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[ZDoom_Mod/Release/NSFW] West Side Story Monsters v12 http://www.forkheads.net/viewtopic.php?f=8&t=17336 |
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Author: | RV-007 [ Sun Apr 02, 2017 1:05 am ] |
Post subject: | [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_ ... v12_(clean).wad Blood Monsters (SFW [extremely intense though!]): https://archive.org/download/blood_mons ... ersv02.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/crip_monst ... iptv02.wad Ally Crip Items: https://archive.org/download/blood_mons ... iptv02.wad Skins List:
Roster List:
Screenshots:
Notes + Standard:
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Author: | RV-007 [ Wed Apr 12, 2017 8:13 pm ] |
Post subject: | 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! |
Author: | RV-007 [ Sun Apr 16, 2017 2:07 am ] |
Post subject: | 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'. |
Author: | RV-007 [ Thu Apr 20, 2017 10:48 pm ] |
Post subject: | 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. |
Author: | RV-007 [ Sat Apr 22, 2017 4:25 am ] |
Post subject: | 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! |
Author: | RV-007 [ Sun Apr 30, 2017 4:06 pm ] |
Post subject: | 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 " |
Author: | RV-007 [ Tue May 02, 2017 11:58 pm ] |
Post subject: | 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. |
Author: | RV-007 [ Wed May 03, 2017 11:16 pm ] |
Post subject: | 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. Okay, file is uploaded! The availability of time stoppers should temporarily relieve the stress of AK pressure. |
Author: | RV-007 [ Wed May 17, 2017 10:27 pm ] |
Post subject: | 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! |
Author: | RV-007 [ Mon Jun 18, 2018 12:41 am ] |
Post subject: | Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12 |
Okay, I finally got a version to act for the crips. You shoot them bitches, bitch! Same like the crip monsters, but they red, they brown. Alright. Sorry about not doing that earlier. You know them fucking reporters are all jumping and piling for no fucking reason, lest they want to get shot! Maybe, I might change the roster a bit to include da po-leece. |
Author: | RV-007 [ Wed Jun 27, 2018 7:31 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12 |
Hey everybody, if people want memorable places to clip out, here's some good enough maps.
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Author: | RV-007 [ Fri Jun 05, 2020 7:52 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/NSFW] West Side Story Monsters v12 |
Oh, since there's a change in terms of riot AI for westside, I might have to change shit to a workable. This is true to applicable ally projects. I believe the warp id must be commented out in place for the hate id. It's gonna suck a bit, but that's attempted dynamic hating (of 2 tid groups) for you! FIN! (plus some added files) The rest of the associated multiplayer compatibles will have to be sorted out and shit like that. FIN! |
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