Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Sentai is a brand of tokusatsu, a Japanese action genre based on lots of special effects and suit action. You may be more familiar with tokusatsu as Power Rangers or Godzilla.
Specifically, the Iron Maiden takes a lot after the tokusatsu show GARO:
The ability to ignore all damage, the timer ticking down, extra mobility, etc. The hand gestures and transformation cry are more sentai/Kamen Rider, but the armor function is almost 90% GARO.
..and then i realized that you can un-transform yourself when becoming the Iron Maiden. or is that only in the latest, unreleased version? i haven't checked in the current beta because i'm lazy.
So after tons of research, investigation, and experimentation, it turns out people don't actually like lagging.
After working hard with tons of doctors, scientists, psychologists, and skeletons, I have personally tried my best to optimize both the lag and people's entertainment for good times all around.
With incredible advancements in scientology, we have made this .pk3 possibly the best release in its life yet.
Please enjoy.
Spoiler: Changelog
FROM 0.72 TO 0.73:
=======================================
- Hot splashes no longer alert enemies.
- Thanks to Scroton, the lightning of the hammer has been polished, optimized, and improved.
- ds_cl_toaster has been included as a clientside effects toggle option. 0 is full effects, 1 is less effects, 2 is absolute minimal effects.
- The Acacia's firing speed has been sped up slightly and now effectively fires as fast as you can pull the trigger. Its damage has also been upped by two, rendering it a powerful starting weapon out of the gate.
- On lower difficulties, with full over-life tokens, it's no longer possible to start nomming everything in sight with no benefit. Watch your intake, kids!
- There is now a Read This graphic for the Doom 1 menu.
- WHOOPS is now actually 1/10 chance instead of 1/100 chance.
- A few more attack sounds have been implemented.
- Weapons are no longer droppable. Sorry!
- Weapons now all have an addslotdefault entry in keyconf, in case there is a keyconf conflict when loaded with an older wad.
- Thanks to Scroton, destructable torches and candelabras now throw their items directly at the player.
- By request, all Kharon deaths now deliver the SPONG! Splatterhouse sound effect, for easy identification as to when an enemy has actually died.
- The Baron of Hell didn't trigger A_BossDeath on a few deaths. This has been fixed.
- As per Marrub's request, the hammer now has an ammo pickup item--HammerAmmoSmall, with DoomEd number of 30241.
- The Exodus is now capable of reflecting away enemy fire again.
- When out of soul meter, the meter slowly regenerates back to two notches, so you frequently have at least one special attack ready to go. This takes at least two minutes to regenerate.
- The Blind Guardian's sounds have had their bass reduced, treble amped, and volume amped by five decibels, which should make them sharper and much easier to notice.
- Numerous inventory checks in the ACS have been streamlined for more efficiency, which should (hopefully) reduce network traffic.
- The Blind Guardian now has an indicator on the HUD when the player has it equipped.
- The ammo being handled and fired from alt-fire has made the default auto-switching-when-out-of-ammo system a little finnicky. For those who really want a traditional system, though, ds_cl_autoswitch now lets people automatically switch weapons when out of ammo.
- There is now a very, very slim (1/255) chance for destructable decorations to drop peppers.
- The Allmap has been replaced with the Sentinel, an automatic sentient turret to gun enemies down for you.
- The Omen now has an incredibly sexy set of sprites, thanks to MartyKirra!
- The Blind Guardian's health has been increased to 1000.
- Explosive barrels have their damage increased and now have a much easier time downing mook enemies.
- Omen has been nerfed. Charging takes slightly longer, hitting an enemy with heavier attacks no longer allows you to follow up with an attack right afterwards, and the 100% charge attack now takes 40 charge instead of 20.
- The Hell Knight's torso no longer acts like it's from the Matrix.
- The Kharon's decals are now slashes.
- The Pinky now has a decapitation death, thanks to Sgt. Shivers.
- Higher-tier attacks of the hammer now always gib enemies on death.
- Explosive barrels now respect sv_barrelrespawn.
- The hammer's overcharged impact damage has been increased from 4000 to one million. This is functionally useless, as there isn't an enemy above 4000 HP anyway, but higher numbers sound cooler.
- The HUD now properly informs you as to what weapons you have picked up, as well as when you can use Iron Maiden.
- Revenants no longer have +ALWAYSFAST on them, and their missile-homing systems have been made slightly laggier, but the missiles themselves are now 1.5x faster.
- Cyberdemons can no longer infight with each other.
- The Iron Maiden now has a charge-up blast if alt-fire is held, which provides a rocket explosion for either AoE coverage or rocket-jumping.
- The Iron Maiden armor is now immune to environmental damage.
- Iron Maiden blasts now can be fired slightly faster, for more rapid ATATATATATATATATATATATA.
- The Iron Maiden now has a not-Kamehameha.
- ds_infinitesouls is now a cvar for the many people that requested a way to have, well, infinite soul meter.
- All of the more network-intensive deaths that spawn extra interactable actors have had their chance reduced for easier latency handling.
- Bisected torsos are no longer serverside actors.
- For those that don't like the special attacks, for some reason or another, ds_nospecials has been implemented.
- The constant ACS checks on the weapon spawns have been reduced to only one check, dramatically reducting bandwidth and network traffic.
- The Kharon is now able to be wielded by itself, along with its sheathe, for better defensive capabilities.
- Bisected torsos and weapon pickups no longer block enemy teleports.
METAL JUKEBOX FROM V1c TO V2:
===========================
- 100 more songs!
- Removed and replaced Rammstein's Engel with Feuer Frei, due to Engel messing up in-game and playing ring tones instead.
- Added a "default song" button to play the level's standard music.
- Moved all song info to LANGUAGE, for people to edit at their leisure if they replace the music.
- Messages now no longer overlap and will replace each other.
- Necroticism - Descanting the Insalubrious had an unreadable symbol that was refusing to be read properly.
- Corrected some mistaken song information:
^- A Succubus In Rapture was not by set_abominae, it was by Dimmu Borgir.
^- Rammstein has identified as Neue Deutsche Harte.
^- Annihilator has never identified their genre as groove metal.
^- Biohazard has identified as Hardcore.
^- Ea, Lord of the Depths was on the album Burzum.
^- Alice in Chains is decisively Grunge.
^- The Midnight Carnival is Speed, not Power.
^- Children of Bodom's songs have been labeled Melodic Death.
^- Fear Factory is Industrial Metal, not Death Metal.
^- Graveworm is now Melodic Black Metal.
^- Hexen is now Thrash Metal.
^- Lamb of God is now metalcore.
^- Refuse/Resist was on Chaos A.D., not Confuse A.D.
^- Reviewers have identified Celtic Frost's To Mega Therion (not Thyrion) album as Death Metal.
Sunder, HR I & II beacme my new favourites to play this mod with. So much to kill, and so satisfying to slash through a cow of like 25 imps with the forward-dash...
The jukebox add-on doesn't seem to work anymore, despite using its latest version. I tried loading it after both Demonsteele itself *and* whatever map pack I was using. No dice.