Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Celebi on January 24, 2015, 11:41:36 PM

Title: Unholy Classes/Bosses (V7A-Beta3)
Post by: Celebi on January 24, 2015, 11:41:36 PM
Hey, this the Unholy Bosses AND Classes thread, here you can discuss any suggestions or comments you have about these two mods.

Discord for Unholy - Here (http://discord.gg/5BNFDMM)

Changelog for Beta3 -  Pastebin (https://pastebin.com/raw/nJPG6E4G)

ClassesV7A-Beta3:
Download: TSPG (http://allfearthesentinel.net/zandronum/download.php?file=unholyclassesv7a-beta3.pk3)

BossesV7A-Beta3:
Download: TSPG (http://allfearthesentinel.net/zandronum/download.php?file=unholybossesv7a-beta3.pk3)

UnderworldRadioV7A-Beta3:
Download: TSPG (http://allfearthesentinel.net/zandronum/download.php?file=underworldradiov7a-beta3.pk3)

Old Links
(click to show/hide)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Shadow Blade on January 25, 2015, 01:29:17 AM
I keep trying to join the current server and I have all the Wads but it keeps saying Protected Lump authentication failed. Any idea how to fix this. (http://i.imgur.com/oery0UL.png) Im pretty sure I have all the wads, this is actually REALLY annoying.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Trillster on January 25, 2015, 02:02:07 AM
Quote from: "Shadow Blade"
I keep trying to join the current server and I have all the Wads but it keeps saying Protected Lump authentication failed. Any idea how to fix this. (http://i.imgur.com/oery0UL.png) Im pretty sure I have all the wads, this is actually REALLY annoying.

I believe this is happening due to Asha not hosting the correct files but instead hosting the beta ones.

EDIT : Yeah, this is the cause, I probably should have looked in the original post but it says this as well.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Shadow Blade on January 25, 2015, 02:09:22 AM
So I guess I can't do anything except wait?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Trillster on January 25, 2015, 02:37:05 AM
Well, it depends on if you use Doomseeker, if you do, you could probably delete your old UnholyV6AH files and redownload them directly from Doomseeker
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Shadow Blade on January 25, 2015, 03:12:32 AM
Except I already downloaded them from Doomseeker and it still boots me out. Hell thats what I did to begin with just downloaded it from Doomseeker
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Shadow Blade on January 25, 2015, 03:21:54 AM
Nothing I do works, I remove them, re download them from both sources and it STILL boots me out, this is really annoying me now. Nevermind I got it working, ignore my posts.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on February 13, 2015, 02:17:21 AM
Assuming this is the right place to put this, there is a minor rare bug that I've found recently.

I've only does this with luckylass, not sure if other classes that can charge their attack can experience this bug. While charging the attack, if you then get morphed into a MLG demoneye, when you then proceed to charge the attack, you're constantly attacking.

I would think that's not as designed, but you tell me. If I can manage to pull it off again (twice so far), I'll try to get a video if needed.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Celebi on March 09, 2015, 04:27:51 AM
An update post.  
First, to what EvilTux said, I found this problem after releasing V6ah and it was fixed.  Thank you for the report.
Secondly, there will be an update after Zandronum 2.0 comes out and Vanilla has updated to v4c.  As a heads up, one of the newer things for Unholy Bosses will be multi-bosses featuring ANY boss.

Here is a screenshot (http://imgur.com/a/ZqtFK) of what it is currently. (No multiple examples.)
Here are screenshots (http://imgur.com/a/Xmcpt) of an older version showing the hud on different resolutions with text scaling set to 720x576.

The above set of older screenshots are there to compare how the hud looks with and without text scaling.  While the text is a little jumbled on the smallest resolution I can manage (640x480), you usually won't see all those messages at once.  Even then, it is rather readable.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: doofusroad on March 10, 2015, 06:58:22 PM
A few questions about the next update.

1. What are the chances of multi-boss being selected?

2. Will the Red Baron/Blue Jay glitch be fixed? (Spectating during the fight prevents Higlur from appearing, even if both bosses are killed)

3. Are there going to be help screens detailing Classes/Bosses/Events/Demoneyes?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Celebi on March 12, 2015, 01:02:33 AM
Quote from: "doofusroad"
A few questions about the next update.

1. What are the chances of multi-boss being selected?

2. Will the Red Baron/Blue Jay glitch be fixed? (Spectating during the fight prevents Higlur from appearing, even if both bosses are killed)

3. Are there going to be help screens detailing Classes/Bosses/Events/Demoneyes?
1. The chances have not been decided yet. At the moment its based on a 1/5 chance of a duo boss, if that happens, a 1/5 chance of trio boss, and again a 1/5 chance for a quad boss.  (Obviously this isn't the best method but this can easily be changed.)

2. This highly depends what happened.  Before, both bosses could BOTH spectate and Higlur would appear.  That wasn't what was intended at all.  Currently, if the winning boss spectates, Higlur will not show up.  (Although nothing is stopping a boss from spectating and the winning boss dying.)

3. Multiple help screens don't work online for some reason.  If they did, I would have more help screens talking about tips here and there, along with a credits page.  If someone happens to know a way to get multiple help screens working online, please inform me.  Later on I'll edit the first post of this thread that contains details explaining classes, bosses, and other things.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Dark_Chaos on April 26, 2015, 02:46:20 AM
i-is this dead?
Please tell me it isn't. This was the only server I could have legitimate "fun". I hate feeling like I had to be on the winning team. Otherwise I'm just a failure. It's why I hate competitive Battling and other such things. Exceptions are tf2 and some other games. This mod was the best thing. Please tell me it isn't dead!
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Celebi on April 26, 2015, 03:12:18 AM
Quote from: "Dark_Chaos"
i-is this dead?
Please tell me it isn't. This was the only server I could have legitimate "fun". I hate feeling like I had to be on the winning team. Otherwise I'm just a failure. It's why I hate competitive Battling and other such things. Exceptions are tf2 and some other games. This mod was the best thing. Please tell me it isn't dead!
Its not dead, I'm busy working towards updating/compating CBM classes.  Its taking a while due to issues and additions of new things.  I was already working on Unholy Bosses/Classes before Zandronum 2.0 came out, so a large amount of compat problems are already fixed.  I can only ask you to wait a while.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Dark_Chaos on April 26, 2015, 04:57:44 PM
Quote from: "Celebi"
Quote from: "Dark_Chaos"
i-is this dead?
Please tell me it isn't. This was the only server I could have legitimate "fun". I hate feeling like I had to be on the winning team. Otherwise I'm just a failure. It's why I hate competitive Battling and other such things. Exceptions are tf2 and some other games. This mod was the best thing. Please tell me it isn't dead!
Its not dead, I'm busy working towards updating/compating CBM classes.  Its taking a while due to issues and additions of new things.  I was already working on Unholy Bosses/Classes before Zandronum 2.0 came out, so a large amount of compat problems are already fixed.  I can only ask you to wait a while.
Ok. thanks for letting me know :)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on May 08, 2015, 06:16:00 AM
Is it sad that I'm watching the videos I recorded of this mod, because I can't play it yet and it was usually my cure to boredom (which I'm having right now)?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Halloween on May 11, 2015, 05:41:42 AM
We need it back i really miss it.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on June 05, 2015, 04:10:18 PM
a little question:
Is there a console command to turn into a boss?
(i really wanted to play a DM being sampi)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: doofusroad on June 08, 2015, 09:44:26 PM
Event suggestion: Ultimate Showdown for Ultimate Money

Everyone is turned into a random Demoneye type (minus Fox and Furry) and compete in a free-for-all. The winner is paid with tons of money.

Music: Arena - Kirby Super Star
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on June 09, 2015, 05:02:19 PM
Class Sugestion:
Slice Maniac
Health:1000 or 900
Speed:normal
Jump:normal

Mainfire:Beatdown-you dash and slice (Don Javier mainfire)
Damage:300
Cooldown:1 or 2 seconds
Death Quote:"player was raped by player" or "player was sliced by player"

Altfire:Cutterang-you throw a rolling cutter of very high range
Damage:250
Cooldown:you can only throw a second cutterrang when the first one you throwed gets back to you
Death Quote:"player found player's cutterang"

Skin:the skin you think its better for this class
Colour:Yellow, Black or Red
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 14, 2015, 03:15:03 AM
I can only assume it's a Zandro 2.0 thing, but it seems one can crash right when the match starts if they massive spam the weapon cycle. It seems to happen to me every so often when I play as megaman. Doesn't happen every time though.

Also, it seems Higlur is bugged, can't tell you exactly how as I haven't played as him, but it sounds like he can only attack once?

Course it's possible you know this stuff and maybe have fixed it already.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 16, 2015, 08:50:58 PM
So here's a possible thought, not sure if it's something that could be done easily, but here me out.

While playing today there was encouragement for suggestions and ideas. When we were playing the parade bonus round, there was a thought that occurred since the survivor won. What I was thinking is something like this. If that lone survivor kills all the demoneyes and wins, there should be a reward of some sort. Now I can't think of one for something that would be like a 'legit' win, but if there was a win with a s tank, then I say that winner should become Meguh Mang (or however it's spelled) for the next boss as 'punishment.'
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zero1000 on June 16, 2015, 09:12:45 PM
I'm not a dev of this or anything, but i think that would be more a reward than a punishment. Basically because bosses are even stronger and Meghu Mang is a boss. Plus it wouldn't be fair for the others who lose.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 16, 2015, 09:19:26 PM
Well last I knew he was a joke boss, that's why I was thinking him
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 29, 2015, 10:48:13 PM
Curious if it's intentional or not. If you're sliding with the oil slider, and you attack, you stop sliding and jump up. Is that how it's supposed to be?

I ask because it was bugging me for the longest time before figuring out why it was doing it.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Korby on June 29, 2015, 10:56:35 PM
Yup. That's a core feature that was very much intended.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 30, 2015, 03:25:35 AM
yeah i just found that out, i kinda feel dumb now
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: doofusroad on July 09, 2015, 05:56:26 PM
This may be a stretch, but here I go.

After playing Kirby Triple Deluxe, I had this idea.

TEAM DEMONEYE: Based on the final boss in Kirby Fighters Deluxe

At the start of the match, everyone but one person is turned into a Demoneye, much like in a Demoneye Parade.
To balance this out, however, the main difference is that these Demoneyes are rather weak. A few hits will kill them.
However, when only three Demoneyes are left, something happens.
Two of the remaining three become stronger Demoneyes and change into a different type.
The third one turns into Devileye, acting similar to his regular fights, minus the infinite-use money bait.
After these three are killed, the survivor is victorious.

Preferred song choices: VS Team DDD64 - Kirby Fighters Deluxe, or Multi-Man Melee 1 - Super Smash Bros. Melee
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Celebi on August 19, 2015, 06:47:16 AM
I was asked to show we're not dead.  Work is slowly being done.  Here are some new bosses.
(click to show/hide)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: AntonioQuirino on August 19, 2015, 02:48:59 PM
what kind of boss is that?(suggestion for name: the PowerDemonRangers)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Ceridran on August 19, 2015, 03:26:49 PM
Those are the Star Men from Mother in the form of Demon Eyes.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on August 20, 2015, 04:23:45 PM
I wonder how they'll work
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zomo.exe on August 21, 2015, 04:27:22 AM
I could try to shed a bit of spoiler-free light on what people are seeing here... Those weirdly-colored demoneye-shaped things are bosses. As to what, who knows? I might... but why should I share? All I will say is that their color represents how they play. Meanwhile, just hang on because this mod is not dead, just lots to do with older content needing a fresh coat of paint or mechanics in general being reworked... not to mention 2.0 came with its problems. One of the main people helping out was tied up with CBM work so their focus was not all the way here... but since that is all fine and dandy the train seems to be rolling again, especially since 2 new spriters got picked up recently.

Now how do I know this? Well...

(click to show/hide)

And for people that are starting to figure out the significance of what I said above, I'll give another hint to progress:

(click to show/hide)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on October 16, 2015, 05:54:28 PM
I have a little question: will Glory Guster be back? I really liked him.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on October 17, 2015, 07:52:51 PM
Yes, Glory Guster will be making a glorious return to glory in V7.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on October 18, 2015, 07:43:51 AM
YES!

Another question: is there a comand to make a player to be the boss? For exemple: I want to ALWAYS be the boss, is there a command to do that?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Halloween on October 18, 2015, 03:23:35 PM
Yep there isa command to pick a boss or a player to being the boss ill send you it in PM
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: PotatoStrike on October 27, 2015, 09:56:39 AM
That would be cool making a wiki for this mod!
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 04, 2015, 02:14:07 AM
Just have to say, this is hands-down the nuttiest mod to anything I have played in the history of ever. Awesome stuff; I love it.
Though having just joined here, I have no idea if this is a bug but it probably isn't intentional... Sometimes when testing with the AIs, a randomly selected boss will be hovering around in the air constantly (I imagine it's because the selected one was probably an Aerounit originally).
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on November 15, 2015, 01:33:35 AM
Yeah, if an Aerounit bot is selected to be a boss, it gains infinite flight.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 22, 2015, 02:57:58 PM
Um... Had another question about this. I've been testing the bosses to get some info on how they work, and I've gotten all of them to appear normally except for Zankokuna Hellbot, who I had to use console commands to see. What causes him to appear??
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Knux on November 22, 2015, 06:48:37 PM
Defeat the ??? Hellbot in under 60 seconds and Zankokuna will show up.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 22, 2015, 08:53:25 PM
Quote from: "Knux"
Defeat the ??? Hellbot in under 60 seconds and Zankokuna will show up.
Whoa, that's quite a challenge. I have beaten that bugger before but never even close to that fast. Ah well, practice practice practice...
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on November 23, 2015, 11:49:12 PM
Quote from: "Chaosman.EXE"
Quote from: "Knux"
Defeat the ??? Hellbot in under 60 seconds and Zankokuna will show up.
Whoa, that's quite a challenge. I have beaten that bugger before but never even close to that fast. Ah well, practice practice practice...

You have to kill ??? before the timer he spawns with (that gives him better defenses while it's active) goes down. The more people in a server, the more time you get.

Needless to say since people will very likely never encounter Zanko, most people I've seen be selected to play as ???/Hellbot wind up sacrificing themselves to trigger Zanko.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on November 24, 2015, 03:52:53 AM
Oh, I got some new lovely previews of V7 on the beach.
(click to show/hide)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on November 25, 2015, 02:57:46 PM
That Red Napalman looks awsome.

This is the most balanced and fun mod for MM8BDM but I still have a little problem whit the mod: the Yellow Wizard.
He needs a buff. I tried to play whit him and most of the times I was the first person to die. :mad:
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 26, 2015, 03:05:39 AM
That red Alpha's looking extremely ominous there... I wonder what he's being to the table this time.
Everyone else is looking interesting; are the ones in the back and next to Mister Creepy-as-Bolts Hellbot new ones too or are they resprites? They bring Dixieandoff and Hunter Hawkeye to mind...
LOL at the Rage message
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on November 27, 2015, 11:05:02 PM
Two questions come to mind when looking at the pictures:

1) That first picture, that the new look for dixieland officer (or whatever his actual name is) and hawkeye (Like Chaos mentioned before me)?

2) The last picture, since it seems separate from the one before it, that emo looking one  suppose to be a boss?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on November 28, 2015, 11:42:09 PM
So something just occurred to me in the game, and it makes me curious if I was screwed, or if that's how it is programmed.

When the 10 minute mark comes and it does the move like zanko's rage, is it only suppose to affect the survivors? or should the boss have been hit by it too?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 29, 2015, 05:28:32 PM
Quote from: "EvilTux"
So something just occurred to me in the game, and it makes me curious if I was screwed, or if that's how it is programmed.

When the 10 minute mark comes and it does the move like zanko's rage, is it only suppose to affect the survivors? or should the boss have been hit by it too?
That hits everyone. Zanko's is a bit different, as I can tell since he also gains frags from using it.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: doofusroad on November 29, 2015, 05:53:45 PM
don't have a cow man

but seriously keep up the good work, I can't wait
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on November 29, 2015, 06:53:46 PM
Quote from: "Chaosman.EXE"
Quote from: "EvilTux"
When the 10 minute mark comes and it does the move like zanko's rage, is it only suppose to affect the survivors? or should the boss have been hit by it too?
That hits everyone. Zanko's is a bit different, as I can tell since he also gains frags from using it.
Okay, so here's the backstory for more clarification (in case it would change the answer). We were all playing against Sampi, and somewhat of a bad player as well. He was having a hard time finding me on MM3MAG (somehow), and eventually i got the time to go to the 10 minute mark, where it does the thing like Zanko's rage. Once it finished, I died, Sampi was untouched.

A part of me is wondering if I wasted my time, for if this is what it was supposed to do all the time, then I wouldn't have waited for it.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on November 29, 2015, 07:47:45 PM
Quote from: "EvilTux"
Quote from: "Chaosman.EXE"
Quote from: "EvilTux"
When the 10 minute mark comes and it does the move like zanko's rage, is it only suppose to affect the survivors? or should the boss have been hit by it too?
That hits everyone. Zanko's is a bit different, as I can tell since he also gains frags from using it.
Okay, so here's the backstory for more clarification (in case it would change the answer). We were all playing against Sampi, and somewhat of a bad player as well. He was having a hard time finding me on MM3MAG (somehow), and eventually i got the time to go to the 10 minute mark, where it does the thing like Zanko's rage. Once it finished, I died, Sampi was untouched.

A part of me is wondering if I wasted my time, for if this is what it was supposed to do all the time, then I wouldn't have waited for it.
Really? I could swear I remember it going off while I was testing, and it killing everything including me (I was playing as one of the bosses at the time). Maybe it only does a pre-set amount of damage?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on November 30, 2015, 01:12:59 AM
A strange, but minor thing occurred on the server I'm hosting today. Not sure what is causing it, but I can only speculate.

Today, I decided to add the kndm-v1c.pk3 to the list of maps. That has been the only thing that I have changed since hosting the other night. When the Rich Devileye event happens, I've noticed something strange. Seem when the Rich Demoneyes just sit still and don't do anything, their model transforms into a red large energy capsule. If they move or attack or anything like that, it's back to normal, only when idle does that happen.

I'm thinking it may have something to do with kndm map pack, only because that has been the only change, but dunno. In any case, it doesn't really change game play at all. Hell, I find it quite funny, and it confused a hell of a lot of people when this happened too.

Edit:
(click to show/hide)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on December 02, 2015, 05:04:02 PM
Is the new version going to be released this year? Or not?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Celebi on December 04, 2015, 06:09:25 AM
It might be done this year, but no promises.  Most of the delay is due to most of my free time being caught up in some personal issues and higher priority free time issues.  The other big delay factor is all the refactoring being done to just generally improve both mods.  An example of the refactoring would be most of the HUDs used for both mods.  Most of the HUDs are just simple recolors of existing HUDs.

So, I spent time adjusting and recreating the HUDs under simple basic sprites and the TEXTURES (http://zdoom.org/wiki/TEXTURES) lump.  An example of this for Captain Rage, can be seen HERE. (http://imgur.com/a/7PNn9)  Here you can see one of the basic MegaBuster sprites that will be used to make the HUD's for several classes/bosses.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on December 04, 2015, 05:40:00 PM
Wait, some bosses represent the 7 deadly sins right?

So...

True Buster Expert- Sloth
Cannon Guy- Gluttony
Ninja- Pride
Johnson- Greed
Don Javier- Lust
Hurricane Guy- Envy
Hawkeye- Wrath

Maybe? If I'm not correct could you reveal to us what each boss represents?

If you need proves to why I choose this bosses to represent each sin I can explain to you.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on December 04, 2015, 10:32:41 PM
Alright, this is just a base thought as I'm not sure how it should be quite done yet, but curious what others would think.

Either class or boss, doesn't matter to me, but I'm thinking someone like Hank Hill. His primary would be attacking with propane, and his alt should be propane accessories. If I give more thought then that, I'll make sure to update this post.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on December 07, 2015, 03:05:24 AM
Quote from: "EvilTux"
Alright, this is just a base thought as I'm not sure how it should be quite done yet, but curious what others would think.

Either class or boss, doesn't matter to me, but I'm thinking someone like Hank Hill. His primary would be attacking with propane, and his alt should be propane accessories. If I give more thought then that, I'll make sure to update this post.
Well, we already have Thomas the Tank Engine; can't get much loopier than that.
...Actually, while I'm on that... What causes Thomas and Incognito to appear?? I've gotten it to happen just once each but I can't remember what I did to trigger it.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: doofusroad on December 07, 2015, 03:16:33 PM
Some bosses are "EX Bosses;" if a certain boss has appeared enough times, they are replaced with an EX boss. (Not to be confused with Abe Penny; he just replaces bosses at random.)

Incognito is Devileye's EX boss, and Thomas is Meguh Mang's EX boss.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on December 10, 2015, 07:47:50 PM
Question:

Will V7 add new classes?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on December 11, 2015, 06:26:16 PM
Another question:

What happens if Sampi is defeated? A special event? Special boss?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on December 11, 2015, 10:12:49 PM
@Rifle:
Yes, V7 will be adding new classes, and the return of Glory Guster.
Also, nothing happens at the moment if Sampi is defeated.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on December 11, 2015, 10:16:55 PM
Aside from walking away having survived one of the toughest challenges I've ever faced in any game. Sampi and Zankokuna Hellbot both are darned near impossible >_<
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on December 17, 2015, 11:36:46 PM
Im was playing on the Unholy Bosses server and I noticed that some classes need a nerf and others a buff, so... here is a list:

Classes that need a buff:

Handy Man- Buff is Alt. Just that. I tested him and he looked OP but then I tested him again and he needs a buff.

NegaMan- He is good for dodging but he does kinda low damage (even the charge shots dont do that damage). You should buff his damage but JUST A LITTLE.

Classes that need a nerf:

Astronaut- That stupid mainfire makes Touhou look like a Bullet Heaven. Impossible to dodge, good damage and wastes next to no ammo from Astronaut ammo bar.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zomo.exe on December 18, 2015, 09:53:53 AM
Just a bit of some clarification for those wondering... Celebi stated his reasons for all the delays, meanwhile people like me and Pik just simply don't have as much time as we used to. Life, work, college/university stuff, work on other 8bdm mods, etc. but rest assured things are coming along fairly nicely. I'd love to talk about changes being made but not only would that ruin the surprises, there's WAY too many of those to bring up in one sitting. I myself did contribute a small bit to v7, namely the return of 2 old friends of mine, a couple of bosses some of those Battle Network enthusiasts may recognize, and MAYBE something else... very mysterious.

I don't think a WIP update is likely but it has been brought up before so there could be that... otherwise keep those pants on.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Demitel on December 18, 2015, 07:43:50 PM
Unholy is pretty much the most enjoyable game mode next to saxton hale, but maby Trickster needs a little buff?

Well, he is supposed to be a class gannon, but sometimes I find him a little bit underwhelming or too weak.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on December 20, 2015, 03:18:32 AM
Quote from: "Demitel"
Unholy is pretty much the most enjoyable game mode next to saxton hale, but maby Trickster needs a little buff?

Well, he is supposed to be a class gannon, but sometimes I find him a little bit underwhelming or too weak.
I find it mostly has to do with the stage even though how you use his alt also factors into it a bit too; in some of them he's a force to be reckoned with (although the random scatter of his bombs can be a little difficult to control without some really precise aiming). And I should know; I went tow-to-tow with Sue and Soviet Frostbite on servers using him and was the last one left for both; I managed to top Sue and almost had Frosty-socks until he decided to sic a bunch of Wasps someone dropped on by butt.
Not to mention Trickster's bot AI when practicing offline is one of the few I can actually say is pretty good :shock:
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on December 31, 2015, 09:22:53 PM
I dunno if some of bosses will be getting taunts with the update, but I was thinking someone could use a few taunts from this website. Some of the unused audio files from Atomic Bomberman.

https://tcrf.net/Atomic_Bomberman/Unuse ... ips/Filthy (https://tcrf.net/Atomic_Bomberman/Unused_Voice_Clips/Filthy)

For example, I dunno if you would change handyman's taunt, but I somewhat see this as fitting for him: https://tcrf.net/images/3/32/AtomicFaceOuttake.ogg (https://tcrf.net/images/3/32/AtomicFaceOuttake.ogg)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on January 01, 2016, 11:58:38 AM
Handy Man needs that taunt.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on January 01, 2016, 10:34:24 PM
He does have a taunt. "Talk to the hand".
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on January 22, 2016, 07:13:18 PM
So I have to ask, because it doesn't seem right, altho i bet it is possible with a very slim chance.

I swear I break the rng on my server somehow. So a match occurred and we got Thomas. Not too big of a surprise. What really threw me off, is the boss that spawned after, which was Meguh Mang. Now if I understand correctly, Thomas replaces Meguh Mang after he spawned so many times (what is it, the third or fourth time it would replace him?). So in a certain logical way, Meguh Mang spawned twice in a row.

I guess what I'm wondering, is that something that can happen that isn't intended? I mean maybe the whole EX thing throws it off, but still.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on January 24, 2016, 09:20:35 PM
Quote from: "EvilTux"
So I have to ask, because it doesn't seem right, altho i bet it is possible with a very slim chance.

I swear I break the rng on my server somehow. So a match occurred and we got Thomas. Not too big of a surprise. What really threw me off, is the boss that spawned after, which was Meguh Mang. Now if I understand correctly, Thomas replaces Meguh Mang after he spawned so many times (what is it, the third or fourth time it would replace him?). So in a certain logical way, Meguh Mang spawned twice in a row.

I guess what I'm wondering, is that something that can happen that isn't intended? I mean maybe the whole EX thing throws it off, but still.
I think it's still possible (albeit unlikely). Either that or the server owner was using commands in the background; there are such commands that can be found in the readme.
But even without those, I once wound up in a server where the Iron Curtain turned up a crap-ton of times (none of them in a row, but still). And most of the time I was the one playing as him.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on January 25, 2016, 02:45:01 AM
Minor question... Will Rogue DX or something like it ever be brought back in any update? Honestly I prefer him to Sampi, both playing against and as him. Sure, he's still really tough but he feels at least somewhat fair to me since someone who plays their class smart can reasonably oppose him. His attacks were powerful and difficult to dodge, but several of them either slowed his movement or outright stopped it and his shield can only take a little punishment before he starts getting torn up for a bit so I have to pick my fights carefully.
Playing as Sampi I don't even have to try; several of his attacks need some serious nerfs either because they're effortless one-move kills or because they completely outshine one of his other ones. But easily the worst part is his mainfire rage which is a massive example of both; free flying, invincibility, and devastating and impossible to dodge lightning bolts all over the place?? That's a level of overkill that puts even Shin Hellbot to shame, to the point where his alt-fire rage is pretty much useless by comparison. I'm well aware that he's the big final superboss now, but there should at least be a point to attempting to fight it!
Also... Having automatic max health of 30,000 on Sampi and Zankokuna Hellbot makes them an even more massive pain to deal with in smaller groups (though Unholy Water or an insta-death item on ??? is pretty much your only ticket to the latter in that case so Zanko at least has some excuse).
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zomo.exe on January 25, 2016, 10:05:27 PM
A little bit of information to help explain some points:

I created that boss back before Celebi started managing, and believe it or not it was actually my first work in either decorate or ACS. I had some knowledge of both before starting but not to the point where I could pull off tricks of major note. That was a year or so ago... and now, I think Rogue deserved a fresh coat of paint. Before he had clunky attacks and RNG picked them, but now you have complete control. That is fine and all but I know it may lead to attack preference; as I see what people want out of him or what is good/bad, then the guy will hopefully be tweaked to reflect opinions. Pik honestly thinks the old one is better but I don't, it shows my novice-level coding and just does NOT work.

I can't say much else but I'll leave it to the public to decide how it ultimately turns out; although if you play around with certain attacks I can guarantee you might find there is more to some of them that what they appear to do. Oh, and the shield is meant to block one attack every 5 seconds, and by any attack I mean ANY attack... including those annoying rubberbands and meteors that may never appear because of how scripting works.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on January 26, 2016, 02:53:30 AM
I... can see your points in some of that. Though the shield is something I didn't really see as much of a problem; if the other players make a smart attack in tandem or he makes a careless mistake 5 seconds is still plenty of time to get torn a new one in a shooter game (though some people might consider it annoying if they can't catch up to one who does a hit-and-run; maybe extending the shield's wind-up would help?). I made a massive slip-up once and lost about a quarter of my health in a few seconds as a result. Heck, some classes like Megaman and Quickster are capable of outright killing him single-handedly.

If there's one complaint I had about Rogue, it's that for having such an extreme firing rate a lot of his attacks did buttloads of damage; if he caught you dead-on at close range you were pretty much screwed. The attacks' random nature didn't bother me all that much; I honestly feel like he did them better than the Hellbot bosses for various reasons and at least he had to stop moving when attacking. Yeah, there is some room for improvement but at least fighting against him doesn't feel like a total curbstomp where the survivors are the curb.

My main gripe with Sampi is even for a mod that was originally made to poke fun at the around half-dozen or so Saxton Hale mods, he's not really balanced at all. He doesn't even strike me as unbalanced; he's more anti-balanced. Just for good measure, let me run down his stuff.

 His default mainfire and altfire aren't too bad; they're potent, sure, but they force you to play smart to get the maximum effect out of them since the mainfire has a pretty slow rate and the dash uses an ammo bar, as well as that I've noticed they tend to do more from longer distances.

 Fire Wave Item: Effectively an RNG killer which, I should point out, spreads to Sampi's entire field of vision. If you're a survivor and the RNG god isn't on your side this will kill you before you even know where he is.

 Jumping Shockwave Item: Dixieandoff's altfire and the Generic Boss's superjump rolled into one, with the added effect of a midair shot that doesn't appear to have much of a point. This is admittedly a pretty good move for pulling surprise attacks, but considering the degree of control you have over where it can go the amount of damage it does is ludicrous.

 Fireball Item: I'm not even sure what this one does. Its effects aren't apparent to me in the slightest and it's largely pretty useless.

 Pellet Spread Item: Damaging, but not very accurate even at medium ranges. Completely outdone by one of his other attacks. Heck, his default mainfire is a more efficient way of dealing with targets.

 Stun Wave Item: Interesting concept, but not all that useful and I should mention it's probably bugged. If this close-range wave scores enough hits on someone it'll explode and send them straight into the air. If it only hits a few times for whatever reason they're stuck. They can't move until something else hits them and forces them out of the stunned state.

 Large Spheres Item: Larger, lasts longer, and more accurate than the pellet spread at medium ranges, and more efficient in handling enemies both in front and around at closer ranges as it can easily kill more than just what is in front of him. Renders the pellet spread rather redundant in my opinion.

 Crosshairs Item: You're pretty much dead if Sampi manages to nail you with this or set it off too close to you. Even if the resulting downpour of shots that follows this doesn't kill you he can easily follow up with one of his default attacks while you're sitting there during the windup, and that's not even counting that the crosshair does damage on its own without that.
Seriously, throwing a simple main or altfire right as the downpour starts to hit them never fails.

 Mainfire Rage: No warning as to when it's built up, and I already summed up my thoughts on the rest. This rage alone paired with his outrageously high health pretty much ensures that if his player knows anything about flight at all it will sign your death warrant, guaranteed.

 Altfire Rage: Unnecessarily long windup where nothing happens, and a brutal combination of the shockwave and a rain of meteors covering a single line of sight (granted, not to such an extreme as the fire wave). Pretty outrageous in stages with low ceiling clearance, but also pretty useless in comparison to his other rage.


I do realize the ton of work that was put into this and for the most the Unholy mod is done very well and holds a special little place in my folder as my favorite and the nuttiest mod in the history of ever, but in the hands of an even slightly competent player or AI Sampi is one of the bosses that basically prompts me to put down my keyboard and watch the chaos unfold; so at the very least I can thank my lucky stars he isn't seen much.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on January 28, 2016, 03:09:12 AM
Quote from: "Chaosman.EXE"
Either that or the server owner was using commands in the background; there are such commands that can be found in the readme

Well it was on my server, and no one has console but me, and I certainly didn't rig it then. Still think what you said is true, where it is possible but unlikely.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on February 10, 2016, 09:53:27 AM
Quote
Fireball Item: I'm not even sure what this one does. Its effects aren't apparent to me in the slightest and it's largely pretty useless.

You are joking, right? That item gives ALOT of knockback. Its amazing. If used correctly it can be a free kill for Sampy.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on February 12, 2016, 01:01:42 AM
So a thought occurred. I think Devileye should have a taunt that quotes Dr. Robotnik, where he says "Promotion? What for?" or maybe the part after in this video.

https://www.youtube.com/watch?v=DNRmApOZZOo (https://www.youtube.com/watch?v=DNRmApOZZOo)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on February 14, 2016, 02:55:12 AM
Quote from: "RifleGod"
Quote
Fireball Item: I'm not even sure what this one does. Its effects aren't apparent to me in the slightest and it's largely pretty useless.

You are joking, right? That item gives ALOT of knockback. Its amazing. If used correctly it can be a free kill for Sampy.
So can most of his other attacks in a much quicker way. I don't see the point.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on May 30, 2016, 01:58:18 PM
Is this dead?
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on May 30, 2016, 05:21:24 PM
Nope, progress on developing the mod has just been very slow as of late.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on May 30, 2016, 05:31:41 PM
I wonder how far it's been going... I've been thinking of recording gameplays of the bosses if I ever fix my crap on this computer. And I definitely can't wait for the random multi-bosses XD Those sound fun.

And after a while, I think I might have been a bit harsh in my little rant on Sampi last page but I still think he's pretty much impossible to beat for the simple reason of his mainfire rage (even Shin Hellbot's wasn't that scary).
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on June 28, 2016, 10:17:11 PM
So, uh, I'm not quite sure how this exactly happened, but somehow I killed myself with Force Push. Maybe because I was spamming items and I banished myself, and with the lag the push was in one location and used when I warped? I dunno, I just thought it was interesting and was worthy of a post. Also, no that wasn't the boss, if you look under the red line, it was Incognito.

(http://i.imgur.com/givhfrD.png)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on June 28, 2016, 10:38:35 PM
How the heck...? I've seen my fair share of weird deaths from this mod but that's bar none the strangest. (On the plus side, a pretty funny obituary quote came out of it but still.)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zard1084 on July 03, 2016, 12:04:08 AM
Force push does like 1 damage so it is possible to kill people with it I have did it before
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on July 03, 2016, 03:13:20 AM
It's actually more than 1HP, though the damage output is still extremely low.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on July 08, 2016, 02:17:58 AM
But still, I killed myself. That was more or less the point.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on July 11, 2016, 08:44:23 PM
So Celebi and I (and a few others possibly) discussed this a bit last night and been thinking. A Fake Wish Star. Not quite sure what it should do, but to me I feel like it should do something like the reverse of a real one. Like kill them instead. Mean time, it should still make the noise and all like a normal one should, so that way if those the rage spectate when it goes off, they get punished as well.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on July 12, 2016, 12:49:34 AM
Daily reminder that this is still a thing:
(http://i913.photobucket.com/albums/ac331/Superjustinbros/Screenshot_Doom_20160712_045940_zpsmerhfr7g.png)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: RifleGod on July 12, 2016, 09:08:49 AM
Why is there a Touhou-wannabe moon shooting Quickster's projectiles?

Still, its nice to see that this still is alive and well.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Zard1084 on July 12, 2016, 04:58:14 PM
Quote from: "RifleGod"
Why is there a Touhou-wannabe moon shooting Quickster's projectiles?

Still, its nice to see that this still is alive and well.
because there is touhou now
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Superjustinbros on July 13, 2016, 04:31:41 PM
(http://i.imgur.com/5kZEv16.png)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Korby on July 13, 2016, 07:40:03 PM
her eyes being so far apart looks really, really weird
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on July 18, 2016, 07:00:45 PM
Trust me, after Dickster Dick, Meguh Mang, and Thomas the Tank Engine very little looks that weird in comparison. But that's part of why the little masochist I am loves this mod; very little is taken seriously and it runs wild with the devs' imaginations.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: GutsmanJohn on July 30, 2016, 01:37:25 PM
This picture made me smile and reminded me why i love unholy
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: Chaosman.EXE on July 30, 2016, 06:11:08 PM
By the way, I had two questions... I mostly just go around for the lulz, so is there any way to morph bots/other players? And preferably to keep from suddenly morphing back to the player class so soon? I want to see just what sorts of chaos I can create... >:)
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on August 04, 2016, 02:15:57 AM
So I'm not sure who of the team really uses this often, but I have informed Justin who should have informed Pik.

It appears there is a bug in this mod with the release of v5. If one tries to use the Oil Slider, it looks like at first nothing happens, but I believe if you were to release from it (you know, attack while in motion), it then makes the game crash. Or something along those lines. I only tested it one to prove if that was the cause or not.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: GameAndWatcher on August 04, 2016, 02:28:46 AM
Quote from: "EvilTux"
So I'm not sure who of the team really uses this often, but I have informed Justin who should have informed Pik.

It appears there is a bug in this mod with the release of v5. If one tries to use the Oil Slider, it looks like at first nothing happens, but I believe if you were to release from it (you know, attack while in motion), it then makes the game crash. Or something along those lines. I only tested it one to prove if that was the cause or not.
That's because you aren't supposed to play the current version of the mod with v5. You're supposed to wait for the next version, which will be a short while, as v5 just released, and most major mods give a short grace period to have the base shine a bit.
Title: Re: Official+ Unholy Bosses Thread (V6ah)
Post by: EvilTux on August 04, 2016, 09:58:40 PM
Quote from: "Game&Watcher"
Quote from: "EvilTux"
So I'm not sure who of the team really uses this often, but I have informed Justin who should have informed Pik.

It appears there is a bug in this mod with the release of v5. If one tries to use the Oil Slider, it looks like at first nothing happens, but I believe if you were to release from it (you know, attack while in motion), it then makes the game crash. Or something along those lines. I only tested it one to prove if that was the cause or not.
That's because you aren't supposed to play the current version of the mod with v5. You're supposed to wait for the next version, which will be a short while, as v5 just released, and most major mods give a short grace period to have the base shine a bit.


I understand that, but maybe this is something that could have been overlooked by the dev team. I just wanted to inform them, hence the beginning part of my post.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: Superjustinbros on August 05, 2016, 01:35:22 AM
There is now a hot fix in the OP provided by Celebi.
Since the first week of V5 is now over (starting from the 5th), it should be all good to host mods again.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: Chaosman.EXE on August 05, 2016, 08:22:11 PM
Another nice upside; Higglur actually works now. Now we can annoy the crap out of people (and do big amounts of AOE damage) with shouts most players probably don't understand. Or just make it more satisfying to shoot a flying Hitler head now that it can fight back; take your pick.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: LimetasticSlushy on August 09, 2016, 10:36:59 AM
The hotfix is broken, something to do with Sharp Rocket. It's causing Zandronum to abort startup.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: Superjustinbros on August 09, 2016, 06:09:01 PM
You have to add the hot fix patch after the class and boss files.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: Celebi on August 09, 2016, 06:11:30 PM
The hotfix is broken, something to do with Sharp Rocket. It's causing Zandronum to abort startup.
Are you certain you are loading the fix after the classes and boss file?  The fix file is only a patch, without the classes and boss files, it will lead to errors, one of the first ones being about SharpRocket.
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: LimetasticSlushy on August 10, 2016, 10:01:59 PM
Oh, so I have to load both the classes AND bosses files first AND load all 3 files in a particularly specific order. Ok. Sorry, guess I wasn't thinking straight lol
Title: Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
Post by: Zard1084 on August 11, 2016, 04:47:07 AM
Here is the link to the Unholy Discord chat if you have suggestions and/or Complaints or just wanna chat.

https://discord.gg/5BNFDMM
Do tell us your thoughts! Enjoy!
Title: Re: Official+ Unholy Classes/Bosses Thread (V7a-beta)
Post by: Celebi on November 01, 2016, 03:31:45 AM
Happy Halloween!

Time for a beta of the final version of JUST the classes file. This is still in the works and the boss file still needs to be ported to the mm9 update of the core.  Be sure to report any issues you find, and have fun! (Note, this is probably not compatible with the old boss file)

[TSPG] download: Link (http://allfearthesentinel.net/download?file=unholyclassesv7a-beta.pk3)

Changelog:Pastebin (http://pastebin.com/raw/ZdkLe5U2)


Title: Re: Unholy Classes/Bosses (V7a-beta)
Post by: ice on November 01, 2016, 08:13:07 PM
*sees Amber is now a selectable class, makes big happy face*
Title: Re: Unholy Classes/Bosses (V7a-beta)
Post by: PotatoStrike on November 02, 2016, 02:52:01 PM
Seems like the new version of Unholy Classes uses the pre-v5 team colors.
Title: Re: Unholy Classes/Bosses (V7a-beta)
Post by: Chaosman.EXE on November 05, 2016, 10:29:30 PM
Hehe, it's on the way... And just from the looks of the class changes, I'm going to have HOURS of fun messing with it. >:)
Title: Re: Unholy Classes/Bosses (V7a-beta)
Post by: Celebi on May 14, 2017, 02:53:46 AM
A bump to inform of the release of v7A-beta1 for both the boss/class file. Links and patch notes can be found on the first post.
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Ajhb12 on May 14, 2017, 06:37:09 PM
I just found a error with the mods, as follows

Script error, "unholyclassesv7a-beta1 (1).pk3:wep/igniter_w.txt" line 246:
"USEBOUNCESTATE" is an unknown flag

Script error, "unholyclassesv7a-beta1 (1).pk3:wep/thedentist_w.txt" line 96:
"USEBOUNCESTATE" is an unknown flag


Execution could not continue.

Script error, "unholyclassesv7a-beta1 (1).pk3:wep/scubadiver_w.txt" line 510:
"floatbobphase" is an unknown actor property

What does this mean?
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Celebi on May 14, 2017, 11:52:52 PM
(click to show/hide)
This version sadly does not work on older versions of Zandronum.  You need to use the 3.0 development build found on Zandronum's website (https://zandronum.com/download).
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Chaosman.EXE on May 18, 2017, 11:40:00 PM
Yayz, updates ^_^

I'd imagine I haven't really scratched the surface of things just yet, but I'm loving some of the new additions and changes here. The new Cutman boss has to be my favorite one so far, and from the looks of things I think Sampi's gotten some much needed rebalancing.
Speaking of, nice new sprite-work on him and a bunch of the bosses and classes. Who does those?
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Chaosman.EXE on May 21, 2017, 02:28:06 AM
Okay. little update on the funzies I've had in testing... Seen a few of the new arrivals and they're lots of fun. And it gets delightfully hectic when a round with multiple bosses spawns, which has resulted in some... interesting situations.
Some rounds I've had mixups of bosses like Waylon, Alpha, Sue, and the Yellow Tankbot (who seems to appear rather frequently by my experience)...
...but then I had one 4-boss wave where TWO HELLBOTS spawned. The two Hellbots teamed up and next thing I knew the entire room was exploding. XD
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Chaosman.EXE on May 24, 2017, 02:54:27 AM
(https://plus.google.com/photos/photo/114666341138414590536/6423527088813695378?icm=false&authkey=CNya5dTG4-DkPA)

So, uh... Yeah, this turned out to be a thing. Four Arch Arcanists.  :shock: If this wasn't purely during testing, I would probably have been screwed. The only thing that saved me here was Zandronum's god-awful bot AI. (Seriously, the bots need to be conditioned to not shoot at things they aren't able to damage at the very least; it's funny to watch but not very practical for real testing.)

Are there occasional waves of the same boss programmed like this or is my luck just that amazing? I had an earlier wave where I got three True Buster Experts as well.

Edit: How do I get the "add image" bit to work? The pic I attached doesn't seem to be showing up...
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: ZipZap on May 26, 2017, 06:14:56 AM
"[TSPG] Painkiller: 7v sessoB ylohnU (Less Clutter!)"

hey, whoever's hosting this, you mind turning on taunts and turning off dropweps/dropitems thank you xdddddddddddd
Title: Re: Unholy Classes/Bosses (V7A-Beta1)
Post by: Sentey on May 28, 2017, 11:10:17 PM
xd
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: scykestscys on November 11, 2017, 11:13:29 AM
Is that the command that be the boss?Tell me pls  :-*
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Rozay on July 17, 2018, 11:45:52 AM
I wonder Celebi will there be a v8 of this ive loved this mod and played every version since it was first released and it is fun hilarious in some cases and id love to see it with more classes and bosses and music from xmen Children of the atom and other games just one more time please :)
 
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on August 18, 2018, 08:30:08 AM
Hate to be that guy,but...I've heard of Unholy, however, I still don't know what it is. Could someone quickly explain what this is all about, please?
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Chaosman.EXE on August 29, 2018, 10:11:55 PM
Hate to be that guy,but...I've heard of Unholy, however, I still don't know what it is. Could someone quickly explain what this is all about, please?
Ever play Saxton Hale/Freak Fortress servers in TF2 or just boss minigames in any shooter?
Well, this mod is basically like that. Every round, one or more players is selected to be the "boss" and their goal is to eliminate the opposing survivors. In the case of the Unholy mod, every boss has a different bag of tricks up their sleeves, and they have set HP amounts that scale to balance with the number of enemies or allied bosses there are (unless one of said bosses is Sampi or Zankokuna Hellbot, who both just have 30,000 no matter what as they're the "superbosses" of the mod).
However, this one comes with a good number of other nice bits as well. There's a wide range of player classes to choose from and experiment with, and every player on the survivors' side spawns with certain kinds of item boxes that may prove helpful in a pinch. And to keep things fresh, every... 8 rounds, I believe? ... the mod will go into a minigame round where it picks one of several minigames just to mess about and have a little fun. They're quite nice and very hilarious as well.
There are a rare few bosses who only spawn under certain conditions such as the players having faced or killed a certain other boss a number of times, and there's one very special little bit - if only one survivor player remains and the bosses have killed everyone else during a round, that player will receive a random boost and possibly an item to give them a fighting chance (however, this may not always be good - sometimes the game will give you an item that basically just causes you to explode on use and literally tell you to give up, essentially giving you the option to take the "coward's way out"). If that player manages to finish off the remaining bosses, 1 count gets added to a special event counter that goes up to 10. When it reaches 10, the next boss round will spawn Sampi no matter what; he's barrels of fun to play as if the game happens to pick you for it but god help you if you're against him.
As such, there's a lot to see and do in this mod and in general it's just loads of chaos, nonsense, and fun. XD I highly recommend trying it out if you haven't already.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on August 30, 2018, 07:18:17 PM
Ooooooh!

Thank you very much! Now I can say I'm interested. I assume there's still people that play this mode online.

Looks like fun, I'll definitely try it out. Also...isn't there some kind of..."Napalm Men" creepypasta in it? No need to answer if you want to check for myself.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Armatage on August 31, 2018, 04:05:25 PM
Ooooooh!

Thank you very much! Now I can say I'm interested. I assume there's still people that play this mode online.

Looks like fun, I'll definitely try it out. Also...isn't there some kind of..."Napalm Men" creepypasta in it? No need to answer if you want to check for myself.

I mean there's some jumpscare creepypasta items in there that act as rare bombs, but they're just off-color jokes more than not that have the added bonus of murder.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on August 31, 2018, 09:11:10 PM
Spoopy Scary Napalm Men
Send powder down your spine.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Chaosman.EXE on September 01, 2018, 03:35:47 PM
Yeah, there are a few joke-ish screamer/creepypasta bits caused by a few things, including...

- Using the Give Up Hope Unit or Super G.U.H.U. items
- Running out of time in a match (two different effects can occur from this; one's a screamer and the other is just everything going dark and everything just suddenly exploding)
- Dying to almost any one of ???/Hellbot's attacks
- Dying to one of True Buster Mistress's signature clone attacks
- Dying to Sampi's ridiculously powerful mainfire rage or a couple of his other attacks
- Zankokuna Hellbot has a randomly activated mainfire attack where he leaps about erratically, firing off large-ish shots that create shockwaves. They go from blue to yellow and then finally red and increase in power from one to the next; dying to the red one results in a screamer.
- Letting Zankokuna Hellbot finish his rage attack (it can be stopped simply by hitting him once; fail to do so and you basically lose because it's the same as the second out-of-time effect).
- Getting hit by the football item. ... More joke-ish than anything, but I'm not kidding.

Those are the ones I know off the top; there may be more. There's also a third Hellbot variant called Shin Hellbot who's a rare normal boss, but he doesn't cause any screamers. Just a ridiculous rage attack.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on September 01, 2018, 09:50:13 PM
..........HUH.

I,uh... didn't think there were so many ways to trigger it. I just thought it was one-thing-only.
I'm honestly not up for some spoops, so, this is a letdown.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Armatage on September 02, 2018, 10:43:30 PM
It's not as common nor as bad as it sounds
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Sir Anon0mos on September 03, 2018, 03:35:05 AM
You get desensitized to it
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on September 03, 2018, 05:37:37 PM
Hum, well I guess it's alright.

I checked the game, ad, gosh, there must a billion references I'm not getting. Still, kinda boring when you're playing with bots (why do they taunt?).
I should most likely play online before giving a definitive rating.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Chaosman.EXE on September 04, 2018, 01:52:27 PM
Yeah, despite the examples I listed they're pretty few and far between and they don't have quite the same impact as they go on; much like the minigames they're just more silly than anything. That's the beauty of the Unholy mod; not a whole lot is really taken seriously in the face of "serious boss business" and it still manages to be equal parts chaotic and fun at the same time.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on September 04, 2018, 04:35:19 PM
Is it true that it's compatible with Saxton Hale? 'Cause I don't have it, so I wouldn't know.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Chaosman.EXE on September 04, 2018, 05:08:30 PM
Is it true that it's compatible with Saxton Hale? 'Cause I don't have it, so I wouldn't know.
I don't believe so, but you're welcome to check.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on September 05, 2018, 09:46:31 AM
Well...I major problem with the game yesterday, and now, I have to redownload...everything...
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: EvilTux on September 06, 2018, 10:47:32 PM
Compatible, maybe. Suggested, never.

Everything within unholy was up scaled, and don't quote me on this part, but I believe that was to make math figures a little better and easier (as opposing to using decimals). If you mix and match this with something else, anything that would be considered unholy would actually be overpowered in comparison.

For example, if it works with Saxton and you played an Unholy class against a boss, you would do a ton more damage then you would with a Saxton class.
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: RoboBlaster on December 04, 2018, 01:53:12 PM
It literally broke after ONE USE. (I played with the recently-released v5d) Is this going to get an update at all (not that we already got some)? Just curious...
Title: Re: Unholy Classes/Bosses (V7A-Beta3)
Post by: Ruzma on December 12, 2018, 06:47:17 PM
Most likely? Yes. No worries, just have patience  :)