[Contest] Doom mutator contest! ENDS OCTOBER 1ST

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Cutmanmike
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Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

I said it was fine to submit more but you have to choose one in the end.
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Infirnex
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Re: [Contest] Doom mutator contest!

Post by Infirnex »

Ohhhhhhh...

Then nevermind.
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Ethril
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Re: [Contest] Doom mutator contest!

Post by Ethril »

For those who actually care (All... *counts downloads* 41 of you!? :shock:), I'm almost done with mine; I just need to come up with something for 3 more monsters. (Mancubus, Cacodemon, and Spider Mastermind, if you're wondering. I can't just be like "LOL MAKE THEM USE A_FASTCHASE AND SHOOT FASTER" because half the monsters do that already. I need something else with it, y'know? :P)

Also I will be making replacements for the Skulltag monsters after I finish the contest version. :3
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hnsolo77
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Re: [Contest] Doom mutator contest!

Post by hnsolo77 »

i will just more than likely fix the issues with N00B D00M and just roll with that for the hell of it.

because why the hell not? it might actually not suck.
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Ethril
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Re: [Contest] Doom mutator contest!

Post by Ethril »

It's alive!
And it's hideously unbalanced!

Presenting... Something I haven't actually thought of a name for yet! "Overpowered monsters, oh no!" will do for now, I guess.
annoyingb.wad
Skulltag version (Name included!) is in the works, btw. Consider this the "diet" version. ;)

Edit: OOPS! I forgot to copy over my change to the cacodemon's shot from my test wad. Please download again if you have already.

Edit again: I forgot to mention; You should play this with either the weapons mod of your choice, or with double ammo, 'cause you're gonna need some extra firepower. Also I think I made the Cacodemon too powerful. I'll be nerfing it (and the fire soul) a bit for the Skulltag version.

Actually, to be honest, the Skulltag version is what I was originally working on, but I got rid of the skulltag stuff and the extra resources for this version. The monsters are so overpowered because this was really meant for co-op. ;)
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Cutmanmike
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Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

This has been going on a while, curse my limited time! I think I better announce a cut off point for these and get some voting in.

*adds to 10 page to do list*
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Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: [Contest] Doom mutator contest!

Post by Dark-Assassin »

Dammit, My just new wad can't come in.
It consists of Decorate 2 sounds and normal amount of sprites.

well, if you want to atleast see it...
here is the link to a forum I posted it in.
http://forum.zdoom.org/viewtopic.php?f= ... 15#p458815
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Cutmanmike
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Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

If you could replace the graphics/sounds with something in Doom 2 it could work. Maybe barrels making zombie sounds? That could be kinda funny :P
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Dark-Assassin
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Re: [Contest] Doom mutator contest!

Post by Dark-Assassin »

idk about that.
It just won't be right without the AAAAAAAAAAAA sound.
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Cutmanmike
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Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

Okay let's set a deadline so we can get the voting process started. All entries should be posted by the 1st of October. If you haven't got your entry in yet, HURRY UP! You've had ages!
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Mr.Green
Posts: 518
Joined: Mon Jan 05, 2009 2:28 am
Location: Mexico

Re: [Contest] Doom mutator contest! ENDS OCTOBER 1ST

Post by Mr.Green »

Ok,here's mine:
http://www.zshare.net/download/657520596df2200e/
Changes demons into mindless kamikaze barrels.
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Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: [Contest] Doom mutator contest!

Post by Dancso »

Cutmanmike wrote:You've had ages!
LIES!!


... oh shi*!
It's just that every damn day I play instead of create. Usually i get into working mood in the evening but I can barely let myself awake past midnight due to school. :s

I'll try to put together my entry, but I can't promise anything. :|
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hnsolo77
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Location: the mythical land of Toronto Canada. (not really)

Re: [Contest] Doom mutator contest! ENDS OCTOBER 1ST

Post by hnsolo77 »

ive got a 'finished' version at home... but i wanna add some more cool stuff™ to it since im starting to get the hang of translations.

deadline will be met!
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Parthoris
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Re: [Contest] Doom mutator contest! ENDS OCTOBER 1ST

Post by Parthoris »

Heres mine... Humans VS Demons All the human-type enemies are Friendly... just because there a little zombified doesn't mean their psycho :P so the heavyweapon,shotgun,zombiemen are all on your side. oh and for a little fun I made them explode into gory gibs at the end of their life :P all using Doom Sprites. No new sounds just a Decorate. Also made Cacodemon's blood blue, spectres black blood, barons and hellknights greenish blood.



also heres my other idea if some one else wants to be involved and doesn't have any plans :P
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hnsolo77
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Re: [Contest] Doom mutator contest! ENDS OCTOBER 1ST

Post by hnsolo77 »

N00B D00M version 1.1(<- this is not random, this is real for once) final release? probably

This mod utilizes Random Spawners to spawn any number of 'vanilla' baddies to insanely overpowered baddies (for their class anyway...), to help out the player ammo is spawned more often and there are new powerups to help *see rare spawn... what rare spawn? im not telling you!*.

also included is an Ultimate Doom compatible version.

oh and here is the screenshot of the insanity known as the pain class monster's fun spitting of colorful souls that kill you in a few ways.

Image

EDIT- i kinda forgot to mention that it needs a more recent SVN version of (G)ZDoom
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