On behalf of Dakutatoru/Pikman555555555 (all those 5's are joke, Pikman555 would do just as well), I am putting this up so that everyone is aware of a somewhat old project being combined with that oh-so-lovable Saxton Hale stuff. You're probably wondering, "Oh great, not ANOTHER waste of talent on a tired-out form of gameplay, haven't we seen this like 852576871 times?" You're right; but I'm also sure that you're tired of the same simplicity, the same boring bosses/classes and the same people who take advantage of the fact that some classes or weapons can just troll like no tomorrow, and no one likes 10+ minute matches just because of one person who decides to stall as long as possible, when by the time the next round starts, anyone can die a couple minutes later. The goal of this mod is to not only solve the problems that basically every other SH mod has as well as keep things interesting, yet also 1-up those same mods in terms of complexity and strategy.
With that being said, one might wonder why TK'ing is allowed in this mod... First off, it keeps the time spent waiting to a minimum in most cases so more gameplay can occur, but teammate killing can only be done through select items. This is so that while the concept itself is not a major turndown, but it keeps control of people that want to do nothing more than prolong a match longer than intended (bosses were also designed to be able to deal with stallers as well to further this). Secondly, having the power to decide the fate of anyone you wish is appealing, is it not?
Now the mod (or story itself):Seven sins. Seven embodiments of sin. The Unholy Union. The Industrialists. They all have a stake in this war... but another mysterious grouping of entities have also emerged, and were claiming to be from a place only known as "Underworld" to the few who have stumbled upon it. Your job is simple enough: claim victory by putting a stop to these factions... or hinder those trying to do the same just to claim victory for themselves. Do you fight with your comrades, or do you fight against them? Only Helltatoru can answer that... if only he could do it himself...
It is clear that this is not just another typical SH mod; there is actual backstory and motives behind every class and boss. While some may not be willing to share it, their main motives are clear enough; they will take down anyone in their way to seek the power of the embodiments of sin itself. You, the player, must work together with your allies and attempt to confront these mysterious entities, knowing full-well they could easily wipe you out if they have the determination and want to. Should you, however, have more will and determination than them, maybe you will be able to send them back to where they came from and hope they never return...
While this mod is considered public and released, work should also never be considered complete; there is always room for new potential events, bosses and of course, classes and items. The problem is that not everyone has the understanding of Decorate, yet alone ACS, and those that do most likely want nothing to do with the Saxton Hale scene. This is understandable, but for something to become great and known, then someone has to provide the coding and resources necessary to get it to that level. Also, it is understandable if the complexity of this mod and the limited TK'ing through items is a turndown to players; once suggestions and ideas are given to us, then the overall gameplay can be improved and made more enjoyable to those who want more of a challenge in fighting a boss and having a couple of laughs along the way. Keep in mind that while this was intended at one point to poke fun at SH in general and act like a joke mod, it is still a serious enough project that can easily be considered underrated. Ending that note, this mod still needs work but not many people on the team currently can code; it is lacking currently in the following:
UPDATE: We
DESPERATELY need a dedicated spriter, especially for HUDs. Look on page 3 if you would like to help!
-Proper Spriter(s); Custom skins/projectile sprites are a MUST to make a project stand out over others, as well as HUDs
-ACS; The fact is that while we're back to normal for now, at least most ACS already done has been tested and determined to work as intended, considering it is based off of older SH coding. That doesn't mean we don't need more people with ACS knowledge!
-Decorate; While Pik has done virtually most of the bosses and classes on his own, such a burden should not be put on him alone; more people with knowledge of decorate means faster release times and testing/more productivity.
-Mappers (OPTIONAL); Be willing and able to possibly build custom maps relating to this mod to once again improve the general experience of it.
Should you happen to be interested in helping and can fill one of these roles, take a look at the following application and copy/paste it, along with relevant information and answers as a reply:
UNHOLY BOSSES POSITION APPLICATION-Desired position:
-Examples of work:
-Any major projects you did yourself or at least contributed to (will not necessarily result in a turndown):
-How active are you, and how often you are online or at least in-game (provide a timezone if possible to give us a better idea of when you are online):
-Are you familiar with how Unholy works to a good degree, or at least willing to learn:
-Are you willing to use Skype to join a chat, or possibly even be included in calls to discuss work and potential ideas:
-What else makes you think we should let you join the Development Team:
Also, suggestions, feedback and whatnot are also welcome. PLEASE MAKE SURE THAT IT IS REASONABLE OR IT WILL BE REJECTED, NO QUESTIONS ASKED! If something keeps coming up, keep in mind that it might be polled as well as other suggestions in the future:
Once again, feedback is definitely needed and appreciated for anything, but most importantly, classes. A revamp is being considered in general but to do that we need to know who is in need of a revamp. Try to note any issues that might turn off someone from playing a class if possible. If you would rather provide feedback in the form of giving us potential resources to use (i.e. music, sounds, sprites, etc.), then get in contact with me or Pik so that we can figure out how to take care of turning them over. Don't worry, you will be credited as well as the original creators of whoever made them!
Finally, if for some reason you just cannot get ahold of the files needed, then links are provided below to a download site for each required file. The current versions are as follows and are required to join a server, and to successfully run them they should be in the order suggested below.
Make sure they are saved properly in a place where your online browser can detect them, but if you're using DoomSeeker (which most people are and if it's configured properly), the browser should be able to download these correctly. If hosting, always put the classes, bosses, then music file in that order. This IS a must.
Other than that, tell us how we're doing, and happy sinning!
UPDATE: We now have a changelog for those who somehow care! This will be kept as of the v4a compat release:
V5 Release:Classes:-Astronaut is now better.
-Removed stun on Astrologist's meteors.
-Shrunk the filesize immensely by removing FLAC taunts.
-Electrician now affects bosses.
-No more siteworker bullshit.
-Marksman fixed for real, and minorly buffed.
-Forest fires nerfed.
-Rameses altfire changed.
-Frostbite altfire changed.
-Added the devbots.
-Lim's energy charge is now damage-based instead of hit-based.
-Captain Rage now has a desperation mode.
-Added ammo limit to PartyBomber's alt.
-Stage hazards in MM1OIL now do unholy-worthy damage.
-Fixed mysterious problems that made Best-Ever be offended by this.
Bosses:-Hawkeye now has the correct slashman skin again.
-Split the boss DECORATE into separate files to make it easier to read.
-Fixed some items not allowing to be used multiple times.
-Nega Dive Missiles now go away if they sit still for too long.
-Sue got upgraded.
-Minor buffs on Elemental Specialist.
-Iron Curtain was accelerated.
-Added Jester Gelato.
-Fixed astrollogist frame drop issues.
-Most of the team-killing items were nerfed and/or improved.
-Fixed up the boss rage handling.
-Eyelento morph item is gone.
-Added Solitaire Card item.
-Bosses can now use snowboards.
-Boss info messages are now more noticeable and are printed to the console.
-Bomberman Demoneye bombs now damage on direct hits.
-Fixed problems caused by the demoneye counter.
-New bosses: Eyelento Ambush Round, GENERIC BOSS, Vladimir Armweak, Red Baron/Blue Jay duo, Jester Gelato, and two secret bosses...
V4a (The V4 compat release)-Astronaut is now Dynamo Man.
-Beerman and Igniter can now blow pirate mines around.
-CloseCombatUnit and Astronaut can't regenerate ammo for their alt faster than normal anymore.
-Treehugger altfire can now be aimed.
-Removed startup delay on TidalManiac's mainfire.
-Tacticalbomber's deadly explosive is now really deadly.
-Trapist bombs can now stick to skies, because yes.
-Raider now has three types of blades to use.
-Bouncy projectiles no longer disappear when they hit water.
-Added Marksman and PartyBomber.
-Added a Demoneye counter! Now you can't complain about why the round isn't ending; it'll show that there is... another problem to deal with.

-Elemental Specialist theme changed.
-BTanks are now TTanks.
-Most stage hazards now deal unholy-worthy damage.