Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Megaman on November 02, 2012, 02:16:38 AM

Title: Ghouls vs Humans NES
Post by: Megaman on November 02, 2012, 02:16:38 AM
It's done!  It's finally done!  After so many years of progress, Project Jitterskull is finally released.  And on the Day of the Dead no less!  So here it is!  

Ghouls vs Humans NES Edition (http://wadhost.fathax.com/request.php?159)

Now you can experience the combination of both games made by CutmanMike with two ways to play.

1. 8BDM Gameplay: Deathmatch and Last Man Standing can be played.  Fight until you you're the winner.
2. GvH Gameplay: Team Deathmatch and Team Last Man Standing are probably going to be the most popular for this.  Banish the Ghouls back where they came from or vanquish the humans to rule the planet.

If you've played GvH, then you know what to expect.  If not, then some things here may be a surprise to you.
Keep in mind, there are some differences between this and the original GvH.

(click to show/hide)

Maps includes:

GVH01 - Forbidden Forest by CutmanMike
GVH06 - Arcade Souls by Sun Wukong
GVH11 - Hollywood Hollocaust by Areial & Doomfiend
GVH23 - Rust by Doomfiend


Known Bugs:
Fisting Medal is given by the greandes when used by the fist.
Certain sounds are still missing for a couple humans. (mainly ghostbuster)
There is a point in time when the humans that have multiple weapons will switch back to the weapon they were switching off of, this is because the locking system was removing the player's copy weapons.
The Plasma Grenade sometimes doesn't give you the frag.

Credit to CutmanMike and Carthief for the original Ghouls vs Humans.
Title: Re: Ghouls vs Humans NES
Post by: Tengu on November 02, 2012, 02:21:31 AM
PROOOOOOOOOOJEEEEEEEEEEEEEEEEECCCCCCCCCCT JITTEEEEERRRSKUUUUUUUUUUULLLL!!!



Been so pumped for this
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 02, 2012, 02:27:19 AM
OH GOD ITS FINALLY HERE OMGOMGOMG- oh wait...
Quote from: "Megaman"
9. Marine's bullets are no longer hitscan.
Aw FUCK!
(heh, I already heard that before so whatever. Downloading...)

PS: Needs moar insanatorium =P
Title: Re: Ghouls vs Humans NES
Post by: Reemu on November 02, 2012, 02:27:27 AM
Yay, Mega, finally released !
This will be awesominteresting to play.
Title: Re: Ghouls vs Humans NES
Post by: Ukiyama on November 02, 2012, 02:31:57 AM
Yay! I am so happy for this release. Good job you guys  :cool:
Title: Re: Ghouls vs Humans NES
Post by: Hallan Parva on November 02, 2012, 02:33:12 AM
so Ghostbuster is a sexy beast and all of you should give him shoulder massages



Great work, guys. Been following this for a while now (literal zombies on jet skis FTW) and I'm really excited for the "full" release.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 02:52:50 AM
Megaman... I so love you... :´D
Title: Re: Ghouls vs Humans NES
Post by: Zard1084 on November 02, 2012, 06:58:53 AM
I must say this is one of the best things i have played in a long time there are still flaws in some classes but those will be fixed on a later date this game mode makes you really think of shooting fast and have strategy
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on November 02, 2012, 07:08:50 AM
As much fun as I've had with this, there are a couple of problems I've seen. One is the problem with the Megaman class (and possibly a few others) who randomly start LMS matches with absolutely no weapons. (Not even a busted megabuster.) Given how frightfully powerful the Ghouls can be, this is almost always devastating to the humans.

Speaking of "frightfully powerful", Yurei's invisibility can be oh so heavily exploited. Matches can take hours if you let them. And when Yurei finally decides to show herself, she'll undoubtedly be OHKO'ing unsuspecting passersby.

Also, Jitterskull is just about the biggest demonic spider (http://tvtropes.org/pmwiki/pmwiki.php/Main/DemonicSpiders?from=Main.DemonicSpider) in the whole mod. I've seen just one dominating the entire server. If that thing even see's me, I'm dead. There's nowhere to run, and the way it moves makes it way too hard to hit it.

Thooough I only played as Megaman there, so I don't know how the other classes fare against it.
Title: Re: Ghouls vs Humans NES
Post by: Duora Super Gyro on November 02, 2012, 03:08:24 PM
Dude, i was just playing this, its freaking amazing. I would love to help retexture some of the maps for this.
Title: Re: Ghouls vs Humans NES
Post by: Hilman170499 on November 02, 2012, 03:54:25 PM
Not that I'm complaining, but I'm badly scared by the mod. I did not experience them, but people in the server warned me about some scary stuff. Also, do classes have weaknesses? I'd like to know some examples please. I won't be playing OR seeing the game though. If you would like to ask why I went to the server in the first place, because there are players. It seemed a tiny bit legit at first, but the game turned the tables on me when someone played Yurei and someone else told me said class will scare you.
Title: Re: Ghouls vs Humans NES
Post by: MusashiAA on November 02, 2012, 04:34:57 PM
Is this bound to be one of the most overplayed mods in MM8BDM history? Sure, maybe

I'm not going to start yapping about balance issues and whatnot, since I haven't played it long enough to tell, but I do have to say one thing that bothers me a bit too much:

Ghostbuster is too damn awesome, and I don't think the other humans might like that...

Yurei seems pretty OP just by sheer concept...maybe make her very, very delicate to damage?

Also this mod is so awesome that, if you load YDClasses with it, they both cancel each other out.
Title: Re: Ghouls vs Humans NES
Post by: Duora Super Gyro on November 02, 2012, 04:47:02 PM
I was scared of creeper and yurie at first, but once i actually saw there attack, i wasnt scared anymore.
Title: Re: Ghouls vs Humans NES
Post by: Knux on November 02, 2012, 04:47:41 PM
Yurei should actually be weak on the health department. You could take her out with one arrow back in GF3, so you should lower it to 1 HP.  :ugeek:  :ugeek:

Well, I haven't gotten this yet, but I've played the last beta plenty. Chocke with invincibility frames struck me as odd. I hope he doesn't have too much health to balance that out.

Also, lulz at the blue screen of death by Creepers as Megaman/Cyborg. Or that other thing by Yurei. (http://www.youtube.com/watch?v=DFtZ0SbWTrg)
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 05:05:29 PM
I liked it as is, but is a shame I couldn't play without crashing on almost every map.
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 02, 2012, 05:15:45 PM
Quote from: "Hilman170499"
Not that I'm complaining, but I'm badly scared by the mod. I did not experience them, but people in the server warned me about some scary stuff. Also, do classes have weaknesses? I'd like to know some examples please. I won't be playing OR seeing the game though. If you would like to ask why I went to the server in the first place, because there are players. It seemed a tiny bit legit at first, but the game turned the tables on me when someone played Yurei and someone else told me said class will scare you.

You could do what I did when I first started playing GvH. Play on the ghouls side! You don't have to deal with fear if you're on their team!

As for weaknesses, I don't recall many, aside from Choke being absolutely torn apart by rapid fire weaponry
Title: Re: Ghouls vs Humans NES
Post by: Hinatediz on November 02, 2012, 06:02:15 PM
Nice De-make...

i want to suggest this:

(click to show/hide)

want on the next upgrade now.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 02, 2012, 07:23:45 PM
Permission to make a quick sjas HP nerf patch?
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 07:26:18 PM
Ah, the Sjas subject is because, you know, marine isn't hitscan. Perhaps a fastprojectile at Speed 480 would do the job?
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 02, 2012, 07:35:32 PM
But it's hard to hit something with fast projectiles. :/
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 07:49:28 PM
The faster the projectile, the less you have to aim ahead... And there's also the pseudo-hitscan, where a projectile spawns itself inheriting all speeds from the former after the first tic but before the second.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 02, 2012, 08:00:42 PM
Ok, ok , projectiles are hard to hit with when your ping is huge, and using hitscan is easier because unlagged helps with it.
EDIT: Sjas would still be OP anyway.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 02, 2012, 09:17:03 PM
Warning: Wall Of Text ahead.

(click to show/hide)

I know it's based on vanilla, but a better effort could have been made to clean things up in the balance department.
EDIT: A few more rounds prove that most of these changes should be very slight. Sjas and Cacodemon are the top priority, but the others should at least be looked at.
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 02, 2012, 10:34:18 PM
Quote from: "xColdxFusionx"
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 10:43:46 PM
On subject of healths, if yours is above 100 you won't be able to tell how much you have lost or have left.
Title: Re: Ghouls vs Humans NES
Post by: Balrog on November 02, 2012, 10:46:29 PM
Quote from: "Megaman"
Fisting Medal is given by the greandes when used by the fist.
*grenades

This is because CheckForFisting() only checks if the Class of the weapon you have out is Fist. If you don't like it, report it on the Zandronum issue tracker.

Quote from: "tsukiyomaru0"
On subject of healths, if yours is above 100 you won't be able to tell how much you have lost or have left.
Megaman needs to lrn2SBARINFO right over here (http://zdoom.org/wiki/SBARINFO). Incidentally, the vanilla game has the same problem with Terminator mode, but that can't be helped thanks to another Zandronum issue - one that I made a ticket for (http://zandronum.com/tracker/view.php?id=985).
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 02, 2012, 11:11:22 PM
Also, noticed few things:
1. Cacodemon opens his mouth while just moving.
2. Cacodemon's firecustomprojectile seems to be in spawnhorizontal 8 (like Megabuster 'n stuff.
3. Engineer's Nailgun COULD use some reloading, as to prevent him from spamming it for too long.
4. Sometimes, the Buzzsaw doesn't work. So far, only seen it malfunction while trying to set some mines in the Ghouls Forest map. The saw fell and was gone.
5. Is Caco's colors supposed to be green?

As for the "fisting" thing, make the Death.Fist of them give an item to the player that triggers immediately executing the ACS that awards the medal. That's just a guess
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 02, 2012, 11:18:00 PM
Quote from: "tsukiyomaru0"
4. Sometimes, the Buzzsaw doesn't work. So far, only seen it malfunction while trying to set some mines in the Ghouls Forest map. The saw fell and was gone.
5. Is Caco's colors supposed to be green?

4. This is a known bug, I think.
5. Mess with your colors in player setup. You'll find that this is a common theme between many of the classes.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 03, 2012, 12:09:54 AM
Quote from: "Korby"
5. Mess with your colors in player setup. You'll find that this is a common theme between many of the classes.
:shock: Totally did not expect!

Also, Ghostbuster got Double Beam.
Title: Re: Ghouls vs Humans NES
Post by: Hilman170499 on November 03, 2012, 02:59:12 AM
Quote from: "Hilman170499"
I won't be playing OR seeing the game though.

I changed my mind about that. I MAY play some time in the future. Only because there are many players in the GVH server. MAY do it, not will.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 03, 2012, 03:02:37 AM
Quote from: "Korby"
-snip-

Okay, a couple of my suggestions were a bit hasty, but it's annoying that the whole game just feels completely unbalanced. Everything feels like it should be different.

Also, the comment about Choke being durable was because I remembered reading that Choke had 150 HP. Might have had him mixed up with someone else.

Sjas, Yurei, and Cacodemon comments still stand. Sjas needs to be toned down somehow, Yurei needs to be made something other than just a more powerful Creeper, and Cacodemon needs to be able to actually do something other than sit there and eat lead.
Title: Re: Ghouls vs Humans NES
Post by: TheDoc on November 03, 2012, 03:21:03 AM
Cacodemon needs a buff. That is all on that.

Sjas doesn't seem horribly bad damage-wise, but that uber-fast flight problem is just stupid. I was in a game where there were 3 humans all firing at a Sjas flying around and not hitting him. HNNNNNNNNNNNNNNNNNNNNNNNNNGGGGGGGGGGGGGGGGGGG

Yurei. DAT FLAMIN VORTEX A TERROR! Is that instakill? Because every time I see him, he pulls that out and I don't even try to run. :|
Title: Re: Ghouls vs Humans NES
Post by: Giantmega on November 03, 2012, 03:55:59 AM
I Got A Problem when trying to join the Deathwind's GvH Nes Server, After The Skulltag loads, It Says Im Not Using The Same Pk3's As The Server When I Already Got The GvH8BDM.pk3
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 03, 2012, 03:58:54 AM
Do you have the mappacks loaded as well?
Title: Re: Ghouls vs Humans NES
Post by: Giantmega on November 03, 2012, 04:17:32 AM
Yes, I have them loaded, and get the same thing, "Make sure ur using the same pk3's as the server"

Other Problem is that its doing this to every server i try to join now ^.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 03, 2012, 04:34:28 AM
Make sure you don't have anything wrong in the skins folder. Just skins and music/taunt packs.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 03, 2012, 04:49:56 AM
Quote from: "TheDoc"
Sjas doesn't seem horribly bad damage-wise, but that uber-fast flight problem is just stupid. I was in a game where there were 3 humans all firing at a Sjas flying around and not hitting him. HNNNNNNNNNNNNNNNNNNNNNNNNNGGGGGGGGGGGGGGGGGGG

Sjas can do up 105 damage if he's on top of you. One-shots on a lightning-fast death machine is kind of scary. My opinion: Nerf his damage so that he becomes the "evasion tank" who draws attention and gunfire.

Quote from: "TheDoc"
Yurei. DAT FLAMIN VORTEX A TERROR! Is that instakill? Because every time I see him, he pulls that out and I don't even try to run. :|

Flame Vortex does 20 damage per ball iirc. Which is obnoxiously powerful at close range.
I originally designed the thing for a glass cannon. They made it into a death machine.
Title: Re: Ghouls vs Humans NES
Post by: Hilman170499 on November 03, 2012, 07:02:35 AM
Should Frostbite be weak to something that beats ice?

It kind of makes sense. Furthermore, Frostbite "shatters" upon death.
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 03, 2012, 07:04:28 AM
I think someone mentioned Frostbite was weak to fire.

I don't see how that shattering thing really makes sense but ok.
Title: Re: Ghouls vs Humans NES
Post by: MusashiAA on November 03, 2012, 07:27:54 AM
So my thoughts:

Regarding humans:
(click to show/hide)

Regarding ghouls (in general):
(click to show/hide)

Regarding ghouls (one by one):
(click to show/hide)

I have to admit: I have no experience with the original game. It's just not something I was attracted to try for a number of reasons. This is the first public release, everything's virtually done. An amazing job at getting this done, I have to congratulate the developers of this for bringing this to fruition. It really is amazing.

That doesn't stop me from glancing the numerous design flaws and balance issues that this mod has. Maybe they aren't issues in the original game, given that perhaps maps were designed around these abilities and classes. Sadly, this is not the case for MM8BM and as such, measures must be taken. I don't want to bring the developers of this port or anyone down because of such balancing issues: this is by no means a bad modification. It is, in fact, one of the most interesting mods for MM8BDM, and I can see this becoming overplayed in a while. But as this is the first release, issues and bugs are bound to surface, no matter how much it was tested or discussed or who did.
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 03, 2012, 07:44:39 AM
(click to show/hide)
astroman

Quote from: "MusashiAA"
Choke: Grab Sjas' already OP mainfire, and give it a faster RoF PLUS TWO medium range 1HKO attacks, while keeping the same movement speed and removing flight. That's Choke. OK, let's see:

NERFS: Reduce the ripper melee attack so it does 75 damage tops and for God's sake, reduce the rate of fire by 30%. Nerf the Blood Ball shot to do 90 damage, nerf the blood puke attack to not 1HKO on a single spew.

two mid-range ohkos

what the heck are you talking about

choke's blood vomit is only "useful" close range, and even then, it's just so you can run away and not die from things. you basically have to be right next to choke for that thing to kill anything, and if you're right next to choke, you're doing it wrong.

blood ball is hard to aim, and if you're hit up close, again, you got too close to a ghoul and it's your fault.



do keep in mind my posts are usually my thoughts and not the developer's
Title: Re: Ghouls vs Humans NES
Post by: MusashiAA on November 03, 2012, 08:26:02 AM
Quote from: "Korby"
(click to show/hide)
astroman

You damn well know better than anybody that Astroman has flight limitations. Astroman wishes that he could fly like the free bird that is Cacodemon.

Quote from: "Korby"
Quote from: "MusashiAA"
Choke: Grab Sjas' already OP mainfire, and give it a faster RoF PLUS TWO medium range 1HKO attacks, while keeping the same movement speed and removing flight. That's Choke. OK, let's see:

NERFS: Reduce the ripper melee attack so it does 75 damage tops and for God's sake, reduce the rate of fire by 30%. Nerf the Blood Ball shot to do 90 damage, nerf the blood puke attack to not 1HKO on a single spew.

two mid-range ohkos

what the heck are you talking about

choke's blood vomit is only "useful" close range, and even then, it's just so you can run away and not die from things. you basically have to be right next to choke for that thing to kill anything, and if you're right next to choke, you're doing it wrong.

blood ball is hard to aim, and if you're hit up close, again, you got too close to a ghoul and it's your fault.



do keep in mind my posts are usually my thoughts and not the developer's

Yeah, there was all of that. Blood ball is hard to aim, and you're forced to stop for it to charge. It is still a very good projectile weapon for a class with a theme that involves mostly very powerful melee attacks. Blood vomit is medium range in the sense that, as Choke, close range is the range his mainfire attack can cover...which isn't much. But yeah, I give you those.

But not fucking Astroman, come on, I swear to God you better be messing with me.
Title: It's like Kappak all over again.
Post by: Ivory on November 03, 2012, 08:30:58 AM
I should mention that (one of the many) the biggest flaw with this mod is that where the real GvH is played on with its own mappack which is tailored to its gameplay, MM8BDM maps are in no way designed with this in mind. So yes, Sjas having infinite flight is problematic here.

But I will say this. I still don't like this mod. I'll take the real GvH over this any day. Mega asked me for help a long time ago, and it absolutely annoys me to see problems I mentioned almost a year ago STILL exist.
Basically, this entire mod takes the balance of GvH, and throws it away without any regard. What's left this horrible mess that puts a shame to the GvH name. Except that Nordic Saga is still exists. But this is pretty darn awful.
Title: Re: Ghouls vs Humans NES
Post by: Hallan Parva on November 03, 2012, 08:35:48 AM
way to piss on everyone's parade Ivory


yes balance problems exist
yes Sjas can go suck on a lemon
but does EVERYTHING need to be changed
and why does Mush want the Humans to have all dem nerfs


I'm working on a (somewhat lengthy) post with lots of smart guy details so wait for that
Title: Re: Ghouls vs Humans NES
Post by: Ivory on November 03, 2012, 08:47:48 AM
Oh, I'm sorry for not finding this to be amazing like everyone else Smashbro. I didn't realize that it was mandatory to have to like it. But you know, a good whack of these balance problems like Choke and his invulnerability frames was crap I already mentioned like a year ago. And they still exist today. Then they get complained about during the actual release.

This is exactly what happened in Kappak. Kapus asked for my feedback. I gave it. He barely acted on anything I said when it got released, everyone was complaining about the things I brought up. I must be the Cassandra of feedback or something. I don't really have too much to say that hasn't already been mentioned in this thread already. So I'll leave it at that.

I would also appreciate if you would stop trying to call me out on every possible opportunity Smashbro. I know pretty damn well if anyone else had said this, you would have been far less likely to call the person out like you just did.
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on November 03, 2012, 03:36:35 PM
Eh, I gotta admit I think this mod is pretty damn good for what it's trying to be! I love the sound and graphics choices for a lot of the stuff. As for balance and such, I have no idea how it's going to work but I can safely say you'd have to be very careful about what maps you pick for this mode.

I dunno what to make of the new classes. Personally if I was gonna do this, I would have settled for the original 3-4 classes to see how things would have panned out.

Also don't forget gentlemens, GVH is very old and after playing so many other games, I can see the clearer picture now from when I first made GVH. It is currently not completely balanced either.

Quote from: "MusashiAA"
(click to show/hide)

 :( sniff
Title: Re: Ghouls vs Humans NES
Post by: Tengu on November 03, 2012, 03:38:23 PM
May I just say,


I kind of like the fact that the Ghouls are a bit more powerful than the Humans. It adds a bit of "Realism challenge" That I like in a game. The Humans are less powerful, therefore they have to use more teamwork and skill to take down the ghouls, and it feels VERY rewarding when you manage to do so.
Title: Re: Ghouls vs Humans NES
Post by: Beed28 on November 03, 2012, 04:04:29 PM
I'm just wondering; how scary is this mod compared to the original GvH and regular Doom II? And is there any gore? I don't want gore of some kind to be seen in such a cartoony enviroment such as Mega Man's.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on November 03, 2012, 04:06:01 PM
Eh, the only blood you'll see is from Crunch's attacks.
Title: Re: It's like Kappak all over again.
Post by: MusashiAA on November 03, 2012, 04:46:38 PM
Quote from: "CutmanMike"
Quote from: "MusashiAA"
(click to show/hide)

 :( sniff
Quote from: "Ivory"
GvH is played on with its own mappack which is tailored to its gameplay, MM8BDM maps are in no way designed with this in mind.

This entire reason. This entire fucking reason is why infinite flight is very bad.

Balance is no one's friend. What GVH calls "balance" is something I'd like to call "Ghouls are OP, so let's rid of whatever limitations Humans have for battle so it's easier for them to kill Ghouls".

Ghouls like Choke and Sjas are absurdly OP, way more than they need to be, they're borderline broken. Infinite flight is just begging for abuse, and this is the ability's fault: not the player's or the map's. Yurei has too much health for what she embodies. Cacodemon's a poorly-executed tank. Creeper's hitbox oscillates between this and another 10 dimensions, so he's really hard to hit.

Humans like Hunter, Cyborg and Arthur have no limitations or penalties whatsoever for spamming their weapons, which makes them bland and sassy. Marine's shotgun and pistols don't offer a cheaper, ammo-friendly alternative at damage when compared to the machine gun. Ghotbuster's proton beam has way too much ammo than he'll ever need, same goes for Cyborg's plasma. Engineer's buzzsaws are broken as hell, they can damage teammates.

Humans need tweaks that rid of superflous advantages, and indirect buffs and nerfs to regulate currently (and unnecessarily) uncontrolled abilities; Ghouls must get straight Duel-esque nerfs and buffs.
Title: Re: Ghouls vs Humans NES
Post by: Toastman on November 03, 2012, 06:33:35 PM
:shock:  :shock:  :shock:  :shock:  :shock:  :shock:  :shock:  :shock: holy fucking shit that yuri. 2spooky/10spooky
Title: Re: Ghouls vs Humans NES
Post by: Megaman on November 03, 2012, 07:01:25 PM
Seems this mod is really suffering from Sonic 06 syndrome.  I was excited to release this, and I wanted to do it on either Halloween or Day of the Dead, but due to my personal deadline, the final product was rushed and published before all the problems could be ironed out.


I'll be taking my time with the next update trying to balance everything and solve some issues.  Sorry to everyone who was expecting something amazing and ended up getting a mess.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 03, 2012, 07:33:20 PM
OK, *ahem* let me pose my opinion on ALL OF THE CLASSES.

Humans:
* Ghostbuster needs a nerf, specially regarding his Double Drill Beam Of Super Death. why two beams instead of one?
* Engineer needs a nailgun nerf to dispose of the "Fire forever and forget what ammo is". Maybe give him an ammo bar that, when emptied, forces him into a one-second long reload and have the ammo recharge at a good rate while not firing. Also his Buzzsaw needs working and to not "die" when a human steps on it.
* Cyborg the major worry is if someone uses the jet to get to an unreachable place. That can stall the round until one of the sides give in. But, since NOTHING about that can be done, let's consider him in the battlefield: His ammo usage is kinda "absurd" if compared to Ghostbuster. Having only one weapon to rely on and a limited jetpack, he can be easy victim. Perhaps buff both of his Plasma Cannon AND Jetpack ammo.
* Marine: Lower the offset of the pistol hud view, as the bullets seems to be coming from his hands. Also, increase overall bulet speed to make him more effective against Sjas. That done he's golden.
* Arthur is the kind of character that needs to rely the most on "closing off areas" with his flame. That turns him into a "Lethal Joke Character". Of course, I think he is just fine.
* Megaman could perhaps use W-Tanks (at least ONE) in LMS and perhaps gain a weapon from fragging Ghouls. Keyword is "Perhaps".
* Hunter is OP because of unlimited magic. Period.

Ghouls:
* Sjas: Fast? Yes. Lethal? Yes. OP? HARDLY. The thing about Sjas is that he is VERY hard to hit, you have to rely on shooting ahead or shotgunning them off. Don't be fooled by the ammount of kills one gets with him, you need to be at MELEE RANGE for that to work. AT. ALL.
* Choke: He just gets a stun when hit, but take that and what you have? A grounded Sjas that can snipe you from far. The sniping SEEMS OP, but isn't, because everyone is on the move. Unless they don't see that Choke.
* Creeper: Holy Mother of Spinach Rag, that bastard is nearly IMPOSSIBLE to hit without Engineer's Buzzsaw mines or Steam Cannon, Arthur's Torches and Megaman's floorhugger shots. His hitbox is so small you CAN fall into 16 units gaps. Also, he could be "harder to see" while standing still (but not get into full inviz), to give him an edge.
* Jitterskull needs to have the possibility to actually "strafe". That wouldn't be a bad idea, you see. Also, immunity against Falling would help a bit. Mind it ALL maps are in rotation, not only GVH maps.
* Frostbite's Frost Breath. Need I say more? ... I do?! Okay: That is a nightmarish crowd control in cramped maps. not SMALL maps, but just maps with small spaces.
* Yurei is sort of a glass cannon. Okay, her Flame Vortex has wide area of effect, she can scare the hell out of you, but... She is kinda too weak. Takes damage easily. Also, her invisibility is... Wacky.
* Cacodemon is the Joke Character. Completely. Slow, projectiles don't do much, firing sents you flying back. Speed buff to AT LEAST DODGE and no knockback from firing could help. Also, his FireCustomMissile is offsetted to 8 units to right.

Of course, these problems aside, this is one I can say is a candidate of "Expansion of the Year". It is not bad, it just has SOME flaws, but it has a LARGE fun factor, becoming one of the few non-casual game modes I actually play.
Title: Re: Ghouls vs Humans NES
Post by: Orange juice :l on November 03, 2012, 08:03:52 PM
Yurei is too weak? She has full invisibility and an Ohko, not to mention that huge flame vortex. Just run around invisible to recharge your ammo and pull a hit-and-run.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 03, 2012, 08:27:14 PM
Quote from: "tsukiyomaru0"
* Buff Cyborg's ammo

I'm sorry, what?
He has enough already to get to places where no one can hit him ever. You want to make the stall-fest worse?

Quote from: "tsukiyomaru0"
* Sjas: Fast? Yes. Lethal? Yes. OP? HARDLY.

Somehow I doubt you actually played this mod.

Sjas is lightning-fast death. You can't even get him with the shotgun most of the time because he's so damn fast.

Quote from: "tsukiyomaru0"
* Yurei is sort of a glass cannon.

Yurei has 150 HP. Your argument is invalid.
Title: Re: Ghouls vs Humans NES
Post by: Tails on November 03, 2012, 08:50:04 PM
I like this mod a lot because I don't think there's a class that's terribly UP on either sides (I mean you argue Arthur's a little weak and how Caco is, but they're usable and can do their own kills and have moments too) and even though some classes might seem a little OP they're all useful. Good job Mega n pals. ;3
Title: Re: It's like Kappak all over again.
Post by: Balrog on November 03, 2012, 08:58:09 PM
Quote from: "Ivory"
I should mention that (one of the many) the biggest flaw with this mod is that where the real GvH is played on with its own mappack which is tailored to its gameplay, MM8BDM maps are in no way designed with this in mind. So yes, Sjas having infinite flight is problematic here.

But I will say this. I still don't like this mod. I'll take the real GvH over this any day. Mega asked me for help a long time ago, and it absolutely annoys me to see problems I mentioned almost a year ago STILL exist.
Basically, this entire mod takes the balance of GvH, and throws it away without any regard. What's left this horrible mess that puts a shame to the GvH name. Except that Nordic Saga is still exists. But this is pretty darn awful.

Seconding this. Also, GvH is a Doom mod. Trying to replicate Doom gameplay in MM8BDM is just asking for imbalance and fail.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 03, 2012, 09:01:36 PM
Excuse me for not spoilering this but... How can one say this is a failure?! I haven't seen a non-casual server this full in a VERY long while!

(http://img819.imageshack.us/img819/3620/screenshotdoom201211031.png)
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 03, 2012, 09:04:57 PM
Balance =/= fun =P

Also did anyone try to kill creepers with grenades yet?
I can't believe you're having so much problems with them. They're much easier to spot in this version.
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 03, 2012, 09:06:54 PM
I know, right? Literally every class but Cyborg(as it should be) has a very easy way to deal with them. Grenades, Fire Arrows, all the magic types, Torches, Steam Cannon, random buzzsaws, Ghost Traps/Ice Fountain, and a whole bunch of Megaman's weapons.
Title: Re: Ghouls vs Humans NES
Post by: Tails on November 03, 2012, 09:08:17 PM
Well I mean you can argue that even if it's popular, it doesn't mean it's good. While it's popular, it does have it's flaws and while I never played the original, I think with it having the original intent and balance in mind it's much better. Not to diss on Mega's work, because it isn't like there's no quality in it.
It's kind of like saying say Big Rigs: Over the Roads Racing is being sold to almost every American household or something (looked it up, and it's apparently high selling..? what). Is it successful? No. Poor quality, glitches, etc. make it bad. So even if this mod is "popular", you can't necessary call it good.
Title: Re: Ghouls vs Humans NES
Post by: ? Manibogi ? on November 03, 2012, 09:11:28 PM
My main problem with Sjas (aside from his speed) is that he seems to get partial invisibility when standing still. Considering who he is, that seems unfair.

Personally, I think the only classes you should change are Sjas (nerf), and Caco (buff), after doing that (and fixing saws), I think this will be balanced well enough to be fair for both sides, yet enjoyable and fun at the same time.
Title: Re: Ghouls vs Humans NES
Post by: LlamaHombre on November 03, 2012, 09:14:33 PM
Manibogi basically said what I believe of this mod. Aside from scaring my trousers off my body, I don't really have a problem with Creeper or Yurei.

Cacodemon has a lot of potential that he's too slow and too weak to utilize, and Sjas is the exact opposite of that. Not much potential, but fast and strong enough to exploit his lack of potential.

I also don't understand the hate for the Marine other than that laggier players might not have much use for him anymore
Title: tl;dr buff caco pls
Post by: Nostalgia on November 03, 2012, 09:21:19 PM
This mod would be perfect if Cacodemon wasn't useless. I swear that he's some sort of sick joke to make people not pick a random class when on the Ghoul team. The one and only use I can think for him is being a tank and distractor to allow the other ghouls to rush the humans whilst they are focused on killing the Cacodemon, but then again the humans should just leave the Cacodemons for last since they can barely deal out damage anyway.
Title: Re: Ghouls vs Humans NES
Post by: Tails on November 03, 2012, 09:28:47 PM
Though, Caco's main is at least strong, should someone try to act brave and go face to face with it.
Title: Re: Ghouls vs Humans NES
Post by: Hallan Parva on November 03, 2012, 09:29:45 PM
hey guys

let's go make GvH NES Nordic Saga!!!!1!!!111!!1!1one!!



In all seriousness though, even with the imbalance if you get a game with experienced players, matches can end pretty close. I haven't really seen clear victories in favor of Humans or Ghouls lately like I saw at release, and with matches ending at 5-3 or 4-5 it seems a lot of players have figured out how to counter the specific classes.

Anyway, a game's goal is to make you have FUN. If you're not having fun then why bother? Masochists. :ugeek:
Title: Re: Ghouls vs Humans NES
Post by: ? Manibogi ? on November 03, 2012, 09:30:44 PM
Quote from: "Tails"
Though, Caco's main is at least strong, should someone try to act brave and go face to face with it.
It would take ages to get to anyone's face with Cacodemon, that's the problem.
Title: Re: Ghouls vs Humans NES
Post by: LlamaHombre on November 03, 2012, 09:30:54 PM
Caco's main is strong, yes, but he's slower than every other class in the game AND he takes hitstun so you have to be some sort of stealthy elephant in the room to get up close and personal with anyone.

His hitstun should be removed and his altfire should be a little stronger in my opinion.
Title: Re: Ghouls vs Humans NES
Post by: King Dumb on November 03, 2012, 09:33:56 PM
Balance/gameplay-wise, the following are the things that must be changed for the next release:

-Sjas must receive a nerf in speed.
-Ghostbuster must receive some significant degree of damage nerf.
-Choke must lose its invincibility frames.

These are the three things that break this mode the most. Everything else is really negligible compared to these three items. Fix these three things and you will have a much, much more balanced game.

Another thing you have to realize is that GvH, whether this purposeful or not, can only consistently have balanced games when there are more humans than ghouls... how much more is a much harder thing to discern.
Title: Re: Ghouls vs Humans NES
Post by: Mr. X on November 03, 2012, 10:50:56 PM
Quote from: "tsukiyomaru0"
Excuse me for not spoilering this but... How can one say this is a failure?! I haven't seen a non-casual server this full in a VERY long while!

People play CSCM go see Transformers but that doesn't make it good.  My problems with this mod are few but major.

1) The MM8BDM maps aren't made for this.  I mean, when I was playing earlier, we had Air Man's stage.  Pits everywhere and the ghouls have infinite flight.  DURR, I WONDER WHO WILL WIN?

2) The entire setup is just ripe for stalling.  Completely invisible characters, super speed characters, wave bikes when some classes can't get them, etc.  It just makes it horrendously boring for everybody but the last people remaining.

3) Sjas is broken as fuck.  Tsuki said "Oh, just aim ahead of him", but in order to hit it doing that, I'd have to aim 5,000 feet ahead of it and hope it doesn't change directions.  The melee thing isn't enough of a downside when sjas can go from long range to in your face in .5 seconds.

4) Ghostbuster is also pretty damn broken.  I mean really, from what I saw it was basically human team wins when they spam Ghost traps everywhere and Ghouls win when they spam Sjas.

Balance is key in a class mod:  the reason TF2 is so popular is because the classes all have significant strengths and weaknesses that are (almost) perfect for team based combat.  Everyone has a role.  Here, the roles are so ill-defined that you're better off just picking the fastest/cheapest character and rolling with it.  I mean, I can handle some lack of balance:  I'll admit I find classes deathmatch pretty fun.  However, when something is this horribly off, it's just offputting and the fact that it's designed around a mode that amplifies its problems is just a death sentence.
Title: Of course, I'd love for CSCMR to be removed entirely but hey
Post by: Shade Guy on November 04, 2012, 02:58:58 AM
I originally disagreed with things like Musashi's suggestion of adding anti-stalling measures, but he is right. GvH is very different to MM8BDM, and measures should be taken for this mod for it to 'fit in' to the different gameplay style. Maps shouldn't be altered to accommodate for this mod, but the other way around.

First off, the Yurei class. Complete invisibility is a no-no. Remember when Shadow Man of YD's Classes used to have complete invisibility when standing still? It slowed down games of TLMS to a halt...Which was a big problem, seeing as like GvH, YD Classes and TLMS go hand in hand. I'm content with the whole 'fading in and out' while moving, but I would suggest making it so Yurei doesn't go completely invisible, but instead near-invisibility.

In regards to flying ghoul classes, correct me if I'm wrong, but I believe MM8BDM maps have layouts much more focused on height variation than GvH maps, so infinite flight is much more of an advantage and more of a problem in this type of gameplay. So, you know, something should be done about that.

Also, in terms of balance between the ghouls and the humans, I always thought the ghouls were supposed to have some advantage over the humans. It might be just me, but I like that sense of outclassed-ness...To a certain extent, of course. I'm okay with when a single ghoul manages to take down three or four humans. Of course, when a ghoul takes down a whole team, that might be a little too much.

For now, since the classes aren't tailored to the MM8BDM maps, I would recommend for Messatsu and any one else hosting this to look carefully at the server's map rotation, and remove any maps that just don't work for this type of gameplay. That is, I've found that small and/or maps with lots of pits don't work very well. Examples of this would be Air Man, stuff like Gold Man and Her Man from CSCMR, etc. Dark Man, Knight Man, Shade Man and those sort of maps usually work well for TLMS, so I would imagine they're examples of maps to keep in.
Title: Re: Of course, I'd love for CSCMR to be removed entirely but
Post by: MusashiAA on November 04, 2012, 03:33:45 AM
Quote from: "Shade Guy"
Maps shouldn't be altered to accommodate for this mod, but the other way around.

Mark these words, as they are a golden rule for any mod. EDIT: Actually, let me mark them myself in gold.

Quote from: "Shade Guy"
I'm content with the whole 'fading in and out' while moving, but I would suggest making it so Yurei doesn't go completely invisible, but instead near-invisibility.

That sorta nerfs her hard. She's a surprise 1HKO glass back attacker with a very good way of warning humans to always check their backs. In my opinion, Yurei should keep the current invis, but always be near-invisible when not moving, as this is how the altfire ammo recharges.

Quote from: "Shade Guy"
In regards to flying ghoul classes, correct me if I'm wrong, but I believe MM8BDM maps have layouts much more focused on height variation than GvH maps, so infinite flight is much more of an advantage and more of a problem in this type of gameplay. So, you know, something should be done about that.

You could either use the methods I suggested earlier OR apply YD Astro's flight mechanic to every ghoul...which is very hard for me to explain, seriously :S

Quote from: "Shade Guy"
Also, in terms of balance between the ghouls and the humans, I always thought the ghouls were supposed to have some advantage over the humans.

I like this too, don't get me wrong: that is pretty much the core dynamic of this gameplay. Except that Ghouls don't need to output ~90 damage tops on a single hit to be menacing. If anything, "superbly strong" attacks oscillates between 80 damage tops and 50 damage minimun: still 2HKOs, but not superflously strong. This also does not excuse you for giving Ghouls, the "outclassing team", infinite flight in a game with more varied map layouts that can benefit them in many negative ways for the opposing team. It should also not serve as an excuse to rid of certain limitations for Humans that would make them more interesting and still as strong.
Title: Re: Of course, I'd love for CSCMR to be removed entirely but
Post by: xColdxFusionx on November 04, 2012, 03:44:33 AM
Quote from: "MusashiAA"
She's a surprise 1HKO glass back attacker
Quote from: "xColdxFusionx"
Yurei has 150 HP. Your argument is invalid.
Title: Re: Of course, I'd love for CSCMR to be removed entirely but
Post by: MusashiAA on November 04, 2012, 03:53:30 AM
Quote from: "xColdxFusionx"
Quote from: "MusashiAA"
She's a surprise 1HKO glass back attacker
Quote from: "xColdxFusionx"
Yurei has 150 HP. Your argument is invalid.

Let me just organize my thoughts about Yurei for a second.

She has a 1HKO attack, 150 HP and unreliable invisibility frames. Her jumpscare motivates players to directly focus all fire towards the invisible, potentially-behind-you 1HKO Ghoul. The altfire is a pretty fearful and powerful thing as well. But as she stands, she relies heavily on not being discovered: once her cover is blown (which is easy because of her skin the skin), she becomes a high priority target in the back of all humans' heads (this is why I call the jumpscare an ingenious game design)

To put it in perspective: Creeper has also a jumpscare effect, and he's always hard to see, hard to hit unless you have explosives or a floorhugger (which most Humans do, except they're either unreliable on the spot or limited), and hard to shake off because of the always-near-invisibility factor. He has a stunning altfire, which just further makes him better at what he does...but he represents less of a general danger than Yurei JUST BECAUSE OF YUREI'S ALTFIRE.

Creeper's HP value (70) is OK for what he embodies. Yurei is a lot more threatening, despite being too similar to Creeper, and the high HP value (150) just makes her a consistently powerful threat that just won't go away easily.

Which is why I want to suggest a nerf to Yurei's HP to 100. Keeps her at the regular Ghoul HP value while not messing with the attacks that are not OK when blended with unnecessarily high HP.
Title: Re: Ghouls vs Humans NES
Post by: Mr. X on November 04, 2012, 04:10:11 AM
I think he kept popping that out to show she wasn't a glass cannon:  just a cannon.  Which you just showed you agree with.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 04, 2012, 04:20:06 AM
Also you forgot a fact:
Creeper: Tiny Tiny Clever Hitbox
Yurei: Default Hitbox
Title: Re: Ghouls vs Humans NES
Post by: Orange juice :l on November 04, 2012, 06:34:36 AM
Alright, ghostbuster needs a serious rebalancing. His proton pack does as much damage over time as choke's bite with very high projectile speeds, and his traps aren't anything to sneeze at either.
Title: Re: Ghouls vs Humans NES
Post by: CHAOS_FANTAZY on November 04, 2012, 01:30:01 PM
Okay, now I understand why people wouldn't want Jitterskull to get a buff against pits--in theory, he could camp in the bottom of a pit and no one would ever be able to get him.
So what about this:  what if his altfire also makes him hover, unable to fall a la Pharoahman's altfire in YDClasses?  It'd need to only be activateable while on the ground, though, otherwise it'd have the same pit-camping problem.  Does that sound agreeable to everyone?
Title: Re: Ghouls vs Humans NES
Post by: Max on November 04, 2012, 02:48:35 PM
A few things I noticed that people haven't pointed out yet

-Creeper is completely useless if you jump, I don't know whether or not the stun balls should stop you from jumping but it's a possibility

-Engineer's nailgun seems to be sjas weakness? In fact it seems a bit powerful all round and has infinite ammo to boot

-Creeper could be given the normal hitbox, because there are no creeper only areas like there were in the old maps

-Marine needs his hitscan back, he seems quite useless along with the Hunter currently

-Creeper's too easy to see
Title: Re: Ghouls vs Humans NES
Post by: TheDoc on November 04, 2012, 03:07:40 PM
Creeper may be easy to see, but it's balanced with his small hitbox. Seeing and hitting Creeper are two completely different things.
Title: Re: Ghouls vs Humans NES
Post by: Orange juice :l on November 04, 2012, 03:43:53 PM
Not with creeper being so slow. Sure, he's hard to hit, but to him, you're impossible to hit. The small hitbox is a gimmick, make him harder to see instead. Also, the 8-bit noise is a good deal more noticeable than the whisper.
Title: Re: Ghouls vs Humans NES
Post by: Max on November 04, 2012, 04:00:12 PM
[15:59:07] Communist Mage: Humans are boring
[15:59:14] Max: i want santa
[15:59:27] Communist Mage: me too
[15:59:44] Max: start a petition
[15:59:53] Communist Mage: You should do it

everyone should agree with us
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 04, 2012, 09:14:46 PM
I agree only if he has every single one of his soundclips in DPCM.
Title: Re: Ghouls vs Humans NES
Post by: MusashiAA on November 04, 2012, 09:33:09 PM
Quote from: "Korby"
I agree only if he has every single one of his soundclips in DPCM.

Easy as pie. We just need the soundclips, port them into Famitracker, and record them individually. That sounds like a hassle, so we'll also need someone with the patience to do so.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on November 04, 2012, 11:13:55 PM
Moar random thoughts:
- I think the Giant Bros (Jitter and Choke) shouldn't stun nor get stunned  (unless being hit by spark shot or something like that) because that's annoying.
- Frostbite's Pepsodent breath could be nerfed somehow because everyone is slower in this version.
Title: Re: Ghouls vs Humans NES
Post by: Davregis on November 07, 2012, 02:24:12 AM
Daveris' Nerfbat/Buffbat list!

Nerfbat;

Yurei
SJAS
Ghostbuster

Buffbat;

Cacodemon

Altbat;
Marine (Hitscan?)

I'm rather tired; perhaps I shouldn't be posting.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on November 07, 2012, 02:28:15 AM
I'm totally up for a Cacodemon buff. He's nearly useless once he's been spotted. And his fireballs feel like fighting with spark shock, minus the stun.
Title: Re: Ghouls vs Humans NES
Post by: TheBladeRoden on November 10, 2012, 01:21:24 AM
Is there really goatse in this mod?  :?
Title: Where did you hear that?!
Post by: Laggy Blazko on November 10, 2012, 01:33:00 AM
Hehehahah... WHAT?!
Title: Re: Ghouls vs Humans NES
Post by: MusashiAA on November 10, 2012, 01:56:33 AM
I checked the thing.

It's all family-friendly. Still shocking, but not scarring.
Title: Re: Ghouls vs Humans NES
Post by: ? Manibogi ? on November 10, 2012, 11:24:22 PM
So I was looking around the files and I found a Plasma Rifle, presumably for the Marine. Is there any way to get it?
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 10, 2012, 11:30:05 PM
I have seen it in action. I think you have to murder lots of dudes to get it, but I'm not sure.
Title: Re: Ghouls vs Humans NES
Post by: Zard1084 on November 10, 2012, 11:31:12 PM
Quote from: "? Manibogi ?"
So I was looking around the files and I found a Plasma Rifle, presumably for the Marine. Is there any way to get it?
I got it before i think its due to killing a ghoul with the duel pistols maybe....
Title: Re: Ghouls vs Humans NES
Post by: Korby on November 10, 2012, 11:44:23 PM
You have to kill a bunch of people. I remember it being 5 at some point, but it's probably more by now.
Title: Re: Ghouls vs Humans NES
Post by: Zard1084 on November 10, 2012, 11:49:28 PM
I found it out its when you kill a ghoul with the duel pistols with the ammo meter at empty you get it

Edit: nvm its that and when you use up all the ammo for the chaingun, grenades, and the duel pistol ammo then kill a ghoul with the duel pistols

Edit 2: ok i i got it figured out now its when you have no grenades and kill a ghoul with the duel pistols

Edit 3: ok korby is right its after 4 ghoul kills
Title: Re: Ghouls vs Humans NES
Post by: GameAndWatcher on November 22, 2012, 02:04:57 AM
Is it alright if I give a class suggestion?
If so...
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: Russel on November 22, 2012, 02:16:38 AM
This mod is static, if there was to be ANY changes to this mod whatsoever when it comes to number of classes would be the removal of a set (being 2)
so no.
Title: Re: Ghouls vs Humans NES
Post by: GameAndWatcher on November 22, 2012, 02:19:26 AM
Sad, but thank you anyways.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 22, 2012, 02:24:26 AM
Do I like the idea of having Shademan on the Ghouls team? Yes.

Do I think he should be a clone of YD!Shademan? No.

Not entirely sure how he'd work, but I'm not sure just porting the original is the best idea, either.
Title: Re: Ghouls vs Humans NES
Post by: Shade Guy on November 22, 2012, 02:51:04 AM
Shade Man could be an alternate skin for Sjas...Since both can fly around and fight with noise based attacks, in a sense.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on November 22, 2012, 03:04:57 AM
...Okay, that makes too much sense.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on November 22, 2012, 05:59:49 AM
B-But don't do that. I don't wanna hate Shademan too! D:

I have a burning hatred for Sjas. >:[
Title: Re: Ghouls vs Humans NES
Post by: Russel on November 22, 2012, 07:55:38 AM
Well, There are a few changes I have loaded and ready, though they are small in number, I will have to update this mod to work with v3a soon, so that will be a fun little thing to deal with...

but anyway, current changeset:
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on November 22, 2012, 12:06:59 PM
Quote from: "Lego"
Well, There are a few changes I have loaded and ready, though they are small in number, I will have to update this mod to work with v3a soon, so that will be a fun little thing to deal with...

but anyway, current changeset:
(click to show/hide)
I wonder if these will be dealth with:
Title: Re: Ghouls vs Humans NES
Post by: FTX6004 on February 04, 2013, 06:50:15 AM
When will this be back.
Title: Re: Ghouls vs Humans NES
Post by: Russel on February 04, 2013, 01:11:45 PM
I literally tried to update this to work with v3a more cleanly last night...unfortunately, I didn't realize how much of a chore it was going to be and couldn't figure out where in hell I should start.

The only thing working now to my knowledge is pain states...and even then the updates are fragmented and incomplete.
In other news, Ghostbuster's Yurei weapon might actually do its labeled task.
...and I think that's really all I have to report...in short, not all that much progress at all; sorry.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on February 04, 2013, 03:44:11 PM
Didn't mention, but you might want to look into the ACS for scripts that loops indefinitely per player or scripts that may be clashing. If I recall, one of early experiences I had after Zandronum migration resulted in complete crash of Zandronum (Beyond "Very Fatal Error")
Title: Re: Ghouls vs Humans NES
Post by: cosmos5000 on May 13, 2013, 12:15:37 AM
please remove the yuri and creeper scary screens :cry:
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on May 13, 2013, 12:19:55 AM
Hahahano. I don't see that happening anytime soon.
Title: Re: Ghouls vs Humans NES
Post by: Lio on May 13, 2013, 12:24:38 AM
You can actually replace the images with blank ones yourself. Or at least, I think you can, since you could in the original GvH.
Title: Re: Ghouls vs Humans NES
Post by: Tfp BreakDown on May 13, 2013, 12:47:48 AM
I want to ask on how is the progress on the next version is going and what are the buffs and nerfs for the classes. and may I suggest some imagery for yurei? (some examples being 8-bit versions of Majora's mask moon and elegy of emptiness link staue and the bnd logo?)

Also

(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on May 13, 2013, 01:17:01 AM
Quote from: "Tfp BreakDown"
I want to ask on how is the progress on the next version is going and what are the buffs and nerfs for the classes. and may I suggest some imagery for yurei? (some examples being 8-bit versions of Majora's mask moon and elegy of emptiness link staue and the bnd logo?)

Also

(click to show/hide)

You forgot Cacodemon, which is a junk class.
Title: Re: Ghouls vs Humans NES
Post by: Tfp BreakDown on May 13, 2013, 01:37:55 AM
I don't really have anything against caco but I agree with those who says he needs a buff.
I said that only due to the fact that those three classes are ( with today's experiance) the most spammed. And truly need a nerf. ( well maybe not marine, it's just that damn machine gun.)
Title: Re: Ghouls vs Humans NES
Post by: Russel on May 13, 2013, 01:46:10 AM
I apologize for the long update cycle...I have sort of lost interest in this mod. (along with...90% of my other mods. oh MAN I need to spread myself less thin...)
I will work on it when I get the chance.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on May 13, 2013, 01:47:32 AM
Quote from: "cosmos5000"
please remove the yuri and creeper scary screens :cry:

...You must be new here. Welcome to GvH!

But yeah, as Lio said, you could just make a mod to replace them yourself. Other than that, they're not going anywhere anytime soon.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on May 13, 2013, 03:23:19 AM
Quote from: "xColdxFusionx"
Quote from: "cosmos5000"
please remove the yuri and creeper scary screens :cry:

...You must be new here. Welcome to GvH!

But yeah, as Lio said, you could just make a mod to replace them yourself. Other than that, they're not going anywhere anytime soon.
At most, I think a good "CL_DisableJumpScares" CVAR could do the job, even for old players, for they may get tired/bored after being flashed with them for a long period.
Title: Re: Ghouls vs Humans NES
Post by: Reidakk on May 13, 2013, 04:13:02 AM
I don't get why people whine about Sjas when humans theirselves are essentially overpowered. Some of them (like the marine) have near hitscan weapons and the ones that don't still get fast projectiles. The ghouls have the exact opposite and they have to stick to their targets like parasites to score a hit which leaves them vulnerable to the incoming bullet hell and they have to be in a constant dodging and see if they actually score a single hit before they die. Don't bother pointing me out how pretty much all of them have a 1HKO because humans can just stay away and spam their long range weapons all they want cause most probably their target is bound to die sooner or later. In a nutshell if you get killed by a ghoul spam harder.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on May 13, 2013, 04:19:06 AM
Pretty much every class is overpowered actually. It's just that Sjas and Yurei are two of the most notable ones. Also Sjas is annoying as heck, OP or not, to deal with.

On the humans side, the most OP has to go to Ghost Buster.
Title: Re: Ghouls vs Humans NES
Post by: Reidakk on May 13, 2013, 04:31:09 AM
Quote from: "Gizmo The Cat"
Pretty much every class is overpowered actually. It's just that Sjas and Yurei are two of the most notable ones. Also Sjas is annoying as heck, OP or not, to deal with.

On the humans side, the most OP has to go to Ghost Buster.

I don't think you clearly read what I wrote. Humans have long range weapons, the ghouls don't and they need to stick to you to hit you. With their advantage the human team can just run and shoot to keep the ghouls at bay.
Title: Re: Ghouls vs Humans NES
Post by: Kapus on May 13, 2013, 04:43:54 AM
Most of the ghoul's weapons are near instant kill, though. I know you said not to bring it up, but staying away isn't as easy as it sounds for the humans, as a lot of the ghouls are decently fast and some of them (Yurei and Creeper) are often hard to spot.

Either way, The biggest problem I see with Sjas is that he has infinite flight and therefor can seriously stall matches in some of the larger maps.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on May 13, 2013, 04:44:01 AM
Quote from: "Reidakk"
Quote from: "Gizmo The Cat"
Pretty much every class is overpowered actually. It's just that Sjas and Yurei are two of the most notable ones. Also Sjas is annoying as heck, OP or not, to deal with.

On the humans side, the most OP has to go to Ghost Buster.

I don't think you clearly read what I wrote. Humans have long range weapons, the ghouls don't and they need to stick to you to hit you. With their advantage the human team can just run and shoot to keep the ghouls at bay.
This is what breaks Ghostbuster:
Code: [Select]
Line #463 - PACK D 2 A_FireCustomMissile("GhostbusterBall", 0, 1, 8, 3)
Line #464 - PACK D 2 A_FireCustomMissile("GhostbusterBall", 0, 0, 8, 3)
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on May 13, 2013, 04:48:15 AM
I did read it. What I'm saying is that both sides are OP. Sure the humans all have long ranged weapons, but certain ghouls have invisibility. If they stand completely still no one can see them. Even when they're moving they still have some invisibility. I've seen a single Yurei take down more than half a full team (about 5-6 people) alone. Sjas can fly, really fast. He's really annoying to hit, and has an AOE attack. And like you demonstrated earlier today in the server, he can be used to stall matches for a ludicrous amount of time. Of course, Cacodemon can do this too, but considering how much slower he moves it's not nearly as bad.

Marine's weapons can be pretty OP too. Cyborg is a tank, and the hunter has railgun arrows. Ghostbuster's Proton pack can do up to 90 damage per second, with the average max HP being 100. Heck, Megaman is the only one on the human side who ISN'T OP in some way.

All in all, everyone needs some form of balancing. People complain about Sjas more because people tend to have up to 5 of them on the ghouls team, and that gets annoying fast.

EDIT: Freaking ninjas. Well whatever, they helped prove my point.
Title: Re: Ghouls vs Humans NES
Post by: Korby on May 13, 2013, 05:24:41 AM
Reidakk, that is literally the entire point of the mod.

As a Ghoul, you're supposed to stalk your foe and strike at the correct moment, like a monster in a monster movie.

As a Human, you're supposed to run for your life.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on May 13, 2013, 05:50:23 AM
What Korby said.

Also, I'd say megaman needs a buff instead of nerfing everyone else.
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 13, 2013, 06:04:34 AM
Quote from: "Korby"
Reidakk, that is literally the entire point of the mod.

As a Ghoul, you're supposed to stalk your foe and strike at the correct moment, like a monster in a monster movie.

As a Human, you're supposed to run for your life.
Considering how he was talking about not understanding why people whine about it, I think he acknowledges that quite well.
Title: Re: Ghouls vs Humans NES
Post by: Duora Super Gyro on May 13, 2013, 02:06:41 PM
Iv always thought of the game being based around teamwork, the Ghouls stalk the humans and use classes like sjas and frostbite to flush them out and distract them while creeper and yurie follow behind and take down humans with more stealth, while humans stick together and use their abilities to hold a safe location until they atleast know what their up against or until its safe to head in and take out the last remaining ghouls.

but thats just me though, i only play creeper and marine.
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on May 13, 2013, 02:47:06 PM
Well, yeah, as we all know, Creeper is too easy to see, probably too slow, he's quiet.
Ghostbuster needs to be dealt with as we all know.
Caco probably needs a new lunge or something.
Choke leaves behind beat wings with blood ball.

Although I'm probably not helping because we all already knew this stuff.
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 13, 2013, 04:34:14 PM
Personally, I like Caco as it is. It really doesn't work on maps with open areas, but in smaller maps with narrow passages (GvH 11) it's a blast to play as. If I were to change it though, I would look at Seiat's Internal Conflict (ST Doom II monsters LMS mod), since he made some useful attacks for the class. Note that all of these attacks have a charge meter that change/improve the behavior of the attacks. They work as follows:

Weapon 1: Cacoball - the normal Caco Fireball. Charge up for more speed and slightly more damage. Infinite ammo.

Weapon 2: Slither Ball - fires three fireballs that "snake" and have a chance to home into targets somewhat. Charge for speed, but the homing won't be as effective. Can have up to 15 ammo, which regenerates over time and is at 0 when the match begins. Consumes 3 ammo each time it's used.

Weapon 3: Caco Flurry - fires a total of 20 Cacoballs at the opponent in Bass Buster fashion, albeit slow traveling. Like the Slither Ball, this isn't available immediatly, as you must wait to gain ammo for it. If charged completely, the projectiles travel much faster, and Caco may shoot projectiles other than Cacoballs (stars, bouncing projectiles [Rebound Striker?], etc.) It can have only one shot at a time.

In that mod, Caco can have other attacks under certain circumstances, but those are the three it always carries no matter what.
Title: Re: Ghouls vs Humans NES
Post by: Russel on May 13, 2013, 04:38:38 PM
I have an idea that will make him WAY harder to see...I will also make his sound easier to hear if I can. Choke leaving behind beat wings is a simple mistake...I need to redo the gore anyway, considering enemies exploding into bones is so incredibly silly that it breaks Choke's Bloodball~

Anyhow. All I have truly done now is make ghost traps appear to desync less...but that's about it.
(btw, for those wondering, that was done by making the trap have client-based effects that have no merit online...hopefully this will keep issues to a minimum.)

Some revisions to Caco might be used...but I would like to keep the number of Ghoul weapons to one.
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 13, 2013, 04:43:24 PM
Well, at least I hope the fireballs get more useful, seeing as how slow the class and it's projectiles are. I mean, it's primarily a RANGED ghoul.
Title: Re: Ghouls vs Humans NES
Post by: xColdxFusionx on May 13, 2013, 05:15:10 PM
Oh, boy, debates about balance in GvH! Let's do this.
- Sjas has Topman (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=1743)'s speed, infinite flight, an AoE attack that can deal up to 100 damage, and can block attacks if he sees them coming. Can some of the other Ghouls do more damage? Sure. But think about it: pseudo-hasted flying super-powered Jax Flash (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118) with Skull Counters on tap. Goddamn.
- Yurei is what amounts to a glorified Creeper. ...She also has Maze of Love (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2535), double his health, and can go completely invisible while standing still. Sure, she has a normal-sized hitbox and blinks when walking around, but when you can obliterate entire teams in a cloud of flaming death and set up ambushes even the Spy would be proud of, I don't think you really care whether or not they can hit you.
- Cacodemon is... well... I think we all know the issue with him.
- Ghostbuster fires incredibly fast; he has the fastest firing rate in the game, save the Marine's assault rifle. Each shot also does 2-16 damage because either someone forgot to put the parentheses in or just thought it would be a good idea. Either way, that's a Bass Buster that does ~10 damage per hit on average. ...Ouch. Add in the fact that his traps are pretty much instant death and you have someone who can stall like a politician and has the firepower to back it up if something does happen to go horribly wrong.

tl;dr: First priority for this mod is taking a good long look at what works and what doesn't.
Title: Re: Ghouls vs Humans NES
Post by: Reidakk on May 14, 2013, 03:30:35 AM
I think we MIGHT solve this "this is OP and that's OP" issue if we made a map pack specifically made for GvH in which all the classes are not hindered by the map's topography which goes double for Jitterskull in Windman.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on May 14, 2013, 03:34:46 AM
Jitterskull in Waveman.
'Nuff said.
Title: Re: Ghouls vs Humans NES
Post by: Reidakk on May 14, 2013, 03:47:59 AM
Quote from: "Korby"
Reidakk, that is literally the entire point of the mod.

As a Ghoul, you're supposed to stalk your foe and strike at the correct moment, like a monster in a monster movie.

As a Human, you're supposed to run for your life.

Yes. This.

The problem with that is that sometimes people hate the stalling and tend to either map vote or kick vote and I freaking hate that so I can exactly stalk my foe all the time without expecting them to do either, let alone hide somewhere to come up with any brilliant ideas.
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on May 14, 2013, 03:50:43 AM
Quote from: "Reidakk"
Quote from: "Korby"
Reidakk, that is literally the entire point of the mod.

As a Ghoul, you're supposed to stalk your foe and strike at the correct moment, like a monster in a monster movie.

As a Human, you're supposed to run for your life.

Yes.

Yes.

Quote from: "Reidakk"
I think we MIGHT solve this "this is OP and that's OP" issue if we made a map pack specifically made for GvH in which all the classes are not hindered by the map's topography which goes double for Jitterskull in Windman.

So much agreement. We need better maps to better compliment stuff.
Title: Re: Ghouls vs Humans NES
Post by: cosmos5000 on May 15, 2013, 12:14:53 AM
nvm forghet what i said (sorry my grammar) after a time teh scary screens lose the scaryness just like slenderman game also ADD SLENDERMAN  AND SMILE DOG TO THIS WAD :D
Title: Re: Ghouls vs Humans NES
Post by: Korby on May 15, 2013, 12:16:17 AM
The Slenderman skin is a skin for Yurei and that's what it was made for. Saxton Hale took my skin without permission and recolored it.

Read: Slenderman's technically already a part of this mod.
Title: Re: Ghouls vs Humans NES
Post by: Colonel ServBot on May 15, 2013, 02:34:11 PM
Pfft, posers, I've been following SlenderMan BEFORE it was cool.not to mention I was once married to him.
Any way, Slendy wouldn't work, and Smile Dog? Nah. Wouldn't work well either.
One class I'd think would work well is Jeff The Killer. Buuuuuuuut, I'm making a Jeff Class, and I wouldn't want CreepyPastas every where in this mod, then it wouldn't be so much GVH, it'd be more of a CreepyPasta mod than anything. Possibly a map with a SlenderMan secret or something, but that's about it. But I think there should be like a Slender pop up in GVH01.
Title: Re: Ghouls vs Humans NES
Post by: Russel on May 15, 2013, 02:55:13 PM
I feel I should mention that, much like the Strength in Numbers mod, the classes are essentially quite static in terms of cast. If anything were to be changed when it came to the case would be dropping certain characters...but that would a bit extreme...also considering CarThief is tring to update the original GvH, I will probably make adaptation to make this mod work in the 8BDM mapping style while possibly removing the additonal four classes that further proceed to break this mod.

Worst case scenario, Megaman no longer shows up in a mod for a Megaman game and this mod becomes more a compatibility patch between GvH and MM8BDM.

I am soooooooooooo about to get yelled at again
Title: Re: Ghouls vs Humans NES
Post by: Tfp BreakDown on May 16, 2013, 01:33:55 AM
Why is it most people flock toward the human team alot online? I mean it gets annoying having to deall with a team hat mostly consists of Ghost Busters and Marines. Also I have a suggestion about Sjas. How about you make it so Sjas loses speed/slows down with the more damage he takes. I believe that they did this with it in the actual mods. Not sure but just a suggestion.
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 16, 2013, 07:14:04 PM
If Sjas were to lose speed when getting hit, that would encourage camping because of being afraid of getting hit. If anything, it should be in reverse. Get faster the less health he has. Of course though, I wouldn't want to see either. A flight recharge bar would be great, though.

And as Reidakk (and me very earlier) said, this mod really needs a map pack of it's own. Well, either that or hosts should learn to exclude maps with pits from the map rotation. Jitter player here, platform camping humans are the devil. Harder than Lucky Star.
Title: Re: Ghouls vs Humans NES
Post by: Duora Super Gyro on May 17, 2013, 11:36:17 AM
Quote from: "Tfp BreakDown"
Why is it most people flock toward the human team alot online? I mean it gets annoying having to deall with a team hat mostly consists of Ghost Busters and Marines. Also I have a suggestion about Sjas. How about you make it so Sjas loses speed/slows down with the more damage he takes. I believe that they did this with it in the actual mods. Not sure but just a suggestion.

what if, we lower his normal speed, but give him a speed boost when hes getting attacked?
or just make it so his speed increases the less health he has?

as for the human team thing, i have no idea... but i like marine...
Title: Re: Ghouls vs Humans NES
Post by: cosmos5000 on May 17, 2013, 02:03:41 PM
can i say my ideas? can you add more classes? if you can here my ideas
ghoul team
slender man: 100 health normal speed normal hitbox
primary atack: a medium ranged tentacle thats do 90 damage
secondary atack: he becomes invisible and faster for some secs
jeff the killer: 100 health fast speed normal hitbox
primary atack: a knife thats does 50 damage but can instanty kill on backstab
secondary atack: a gun with 6 ammo thats does 20 damage (can be reloaded by pressing use item key)
smile dog: 50 health fast speed small hitbox
primary atack: bite that does 100 damage
special: whem he kill 7 humans he gets a item that turns him into his true form (he gets more heath and more speed)
human team
CHUCK NORRIS: 1000 health normal speed normal hitbox
weapons: fist a stantly killing fist (he serves like a shield class)
ninja: 50 health REALLY fast speed small hitbox
weapon: katana a low ranged 90 damage atack secondary atack: shurikens: launches really fast shurikens that does 20 damage
item: smoke bomb whem the item is used he blinds nearby ghouls
medic: 100 health normal speed normal hitbox
weapon: a heal beam thats heals other humans shot on ghouls to steal their health and heal yourself secondary atack: medical granades a healing bomb that full heals anyone (WARNING IT CAN HEAL GHOULS TOO)i know im a little idiot :P
Title: Re: Ghouls vs Humans NES
Post by: Duora Super Gyro on May 17, 2013, 08:54:09 PM
CHUCK NORRIS!!!
How broken are you trying to make this!!! loljustkidding.
but i dont know about a melee human... but the ninja and medic would be pretty useful classes.
Jeff the Killer sound pretty cool too.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on May 17, 2013, 09:59:01 PM
Cosmos, are you nuts?!

*ahem* on serious class ideas (knowing no more classes will be added), I'd say:

Ghoul's new Ally: Herobrine
Speed: Average
Damage factors: 0.75 from all sources, 1.25 from neutral arrows
Primay Attack: Diamond Pickaxe, Slash Claw range, 40 damage, Arthur should be resistant (0.75)
Secondary Attack: Ender Teleport, gains speed bost, full invisibility and invulnerability for as long as the altfire is held, lasts at most ten seconds.
Item: Redstone Torch, gives a defense boost to a Ghoul (as long as it is not Herobrine) for just standing near it, while Humans (except Hunter) gets their speed reduced, obtains one every ten seconds (max: five), effects doesn't stack if closer to more than one torch.
Copywep: Redstone Mine, creates a Redstone Torch that explodes when touched.

Human's new Ally: Commando
Speed: Slightly Lower than Average
Damage factors: Neutral
Armor: 100, 0.25 damage from physical attacks (Blood ball, bite, pickaxe)
Weapon 1: Machine Gun
Primay Attack: Fires low damage bullets in a narrow spread. (Max ammo: 30)
Secondary Attack: Reloads the gun. (Infinite Stock Ammo, takes 3 seconds to reload at most)
Weapon 2: First Aid Kit
Primay Attack: If there's an ally close enough and in the crosshair, heals the ally and applies buffs if there is any adrenaline shot in stock. (Max uses: 3). Otherwise heals himself and applies stocked buffs.
Secondary Attack: The first use doubles the speed, the second doubles the attack, both lasts for 15 seconds at most. (max uses: 2) Use count replenishes every time the primary is used.
Copywep: None
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 17, 2013, 10:19:15 PM
From what I've heard, someone is planning on making an addon classes thing for this. I'll just post my Eyesore idea.  :p

Main fire is a tentacle smash attack. Hold down to charge, release to damage opponents and send them flying. You slow down while charging though, so you can also opt for whipping the opposition with small damage tentacle whips by clicking quickly. Just remember that the more the attack is charged, the more damage the opponent takes and the farther they get sent flying.

Altifre would be a Bionic Mine that would work somewhat like Danger Wrap mines. As for how they would work, they hold down humans that come close to it, though it can be shaken off. After the minimum time (maybe a little more) the humans need to get away after being un-paralyzed, the mines blow up. The mines, if left untouched, detonate after some time. They regenerate if held still (slower than the Creeper), but won't under a circumstance. For example, if you have set two traps, they won't regenerate in your arsenal until after they expire. This is to prevent spam among teams, so knowing where to use them is crucial. They won't be activated if run over by fellow ghouls, though.

I also think they should be seen as lines in the ground. Otherwise, they're not very effective traps as they can be jumped over anyway. I'd limit them to three, too. A team of Eyesores spamming Bionic Mines with Jitter would be a nightmare.

Though because of these abilities, Eyesore's speed should probably be below average. Somewhat like Frostbite's, or maybe slower. In general, the strategy would be to knock opponents into pits by making effective use of you Bionic Mines, or simply setting up for your team to make human hunting easier. The Ghost Buster isn't the only one with traps anymore!

This also means that the Cyborg is the perfect counter to Eyesore, funny as it sounds.

His jump should be high, as I've heard somewhere in his GvH profile that he's supposed to jump high.
Title: Re: Ghouls vs Humans NES
Post by: Korby on May 17, 2013, 11:52:44 PM
Quote from: "The previously mentioned GvH profile"
Eyesore is a Ghoul brought to life by crazy biological experiments. He was created by a dark lord in ancient times while trying to create the perfect beast. But that is a story (wad) for another time. Eyesore is composed of undead flesh and bone with three biomechanical eyes. He has long spiderlike legs which allows him to run at insane speeds and jump extremely high. Eyesore remains dormant at a currently unknown location.

Well, you were right about one thing.
Title: Re: Ghouls vs Humans NES
Post by: Knux on May 18, 2013, 04:57:55 AM
Having archived the GvH profiles, I knew about his speed. But for the attacks I came up with, a high speed would probably make it quite unbalanced. It's more reasonable to give a class that can potentially trap you and send you flying into a pit Sparta style a below average speed of travel, so that the trapped players have some chance at getting away.

Besides, Sjas and Choke are quite fast already, Jitter can clip and Creeper can stun to get to his prey. I don't think we need more speed Ghouls. I think that pitching a human into the waiting jaws of a Jitterskull would be quite hilarious.

I was also thinking of an active camouflage item that renders Eyesore nearly invisible as long as he stands still, but that might be too much even in the vibrant 8-bit graphics.
Title: Cacodemon
Post by: Davregis on May 24, 2013, 11:17:26 PM
Quote from: "Knux"
I don't think we need more speed Ghouls.

Cacodemon is an interesting class.

In fact, he's the very opposite of most ghouls in stats, having exceedingly slow speed and
a quite substantial amount of bulk.

Cacodemon
(click to show/hide)

This makes him the opposite of Sjas in method of attack, though the roles are similar

Sjas
(click to show/hide)

Caco/Sjas comparison
(click to show/hide)

Caco Plasma/UP
(click to show/hide)

Conjecture below
(click to show/hide)

Having used him a bit, mostly as a joke (I went around as Cacodemon for a bit), let
me propose a buff that would work to his current strengths.

+Projectile slightly homes
+Projectile damage buff
+Bite travels farther
(+Resists Ghostbuster/Cyborg shots)?
or
(+Some degree of stun armor)?
-Increased Bite cooldown

What this buff does
(click to show/hide)
If anyone actually reads this whole thing, I'll be surprised.
Title: Re: Cacodemon
Post by: Ceridran on May 24, 2013, 11:22:59 PM
Quote from: "Daveris"
If anyone actually reads this whole thing, I'll be surprised.

You should probably put this at the start of the post. Anyway, I read the whole thing. Maybe only "sort of." It's not like I memorized it.
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on May 27, 2013, 05:59:01 AM
So, in MM4DIV, script 975 was being called way too frequently in the "last rounds" of that map. Normal?

Edit: I recommend taking Script 975 out of the arrow. It has some strange and unpleasant side-effects when you go into "developer mode".
Title: Re: Ghouls vs Humans NES
Post by: Davregis on May 27, 2013, 01:27:27 PM
Since I noticed by "Cacobuff" idea got covered up rather quickly and most new posts were made in the last page, I'll just repost it here if that's fine with the mods viewtopic.php?f=31&t=4972&p=236082#p236082 (http://cutstuff.net/forum/viewtopic.php?f=31&t=4972&p=236082#p236082)
Title: Re: Ghouls vs Humans NES
Post by: Knux on June 05, 2013, 08:31:01 AM
*looks at the date*

Hey um... could someone, you know, HOST THIS? I really miss this mode, and I'd like to play it before summer classes begin again sometime. I mean, we really could use some variety as far as hosted mods go.
Title: Re: Ghouls vs Humans NES
Post by: Korby on June 05, 2013, 02:58:55 PM
people have been hosting it a lot recently, which is strange because it's barely compatible with 3a in the first place.
Title: Re: Ghouls vs Humans NES
Post by: Knux on June 05, 2013, 08:16:10 PM
Really? I am yet to see one server up in the two weeks I've been looking. Maybe it's the hours...
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on June 05, 2013, 08:20:05 PM
I dunno. I just played it the other day.
Title: Re: Ghouls vs Humans NES
Post by: Oliver on June 11, 2013, 01:36:10 PM
I don't really play this mode everytime. because, that creeper and that yurei just keeps scare me, because that screen pop-up.  :shock:
But still, i like this game.
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on June 11, 2013, 01:38:08 PM
Quote from: "Oliver"
I don't really play this mode everytime. because, that creeper and that yurei just keeps scare me, because that screen pop-up.  :shock:
But still, i like this game.

You get used to it, that it doesn't even become scary anymore.
Title: Re: Ghouls vs Humans NES
Post by: Knux on June 11, 2013, 04:14:55 PM
Quote from: "Zerokk"
You get used to it, that it doesn't even become scary anymore.
Yeah, it can even be funny/annoying. For instance, I find it annoying when I run by and a Creeper standing still in a wall cavity gets me (Precision Medal, much?). Though the blue screen and the Guts Man ass are pretty damn funny.

For the person who chose the Yurei screens, nice job with Uninvited there.  :lol:
Title: Re: Ghouls vs Humans NES
Post by: Shageta on October 18, 2013, 12:30:44 AM
Anyways, compability for v3b is dead :P, it doesnt work for me.                                                                

It says: skin autn is missing frame a rotations
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on December 02, 2013, 04:31:26 PM
I was wondering, who had created the shotgun HUD? Chances are it's Megaman, but I wanted to be sure.

I'd like to use it for my Teaparty class.
Title: Re: Ghouls vs Humans NES
Post by: Korby on December 02, 2013, 04:42:34 PM
I think the Riot Gun was actually made by Lego, but I may be mistaken.
I remember him making one of the Marine's HUDs.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on December 02, 2013, 05:02:35 PM
Is anyone working on this now? If not, I wish someone took over, at least for updating and balancing stuff.
Title: Re: Ghouls vs Humans NES
Post by: Russel on December 02, 2013, 05:13:10 PM
The Riot gun was made by copy, the Pistols are the only HUDs I made.

Also nobody is working on this atm
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on December 02, 2013, 09:41:59 PM
Aw, Copy made it? It's going to be a pain coming in contact with him. I've tried to get him on Steam, but no luck.

Of course, I'm going to include SHOTGUNF due to needing proper sounds to go along. Who made that?
Title: Re: Ghouls vs Humans NES
Post by: Russel on December 02, 2013, 11:17:25 PM
That sound came in a wad of 8-bit Doom sounds, if I'm remembering things correctly.
I remember Megaman wanted to use a Contra sound, but that didn't sound quite right, and Cold Fusion made a sound that I think also went unused. I'm unsure of the author of that wad though.
Title: Re: Ghouls vs Humans NES
Post by: Jdude330 on June 30, 2014, 09:36:16 PM
BAM. (https://onedrive.live.com/redir?resid=D42E63C506311445%218665) v4a slight compatability. now host this. (you have to upload these, first. you have
My permission.)
Beta v1c is out!
Original hint:
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 07, 2014, 03:45:49 PM
Alright, Jdude, I would like to kindly ask you to stop. I am still in the process of making an "official" v1b of this mod with a large host of changes that should help with both balance and bug fixes for future updates.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 07, 2014, 07:25:09 PM
Wouldn't it be a good idea to ask for help, instead?
Oh, good to hear this isn't abandoned.  :D
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 07, 2014, 08:04:47 PM
I really like the 8-bit versions of the classes and the choice of sounds for the ghouls etc (Sjas using wily ufo sounds? It's just... so perfect!). Keeps the GVH experience in tact for the most part but some things really bother me about the current version:


Take these points for what you will. If by chance you agree with the thing about the Yurei I can probably make a replacement class I never got round to finishing for vanilla GVH. Also I would recommend not going the path of the other GVH mods out there and giving every class a unique snowballing effect etc because it just hurts the game.

Edit: Oh the marine does have snowballing mechanics aaaaaa
Title: Re: Ghouls vs Humans NES
Post by: Celebi on July 07, 2014, 08:42:44 PM
I'm going to add two points of input.  Infinite flying is rather stall-tastic on some of the vanilla maps, I suggest to do a stamina method similar to what Jax did for swimming for Bubbleman in YDClasses for the two infinite fliers.  Number two, for Yurei, the main killer part of this one is the fact that it can stand still completely invisible.  Also, heres hoping to Megaman getting w tanks and the newer lms rotation.  Also to every class getting some sort of regen for their ammo weps.

Edit: Also Arthur is pretty outclassed by the others, even Megaman!  He has a bouncing axe that does 2 damage ripping (not very useful), a 20 damage lance (pretty good), a sword slash that does very rapid 2's similar to jitterskull's damage (very picky, sometimes deadly), a burning fire shot that does 5 damage on impact?/explodes for 2's (pretty useless), a shield that can reflect things (oh boy online reflection), and tossing the shield does 15 damage (its ok but such short range).
Title: Re: Ghouls vs Humans NES
Post by: Knux on July 07, 2014, 10:16:47 PM
Quote from: "CutmanMike"
Megaman is useless. He needs a speed buff in order to keep up with the speed of GVH gunplay.
He is probably his usual speed because they took into account his versatility for weapons.

As long as I'm posting though, why does Jitterskull suffer from massive hitstun to the point of not being able to attack further when under constant fire?
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 07, 2014, 10:30:42 PM
I think hitstun in general should be removed here.
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 07, 2014, 11:29:34 PM
Yeah. Although I do like the fact Creeper has a pain state now so you can see him when he's hit, makes it easier to keep your teammate's eyes on the target.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 08, 2014, 02:16:39 AM
Quote from: "CutmanMike"
    Marine's lack of hitscans really hurts his playability. In GVH he needed those to actually land hits on Sjas and Jitterskull. I'm not sure if the damage has been buffed to balance it out but it feels difficult trying to hit fast classes like Choke and Sjas.
     Jitterskull hates 3d floors. I would recommend his altfire turning off his +FLOORHUGGER flag and allowing him to jump so he can get out of bad areas such as pools (this should probably be added to vanilla GVH too).
     You probably know this already but choke poops out beat feathers.
     Megaman is useless. He needs a speed buff in order to keep up with the speed of GVH gunplay.
     Cacodemon doesn't really fit the GVH format (ranged vs melee) as he can spam fireballs. Despite this though, he's pretty much deadweight due to his speed and slow projectiles. He needs a rework or something as most people just use him to camp in a pit somewhere and stall the game.
     Yurei is the opposite, she's too good. She's basically and invisible creeper with an AOE attack that can take out multiple humans. I don't know if she was copied from another GVH expansion or is original to this one but she needs a rework... or just take her out the game. IMO Yurei never needed to be a playable class as she is is the ultimate force behind Ghoul's invasion... uh, lore-wise at least.
The only thing in this list that I wasn't in the process of addressing was Megaman. I will test some movement speed changes to him, should be fairly interesting.
Current major changeset includes:
Quote from: "CutmanMike"
Edit: Oh the marine does have snowballing mechanics aaaaaa
I knew this was a bad idea when it was put in and has been removed.
Quote from: "Laggy Blazko"
I think hitstun in general should be removed here.
It was for my test build, but I don't know if it was in the builds JDude posted. [READ: The one's JDude posted were dated in all senses]
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on July 08, 2014, 03:03:31 AM
On hitscan matters, you can do fake hitscan (fast projectiles that are invisible and their first death frame is a blank, this technique is used in Dark Arena for GBA (except the "hitscan projectile" is about 64 units per tic instead of average maximum's 80 units per tic))
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 08, 2014, 02:09:55 PM
Quote from: "Lego"
Quote from: "CutmanMike"
Edit: Oh the marine does have snowballing mechanics aaaaaa
I knew this was a bad idea when it was put in and has been removed.

YOU WILL GO PLACES MY FRIEND

Quote from: "tsukiyomaru0"
On hitscan matters, you can do fake hitscan (fast projectiles that are invisible and their first death frame is a blank, this technique is used in Dark Arena for GBA (except the "hitscan projectile" is about 64 units per tic instead of average maximum's 80 units per tic))

But at that point it's like, why not just use hitscan anyways? The projectiles have to have somewhat of a height and radius if you do that, and hitscans will always be able to get through spots in the terrain where projectiles couldn't.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 08, 2014, 03:33:36 PM
Not to mention the currently released iteration makes use of this mechanic already, the difference being it uses sprites. I didn't want to comment on it because I couldn't think of a competent way to phrase it without sounding caustic.

Also Mike, didn't you mention something about making a class to replace Yurei? Honestly that would be pretty great since Cacodemon is on a tentative chopping block too and since it appears so few want to see Arthur get canned, an additional ghoul class would be more than fantastic.
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on July 08, 2014, 03:57:59 PM
I want to say Impaler so badly right now
Title: Re: Ghouls vs Humans NES
Post by: Magnet Dood on July 08, 2014, 04:36:43 PM
Cacodemon is actually not as useless as you think. He's good for shutting off escapes for human players, since his bulk lets him take hits better than other classes. That and he's one of only three classes with an actual ranged attack besides Choke (AND FROSTBITE WHOOPS)- it still sucks because it's so slow, but at least he's not another melee guy.

I can see why he'd want to get scrapped, of course. Not many players really use Cacodemon in that regard.

Also, can you change colors as ghouls? I've seen Sjas...es and Cacodemons in tons of different colors, but I've never known if it's just random or not.
Title: Re: Ghouls vs Humans NES
Post by: Jdude330 on July 08, 2014, 04:49:19 PM
Quote from: "Lego"
: The one's JDude posted were dated in all senses
Yes, yes they were. I only know 40% of what I'm doing, so i was actually glad Lego told me to stop. Happy to see somebody like Lego take over, and not me.
Title: Re: Ghouls vs Humans NES
Post by: Max on July 08, 2014, 04:49:24 PM
Quote from: "Magnet Dood"
he's one of only two classes with an actual ranged attack besides Choke

Yo you forgot Frostbite (who's exactly like Cacodemon but better)

Also you can change colours using the colours in player setup
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 08, 2014, 06:17:12 PM
That's actually what's wrong with Caco. Well...that and he's not canonically a ghoul.
Title: Also Megaman but no one cares about him
Post by: Korby on July 08, 2014, 07:31:16 PM
Quote from: "Max"
Also you can change colours using the colours in player setup

On most classes, anyway.
Choke, Creeper(understandable), Frostbite, Yurei(removed), and Ghostbuster cannot.

Also, Jitterskull's eyes change color instead of his skull like in the original.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 08, 2014, 07:45:40 PM
Quote from: "Korby"
Also, Jitterskull's eyes change color instead of his skull like in the original.
White skulls are racist.
Is that because of people that spam black jitterskulls in dark areas?
Title: Re: Ghouls vs Humans NES
Post by: Ceridran on July 08, 2014, 08:08:04 PM
I assume that's why, and I really hope Jitterskull colors only change eyes.
I hate seeing black Jitterskull everywhere.
Title: Re: Also Megaman but no one cares about him
Post by: Knux on July 08, 2014, 11:53:56 PM
Quote from: "Korby"
Also, Jitterskull's eyes change color instead of his skull like in the original.
You were able to change Jitter's colors in the original, unless that ended in recent versions. All I know is that whenever there was a "Jitterrape", it was a rainbow of skulls.  :lol:

Jitterrape was a term used in the original (early versions) to define all of the ghoul team going Jitterskull, whom wasn't exactly balanced at the time.
Title: Re: Ghouls vs Humans NES
Post by: Korby on July 09, 2014, 12:12:39 AM
I'm aware.
His eyes change colors in this, as opposed to his skull, like in the original.
Title: Re: Ghouls vs Humans NES
Post by: Knux on July 09, 2014, 12:30:53 AM
Oh, my bad. I hadn't understood the context of your message well enough.
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 09, 2014, 12:51:19 AM
Quote from: "Lego"
Also Mike, didn't you mention something about making a class to replace Yurei?

I was thinking about eyesore, a ghoul that never made it into gvh (officially). Though it's gonna be weird making him in 8-bit first but my idea for him was a class that focuses on leaping on people from a distance, doing more damage the more accurately you landed on enemies.
Title: Re: Ghouls vs Humans NES
Post by: Knux on July 09, 2014, 01:04:32 AM
But most of the classes move really quick, so unless Eyesore's really freaking fast, I don't see that working.

Still, it's great that he's finally being seriously considered after all these years.  :cool:
Title: Re: Ghouls vs Humans NES
Post by: Isaac940 on July 10, 2014, 07:10:05 PM
As I've been playing I've noticed something odd. When playing as Choke, your healthbar appears not to move as you get hit for a while and then works as intended around 70ish hp. The only thing I can think of is that I think Creeper has a 70hp healthbar so the 70hp display was given to Choke on accident instead of the 100hp display he should be using.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 10, 2014, 07:44:36 PM
Max brought this issue up to me, but I'm unsure of the cause. I think it has something to do with desyncing with SBARINFO, which often happens.
With the max healths of most of the ghouls being looked at in the next update, it would hopefully get fixed up. [I should be releasing public test builds and hosting them on BE, shouldn't I?]
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 10, 2014, 07:51:16 PM
Quote from: "Lego"
[I should be releasing public test builds and hosting them on BE, shouldn't I?]
Yes, please.  :D
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 11, 2014, 01:56:24 AM
Is it a bird? Is it a plane?? Nope, it's an Eyesore!

(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: Korby on July 11, 2014, 02:05:59 AM
can confirm he is hilarious and interesting to play
Title: Re: Ghouls vs Humans NES
Post by: Ivory on July 11, 2014, 02:08:00 AM
(click to show/hide)
Eyesore does not know how to use snowboards properly
Title: Re: Ghouls vs Humans NES
Post by: tsukiyomaru0 on July 11, 2014, 04:06:45 AM
Need more spider legs I guess? he looks like he got squashed or something... But man Eyesore was an eyesore back in my days in Skulltag Invasion
Title: Re: Ghouls vs Humans NES
Post by: Knux on July 11, 2014, 05:55:14 AM
ArmageddonV2 is always fun, yes.

So I guess Eyesore will be the Ghoul's Sakugarne now, given that you have to land on people.
Title: Re: Ghouls vs Humans NES
Post by: LeotheMage on July 15, 2014, 04:45:55 AM
After trying out gvhbdm-v1b_pb2, I noticed that the marine doesn't get the plasma rifle anymore. Why was it removed?

Also, I love the new marine skin.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 15, 2014, 12:34:01 PM
Snowball effects aren't a good mechanic in any game type unless the game is designed around such effects...they make a player more outstanding than they should be and skew the balance of this mod in very negative ways.

Also Rukifelth made the Marine skin, along with several of the assets used in this mod. Kind of a shame he vanished again.
Title: Re: Ghouls vs Humans NES
Post by: SmashTheEchidna on July 15, 2014, 05:46:16 PM
Quote from: "Isaac940"
As I've been playing I've noticed something odd. When playing as Choke, your healthbar appears not to move as you get hit for a while and then works as intended around 70ish hp. The only thing I can think of is that I think Creeper has a 70hp healthbar so the 70hp display was given to Choke on accident instead of the 100hp display he should be using.
Last I played, Eyesore had this same problem.

Also, remind me again why you removed Cacodemon and Marine's fists?
Title: Re: Ghouls vs Humans NES
Post by: Darkpaladin109 on July 15, 2014, 05:48:50 PM
I assume the fists were removed because they weren't really very useful. Cacodemon was propably removed because he's not really a ghoul, at the very least.
Title: Re: Ghouls vs Humans NES
Post by: Korby on July 15, 2014, 05:52:59 PM
Cacodemon didn't really fit in the definition of a ghoul, being primarily raaaaaaaaaaaaaaaanged. Most people who just shoot his fireballs unless people somehow were near him.

The fists were removed for a similar reason. You rarely want to be in melee range of a ghoul.
Title: Re: Ghouls vs Humans NES
Post by: LeotheMage on July 15, 2014, 09:25:01 PM
Still, the fist was nice just to humiliate someone.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 15, 2014, 09:30:38 PM
It was also pointless...
Title: Re: Ghouls vs Humans NES
Post by: ice on July 16, 2014, 05:41:36 AM
welp, we came to the conclusion that jitterskull lacks a cooldown and the aircon makes sjas impossible to escape

Edit: Also Arthor's axes give the screw crusher obituary
Title: Re: Ghouls vs Humans NES
Post by: Kapus on July 16, 2014, 08:54:17 AM
Eyesore is pretty cute.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 16, 2014, 11:46:55 AM
Quote from: "ice"
welp, we came to the conclusion that jitterskull lacks a cooldown and the aircon makes sjas impossible to escape
I figured these two things out already.

The axe obit will be addressed too.

The problem with Sjas though is that all I can do is further reduce his range or the reduce the explosion damage, which is 100 over a 115 radius.
I guess reducing the damage is a safe thing to pull, but there's already a high degree of risk involved in trying to bumrush someone as Sjas because of his squishiness.

Jitterskull will be given a cooldown accordingly [easy enough to apply.]
Title: Re: Ghouls vs Humans NES
Post by: ice on July 16, 2014, 03:00:59 PM
On the old (and possibly dead) subject of cacodemon, one thing I could of seen done with it was make it move a bit faster, drasticly speed up the fireballs but lower the rof and give it ammo for the fireballs that only recharges if you stay still so you couldn't spam it all day. As for the pit camping thing (Sjas can be guilty of this too but to a lesser extent), this is most likely an unnecessary suggestion, but, think it's possible to have it work on a timer, if you stay over a pit for too long you fall sortof like Astroman

(As for the argument of it being ranged, Choke has a strong raged attack, but a VERY low rof, frostbite has one that rips and fills hallways, but has a shortish range and runs on ammo, and the creeper has one that stuns but again, runs on ammo)
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 16, 2014, 04:37:08 PM
While in the server [and a couple of other places] I liked the concepts used for Cacodemon. The problems with him were the fact that he was a ranged slow elephant that couldn't really do much aside from exist and that he wasn't ever an actual ghoul. Personally I would love to reuse an updated his kit on some other ghoul or something, but I lack the creative whimsy to pull something like that off easily.

Anyway, I have a changeset for the next test build and I need feedback on it before I release it.

(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 16, 2014, 05:43:23 PM
Quote from: "ice"
(As for the argument of it being ranged, Choke has a strong raged attack, but a VERY low rof, frostbite has one that rips and fills hallways, but has a shortish range and runs on ammo, and the creeper has one that stuns but again, runs on ammo)

Choke and Frostbite's projectiles were designed around dealing with camping humans, as humans tend to be more defensive in nature due to the ghouls having high damage close range abilities. Adding a class that just runs/flies around spamming projectiles just doesn't feel right on the ghoul team who are all about being aggressive and in your face. Many unofficial GVH mods add ghouls designed for constant ranged damage and it just doesn't fit with humans already busy trying to run away and fire at ghouls trying to melee them down.
Title: Re: Ghouls vs Humans NES
Post by: Max on July 16, 2014, 09:42:42 PM
Suggestions I made in the server that got eaten by messages and never read

-Remove the translation on Ghostbuster's traps so you can see which weapon he has even if he's using the traps (unsure if this point is still relevant since you said he's moving to player colours)
-Give an indication of how powerful / how long marine has been holding his grenade back, I know his speed slows but it'd be nice to see how long you could hold before it exploded and use it to judge distance
-Humans that walk over their Engineer buddy's sawtraps will remove them which is hella annoying
-Marine's, Engineer's and Hunter's weapons are just using numbered weapon slots instead of actually using the themed weapon slots (eg. Marine's pistols are 2, riotgun is 3 and machinegun is 4 whereas it should be pistols are 2 (long range) machinegun is 3 (rapid fire) and riotgun is 4 (close range)) not sure how many other people use the weaponslots but I DO
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 16, 2014, 10:03:03 PM
Quote from: "Max"
-Remove the translation on Ghostbuster's traps so you can see which weapon he has even if he's using the traps (unsure if this point is still relevant since you said he's moving to player colours)
I mentioned in the changelog under misc. changes two posts ago that he's getting player colors in the next patch.

Quote from: "Max"
-Give an indication of how powerful / how long marine has been holding his grenade back, I know his speed slows but it'd be nice to see how long you could hold before it exploded and use it to judge distance
You mean like a bar? I could do that easily.

Quote from: "Max"
-Humans that walk over their Engineer buddy's sawtraps will remove them which is hella annoying
...Hmm...
Alright I'll see about fixing this. It should be pretty easy to work around.

Quote from: "Max"
-Marine's, Engineer's and Hunter's weapons are just using numbered weapon slots instead of actually using the themed weapon slots (eg. Marine's pistols are 2, riotgun is 3 and machinegun is 4 whereas it should be pistols are 2 (long range) machinegun is 3 (rapid fire) and riotgun is 4 (close range)) not sure how many other people use the weaponslots but I DO
Alrighty. Will do.

Yo thanks for relisting these here, it helps immensely. If you have any other suggestions I may have missed it would be great if you could post them here.
This goes for all suggestions anyone has for this mod.
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 16, 2014, 10:09:53 PM
Quote from: "Lego"
Quote from: "Max"
-Give an indication of how powerful / how long marine has been holding his grenade back, I know his speed slows but it'd be nice to see how long you could hold before it exploded and use it to judge distance
You mean like a bar? I could do that easily.

In vanilla the marine grunted when he was at max throwing distance. Btw you can tell when he's at maximum because he moves slower, though not a great indicator alone.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 16, 2014, 10:12:08 PM
Quote from: "Max"
not sure how many other people use the weaponslots but I DO
I do too, but the current weapon slots are the same as the Doom weapons so changing them would feel a little awkward for older GvH and Doom players.
Title: Re: Ghouls vs Humans NES
Post by: Ivory on July 16, 2014, 10:13:40 PM
I agree with that point. The marine class is the doom marine, it would feel wrong to swap the shotgun and machiengun around when they are analogous to the normal shotty and chaingun.
Title: Re: Ghouls vs Humans NES
Post by: Max on July 16, 2014, 10:17:44 PM
It's not doom any more though, I had no idea that was the 'reference' since I never played it and it'd just make more sense to adapt to 8BDM IMO, like the whole point of GVH8BDM
Title: Re: Ghouls vs Humans NES
Post by: CutmanMike on July 16, 2014, 10:52:31 PM
Actually in vanilla GVH the marine's weapons are slotted 1, 2, 3. I think we can blame the fists existing for shifting them to 2, 3, 4. I think they should all follow this format really since you only have 3 weapons. Vanilla GVH didn't try to follow Doom's weapon slots for the weapons (i.e having the Hunter's flame arrow on 5 because it's like a rocket) for the sake of it.
Title: Re: Ghouls vs Humans NES
Post by: Max on July 16, 2014, 11:10:31 PM
I don't think it's really 'for the sake of it' though, is it? It's adapting to an established system and reducing confusion by being consistent... I don't like reaching for a close range weapon and getting Lightning Arrows, or trying to select the Steam Cannon and getting nothing because it's put on rapid-fire.
Title: Re: Ghouls vs Humans NES
Post by: Bikdark on July 16, 2014, 11:24:27 PM
Why is this a discussion topic? This is mm8bdm, not Doom, and should not be treated as such.

You have a system that works, use it. Switching it around only causes MORE confusion because it's two different slot methods within the same game.
Title: Re: Ghouls vs Humans NES
Post by: Laggy Blazko on July 16, 2014, 11:53:41 PM
Quote from: "Bikdark"
Why is this a discussion topic?
If it wasn't you couldn't even say what you think. =P
Title: Re: Ghouls vs Humans NES
Post by: Gummywormz on July 17, 2014, 01:03:10 AM
Quote from: "Lego"
Eyesore:
    Slow on Eyesore's mainfire removed. [50% slow ? 0% slow]

This is a good start. I still say he needs to lose the "ammo regen only when standing still". Consistency is a silly reason to keep it as is.

Mega Man also needs to be looked into. He is so versatile compared to the other humans. It's almost not worth playing any other class. He has almost every weapon (except the trapping ones), as well as additional goodies like homing, aimable weapons, and invulnerability. The only remote downfall of the class is the lack of ammo regen.

EDIT: Also Frostbite's frost breath cant freeze Junk Man lava.
Title: Re: Ghouls vs Humans NES
Post by: Korby on July 17, 2014, 02:22:37 AM
It's not so much for consistency, but moreso because standing still to regen ammo leaves the ghoul/human open for attack, so you need to pick a good time to stop and recharge.

Personally, I think Lego should remove Homing weapons and probably Skull BARRier from the rotation.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 17, 2014, 02:23:47 AM
I'm not gonna further buff Eyesore in this patch because the additional versatility from the altfire I gave it should be tested before I buff him further. I'll think about making his ammo regenerate natually, but seeing as the charges are basically stamina, it kind of makes sense for him to have to stand still to regenerate...he also doesn't have to wait nearly as patiently as Creeper or the ammo regenerating humans to get their ammo back.
Quote from: "Korby"
It's not so much for consistency, but moreso because standing still to regen ammo leaves the ghoul/human open for attack, so you need to pick a good time to stop and recharge.
Also this.

As for the Megaman complaint...I would argue that his versatility is what sets him apart from the other humans, but some of his weapons do break balance [like Skull Barrier and any homing weapon.] I was planning on introducing a mechanic Smash came up with that would basically give Megaman more power as he lost allies, and I already realized his high versatility would cause potential issues coinciding with that. The easiest and most logical solution at this point would be to remove the weapons that break the mode. I would rather not take the approach Classes used and reduce how much damage he does if I can avoid it.

With that said, I made some more minor changes:
(click to show/hide)
Bear in mind that this changelog is tentative and iterative.
Title: Re: Ghouls vs Humans NES
Post by: Russel on July 17, 2014, 10:00:42 PM
Alright, here's the next test build: http://www.best-ever.org/download?file=gvhbdm-v1b_pb3.pk3
Yes, I will eventually name it something not v1b.

Changelog:
(click to show/hide)
Title: Re: Ghouls vs Humans NES
Post by: LeotheMage on July 18, 2014, 12:58:24 AM
Eventually a nerf for Sjas's damage will go along with the speed nerf, right?
Title: Re: Ghouls vs Humans NES
Post by: ice on July 19, 2014, 04:21:55 AM
Welp, I was looking around at the website most of the ghouls came from and other than a bunch of awesome stuff that I can't afford, I found a certain mask that might make for an interesting ghoul if it's possible to photoshop it enough into a suitable look

http://www.halloween-mask.com/viperfish_spfx.htm (http://www.halloween-mask.com/viperfish_spfx.htm)
Title: Re: Ghouls vs Humans NES
Post by: Samukle on August 28, 2016, 09:43:15 PM
it seems it won't work for me
Title: Re: Ghouls vs Humans NES
Post by: GameAndWatcher on August 28, 2016, 10:07:36 PM
Sorry i cant do it, FATHAX is not working for me. :cry:

This is an old topic. This probably wouldn't work anyway, since this is an outdated mod at the moment.
Title: Re: Ghouls vs Humans NES
Post by: bass44 on August 29, 2016, 12:37:17 AM
Oh yeah this one.

I miss this mod, along with Rage Roboenza.
Title: i think i need some help
Post by: Samukle on August 31, 2016, 05:16:53 PM
is there a way to install another version?
Title: Re: Ghouls vs Humans NES
Post by: Russel on August 31, 2016, 08:10:06 PM
I dug around some of my older stuff and tracked down the posted at the start of this page.

download (https://www.dropbox.com/s/nf1o2dq5jkjsuw9/gvhbdm-v1b_pb3.pk3?dl=0)
It runs with version 4c, to my surprise. I don't even remember which version this mod was built for.
Do not expect this to run flawlessly. Expect crashes, especially in some of the ported maps.

Have fun!


I'm unsure if I'm willing to continue the mod at this time, though.
It was a grand old time a while ago and it could be fun to have it resurface, but for now I'll just let it have a quiet rest.

If a reboot does happen, however, I'm gonna be doing something about some of those gnarly texture updates to those ported maps. Not the best things I've ever done.
Title: Re: Ghouls vs Humans NES
Post by: Samukle on September 04, 2016, 04:57:38 PM
thank you!
Title: Re: Ghouls vs Humans NES
Post by: STU on October 01, 2018, 09:43:52 PM
Teh link is broken, anyone know how to get this WAD without using the link provided?
Title: Re: Ghouls vs Humans NES
Post by: VVL on February 05, 2019, 04:31:10 PM
https://www.wad-archive.com/wad/e88d65900648ed2c34f2da1fc9d42abe
Title: Re: Ghouls vs Humans NES
Post by: JaxOf7 on November 10, 2019, 04:35:19 AM
https://allfearthesentinel.net/zandronum/download.php?file=gvhbdm-v1d.pk3

Not sure what was up with v1c, but here is an update to b_pb3. (same as b_pb3-j4)
This is a sort of collaboration between me and BullGator.

b_pb3 -> d
ACS updated to v5d
implementation of darkness and fog and glows
works with ammo and health numbers
only megaman picks up weapons. period.
return of megaman's bow and cyborg weps
return of team winning music
FrostBite and Ghostbuster can invoke Ice Death
Player Setup Color sliders re-implemented
Horizontal bar fixed
Jitterskull: works with pain state. alt nojump bug fixed. jitterslide fixed.
Marine and Cyborg Icons.

(Jitterskull recode)
(implementation of classbase)
(complete implementation of dropitem)
(removal of weapon duplicates and WRF_NOSWITCH)
(ACS Checked. script 206->"creeperstun")
(DM: Health pickups cap at class health)

Known issues
elemental weapons don't freeze lava or ignite oil
ice death a little weird online
Jitterskull might be more janky online? he really should get ominidirectional warp too...
Eyesore uses NOPAIN. so can be 1-shot by Spread Drill & Flame Sword sometimes.