I was wondering when this would resurface! Now to wait for the final release of the Mayhem Mansion update.
Also yes I can help with the DECORATE.
Re: Project Uber [BETA V1]
Posted: Wed Sep 30, 2015 7:42 pm
by Darsycho
I'll send a PM later, thanks.
I probably should have put a warning on the download link that this mod is not exactly an easy one!
Re: Project Uber [BETA V1]
Posted: Sat Jan 30, 2016 5:01 pm
by Darsycho
Welp, the time is finally here. This mod thingy is near completion, took me way too damn long but better late than never! Planning to release version 1.0 on April 20th.
One important thing I need to do before release however is something I have no clue of how to do, y'see the class in the video? Well he can only fire one gun at a time, and I don't know how to make it where he could fire them both simultaneously.
Re: Project Uber [Near complete, help required]
Posted: Sat Jan 30, 2016 5:02 pm
by Ed the Bat
Oh, you want a synthfire setup. I know how to do those.
Re: Project Uber [Near complete, help required]
Posted: Mon Feb 15, 2016 2:39 pm
by Darsycho
And in other news, now both guns can fire simultaneously. Thank ye, Edd Duh Batt!
Oh, and the plasma altfire (was shown in video as a simple stronger, more expensive plasmaball) is now replaced with a railgun-like attack, the longer you hold altfire, the stronger (and more expensive) the attack is.
I might add akimbo BFGs, also.
And now, random screenshot.
Spoiler:
Re: Project Uber [Release on April 20]
Posted: Mon Feb 15, 2016 6:27 pm
by HellCattX
hmm, i though that painabus looked familiar.... i have it in my sprite wip folder....
Re: Project Uber [Release on April 20]
Posted: Tue Feb 16, 2016 7:20 pm
by Darsycho
'Tis indeed a nice sprite, good sir.
Also, another reason why you should should the first two difficulties on first play, difficulties are now going to change more than just health and damage of enemies.
They will also add stuff like more projectiles, new attacks and special abilities, extra speed (mostly for melee enemies), and other things.
Observe:
Spoiler: Difficulty Normal
Spoiler: Difficulty Hard
Re: Project Uber [Release on April 20]
Posted: Wed Feb 17, 2016 2:36 am
by agaures
Ooooh i see. He opens his mouth on hard difficulty.
Seriously though, glad this mod is still a thing.
Re: Project Uber [Release on April 20]
Posted: Wed Feb 17, 2016 5:37 pm
by Unholypimpin
I think its cool that difficulty levels make monsters more difficult and interesting beyond simply increasing all their health and damage. Dual wielding!!! AWESOME!!
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Thu Apr 07, 2016 11:24 am
by Swordman
Is it going to be compatible with Zandronum? I really want to play this with friends
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Thu Apr 07, 2016 11:26 am
by Ed the Bat
You can play with friends in ZDoom.
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Thu Apr 07, 2016 11:43 am
by Captain Ventris
Swordman wrote:Is it going to be compatible with Zandronum? I really want to play this with friends
As Ed said, use a launcher like ZDL if you don't want to deal with command line stuff too much, and it's pretty easy to get a game going.
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Fri Apr 08, 2016 2:42 am
by Darsycho
I can't guarantee the mod will be multiplayer friendly though, a bit of work will need to be done to fix that. I don't play multiplayer much.
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Fri Apr 08, 2016 8:54 am
by Hellstorm Archon
Not technically mine, but the author of the link below has created a plethora of monsters here:
Re: Project Uber (Spriters needed) [Release on April 20]
Posted: Fri Apr 08, 2016 11:00 pm
by bfg666
That pale grey imp could use some darkening IMHO, and its red parts don't match. You might also want to desaturate your blue demon a bit, and in the same picture, the guys with a gun for an arm feel a lot more Duke Nukem style than Doom. Also, I seriously hope your HUD is not final...