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 [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12 
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Post [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
The project is now titled, "West Side Story Monsters".
Note that the term monsters is a technical term in gaming and is not intended to stigmatize an entire population (and I'm lazy to adjust just yet).
Obviously, the theme is about hectic stuff in the west coast area.
Unlike my other monster combo projects, these gangstas are packing heat (but yes, you can still kill them [take advantage of multiple faction hostility])!
I would say other stuff regarding the theme, but some might point out ironic contradictions.
And now onwards toward the project.

West Side Story Monsters (NSFW):
https://archive.org/download/west_side_ ... ersv12.wad
West Side Story Monsters (clean [still NSFW {sprite displaying obscene content active}]):
https://archive.org/download/west_side_ ... _clean.wad
Crip Monsters (SFW [extremely intense though!]):
https://archive.org/download/crip_monst ... ersv02.wad
Sgt Shivers's Weapon Combo:
https://dl.dropboxusercontent.com/u/141 ... sofWSS.wad
RV-007's Modfication of Sgt Shivers's Weapon Combo:
https://archive.org/download/west_side_ ... ofWSS_.wad
West Side Story Ally Thug Items (this one is with the music files and rap boombox):
https://archive.org/download/west_side_ ... iptv02.wad
Ally Blood Items:
https://archive.org/download/west_side_ ... iptv02.wad
Ally Crip Items:
https://archive.org/download/west_side_ ... iptv02.wad

Skins List:
Spoiler: show
West Side Story Skins (for the default DoomPlayer player class):
https://archive.org/download/west_side_ ... insv01.wad
Blood Cultist Skin (for the default DoomPlayer player class):
https://archive.org/download/rv-007_doo ... kinv00.wad
Pillsbury Doughboy Skin (for the default DoomPlayer player class [it's a theme on its own {in general or advertisments} so I add this wad here]):
https://archive.org/download/rv-007_doo ... kinv00.wad

Roster List:
Spoiler: show
I didn't made a monster roster for west side story monsters before, but it would be better if I had this for last (besides the iwad map testing). It's best to do the intermission cast block last, where I can finally round up the monsters to be present in the game. Yes, it's a lame marketing move amidst @ first post. The wad is about monsters, so obviously, I should present the monsters. However, the list becomes more informative and detailed @ best. Best of all, I don't really have to go back and update stuff and lalala.

Brother Thug
Image
A thug with an somewhat inaccurate Uzi and nothing else, no skill, no moves, nothing else. However, you'll see that there's a whole lot of them. You can die by their gun fire should you allow yourself within short enough of a range.

AK-47 Thug
Image
A thug armed with an AK-47 assault rifle. Shoots quite accurately. Dangerous enough to consider the option to hide behind cover unless you got the one hit kill weapons and ammunitions.

Ninja Thug
Image
While his ninja stars are not as deadly as a grenade, they are fast enough to catch up to running targets. Plus, the ninja thug can dodge and climb up or down infinite heights. You may not know if the ninjas are coming for you so keep your senses open for the occasional ninja.

Muscle Thug
Image
Throws a grenade that explode upon contact. Aim is slightly accurate as an attempt to catch the target's move off-guard. 2 grenades will do 100 health ratings in.

Lo Wang
Image
Armed with a mere Uzi, this rival gang leader will double step twos to dodge any bullet or projectile hailed against him. Lo Wang can also move towards his target for a short range kill.

Gangsta Grosse
Image
Armed with dual M2 Browning machine, one for each arm, this rival gang leader can lift, but little can be said for accuracy. While (somewhat) inaccurate, Grosse totes up 2 bullets at a time, making quick death for close encounters and a fetus crouching lesson for distances. Consideration to be taken if facing against a cycle of semi-shotgun rounds.

Lehi Canvasser
Image
While out of place in the riots, something can be said of these sinister figures as they toss their current allies with what they deem fit for their own nefarious agendas. They throw 3 Lehi monsters with no storage in their ranks. While the canvasser is not as immediately dangerous himself, his personal minions will cause nuisance upon its victims. If he dies, he will certainly spawn a hive full of Lehis so squash it with a rocket or go head to toe with minesweeper.

Lehi
Image
Spawned by the Lehi canvassers, these sentient symbols become mines for its intended target.

Marathon Automated Defense Drone
Image
From the first Marathon game title, comes the Marathon automated defense drone (MADD). It flies, it shoots bullets. Unfortunately, it is not under your control, not even for an instant. It is considered the Orient's best sniper unit. MADDs work well against foes w/ projectiles (save for seeker missiles) or melee. Use of rocket launchers require interception, precision, and lots of luck.

Taxi Cab
Image
While cabs are usually driving for a transit fare, they now driving to overrun UAC facilities. Armed with an Uzi, the taxi cab rides around spraying things. It can even try a hit and run. Like Lo Wang, but with no pain and no dodge.

Station Wagon
Image
This ride is armed with an AK-47 with a slight loss of accuracy due to its driven nature. With a hit and run capability, it is considered a healthy mobile sniping gunner. Like Lo Wang, but with no pain and no dodge, and no Uzi but a (AK-47) rifle.

Blimp
Image
A balloon of an aerial unit taken control by a piloting Muscle Thug. While not too mobile, it can unleash a storm volley of missiles, bring swift death to those standing in its way.

Aircraft
Image
A metal aerial unit taken control by a piloting Ninja Thug. Considered a state-of-the-art design in aerial warfare, the aircraft makes constant movement while beading down on its target with dual M2 Browning machine guns in fair accuracy. Most witnesses just call this unit a hail of a bullet storm.

Robot Walker
Image
A heavy artillery unit hijacked by orient gangs. While walking proves to be a problem, its automatic self-repairing process and repeat fire makes the robot walker a turret to be reckoned
with. The walker can shoot plasma projectiles to a shit storm of relatively quick rockets. The smoke emitted from the rockets is the only tell-tale warning to dodge their unpredictable movement. Keeping a mobile safe distance will avert danger, but a close encounter in strafing around the walker will most likely result in death.

UAC Tank
Image
A heavy artillery unit hijacked by south side gangs. Boasts a fire power of multiple rockets. Can run down targets in a chase. Might fire in melee range, making this tank a lawnmower to avoid. However, a run in with a robot walker might spell its doom due to its lack of either repeat fire or more rockets.

Screenshots:
Spoiler: show
v01+
Bad boys, bad boys, what you, what you, what you gonna do?
Police_Man removed due to engine limitation (it ain't really riot material for this project anyways).
Image

v04+
Brother thug spitting some peas!
Image

AK-47 thug! AK-47 thug! :P
Image

Gangsta Grosse!
Image

Muscle thug bombin' ya!
Image

Robot walker, with a fire storm.
Image

UAC tank, feel the ammo.
Image

A pretty weak dude so I used a test map.
Lehi canvasser with Lehis.
Image

Ninja thug with throwing stars.
Quite the weak dude, but he's there.
Image

The blimp, with rockets pounding the floor.
Image

The aircraft, the ultimate flying bullet-totin' machine. No stationary combat!
Image

MADD, otherwise known as Marathon Automated Defense Drone, a floating robot that makes aimming a bit difficult and shoots bullets like a pistol.
Image

And just to show you that a riot or gang warfare is going on.
Image

v10+
Finally, an image!
Look who's rollin' in da hood!
Station Wagon (Sedan variant)!
Get back of these guys, they bad boy killers (I used iddqd by the way)!
Image

v11+
Taxi (Station Wagon Sedan variant)!
Looks like they ain't looking for customers.
Image

Notes + Standard:
Spoiler: show
+Full requirements:
-ZDoom v2.7.0+
-Doom2 iwad (for dialogue script implementation [which will be done later])
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
-Tell others that if using a player class combo, make sure that the (applicable) thing id value is in sync with # 151.
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read though

+My #library directive standard (rule exhaustive, but I'm going by the safe side):
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.

+Stuff for show-and-tell:
-Tested (to fail) real (simultaneous) Thing_Hate between multiple street factions (in other words, it works [except for the fact that it sometimes {hopefully temporarily} freezes up the monsters, but that's supposed to be them resting @ times])
-Use crouch, and jump; it's not cheating, it's for gameplay
-LAPD_Cop, the copper! (see ZombieMan) x
-Brother_Thug will see that far east crime is rampant in the midst of L.A. (see ShotgunGuy) v
-Auto_Rifle_Unit is providing assistance for L.A.P.D. in order to retake UAC facilities (see ChaingunGuy) v
-AK-47_Thug is gonna show everybody who owns L.A. (see DoomImp) v
-Muscle_Thug is bombing! (see Demon) v
-Ninja_Thug flings 3 shiny things @ yall. Ninja_Thuggg!!! (see Revenant) v
-Look out! Lo_Wang is in the house! (see HellKnight) v
-Call the cops when you see Gangsta Grosse! (see BaronOfHell) v
-Taxi_Cab is off duty! (see Arachnotron) v
-Station_Wagon rolling in da hood! (see Fatso) v
-MADD hacked by the far east for surveillance sentry. (see LostSoul) v
-Blimp hijacked by the hood for some encouraged decamperization. (see Cacodemon) v
-Aircraft hacked by the far east for heavy anti-personnel firepower. (see PainElemental) x
-The Lehi_Canvassser, a force most foul (see Archvile) v
-Robot_Walker hi-jacked by the far east for artillery (see Cyberdemon) v
-UAC_Tank hi-jacked by the panthers for artillery (see SpiderMastermind) v
-Rioter_Generator rioting @ the prisons (see WolfensteinSS) v
-Foxy_##, Larissa, + ?_Boobs (don't laff!) shop/npc (now a normal monster in telefragging and being telefragged [and yes, it is mainly there for show {reason why it is NSFW} and stuff {see SoulSphere}]) v
-Shadow Warrior BloodType classes (now w/ BountCount 1 [plus it can drips blood decal on walls {it got too laggy so I cut the movie extras}]) x

+Stuff yet/never done:
-Intermission cast animation interfered w/ itself (cannot be much fixed for some reason)
-Analyzing lag vs coolness factor (w/ lag in mind)
-Analyzing the utmost gameplay difficulty w/ target identity tracking code (hehehe)
-There will be a black gang perspective (although I REALLY should make an optional black gang banger player class [then maybe I can finally make my own custom GTA TC w/ no linear ass storyline]) of west side story monsters after original project is completed b/c we know who's owns da hood! lol
-Ok, the DIALOG## lumps failed to be compliant with other DIALOG## from different files (this sucks, that means no dialogue for these ally monsters )
-I found out that there is a multiple (more than 2) faction infighting project (factions.pk3), made by scroton, as a work in progress
I must say that it was quite ingenious, even though I would rather work out all the details for secure control. http://forum.zdoom.org/viewtopic.php?f=19&t=52280 https://drive.google.com/file/d/0BxbbtK ... sp=sharing

Some notes about the third faction works
Code:
9:57:13 AM<skroton>sry my internet is being wonky
9:58:05 AM<ixh3li>why you need another nick alias? oh yeah, the client.
9:58:51 AM<skroton>it does it automatically when the connection drops and it reconnects me
9:59:17 AM<ixh3li>ok.
10:01:10 AM<ixh3li>that's the thing, the group definition. i'm actually making a riot monsters project, where factions, including cops, try to kill off each other, including players. no mercy for no-mans land, lol.
10:01:45 AM<skroton>ah
10:02:03 AM<skroton>well the group is just the arg you send to ACS_NamedExecuteWithResult("faction_tid_start", 0)
10:02:26 AM<skroton>and then call the look script, which already has the faction by that point
10:02:42 AM<ixh3li>ok, can i try to associate the grouped monster with that parameter?
10:03:02 AM<ixh3li>parameter = arg;
10:04:42 AM<skroton>what do you mean
10:05:52 AM<ixh3li>one of the cops featured will be from that ghostbusters doom.
10:06:11 AM<skroton>if you're asking how to group them, then yes
10:06:11 AM<skroton>just that arg
10:06:11 AM<skroton>so group 2 is ACS_NamedExecuteWithResult("faction_tid_start", 2), group 3 is ACS_NamedExecuteWithResult("faction_tid_start", 3)
10:07:20 AM<ixh3li>so script faction_tid_start is more like "okay, whoever's gang/arg 13, is cool with me".
10:08:24 AM<ixh3li>i can prevent infighting within the faction group, right?
10:11:16 AM<skroton>yes
10:11:16 AM<skroton>yes
10:11:16 AM<skroton>they will not attack actors that have the same arg
10:11:17 AM<skroton>so two different actors, if they both have arg 5, will not attack each other
10:13:00 AM<ixh3li>lol.
10:13:27 AM<ixh3li>i checked pol wad and it's like a remake to nazidoome, lol.
10:13:43 AM<ixh3li>don't know paul though, sorry, lol.

-Never mind, it fails on the Thing_Hate design, sight/sound detection required for this one!

And this file is the possibly third, but weak police faction resource assets (contains Police_Man, German_Shepherd, and Police_Car [all in modern design, no futuristic designs {faction too weak and irrelevant to riot theme, I mean, this group only got pistols and climbing dogs! (includes factions.pk3)}]) https://ln.sync.com/dl/338288a30#cq29u2 ... z-brg3qmn2

+Stuff currently in progress:
-Happy Saint Valentine's Massacre Day, lol.
-Figured out that gun-totin' and A_Chase_in' (and maybe it's b/c of that somewhat flawed unit spawn function, but mostly it's the first two requirements that set off this special exception) vehicle monsters do need a XDeath regardless if they have separate death animations. SEE BELOW LINE FOR THE FIX.
-FINALLY FIXED THE 'KILL MONSTERS' CONSOLE COMMAND PREVENTION.
It was the A_Chase in Death/Crush state, technically, A_Chase is for live monsters.
Commented the A_Chase in Death/Crush state so you now call kill off vehicle type monsters with 'kill monsters', but what monsters/items it can spawn/drop is of a different accordance (can be fixed with the proper RandomSpawner item for spawning monsters after Death/Crush state).
Done this for aerial vehicle type monsters as well just in case.
Should anyone still want to have some movement in Death/Crush state, use A_ChangeVelocity with the prescribed values [e.g. A_ChangeVelocity (Cos(Pitch)*16,frandom(-5.6,5.6),Sin(Pitch)*16,CVF_RELATIVE)].

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My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
Alright, apparently, I am only making the context from a certain time period. I can extend before it to the up and competing gangs. I will make the appropriate sets with their own name. As of this moment, I am done making the ak47_unit. File secured.

EDIT (14/04/2017):
Okay, I am completed with the units, but I still need to complete the mechanized units (don't change the name, obituary message, nor the conversation id #, just make a copy with a different lump name). Plus its drops. I got items and other classes to read through. Also, testing for any missing or misplaced actors. It's been quite a day so I'll have to sleep on it.

EDIT (15/04/2017):
Okay, been running through this shit. On the Station_Wagon (some [civilian] vehicles will need coloring [for the next set project). Will work on the gears lump section soon. Blargh!

Okay, I also did some execution fixes, plus a conback image addition and class description. Okay, I believe that the final draft is about ready. Testing with gangsta grosse now. Constant +NOPAIN for my grosse monsters? Whoops!

God, uploading time sucks!

_________________
BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


Wed Apr 12, 2017 8:13 pm
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
crip_monstersv00.wad Update:
-Okay, the crip monsters are here. Now, some might say that the first is for service like serving food, and the second is for service in serving drinks, but it's fucking hell and I had a bad waste of a day so it's gotta be something. Something or nothing, whatevers. Probably bad taste too. Anyways, I am working on the other set, so there.
-So you want to fucking kill (or fuck up) niggas huh? Well, alright, but it's total carnage. You're faced with AK-47s and a bit of grenades, everywhere. The firearms are there to make swiss cheese outta you, and the grenades turns you to stew. This combo is definitely a step up in gunning difficulty. You get automatic guns gore galore! Sniper fire frenzy using both suppression and cover fire nearly constant. That's where the chaingun truly shines above other weapons. Put your chaingunnin' skills to the test. Let the bullets flow on your fingers from the non-stopping cycles, round after round. Or, if you prefer to go at it head to toe with a AK, I give props to you. Heavy artillery in ambushes mandatory. Shotguns are a temporary bliss due to a low number of shell supplies. While the variety of the roster is quite low, the intense ferocity of these sets compares to shell shock. It's like those modern warfare shooter game titles.
-Story? Okay (although it's not a good one).
You will be fighting a gang who had somehow taken over several military facilities and are storming over cities or something like that. These criminals are now labeled as terrorists. They don't fuck around. They got access to the good guns and will fuck up any motherfucker who tries to drive them off their newly acquired turfs. In a copycat of military shooter titles (sorry, no distinct culture [my bad!!!]), it's hard and extreme as bland as its variety (not even hostages, but purely gang, like a ghost town). I'm sorry about that. However, if you don't mind machine gun fire versus machine gun fire, it might work for you. The use of shotguns are enforcedly limited for this mod, so you're covered in the preference department. There's a bit of sniping and heavy artillery use on the side as well. Personally, it's just a certain difficulty level in gameplay. Okay, that's enough chit chat, get your opera, classical, blues, 70s funk (Low Rider or Grand Master Flash), 80s rap/metal, or 90s rap/hip hop on, get gunnin'.

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BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


Sun Apr 16, 2017 2:07 am
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
I think I need to put some non-map mandatory InvulnerabilitySphere enter scripts for some items (Infrared and Allmap). Some maps have these items, if so, the invulnerability activates for each applicable player. If you got a Durandal Orb, double the time duration! Sounds good.

Also, I tried to get the new file host working. Turns out that the current one is too tech, so I got lower the requirement. First time to inform others of the problem in post. I did had a vague idea, but never went too far. Thought archive was something like other web site archive. That itself is good in reference, however, maybe too publicated at times. Making a website is itself a different story. Yeah, now that I think about it, it's a pretty good decision. That settled, I need to cut down the wastage.

Okay, I got it done. FREE ACCESS!
And of course, update for the 2 other monster combo projects.

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BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


Thu Apr 20, 2017 10:48 pm
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
OMG! This new arrangement is full of shit! But I need a reliable host and fast! Time is not on my side. Upload instructions complete.

EDIT (23/04/2017):
-Retrofitting is going to be a big long process. I have to do other things too! Might do the instructions then.

EDIT (24/04/2017):
-map19's teleport trap is so unfair! That's why I'm gonna add a powerup to save your ass. https://zdoom.org/wiki/Classes:PowerTimeFreezer

The time freezer is really great due to it being a life saver for those inopportune times of being teleported to a ambush trap. I'm going to make it more common than the Durandal_Orb. The aircraft will have a 50% chance to drop it (this will make up for the uninterrupted dodging). If the blimp haves it, 25% chance. That's it.

I might actually put the policeman/peace_officer (and police dog, but that be unusual animal cruelty) as embedded allies and possible ally items. However, the role taken place will strictly be cops versus robbers. If I got the cops as allies, I would just make it a ally item combo (they going to be very weak in terms of clip size so I got to speed up the tic by half/fast, sharpen the accuracy around 2.8, and maybe up the damage ratio [7*random(1,3), might kill in 33% of 1 and 33% of 2 or 3]).

These two proposals will take time and unfortunately, I don't got enough of it. Getting my ass handed to me! :(

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BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
Big overhaul to the database, again. Lots of time wasted! Need intelligent coordination! Fix for crip project, needs fixing. Map20's last teleport ambush is the ultimate show stopper! Too many troopers. Number overwhelming! Unfortunately, real life hammer to the slammer, slamming my ass. Until then and good luck to me! Over and out!

Okay, I can only say that I have picked the sprite representing the time freezer item. I have the green biohazard light display on a wall or a bomb with wires and painted happy face. I might use the happy face bomb instead. The name of the item would be "Happy_Time_Device Time Stopper" (might include freeze somewhere?). Now, that sounds great!

_________________
BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
crip_monstersv01.wad Update:
-I have finally added the Time_Stopper, stops time for around ten seconds, leaving you to place some good old buckshots and pass through projectiles, but only for ten seconds!
-This item should be the good for map 19 and 20, with all their teleport ambush traps all around! Now the actors can bite it! Sectors not not affected though!
-This change will not be announced on the opening post due to this project being a spin-off, not the main course.

_________________
BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


Tue May 02, 2017 11:58 pm
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
I think I want the time stopper to be more available. 25% chance for M.A.D.D., 50% chance for Blimp0, and 75% chance for Aircraft. I hope it makes things much more easier and funner. For sure, now things will be easier to kill off annoying pesky aircrafts (this, a big plus) and different routes can be taken (especially if you fuck on your insertion point and you happened to be at a bad spot when the monsters see you). Plus, you can hold off using that Custom_Durandal_Orb until you really need to get close and personal with the big guns ([in case you don't know how to use the Time_Stopper, it's for the bullet weapons, where instant hit takes place {weak, I know, but hey, there's plenty to share around}] and most optimally found another available Custom_Durandal_Orb around). I believe that this edited v01 is the final v01 and final release. Sorry about reposting, it happens.

The upload is in problems, godamnit.
Okay, file is uploaded! The availability of time stoppers should temporarily relieve the stress of AK pressure.

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Wed May 03, 2017 11:16 pm
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Post Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12
Alright bitches, I have found out that there might not be ENOUGH time stoppers (starting around map 21: Nirvana [tons of teleporters, with some air units, too many close calls], map 22: Catatombs [no teleport traps, but enough muthafuckers to fuck you up in any corners, plus gobble up all time stoppers {I can pass this without using a time stopper, but I had to bunny hop forth and back while deploying my allies, not good for a strictly monster version of gameplay; damn, that would be fucking intense!}], and map23: Barrels of Fun [I would have already ran out of much needed time stoppers that would impede my run onto the area after the Baron square off area {can't snipe through a haze of explosive portable toilets, too much fire suppression to take while crouching and ambush wall opening doesn't make it any easier}]).

Since the Cripper_Grosse is a rare contender, I decided that they drop these babies. The HellKnight version have 50% chance, while the BaronOfHell have 100% chance. Had to do it, it's for accommodating gameplay difficulty in Doom terms. Otherwise, it would be un-Doom-like and impossible to beat. Hopefully, there's enough of these items around to get through the damn fucking game. If not, then you will for sure get a supply at each map start. One at the very least.

Fuck, map 24: The Chasm, had me up against a immediate defense tour. The finest hour ever.

Happy matrix shooting, folks!

_________________
BARBARIAN HERO (I'll think of another name) IN DEVELOPMENT!
Program Backup?
Spoiler: show
+Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
+OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
+Close encounter in the train!
-See website for image.
-Saint-Preux - Le reve
+Metal tracking mods
+PIN WHEEL!


Wed May 17, 2017 10:27 pm
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