10x - Ten times the monsters! (Weapons added pg1)
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Re: 10x - Ten times the monsters! (Weapons added pg1)
All right -- a bit of rearranging and the first two "gamemodes" are done! Here's a first look:
Now you can select between "Tenfold" and "Hardcore" types, and balance has been adjusted to suit (ammo on Tenfold should be quite similar to normal Doom amounts, but on Hardcore you get 10x ammo to make up for weapon loss). Starting health has been upped a little (though max is still at 100) for balance, only half the enemies jump off cliffs, and monsters now come in different sizes to add a little variety. ;P
Thanks for your ideas, Baghead and Hotwax! The final three gametypes are derived from your ideas: My old "Overkill" idea was lame but I'm reusing the name for the Asteroids-esque splitting mode, the "Gauntlet" mode will have spawners, and the "Insanity" mode will have random groups of enemies spawning, based on relative difficulty. Not sure which one I'm gonna tackle next, though. Hmm.
I'm thinking about opening a new thread for my branch of this, but I'm leaving that up to you, Cutty, since it's your brainchild. ;P
Now you can select between "Tenfold" and "Hardcore" types, and balance has been adjusted to suit (ammo on Tenfold should be quite similar to normal Doom amounts, but on Hardcore you get 10x ammo to make up for weapon loss). Starting health has been upped a little (though max is still at 100) for balance, only half the enemies jump off cliffs, and monsters now come in different sizes to add a little variety. ;P
Thanks for your ideas, Baghead and Hotwax! The final three gametypes are derived from your ideas: My old "Overkill" idea was lame but I'm reusing the name for the Asteroids-esque splitting mode, the "Gauntlet" mode will have spawners, and the "Insanity" mode will have random groups of enemies spawning, based on relative difficulty. Not sure which one I'm gonna tackle next, though. Hmm.
I'm thinking about opening a new thread for my branch of this, but I'm leaving that up to you, Cutty, since it's your brainchild. ;P
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Re: 10x - Ten times the monsters! (Weapons added pg1)
Yeah you do that, quit hijacking mah thread dawg 

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Re: 10x - Ten times the monsters! (Weapons added pg1)
Does anyone notice how Cutman always makes the ideas, and half the time someone makes a side-project out of it? Ghoul's Forest, ZPortal, now 10x. I mean, seriously. 

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Re: 10x - Ten times the monsters! (Weapons added pg1)
I had noticed that too. Usually tormentor spawns ideas from mine, which is great because he makes much better quality stuff than I. You forgot zombi outbreak too, but I'm not sure if torm got that from me or not. 

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Re: 10x - Ten times the monsters! (Weapons added pg1)
This is pretty intense, especially Hardcore mode (Xaser's mod). 

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Re: 10x - Ten times the monsters! (Weapons added pg1)
time spawner...turn each monster into spawner and have it spawn 10 times that monster. That should work.
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Re: 10x - Ten times the monsters! (Weapons added pg1)

Am I hardcore yet?
On a side note, I had to use -nosfx because my ears were bleeding from the intensity of the sound.
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Re: 10x - Ten times the monsters! (Weapons added pg1)
What if the monster hasn't moved from it's original position when it happens? Then you'd have the monsters stuck inside each other.Doom Connector wrote:time spawner...turn each monster into spawner and have it spawn 10 times that monster. That should work.
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Re: 10x - Ten times the monsters! (Weapons added pg1)
Heh, now try that on map04 (or 5? The one with all the levels combined)SnowKate709 wrote:
Am I hardcore yet?
On a side note, I had to use -nosfx because my ears were bleeding from the intensity of the sound.

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Re: 10x - Ten times the monsters! (Weapons added pg1)
Silly Cutman, she is playing map04.Cutmanmike wrote:Heh, now try that on map04 (or 5? The one with all the levels combined)


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Re: 10x - Ten times the monsters! (Weapons added pg1)
Using ACS, the spawner could continually attempt to spawn enemies until 10 have appeared. The spawner would "pause" to allow monsters to get out of the way.MG_Man wrote:What if the monster hasn't moved from it's original position when it happens? Then you'd have the monsters stuck inside each other.Doom Connector wrote:time spawner...turn each monster into spawner and have it spawn 10 times that monster. That should work.
Code: Select all
script 1 (int monster, int id, int angle)
int SpawnedCount = 0;
while (SpawnedCount < 10) {
SpawnedCount += SpawnSpot(name[monster], id, 0, angle);
delay(35);
}
}
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Re: 10x - Ten times the monsters! (Weapons added pg1)
hey how about a game mode in wich the monsters remain the same but when you kill one another one appears inside it, ten times.
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Re: 10x - Ten times the monsters! (Weapons added pg1)
Point #1: That would be about as effective as just giving the monsters ten times the hit points.marble wrote:hey how about a game mode in wich the monsters remain the same but when you kill one another one appears inside it, ten times.
Point #2: Nice 15-month bump, dude.
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Re: 10x - Ten times the monsters! (Weapons added pg1)
Aw, foot. And I completely forgot to ever do those other gamemodes I said I would... 
Though admittedly, Baghead's 0x was probably the best idea spawned of them all. xP

Though admittedly, Baghead's 0x was probably the best idea spawned of them all. xP
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Re: 10x - Ten times the monsters! (Weapons added pg1)
Simple idea but works out very well
Now I don't feel bad when using Xaser's 0verp0wer mod
Gotta Scythe 2 this sometime
Now I don't feel bad when using Xaser's 0verp0wer mod

Gotta Scythe 2 this sometime
