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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 156077 times)

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July 04, 2011, 11:12:48 PM
Reply #45

Offline Crashman-X

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #45 on: July 04, 2011, 11:12:48 PM »
this mode rocks!!!  :D
permanent party deaths + permanent gutsman g + random effect = total chaos!!!  :mrgreen: the hub itīs great! looks very professional.
and the evil yasichi is really scary! :shock:  but it would be nice to have 2 or 3 or just one  but a little more faster...
and what about an effect that makes you shoot a random type of bullets? (i.e you press and hold fire and you shoot megabuster, and when you release and press and hold it again you shoot metal blades, etc...).

July 05, 2011, 02:00:17 AM
Reply #46

Offline Tails

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #46 on: July 05, 2011, 02:00:17 AM »
When I'm in the hub, others can pick effects, even if you're the master.

July 05, 2011, 02:09:45 AM
Reply #47

Offline FCx

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #47 on: July 05, 2011, 02:09:45 AM »
I have 2 possible ideas:

1- A new chaos effect: Damage fall (for tall maps like elecman)
2- When someone pick up a chaos effect, a message could appear in server console and snobody except server hoster or rcon could be able to see that(Eg: conficker has picked up death party)

Yea, its very very good!!!

July 05, 2011, 02:11:42 AM
Reply #48

Offline Fox184

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #48 on: July 05, 2011, 02:11:42 AM »
Quote from: "Crashman-X"
this mode rocks!!!  :D
permanent party deaths + permanent gutsman g + random effect = total chaos!!!  :mrgreen: the hub itīs great! looks very professional.
and the evil yasichi is really scary! :shock:  but it would be nice to have 2 or 3 or just one  but a little more faster...
and what about an effect that makes you shoot a random type of bullets? (i.e you press and hold fire and you shoot megabuster, and when you release and press and hold it again you shoot metal blades, etc...).
Yeah, the random bullets thing has already been made. (not for this mod that is) TheBladeRoden's randombuster. If they wanted it and got permission, maybe it could be an effect where it gives you a randombuster on spawn. Welp, then again, it would be a new default weapon just without infinite ammo.

July 06, 2011, 12:44:35 AM
Reply #49

Offline chuggaafan1

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #49 on: July 06, 2011, 12:44:35 AM »
Fav effects...
Kyrown Swarm +
Guts man G rampage +
Spread
I luv spread.

I Thought... Random Rune.

Every time you spawn, you get a different rune. (rage, spread, ect.)

July 07, 2011, 02:50:54 AM
Reply #50

Offline Captain Barlowe

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #50 on: July 07, 2011, 02:50:54 AM »
I love this mod. Why no servers are hosting it, is anyone's guess. Also, the hub is very nicely made
(click to show/hide)

July 07, 2011, 03:12:32 PM
Reply #51

Offline BiscuitSlash

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #51 on: July 07, 2011, 03:12:32 PM »
I'm going to start hosting things like classes chaos DM with the hub a lot more now.

Also, could there be a sniper joe rampage effect? Like the Joes from the very first game, they will look around and if they see you then they shoot you with high speed bullets at random intervals, also jumping around trying to get in your way too

July 08, 2011, 03:08:57 AM
Reply #52

Offline Atticus

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #52 on: July 08, 2011, 03:08:57 AM »
This mod is amazing. The lulz are plenty, the hub is very professional, and the effects are creative. Overall, one of the most inventive and fun mods I've played. Great job!

Now make so many effects there'll be 2 rooms in the hub!

July 09, 2011, 02:15:37 AM
Reply #53

Offline Alucard

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #53 on: July 09, 2011, 02:15:37 AM »
I have an effect idea.

Class: Hazard Modifier

Name: Turbo Roader Insanity!

Description: Turbo Roaders rage around the level, plowing through anybody in the way!

July 09, 2011, 04:51:58 PM
Reply #54

Offline Hallan Parva

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #54 on: July 09, 2011, 04:51:58 PM »
I've got a few good ideas for Chaos effects.

Knockback Attack
"Players are knocked around like pinballs after taking damage."
Non-ripping attacks cause major knockback when they hit. Seriously, it's MAJOR knockback. I'm talking about Rage Roboenza levels of knockback, bro!

Falcon... PUNCH!!
"Melee attacks become legendary!"
The power of Charge Kick, Slash Claw, and Top Spin becomes TRIPLED. Cannot be used with "Double Damage".

Fall Damage Folly
"High jumps become dangerous! Try to climb down ladders more."
After falling a certain distance, players take slight fall damage (about 20%). I think the maximum safe falling distance should be the jump down into the Slash Claw pit in Spark Man's stage; after that, players take damage.

Also, with the "Party Deaths", could you make the items come out AFTER the player explodes, and not before? Kind of like the timing with "Bomb Deaths". Also, make confetti come out of the players, that'd be great.

July 09, 2011, 07:35:18 PM
Reply #55

Offline BiscuitSlash

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #55 on: July 09, 2011, 07:35:18 PM »
Quote from: "SmashBroPlusB"
I've got a few good ideas for Chaos effects.

Knockback Attack
"Players are knocked around like pinballs after taking damage."
Non-ripping attacks cause major knockback when they hit. Seriously, it's MAJOR knockback. I'm talking about Rage Roboenza levels of knockback, bro!

Falcon... PUNCH!!
"Melee attacks become legendary!"
The power of Charge Kick, Slash Claw, and Top Spin becomes TRIPLED. Cannot be used with "Double Damage".

Fall Damage Folly
"High jumps become dangerous! Try to climb down ladders more."
After falling a certain distance, players take slight fall damage (about 20%). I think the maximum safe falling distance should be the jump down into the Slash Claw pit in Spark Man's stage; after that, players take damage.
I really like these ideas! I'd look forward to seeing them!

July 10, 2011, 12:24:04 AM
Reply #56

Offline CHAOS_FANTAZY

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #56 on: July 10, 2011, 12:24:04 AM »
/Me excavates his Chaos Effect suggestions on the old topic *
Quote from: "I"
I have a couple suggestions:
-Thin Air Mode-
This reduces everyone's Air Control, to that of the actual Doom or possibly lower for extra lulz. I for one, find jumping forward quickly very helpful, so this would be really fun.
-Lights Out Mode-
Similar to how Eddie Storm summons lots of Eddies everywhere, this would summon the enemies from Bright Man's arena--the ones you attack to turn the lights on and off. If one could only summon the flying lights when they were on, and the firework walkers when they were off, it could be a lot of fun.
-The Floor Is Lava-
The idea behind this one is that the lowest points on a map get turned into either...
A: Flame Man's oil pits, or
B: An instant-kill sector with a lava texture.
Don't tell me you didn't used to jump from piece of furniture to piece of furniture, trying to avoid touching the ground when you were young. ;)

Lights Out is impossible according to Mr. X, and TFIL might not affect much on some stages, but I really like Thin Air.  Thoughts, anyone?

July 10, 2011, 07:26:32 AM
Reply #57

Offline Beed28

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #57 on: July 10, 2011, 07:26:32 AM »
Quote from: "CHAOS_FANTAZY"
-Thin Air Mode-
This reduces everyone's Air Control, to that of the actual Doom or possibly lower for extra lulz. I for one, find jumping forward quickly very helpful, so this would be really fun.

I'll see what I can do.

Also comming soon is a chaos effect that renders everything in monochrome (i.e. Gameboy), as well as a random stage feature in the hub.

Also, I think I have enough hazards for the time being (i.e. sniper joes, metools and turbo roaders will have to wait for now). And some of them I don't even think are possible to code (i.e. knockback with melee weapons, powerful melee weapons). Fall damage is possible, but it wouldn't work in the single player campaign. :(

Finally, I'll be setting up a new poll for the hub, which determines on how Chaos Effects are selected (i.e. Master only, Master for first effect and anyone for remaining two, etc).

EDIT: Uhh... how do I start a new poll? :?

July 10, 2011, 07:38:24 PM
Reply #58

Offline Hallan Parva

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #58 on: July 10, 2011, 07:38:24 PM »
To start a new poll, just edit the first post!

Fall damage would be cool bro :cool:

The "Knockback Attack" is for ALL weapons, not just melee ones! I'd imagine a simple copy-pasta of the knockback code from Roboenza would work, but I don't work with Skulltag that much so I could be horribly, horribly wrong.

July 11, 2011, 10:25:26 AM
Reply #59

Offline Beed28

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Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
« Reply #59 on: July 11, 2011, 10:25:26 AM »
Quote from: "SmashBroPlusB"
To start a new poll, just edit the first post!

Fall damage would be cool bro :cool:

The "Knockback Attack" is for ALL weapons, not just melee ones! I'd imagine a simple copy-pasta of the knockback code from Roboenza would work, but I don't work with Skulltag that much so I could be horribly, horribly wrong.

Odd, the poll options don't appear when I edit the first post. :?

The knockback is acually hardcoded into the zombies themselves as A_Recoil(5) in the Pain state. I may not be entirely correct on that one, since I don't accually play the gamemode (not even with bots).

Testing it out, there doesn't seem to be a lot of places in MM8BDM where you can take falling damage because there are no steep drops. The maps where fall damage is ineffective are MM1CUT, MM1BOM, MM1DW1, MM1DW2, etc. Which means it would waste one of the three chaos effects. The only maps I can think of where fall damage would really work are MM1ELE, MM1ICE, MM5GRA, MM5STO, MM5DAR and MM7DW4. Also, I tested it out with sv_falldamage and I can confirm that it doesn't work in the Single Player Campaign (the proper Single Player mode, not Skirmish).