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Well, hmm. I suppose I should get out a release of my mutator, seeing how it's actually very nearly-done now.
I was going to do a trailer, but considering the timing of things and my lack of internet to keep track of the thread, I'm a bit behind now. Eh, I'll probably still do one anyway, for kicks.
[EDIT] 'Course, I can't do it now, since I'm not at home... *mumble grumble*
New version of Respawne! Last one unless one of a couple of my patches get added (railgun spread/A_Saw extension). I've redone all of the weapons since the last released version, trying to actually make them more balanced and interesting than just "ZOMG FASTERZ!!!" The README file in the pk3 lists the changes.
An update that fixes the rocket's acceleration. The calculation was wrong, so you couldn't aim more than 45 degree up. While I was there, I made the rocker strong, but made it fire slower. Grenade is also much stronger and explodes after only ten seconds, but fires slower as well.
Cutmanmike wrote:Yes but you can edit the post at any time if you wish to update it or have a new mod completely for you entry
oops. Does this mean I need to go back and edit my old post to reflect the download link for the later one(s)?
If you could. Obviously it doesn't matter yet but as soon as the deadline is met, I'll have to go through the thread to pick every mutator up. Will make it easier for me if the latest version of the one you want to submit is in the first post I see.
So much for "Respawne r12: The Final Release". This time I'm fixing the BFG9000 and Firemace to be less obnoxious. Also, monsters slowly fade out when they die. Both of these changes are mostly a result of (extremely poor) Skulltag network performance, but there is a lot to be said for the CPU performance gains.
I'll be releasing another version of Omega soon. I've grown attached to it, and I believe it can become a fully-fledged TC with the right care and attention.
EDIT: Here is the third version. THIS IS AN OLD VERSION, GO TO PAGE 8 FOR THE LATEST
j-omega.wad
Main changes:
New playerclass added. You can now choose between "Order" and "Chaos".
Upon picking up a skill orb, you will be notified with a handy onscreen message of which skill you picked up (it will differ between player classes).
Berserks and chainsaws are now replaced by "Strengthcharges", which give the player a berserk fist and a 100% health boost beyond 100%.
You no longer waste omega charges by picking them up even when at full capacity.
Minor aesthetic touch-ups to the HUD.
The most significant out of all of these changes is the addition of a new playerclass and twelve new skills to go along with it. The "Order" class's moveset has remained mostly unchanged, but the brand new "Chaos" moveset goes as follows (spoilered for, er, spoilers' sake):
Spoiler:
YELLOW
(1) Immolate: This unusually destructive starter skill cuts out the middle man between lifting your arms and something in the distance suddenly bursting into flames. Simply hold the fire button and everything in front of you will quite literally catch fire.
(2) Electro Wave: Emits a strong sonic disturbance that on contact with enemies projects them quite a fair distance away from you, and damages them quite severely in the process. The pulses also bounce off any surface, but disperse after a time.
(3) Chain Lightning: Fires five bolts of ball lightning in a straight line. Anything within the blast radius of the bolts (which is usually anything that happens to be nearby) will be caught in a web of seering electricity.
GREEN
(1) Stun Punch: Much like Rage Fists, except at a slower rate, and occasionally foes on the receiving end of this attack will be paralyzed for a few seconds, giving you leeway to finish them off.
(2) Poison Vapor: Shoots a cloud of noxious fumes which explodes and disperses over a small area, choking anything that happens into it. Weaker enemies asphyxiate almost instantly.
(3) Seismic Shockwave: Sends a powerful tectonic ripple through the ground, uprooting the earth beneath and shooting foes above the shockwave high into the air. Perfect against Spider Masterminds.
RED
(1) Meteor Shot: Fires a flaming ball of rock towards the target. Simply a slightly more powerful version of Fire Ball.
(2) Rabid Souls: Spawns five screaming souls that scout around the room for targets before crashing into them and exploding. This skill can also be used to nullify the Pain Elemental's lost soul spawning on death.
(3) Death Cyclone: Summons a burning comet that on contact with the ground will spiral into an infernal cyclone. Devastating towards anything.
BLUE
(1) Crystal Shards: Shoots small shards of frozen crystal out of both hands. Monsters that are hit enough times by this will freeze solid.
(2) Dark Matter: Fires a steady but effective stream of dark energy towards the target. It will rip straight through monsters and is a great crowd controller.
(3) Ion Blast: Projects a ball of ionized plasma which homes in on the nearest target and spills burning plasma energy everywhere it goes.
I still need some feedback on the gameplay balance - if it doesn't play very well overall then it won't stand that great a chance of winning, will it?
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Last edited by Jimmy on Wed Jun 02, 2010 3:22 pm, edited 3 times in total.
I have some suggestions for your mod:
1)disabling a spell to recover mana or to quickly activate another spell without the need to wait
2)i think zeal is a bad idea,as it is slowing the game down
3)activating a spell when low on mana (say,if you have 5 mana,you still can activate the spell for 5 seconds)