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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.4)

Post by Captain Ventris »

Ethril wrote:-The new map 2 is nice because you don't have to worry about falling to your death, but now aerial units are kind of gimped there. The edges should be player-blocking lines, not impassible/everything-blocking.

-Stalkers should have a small increase in height; There was this one Stalker that had like 2 entire armies chasing after it and it JUST WOULDN'T DIE because they just shot right over it. :P

-All monsters should have the -COUNTKILL flag on them, so this works properly in Invasion mode... At least, I think that'll make it work. :P (However, this means you'd also have to make the monsters not replace their vanilla counterparts)

-The Common Flemoid upgrade that allows them to split on death should make them split into the un-upgraded versions, so as to prevent an endless chain of splitting. (unless it already works that way)

-Upgrade projectiles could use a larger radius or height or something; Half the time I try to upgrade my Chaos Serpents, it flies right past them even though the projectile appears to be touching them.

-Zedek and Traductus (and maybe Menelkir) could use a lower painchance. Or at least just Zedek; I watched in horror as he was savagely beaten to death by... A trio of Bipedal Flemoids. :whatthechrist:
---Speaking of Zedek, didn't the projectiles from the Quietus do explosive radius damage in the original Hexen? I expected to see him mowing down hordes of zombiemen, but no, he just splats them 2 at a time. :P

-I still think Common Flemoids should have +DROPOFF because it would be funny.
1. What is the name of flag that just blocks players?
2. They are already 5 units taller than before. Not really my fault that monsters can't aim down.
3. No.
4. That's how it works, or you'd be seeing a crash every time a Cyberdemon shot a Common Flemoid.
5. Alright.
6. Lol. Also, the original Quietus was beyond powerful, so I stepped it down.
7. No.

And I will fix the crotch laser. XD

EDIT: A_CustomRailgun has no height parameter. Is there another function I could use?
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Remmirath
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Re: ZDoom Wars (Public Beta 1.4)

Post by Remmirath »

Okay, i'll fix that bit, don't worry. :)

EDIT: Fix here: http://morpheus.hostrator.com/wads/dscanyon.zip
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Cutmanmike
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Re: ZDoom Wars (Public Beta 1.4)

Post by Cutmanmike »

Ethril wrote:Image
PENIS LASER

Btw can someone post a pretty hectic screenshot of this?
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.5)

Post by Captain Ventris »

New version up!

Changelog:
-Spider Mastermind nerfed.
-Afrits nerfed.
-Mummy health reduced.
-Mummy Melee damage increased
-Ettin Health and Melee Range increased.
-Templar Upgrade cost increased.
-Chaos Serpent cost increased.
-Ophidian health increased.
-All upgrade projectiles doubled in size.
-Hexen Heal Ability doubled in effectiveness.
-Zedek, Traductus, and Menelkir pain chance lowered.
-Inquisitors will not ALWAYS use their grenades in melee.
-Heresiarch's price increased.
-Undead Knight and Undead Ghost Knight prices decreased.
-Maulotaur Health and melee buffed.
-Iron Lich is now more capable of hurting ghosts, and its attacks cannot be reflected.
-Clink Health increased.
-Weredragon Firing Rate and health reduced.
-Slaughtaur price reduced.
-Bipedal Flemoids sped up, and their melee damage increased.
-Common Flemoids sped up.
-Chance for Flem spores to be spawned increased.
-Flem Meteor buffed.
-Flembrane Spores sped up.
-Homing capabilities of Upgraded Chaos Serpents and Menelkir decreased.
-Wraith price increased.
-Changed Flembomination to A_CPos refire from A_SentinelRefire
-Cyberdemon fire rate increased slightly
-Reavers buffed.
-Crusader Flamethrower buffed.
-Entity Buffed, and some flags changed.
-Sub-Entity flags changed.
-Inquisitor Direct-Impact grenade damage reduced significantly.
-Hitscan enemy's accuracy further decreased.


-Removed an infinite loop in the Prism's Death State - Virus is now playable!
-Began preliminary balancing on Virus.
-C-375's health reduced to 200.
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Phobus
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Re: ZDoom Wars (Public Beta 1.5)

Post by Phobus »

Looks like some real playtesting has been going on as of late - good-oh. I'll be sure to try and get involved sooner or later :)
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Remmirath
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Re: ZDoom Wars (Public Beta 1.5)

Post by Remmirath »

Uploading to my site. :)

EDIT: Okay, it's up here: http://morpheus.hostrator.com/wads/ZDWars105.zip
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Mik57
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Re: ZDoom Wars (Public Beta 1.5)

Post by Mik57 »

Hmmm, it looks like virus can still crash a server. Oh, that loveable virus faction!
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Shadelight
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Re: ZDoom Wars (Public Beta 1.5)

Post by Shadelight »

[22:58] <BlazingPhoenix> I still would love to see a Demon Eclipse faction for ZDoom Wars :(
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CaptainBighead
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Re: ZDoom Wars (Public Beta 1.5)

Post by CaptainBighead »

I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the reavers were pretty much mini-templars, also being complained about. Lastly, The hitscan monsters are just too accurate. Maybe a spread increase?
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Ethril
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Re: ZDoom Wars (Public Beta 1.5)

Post by Ethril »

CaptainBighead wrote:I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the reavers were pretty much mini-templars, also being complained about. Lastly, The hitscan monsters are just too accurate. Maybe a spread increase?
Didn't they all get nerfed in the newest release? I mean, their spread was increased already. They're less able to mutilate you from across the map now, although it's still possible.
Also, the Templar upgrade replaces their shotgun spread with a sniper shot. Just keep moving and spawning monsters in front of you.

OF COURSE I COULD BE WRONG AS I HAVEN'T HAD A CHANCE TO TEST THE NEWEST VERSION DUE TO THE SERVER ALWAYS BEING EMPTY
killerdee
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Re: ZDoom Wars (Public Beta 1.5)

Post by killerdee »

Im new and ive never used skulltag or Zdoom.
Ive always used legacy because all ive ever played is single player so i didnt mind them not updating it.

Any way i came across Zdoom wars and it looked pretty fun, I have a problem though.
I can get it to work with zdoom but i want to play multiplayer too.

How do i make it work with skulltag?
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.5)

Post by Captain Ventris »

killerdee wrote:Im new and ive never used skulltag or Zdoom.
Ive always used legacy because all ive ever played is single player so i didnt mind them not updating it.

Any way i came across Zdoom wars and it looked pretty fun, I have a problem though.
I can get it to work with zdoom but i want to play multiplayer too.

How do i make it work with skulltag?
...the same way? Launch IDESE, and you will get a server listing. Good luck finding a server for this, though. :/
killerdee
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Re: ZDoom Wars (Public Beta 1.5)

Post by killerdee »

Yea i tried dragging the wad and the pk3 onto the skulltag exe and the way you mentioned but it just gives me an error.

Script error, :DECORATE" line 1763:
Expected ',' but got string constant "flameritem" instead

Edit: I want to host a LAN server so me and my bro can play but i cant even get it to start in skulltag
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CaptainBighead
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Re: ZDoom Wars (Public Beta 1.5)

Post by CaptainBighead »

You need to go install Skulltag 97E Alpha here

Anyways...
Ethril wrote:
CaptainBighead wrote:I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the reavers were pretty much mini-templars, also being complained about. Lastly, The hitscan monsters are just too accurate. Maybe a spread increase?
Didn't they all get nerfed in the newest release? I mean, their spread was increased already. They're less able to mutilate you from across the map now, although it's still possible.
Also, the Templar upgrade replaces their shotgun spread with a sniper shot. Just keep moving and spawning monsters in front of you.
No Im playing the recent release... 1.5 and sometimes 1.5f or whatever... those Templars are still a pain in the ass in either version. I was damaged and managed to escape and even create a new army. I recovered from 16 health to about 100 when this strife player found me. He summons two Templars and on spawn they fire and Im at single digit health already. Tried to escape and Im dead the next couple seconds. Thats why I am here complainin about it ;.;
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Tapika
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Re: ZDoom Wars (Public Beta 1.5)

Post by Tapika »

Hey guys! Long time no see.

I can't download it. zShare realises I have an Adblock that ISN'T EVEN TURNED ON. ;.;
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