive decided i guess to scrap doing an expansion level because i need to practice a couple of more weeks in level building beofre i try to release a good one i guess.......ill just start making deathmatch packs for doom levels first and work my way up. :plasma: :rocket: :shotty: :chainsaw2: :BFG: :chaingun: :flamethrower:
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Medricel
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Medricel »

Megadarkly wrote:smiley spam
Am I the only one who thinks all these needless smileys should just be removed from the forum altogether?
XutaWoo wrote:Of course, you can see the massive differences; mainly, he's now a very powerful melee attacker with an alt-fire that freezes time for a short while, instead of the fire snake firing weakling. You're also more likely to actually KILL something with this version. So it's actually for the best.
Wouldn't time freeze be useless/extremely annoying in deathmatch?
Last edited by Medricel on Fri Jan 23, 2009 11:15 pm, edited 2 times in total.
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Megadarkly
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Megadarkly »

Shinjanji wrote:
Megadarkly wrote:smiley spam
Am I the only one who thinks all these needless smileys should just be removed from the forum altogether?
i didnt smiley spam i was just making a deathmatch representation
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XutaWoo
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by XutaWoo »

1. There's no flame thrower in Doom, Skulltag, or GvH.

2. That is smiley spam.
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Megadarkly
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Megadarkly »

XutaWoo wrote:1. There's no flame thrower in Doom, Skulltag, or GvH.

2. That is smiley spam.
srry bout the flame thrower i was thinking death.....death.................more death.........somebody can make a flamethrower in doom skulltag...lol ill leave now i guess...im gonna play portal....
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Mik57
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Re: [RELEASED] Ghouls vs Humans - Expansion maps needed!

Post by Mik57 »

Well, smiley spam isn't like a bannable offense, just try not to use so many smilies.
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