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Topics - Xhatahx

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1
DECORATE and ACS Modifications / Bomb Bomber Bombest
« on: December 25, 2021, 07:23:02 PM »
Bomb Bomber Bombest

Bomb Bomber Bombest is a mod for CTF maps, meant for Team Deathmatch. Instead of a flag, each team gets a bomb. If you take the enemy teams bomb to the detonator at the center of the map, the entire enemy team will blow up.

Download

2
Projects & Creative / Chaos Generator Ver. Q
« on: October 27, 2020, 06:40:14 PM »
Since Beed28 is no longer updating this mod, might as well.


Chaos Generator
Chaos Generator is a mod originally created by CutmanMike, later developed by Beed28, and then developed by me. In this mod, 3 random effects are chosen every time a match starts, causing all sorts of mayhem. These effects include double damage, low gravity, players exploding into random weapons, players on permenant wavebikes, and many more.

How to run
Simply add chaosgenerator-vq.wad. That's it!

About the Hub
The Chaos Hub's map name is CHAOSHUB, and to return there, someone will have to do a map vote to it. The current "Master" can pick any of the Chaos Effects while the other players wait. The Master can also reset the reels, any misc options and choose which level to go to. Also, note that not all Chaos Effects are compatible with each other (e.g. you can't have Half Damage AND Double Damage), so the hub won't let you pick incompatible effects.

Change Log
(click to show/hide)

Screenshots:
(click to show/hide)

Latest Version Download (Ver. Q):
(Allfearthesentinel)
(Mirror at Weebly)

Old Versions:
(click to show/hide)

3
Rejected / [Suggestion] Cossack and King Team Color Revamp
« on: February 25, 2018, 06:02:02 PM »
I don't really like the team colors for Cossack and King, mainly the brown-and-orange King colors, so I decided to try my hand at recoloring them.
(click to show/hide)
If you want to see these colors in action, download this file.

4
Projects & Creative / Skull Contraband v2 (Map Expansion/New Game Mode)
« on: September 02, 2017, 03:58:31 PM »
Skull Contraband v2
In this expansion, two of the teams have to get someone to carry a skull to a switch.

If you pick up your team's skull, you become the carrier, and you lose your weapons.
If the carrier dies, the entire team dies with him/her.
If the carrier gets the skull to the destination, everyone not on his/her team blows up.

Featuring 12 original levels:
(click to show/hide)
Also features all 25 of the CTF maps, reworked for the skulls.

Version 2 features 2 new levels and a modified CONT04.
Download here (version 2)

Previous versions:
Version 1

Any help and criticism is welcome.

5
Closed / Missing torch in MMCTF02
« on: August 15, 2017, 06:17:43 PM »
Compare:
(click to show/hide)

6
Closed / MMCTF19 Hall Of Mirrors
« on: June 20, 2017, 08:48:35 AM »
Self explanatory.
(click to show/hide)

7
Closed / MMCTF22 Hall of Mirrors
« on: May 24, 2017, 07:53:05 AM »
Self explainatory.
(click to show/hide)
Software mode might have something to do with it, seeing that Software in general has issues with this map.

8
Help & Editing / Something I need help on
« on: March 02, 2017, 04:20:03 PM »
So I'm trying to make a mod for whatever. This involves (at least) modifying the code for Wind Storm.
(click to show/hide)

The code works perfectly, except for the fact that the WindShield actors don't seem to spawn.

9
Rejected / [Suggestion] MMCTF10 3D floors
« on: October 15, 2016, 01:56:17 PM »
(click to show/hide)
I don't see any reason to not replace these bridges with 3D floors.

10
Rejected / [Suggestion] MMCTF04 water decor sectors
« on: October 15, 2016, 09:33:11 AM »
(click to show/hide)
These decor sectors need a little more decoration. If it wasn't for the water's surface above you wouldn't think this was underwater.

It also looks a little small.

11
Rejected / [Suggestion] MMCTF03 skybox
« on: October 15, 2016, 08:39:20 AM »
(click to show/hide)
So there's this depression on the ceiling. I originally thought it was pitch black, and wanted to put it in the "General texture issues" thread, but then I decided to fly up there and check for myself. It's the sky.
(click to show/hide)
The problem is that MMCTF03's skybox is, for the lack of a better term, boring. Maybe add a starry backdrop? And also make the flames bigger?

12
Rejected / [Suggestion] Rage Rune and charged weapons
« on: October 14, 2016, 09:11:13 PM »
How Rage Rune works is that every state's duration is divided by 2 and then rounded up to prevent infinite 0 tic loops. This works well, but has the consequence of making charged weapons charge at the same rate regardless if you have Rage Rune or not. I suggest adding secondary charge states for Rage Rune that give 2 WeaponCharges. For example:
Code: [Select]
Fire:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 1
goto Hold
Hold:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 0 A_JumpIfInventory("WeaponCharge",1,"Hold2")
HEAT G 2 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold2:
HEAT G 0 A_JumpIfInventory("RageRune",1,"RageHold") //NEW
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"Hold3")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2
BotFire:
HEAT G 0 A_Jump(16, "Fire3")
HEAT G 0 A_Refire
Goto Fire3
Hold4:
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3", "Weapon",1,0)
HEAT J 1 ACS_ExecuteAlways(991,0,62)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_JumpIfInventory("IsBot", 1, "BotFire")
HEAT G 0 A_Refire
Goto Fire3
//NEW FROM NOW ONWARDS
RageHold:
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"RageHold2")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire1
RageHold2:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire2

13
Rejected / [Suggestion] MM2AIR 3D floor addition
« on: October 09, 2016, 07:47:23 PM »
I can't see any reason why 3D floors wouldn't be better here than normal floors.
(click to show/hide)

EDIT: I meant to say that these specific platforms would look better as 3D platforms. If it worked for the Centaur Flash platform...

14
Rejected / Jump canceler
« on: October 09, 2016, 07:21:19 PM »
I have two problems with the jump canceler:
1. You can jump cancel inside of the negative gravity tunnels.
2. You can jump cancel while on Gyro/Elec pads.
3. You can jump cancel while riding on a Tornado Hold
I think how the jump cancel works is that it's like how in real life you can pick between jumping high and low. This shouldn't work if you're being flung upwards, or if you walk into a negative gravity tunnel, or if you're pushed upwards by a wind; the upwards push is being given by an external force, instead of just jumping at different heights where the force is internal and you can control it.

15
Rejected / Tornado Blow underwater
« on: October 09, 2016, 07:09:54 PM »
If you use Tornado Blow while underwater, you float upwards, kinda like gravity has been reversed. This kinda doesn't fit with how the weapon works usually, where it (essentially) decreases gravity, but doesn't flip it.

This might be too much hassle than it's worth considering how the weapon is coded and the fact that the only way you can get it in an underwater stage is with Eddie. But hey, you know how modders are...

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