[Contest] Doom Mutator Contest 2!

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Xaser
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Xaser »

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. :P

[EDIT] 'Course, I can't do it now, since I'm not at home... *mumble grumble*
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

chronoteeth wrote:Is the mousewheel the only way to select the color?
No, the number keys (1-4) can do that as well. :)
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DavidPH
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Re: [Contest] Doom Mutator Contest 2!

Post by DavidPH »

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.

Like I said, this should be it for now.

Download: http://files.drdteam.org/index.php/file ... ne-r12.pk3
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Xaser
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Xaser »


WHAT HATH XASER WROUGTH?
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NeuralStunner
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by NeuralStunner »

Hahaha, looks awesome. :D

Startable chainsaw? I've done that myself. A very nice touch.
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phi108
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Re: [Contest] Doom Mutator Contest 2!

Post by phi108 »

More interactive chainsaw, as usual. Wait......... Wow. Hehehehehehe, yessssss.
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DavidPH
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Re: [Contest] Doom Mutator Contest 2!

Post by DavidPH »

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.

Download: http://files.drdteam.org/index.php/file ... ne-r13.pk3

Also, I'm working on a Skulltag compatible version of the mod, but I won't post it here in case that would constitute a second entry.
KILLER2
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Re: [Contest] Doom Mutator Contest 2!

Post by KILLER2 »

Yo are allowed to post more than one entry.However,only the 1st one is taken in consideration.
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

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
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wildweasel
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Re: [Contest] Doom Mutator Contest 2!

Post by wildweasel »

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)?
KILLER2
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Re: [Contest] Doom Mutator Contest 2!

Post by KILLER2 »

I think yes.
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

wildweasel wrote:
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.

Don't worry though, there's plenty of time yet.
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DavidPH
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Re: [Contest] Doom Mutator Contest 2!

Post by DavidPH »

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.

Download: http://files.drdteam.org/index.php/file ... ne-r15.pk3
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

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:
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? :P
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Last edited by Jimmy on Wed Jun 02, 2010 3:22 pm, edited 3 times in total.
KILLER2
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Re: [Contest] Doom Mutator Contest 2!

Post by KILLER2 »

jimmy91 wrote: stuff
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)

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