[WIP]Mutiny v3 - Week 3 (Mars War)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[WIP]Mutiny v3 - Week 3 (Mars War)

Postby Woolie Wool » Sun Sep 08, 2013 3:54 pm

Image
Image
Image
Image

Old Mutiny 2.0 release thread

Mutiny is a gameplay mod for ZDoom that pits you, 15 years after the events of Doom II, against the forces of the rebel marine general Giuseppe Eduardo in his plot to take over all of human space. What this means in practical terms is marines, marines everywhere! You fight an onslaught of human enemies and war robots that are faster, deadlier, and smarter than the forces of hell. Mutiny delivers tense, high-stakes gameplay where clever tactics, a good aim, and a bit of patience lets you dispatch your relatively frail human opponents with ruthless efficiency, and the careless end up scattered in hundreds of juicy pieces on the floor.

Some of the features new from Mutiny 2.0:
* Convenient (for me at least, maintaining the wad was a chore) new pk3 format
* Many new sprites and graphics, including never-before-seen elite and medic marines by Xim.
* Full Zandronum compatibility. Mutiny coop is now a reality.
* Ammo is much tighter than Mutiny 2.0, where you could become completely overstocked with everything very easily.
* Rebalancing to certain weapons and enemies
* New and improved grenades in three types--frag, EMP, and gas, each with its own applications, strengths, and weaknesses.
* Medics will only be able to revive a dead marine once, and not at all if the marine is gibbed. This is to prevent scenarios where medics revive fallen enemies and other medics over and over.
* Shared keys (like Samsara)--pick up a key in coop and all other players will get the same key
* New, more predictable grenade physics that will greatly reduce the likelihood of blowing yourself up
* Gas grenades will actually be useful now with a new gas effect
* Projectiles fired at allies will pass through them, preventing embarrassing self-fragging (at the expense of breaking DM support, sorry)

A Mutiny coop server has been set up (thanks TerminusEst13!) and will run (hopefully) every weekend. You can find it on IDE or Doomseeker under the name ":: [BE] New York :: Mutiny v3 Public Testing". The current Mutiny version is late alpha quality. Expect bugs, rough edges, dummied out resources, etc. These will all be fixed in due time.

Mutiny build 9/21/13, for this weekend's Mutiny server
http://static.**LINK_DISABLED**.org/wads/mutiny ... 1sep13.pk3
http://static.**LINK_DISABLED**.org/wads/mutiny-randomizer.wad

This weekend's map set:
Mars War v3.01 by Nathan Lineback

Spoiler: CREDITS
Last edited by Woolie Wool on Sat Sep 21, 2013 1:43 pm, edited 8 times in total.
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Woolie Wool » Sun Sep 08, 2013 6:26 pm

I'd be interested in any suggestions people have for next week's mapset, by the way. I'm leaning towards Mars War right now.
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Big C » Mon Sep 09, 2013 12:24 am

The Darkening E2. :D

Glad to see this mod is still alive! I love how it manages to feel tactical without losing any of what makes DooM DooM.
User avatar
Big C
 
Joined: 19 Oct 2010

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby -Ghost- » Mon Sep 09, 2013 1:13 am

Nice, I love the Mutiny mod. Were medkits always limited to 2? I've found myself accidentally picking up medkits to no effect a lot with this version.
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Woolie Wool » Mon Sep 09, 2013 8:46 am

You can carry up to 15 medikits. Press B to use one without having to fiddle with the inventory.
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Hellstorm Archon » Mon Sep 09, 2013 4:53 pm

User avatar
Hellstorm Archon
Will debase self for street cred.
 
Joined: 24 Oct 2010
Location: 404 Error- Location of User Not Found
Discord: Man of Doom#4046

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Woolie Wool » Mon Sep 09, 2013 5:02 pm

The /newstuff review indicates that it would be far too difficult to play with Mutiny and is comparable in toughness to the Combat Shock series. Also timed traps don't sound amenable to coop play.
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Captain J » Wed Sep 11, 2013 6:08 am

holy scoop, finally i found this and i'm gonna really enjoy this so hardly...thanks!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby armymen12002003 » Wed Sep 11, 2013 6:57 pm

this is good i think i like the new version of mutiny are going to make a custom map set for this woolie wool?
User avatar
armymen12002003
Hostile!
 
Joined: 01 Jun 2011
Location: LV-426

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Ghostbreed » Wed Sep 11, 2013 6:58 pm

Sweet apples Batman!
User avatar
Ghostbreed
Cue the music
Banned User
 
Joined: 24 Mar 2010

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Captain J » Thu Sep 12, 2013 3:25 am

well, anything i can advice you is assualt rifle is pretty strong to against with higher enemies. i just fired up 60~70 rounds at terminator, he fails and dies easily.
i know it uses large cailiber rounds, but still, it's strong much.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP]Mutiny v3 - Shoot Mans Every Weekend on Zandronum

Postby Woolie Wool » Sat Sep 14, 2013 1:13 pm

This weekend's multi server will be delayed for a few hours due to RL issues. Stand by.
Server is up!
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Re: [WIP]Mutiny v3 - Week 2 server now up!

Postby TheUnbeholden » Sun Sep 15, 2013 8:46 am

nice one sir!
User avatar
TheUnbeholden
 
Joined: 22 Jan 2011

Re: [WIP]Mutiny v3 - Week 2 server now up!

Postby Captain J » Sun Sep 15, 2013 9:06 am

great job, also i almost forget targeter can make a big deal of damage for against all of enemies. sorry about that.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP]Mutiny v3 - Week 3 (Mars War)

Postby Woolie Wool » Sat Sep 21, 2013 1:43 pm

Week 3 is now up, featuring Nathan Lineback's classic Mars War megawad!
User avatar
Woolie Wool
Nobody expects the...oh, bugger!
 
Joined: 15 Dec 2003

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: BoneofMalkav, Get Phobo, Hege Cactus, Ikazu-san, worldendDominator and 9 guests