Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Thursday, June 24, 2010

ZDWars Birthday Week

On July 1st, ZDoom Wars will have been in development for exactly two years. So that sets the date for version 2.9 for July 1.

Naturally, I'd want to do something special for the Birthday wad, so today begins ZDWars Birthday Week!

Version 2.9 will contain the normal fixes, balance adjustments, and map maintenance, but there will also be a special add-on. It is my honor to announce to you:


I'm doing this Super Smash Brothers style. Each faction will be receiving a new unit, each of which is featured in the background of this image. Some are obvious by their shape, others can be determined by what has been asked for in the past, and others may be a complete surprise. Each day from here until the 30th, I'll be showing and introducing each new unit in the traditional faction order: Doom, Heretic, Hexen, Strife, Chex Quest, and finally, Virus.

None of these units are particularly elite, and most will be available midway (or earlier) in each tech tree. Each has an interesting behavior and use that will greatly expand each faction's gameplay, and fill in needed strategic weaknesses. Since they're new, don't expect them to come out of the gate well balanced, but do expect there to be a big shift in certain gameplay factors.

Sieges will be changed forever. Field battles and defense will be more devious than before. Some factions will gain special defensive units, others fresh attack units, and one faction even gets a new Support unit. Your old strategies may need adjustment or abandonment, as every single faction is getting a unit that has the potential to change how the game is played.

(Don't expect another monster add-on. Ever.)

Let the speculation begin!

Friday, May 21, 2010

CQ Monster Pack updated

I fixed some bugs with the CQ monster pack, for use in coop, sp, survival, etc.

-Players were not given the mini zorcher correctly.
-Maximus was too wide for his niche in E3m5, and the Flembrane was also reduced in size for a similar reason.

So yeah, go download that and play with it sometime! One day I might even muster the energy to make the monster packs for the other games. :P

Wednesday, March 31, 2010

Update to Doom Monster Pack

The Shotgunguy should now be bright during his firing state, and the Lost Soul's invisible projectile can now be shot midair, so it stops when the Lost Soul does.

EDIT: Oh fuuuuuuuu failed with redefining the Super Shotgun. Updated again.

Monday, March 29, 2010

Doom Monster Pack Released

Now available from the above download link is the Single Player monster pack for Doom 2. Mancs, Pains, and Revs will be randomly upgraded. You are given quite a bit more ammo than normal to compensate for the health increases of the monsters. The Fist will not alert monsters and is slightly faster, so sneakiness may be an option.

Sunday, March 28, 2010

Minor update to ZDWars Chex Monster Pack

I made the bootspoon silent and slightly quicker, the bootspork more damaging, and the minizorcher no longer uses ammo.

This rewards the player for stealth tactics (monsters will forget you or ignore you if you are behind them), so group CQ runs should be interesting. The minizorcher didn't need to use ammo since it was almost useless, anyway. In groups, disciplined fire with minizorchers can still be effective.

Ever wanted to fight the ZDWars monsters in Single Player?

Well, now you can - at least in Chex Quest 3. I've created a wad that gives the CQ3 Flemoids their ZDWars behaviors. Download it from the "Monster Packs" folder in the ZDoom Wars download link. Ammunition is also increased, due to the vast increase in overall enemy health.

Eventually, I hope to do the same for all the IWADs in ZDoom Wars.