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[ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items http://www.forkheads.net/viewtopic.php?f=8&t=17325 |
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Author: | RV-007 [ Tue Mar 21, 2017 9:59 pm ] |
Post subject: | [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Alright, this is the place where you can look into the ally items projects. They are not as complex, but I invite you all to take a test drive and maybe find out how to improve allies/items (included at each map entry). I am looking forward to provide combo compatibility for other mods. The projects will be categorized into their own themed project names. There will be screenshots and so forth. I also added (and clumped) the ally items mods into themed project topics, but those topics are usually aimed at the monster department, not allies or items (included at each map entry). This is why I created this topic as it is geared towards a specific purpose, not that I mind discussions taking place in monster/weapons topics, but if I have to address a common event with the ally item mods (such as multiple mod updates), I would rather stick into one announcement. A Fistful of Doom Allies:
NAM Allies:
West Side Story Allies:
Custom Marathon Allies:
Blood of bin Laden Allies:
For Jihad Allies:
Diablo Allies:
Sexy Ninja Foxy Allies:
KKK Allies:
Pokemon Allies:
Arx Immanis/Dominatrix Allies:
Duel and Team DeathMatch Game Modes (online connection [and other things] required):
"Themed Project" Ally Roster List:
Themed Project" Ally Roster Screenshots:
Notes + Standard:
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Author: | RV-007 [ Sat Mar 25, 2017 4:08 pm ] | |
Post subject: | [Deleted] | |
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Author: | RV-007 [ Mon Jul 03, 2017 6:34 pm ] | |
Post subject: | [Deleted] | |
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Author: | RV-007 [ Sun Nov 05, 2017 2:19 am ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
+The Damage Incorporated Idea? -The White Paladins allies (also Seekers of Desu allies?), lol -Mr. Smoky smokes it up at more than 75%, but less than 100% of the time! -Other allies? Flying/floating dynamite nerd? Masked robbers wielding shotties/sub-machies? (Nearly) all of them (cuz white robes [there was a white with yellowish dark hue in palette choice, which I won't use for this project -I should make a true police ally project, but it's hard to find enough variety. -By the way, I'm making the project as I speak. Right now, just finished with the monster sprites. Then it's inspecting code along with associated sound definitions, projectiles, other sprite sets, and other actors. Of course, I be looking for ACS as well. Good luck to me! Watch out, bitches! Here comes the _________+HOLY ORDER+_________ ,~~~~~~~~~~~~~~~~~~~~~~~Q EDIT (07/11/2017): -Alright, some of you guys have made suggestions about the fire team name. The change can be either inquisition/inquisitioners, crazies, loonies, holy order, white order, apostles, clergy, priesthood, abbeys, monks, pilgrims, hajj, thawbs, garments, klux ku klan, white brotherhood, south whites, robes, burning cross, lynchers, noosies, missionaries, musketeers, or habits. I say to be fair in visual representation, the file name should change into 'garments'. -I have completed the first draft of the unit team. However, I still need to check up on the item drop as well as the ally project notes, just to see if I miss out anything. EDIT (08/11/2017): -Okay, I narrow down the group/team name to either vigil or vigilante. Sounds good for everybody. Yeah, still working out the kinks. |
Author: | RV-007 [ Wed Nov 08, 2017 7:59 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
v00+: Vigil Vigilantism Uprising! -Okay, I got the first draft of the vigil up, and he's toting a submachine gun or something like that. -Currently, you can deploy about four of them. As the project progresses, I might adjust the number to emphasize the use of other specialist units. -Working on the second one, which ones, I don't know, lol. -Oh yeah, don't go play the damn original game, it sucks. Your allies get stuck at times, can stop your gameplay experience completely! Total shit. -I will remove the suicide bomber, obviously, that's not part of the ideal. So that's maybe 2 ars, 1 sh, and 1 (healing) fl (lingering temporary smog or fixated temporary flames; probably smog as it would look cooler and much more useful [okay, maybe ripper flames with zero to one damage, but it shoots its own bulletpuff that smokes up upon hitting a bleeding/hurtable actor; quite painful, but I will need to make a rocketeer variant; maybe that {poisonous} smoke bomb from the sexy ninja foxy ally project will do {but will not fly everywhere}, stacks up damage quickly and accumulatively]). |
Author: | RV-007 [ Thu Nov 09, 2017 10:22 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
v01+: Vigil Shotgun! -One vigil shotgun, ready at player start. Two assault rifle vigils now, to limit friendly damage. That was easy sneezy! :D Next would be the hard one. -I will remove the suicide bomber, obviously, that's not part of the ideal. So that's maybe 2 ars, 1 sh, and 1 (healing) fl (lingering temporary smog or fixated temporary flames; probably smog as it would look cooler and much more useful [okay, maybe ripper flames with zero to one damage, but it shoots its own bulletpuff that smokes up upon hitting a bleeding/hurtable actor; quite painful, but I will need to make a rocketeer variant; maybe that {poisonous} smoke bomb from the sexy ninja foxy ally project will do {but will not fly everywhere}, stacks up damage quickly and accumulatively]). -Did I mention that these vigils look like Japanese superheroes? lol -These are ancient ass monsters that I kinda neglect in updating. Not many people was interested in the theme. Hehe. I just spruced up the +USESPECIAL readiness (use for quick reloading of vigil shotgun!; like a shotgun turret! [odd that the assault rifle can whip more ass, more chances for hit versus miss]) as well as the unique item drop definition so no cheating in the item actor replacement situation. |
Author: | RV-007 [ Sat Nov 11, 2017 1:19 am ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Too many posts? Yup, I better shut up! Okay, it's a supposedly fast and small project so a bit of fast changes here and there. I am sticking to my current projectile change plan. For now, will take the baby steps in making the Ally_Vigil_Torcher. Yes, the flames will come, no sticky as to prevent too much accidental deaths. Each flame will make a little slow smoke bomb, lasting less than the agent's weapon in sexy ninja foxy ally project. This is where the true poison gets very very effective (yes, damage factor zero for all units). Might tone down on repeat fire to 80% to 95% (88%?). Oh yeah, I was about to put a mention of the White Paladins or the Seekers of Desu (Jesus, but like Devilish), but I can't bring out the dossier images. The only image representation would be the item kit sprite or so. I don't want to put two separate factions together. That makes composites. Let them be one team, besides, they look good (enough) together. Over and out. lsdflsleognie EDIT (11/11/2017): -Okay, enough. I knew it was a controversial thing and whatevers. I renamed the project as part of a safe transition process. There you go, the KKK allies. I might even have their cp/tm seal as a special drop too! -Also put up some media stuff to make it more apparent. Nothing too offensive! -Will test play after the torcher is done. |
Author: | RV-007 [ Mon Nov 13, 2017 1:42 am ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
v02+: KKK Rally! Or at least the KKK Torcher is here. -Yeah, it was hard, but the KKK torcher is here. -He's basically a flame thrower dude, but with some compatibility address. There's no explosive rockets that do instant damage within a wide radius. His flames are going to emit poisonous ass smog. No, not the kind that jizzes/fizzes out, but a slow bunch of hisses all around. That's small radius with deterministic area of denial barricade specialization. At least you don't catch a gas while breathing nearby! Haha! Anyways, since the torcher is not really an artillery unit (or least technically), his smoke gives his targets the death choke! Slow a bit, yes, but can even kill a cyberdemon with some hits (save for the torcher to die in the process [that would make him a fragile, yet sharp glass cannon, even better than rocketeers in terms of maximum damage]). For reals! Of course, then there's you, whom got to watch where the flames and smoke are stepping! Here's a little secret concerning the smokes. The flames and smokes are projectiles belonging to the friendly torcher. That means they have tracers (target in projectile terms) to look out for. Other friendly monsters will not be targeted and thus not harmed. You, on the other hand, are not in that category. Reserved for them, and in this project, reserved for those wearing those special suits. That's what really makes the flame thrower special. He will not kill off his colleagues so put him in the back or side. Allies getting hit by flame or smoke will not be harmed. Sure, friendly fire won't help much in picking off, but a smoky cloak can at least help build barriers. Once the sluggish flames do start hitting, things pick up fast like a storm of chainsaws or something like that (also noted in sexy ninja foxy). Yes, as an (makeshift) artillery unit, he can heal, but his robe ain't armor so he heals somewhat slow and only on non-combat terms. He ain't really super human, but being human against the odds is quite amazing. Fuck! If I need to inform about stuff. I might have to write up a roster section to clear the air! Something about Western industrialization and technology (yes, make a reference to sexy ninja foxy too, lol). -I just noticed that the smog projectiles aren't really popping up so I redirect the visuals to the Death state. That all, everybody can see the impending danger zone. Same applied to the sexy ninja foxy ally project; just some minor changes, but nothing too significant for notice. -I am still figuring if the suicide bomber should make an appearance. Maybe too suicidal? -The ally torcher does have his kicks in delivering creeping death to thy enemies/foes, but I really need to assess about the item drop. That plasma rifle (I do suck, don't I?), portable health kit, and deterministic area denial attack may not be enough (for my monster projects)! I can still make a invulnerability item variant, like in for jihad's rocketeer's item drop. Really, I am betting pennies by not allowing this thru. Now, currently in testing, which should be a ok (also a good way to past the time making other projects and downloading other shit [if they allow me to not pay attention!]). |
Author: | RV-007 [ Mon Nov 13, 2017 7:01 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Well, I might put down the item drop into percentage for each ally due to poisonous smog being very dangerous hazards. I have to test about combat effectiveness and infighting hazard, particularly about poisonous smog. Just a thought, going back to testing. EDIT (14/11/2017): -Okay, I completed the basic frame of the invulnerabilitysphere item. Project should be complete and fit (for my monster projects). Also put some minor media stuff to make sure it's more than just an item. Still testing, will update again of the progress, but yeah, it should be complete. EDIT (15/11/2017): -map07 proved to be a son of a bitch. Hopefully, you guys know how to cheat the invulnerability (use it!). In case there's a chance that doesn't happen, the torcher can heal up more often to withstand against the slaughter. I realize that the shotgun is per one target at a time, therefore, I allow the torcher to drop the BFG9000 upon his death. Now you might be outmanned (or undersupplied with underskilled men), but you will never be outgunned. Edit of release complete. Might upload to archives later. EDIT (16/11/2017): -Managed to get thru map07 by weaving behind a wall and deploying at time so the enemies won't flank me by both sides; then I start up the BFG9000 to smash any remains. The arachnotron guards are of a different thing, requiring run aways (I knew I should have get the invulnerability save habit going). Managed to hold my breach on map11 with a bit of BFG9000 and some portable health kits ready before finding cover behind a stairway ramp; started deploying units on the top, peppering everything, from snipers to helicopter guns, that could have killed me (I knew I should have get the invulnerability save habit going). Map06 is obviously a invulnerability no brainer. I am now wondering if my ally heroes from diablo ally project should already have the invulnerability as drop, but I haven't finish the damn thing just yet. Damn. -Yeah, my habits are a bit of a bitch. Damn am I stupid! Anyways, I am at map14 and so far things are trimming along for the most part. Sometimes there's a open expose situation, but opportunity for preparation is open beforehand. I'm going to upload the the archives, but I need to get the info change done, maybe in the weekend. EDIT (19/11/2017): -Ok, the archives didn't accept due to the need to address high moral standards. I'll leave obscenity from them then. Still testing this shit. Halfway through! EDIT (22/11/2017): -Okay, I don't know what happened, but supposedly I got through 22 (including the secret maps) maps. 10 more maps to go! Only then, then, I will get at least assured that doom2.wad is good and sound in testing. Then it's doom1.wad. Long time, enough to start modding. The holidays are here and I don't feel the joy. Quite aching, if you tell me. Maybe I mod it tomorrow? EDIT (24/11/2017): -Got to map27, 3 more to go! Then it's doom1.wad. Time appropriation! -Got to map28, 2 more to go! Then it's doom1.wad. Time appropriation! -Boy, this theme is okay, but it's my bias that's boring! EDIT (23/11/2017): -Well, got thru map30. doom2.wad is finished! doom1.wad is next, will be much harder! Bueno noches. EDIT (25/11/2017): -Well, got thru episode 1 of doom1.wad. Around one hour of fast paction fun! Usually, I take my time, but so far, so good. 20 more maps left! Probably in 2 hours, when I get to it. EDIT (30/11/2017): -Well, I was right. I completed episode 2 in about 2 hours. Onto the last episode. EDIT (02/12/2017): -So yeah, got thru a bit over 2 hours before finishing episode 3 and thus, finishing the game. Whew. Now that's some hard grilling focus! I usually take some breaks for each map or map milestone. Nevertheless, I am happy to say that this ally project succeeds the stress test! |
Author: | RV-007 [ Wed Feb 07, 2018 2:27 am ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
This is technically not a new ally combo project, but it's quite the ULTIMATE ALLY GAMEPLAY CHALLENGE! Basically, you and your ai allies will mow down as many zombies as you can. The zombies can jump back to life so be on your guard! Your allies will take the sweat off of you as long as they are not surrounded, just like you. Yes, you can block its resurrection, but it's not like you can stand in one place long enough! Either it's a standoff or a gun to the exit. Pick your poison. Regardless, I believe that your allies should be able to breeze through this quick project. I'm not going to put this on the op as it's not officially so whatevers. Don't worry, it's a failed project anyways. Too much lag despite my efforts. https://archive.org/download/rv-007_doo ... 7_edit.pk3 EDIT (07/02/2018): -The revision consists of not only a reduction of initial zombie spawns, but also self resurrection up to 75% of the time. Not to fear my friend, your cop, biker, and thug friends have more aggressive fire at longer range; plus, they have (a bit of) revamped target tracking design. They'll do their utmost best to gun down as many foes of the hordes. I just test play the experience with some help from my ally combos. Nevertheless to say, I am happy that I managed to trim down as much lag as possible. Even the rockers attack map (05) had its numbers trimmed and still made it a survival scenario! However, the city map (08) had a slight lag, but it picked up speed after some moments. Even map has its own kind of difficulty, you have to see for yourself. Tolerable. So what I'm trying to say is that my changes definitely made it more zombie survival experience. You really got to gun and run for it. It was definitely a nice pace of survival as health and ammo do get thin at times! It's kinda like Lode Runner in a way. Still, me as a doom player would still prefer the original tc due to the compatibility of custom monster replacements!!! They obviously sing a different kind of theme, but if a map works with it, it works. So once again, link; now as final release. Enjoy. https://archive.org/download/rv-007_doo ... 7_edit.pk3 |
Author: | RV-007 [ Thu Feb 15, 2018 12:16 am ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Joke post, but after playing some french made doom, zombies tc classic version, and some zombies tc original version (which becomes very unsatisfying with all the cyberdemon replacements, only useful as [mostly] default), I come to realize that the corny sound bites of the allies might potentially be useful as a (joke) ally project. "Hey you, yeah (fuck) you", "I've lost, smash his brains out...", "What the fuck you doing here?", and other funny puns while you chill out and let the allies kick ass. You got the sniping cop, you got the shotgun biker, and you got the dual gunning thug. Sounds cool; on the other hand, having zombie minions to your aid is also funny. It's just a thought, but yeah. I was about to do my projects, but after a stretch and shit, decided to chill out. Yeah, the classic version can be quite shitty, but it's definitely zombie run fun. |
Author: | RV-007 [ Mon Jul 23, 2018 10:51 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
I just came to revelation that I hadn't gotten allies combo project in the poke theme. Poke your pets, go. It was really hard to find the right sprite sets (golduck, arbok) too. Figures I need to do something other than spriting some complicated sets. Guess no one cares, it's olde shit anyways, lol. Oh yeah, gonna upload the latest version of the pokemon tc while I'm at it. |
Author: | RV-007 [ Tue Jul 24, 2018 11:47 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
I am in the middle to get that golduck sprite going on. Might look into the other pokemon mystery dungeon titled assets later. |
Author: | RV-007 [ Thu Jul 26, 2018 10:33 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Well, didn't have time today, sorry about that. Anyways, I compiled the sprite set for golduck. Need to coordinate image files to xyz graph coordinate. |
Author: | RV-007 [ Mon Jul 30, 2018 6:55 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items |
Attention people, if you want to say some shit about poke love fuck, go with da flow like it's naturala! Anyways, I decided to have golduck to do continous minor damage for 75% of the attack time. Sounds good. I might add some psychic shit burners as the gold finger warms up its main attack. Something like growing semen/sperm spirits around its target and self, feeling it, baby? Arbok can do a good olde poison chaingun with reaction/bulletpuffs and some evil ass weaving/lingering while smog shit for 75% of the attack time. Obviously, golduck is single target and might freeze monsters in midair or not. Arbok is (direct) crowd control, which will be used more often. However, I will adjust health rating values and kit quantity so that people can use golduck more often with its flaming semen/sperm spirit sprite shit. Oh yeah, will look for some metal/dance cover of something j pop thingie. I'll add in the fucking eye candies after I implement the default vile and chaingun attacks. CAUTION IS DUE ADVISED! |
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