(http://i16.photobucket.com/albums/b16/oaklab151/Screenshots/Screenshot_Doom_20130427_000039_zps0a59dc54.png)
(http://i16.photobucket.com/albums/b16/oaklab151/Screenshots/Screenshot_Doom_20130427_001518_zpsa25c6372.png)
Every normal item
(http://i16.photobucket.com/albums/b16/oaklab151/Screenshots/Screenshot_Doom_20130426_181217_zpsd092eb99.png)
The golden items
The mod I have cancelled long now is finally back! Unlike the previous version, this one will work with every game mode (LMS, DM, CTF and so on) and will also feature weapon/item placement as well as a permanent Item Capsule portal if the map features a Party Ball spawn point.
What you see in the screenshot above is a rare find: Super Items and Max Rapid. The super items are enhanced versions of the main weapons and the Super Barrier gives you invulnerability for a much longer time.
Also, not shown there, the smart bombs will be added to the game, which will have same rarity as Barrier and I'm still deciding whether or not it should have an absurd range and ignore walls or just have an absurd range and use standard explosion functions. As you can see, the Assault Rifle has been changed to not look like a robot penis (A gag that I have heard so many times before) and not be centered anymore.
The weapons behavior remains the same for most cases, except damage has been reduced, some weapons have an interval between shots, Flame Shot actually lights up oil and Laser Gun no longer chainsaws.
The items now are animated (like in Super C), which will make them easier to spot from across the map and capsules can now crash on walls and drop the item. The items dropped from players and capsules will also disappear over time (To prevent them from filling the map), which means you must be hasty if you see it blinking.
Smart Bombs are now a rare item on the same tier as Barrier, and they have the power to cause great damage to however many are in its huge range (yes, ignores walls too).
Amazingly enough, this seems to work fine with Saxton Hale. Should any problem arise (non-saxton related, I mean), let me know.
DOWNLOADS
WadSeeker-ready
Version 1.2
Best.Ever. Servers (http://static.best-ever.org/wads/supercontrav1.2.pk3)
Mediafire (http://www.mediafire.com/?3dnfq9deq8gdn9c)
Version 1.2 alt
Best.Ever. Servers (http://static.best-ever.org/wads/supercontrav1.2-alt.pk3)
Mediafire (http://www.mediafire.com/?yd2dv4ufniyu8d2)
Version 1.2 Triggerless
Best.Ever. Servers (http://static.best-ever.org/wads/supercontrav1.2-triggerless.pk3)
Mediafire (http://www.mediafire.com/?nh379e7xqhxxl1d)
Version 1.2 alt Triggerless
Best.Ever. Servers (http://static.best-ever.org/wads/supercontrav1.2-alt-triggerless.pk3)
Mediafire (http://www.mediafire.com/?j8n6g4w0n44qz28)
The alt version uses default Projectile offset, which might confuse players seeing the projectile "sink" a bit in the ground with OpenGL, while the main has a manual correction of this "flaw" which may or may not please users.
Changelog
--Version 1.1 -> 1.2--
* Fixed some missing replacers
* Triggerless Flame Shot is a bit less spammy now.
* Fixed line 59 in Alt-Triggerless.
--Version 1.0 -> 1.1--
* Fixed random Smart Bomb failure (DAMN YOU BARRELS!)
* Smart Bomb now uses A_Explode, which means that walls and some objects will protect you
* Barrier now makes you "blink"
* Super Items now stays on the map for considerably longer
* Barriers, Smart Bombs and Super Items had their rarity level halved (will now drop more often)
* Weapons now have a "trigger" system. Start learning how to mash that button like a mad man
** Exceptions being Super Weapons and Machine Gun
* Flame Shot will burst into a 14 directions if you hold that fire button until the projectile impacts
* Laser isn't a ripper anymore, can one-shoot and the previous beam will disappear if you try to fire another one.
* The Item Capsule Spawner that replaces Eddie Summon won't let the capsules instantly hit the floor anymore