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Alright, anyway, if you've played Zombie Master, or Zombie U's 'Players vs. Zombies' mode, Doom Master is basically that, just with the whole roster of Doom 2 monsters available to you.
The way it works is that a player is randomly chosen to be the 'Doom Master', they are given an armoury of monster spawning weapons and regenerating spawn points, which will regenerate faster the more players there are. Their mission is of course to kill all the other players on the map.
This was tested in Zandronum's Survival Game mode, but Zdoom Coop would probably work with some tweaking if someone can help me a bit with that, ACS is confusing.
Just as a forewarning, this mod has some serious balancing issues and I need lots of critiquing on everything, also, as the title blurb states, I want suggestions on how to make the gameplay better.
Version 1.1:
-Added portraits
-Fixed using spawn points to spawn nothing
-Slowed down spawn point regeneration
-Adjusted monster cost
Version 1.2:
-Fixed first player always is the doom master issue
Version 1.3:
-Fixed nonexistent player being chosen as the doom master when a player leaves in the middle of the selection process bug
-Added 'insufficient players' message instead of the Doom Master auto winning
-Fixed being able to spawn monsters for free bug
Version 1.4:
-Free monster bug totally eradicated
-Removed debug variables being displayed
-The Doom Master now gets all 6 keys
Version 1.5:
-Fixed Doom Master is half Doom Master on next map
-Changed spawn prices
-Increased spawn point regeneration speed
-Added a setup time that the Doom Master can use to place monsters and place powerups to get more spawn points
-Added the fire wave ball
Version 1.5.1:
-Removed debug variables, again
-Removed the debug doomimp sprite
-Fixed the monster order
-Given the Doom Master's spawn weapons their own select sections
-Re-enabled the 'insufficient players' message
-Shortened Spawn powerup description in control setup menu
P.S. Doom Master is very minimalistic, and therefore can work with pretty much any other mod, that does not mean it's going to be balanced though.
Last edited by Master of Disasters on Wed Jul 02, 2014 4:10 pm, edited 11 times in total.
If I could get a one or two good players to test Doom Master with me, I would make gameplay videos, but all I've got on hand is a friend who's pretty cruddy at first person shooters. So that's currently a no unfortunately.
Master of Disasters wrote:If I could get a one or two good players to test Doom Master with me, I would make gameplay videos, but all I've got on hand is a friend who's pretty cruddy at first person shooters. So that's currently a no unfortunately.
I've been pretty good with feed back in play testing, and i would be interested in helping create a game play video with you for the mod, in fact i had thought about making a mod like this, but i wasn't entirely sure how to create it, i am very limited in knowing what i can do with codeing, if you want to contact me you can get me on skype, my user is "orosa45"
with out the "" of cause good luck on the project
orosa wrote:
I've been pretty good with feed back in play testing, and i would be interested in helping create a game play video with you for the mod, in fact i had thought about making a mod like this, but i wasn't entirely sure how to create it, i am very limited in knowing what i can do with codeing, if you want to contact me you can get me on skype, my user is "orosa45"
with out the "" of cause good luck on the project
Well I definitely had some moments where a stared at the ACS wondering what the heck was going on. If you're interested I could try teaching you DECORATE and ACS. My best advice for getting a good stepping stone on understanding is to download something off of Realm667 repository and toy around with it. ACS is a different story though.
Anyway, thanks both you guys for volunteering to help me playtest and I hope I can find a good balance.