Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Tuesday, July 27, 2010

ZDWars 3.1 preview

ZDWars 3.1 is going to do some neat things. Nothing earth shaking. There won't be a version on par with 2.9 in a long while, but 3.1 is a step towards perfecting 2.9, so that's cool. Anyway, some of the highlights:

-All Hero and Elite (cost more than a Hell Knight) units will have a health bar floating over their heads for all to see.

-All summoners will now not be switched to when unlocked, and non-basic units will not auto-fire if the button is held. Tap to spam these guys. This protects against accidentally spawning two barons of hell or what not.

-Doom's middle tech tree branch will take less units to progress through.

-Swamp Stalkers are getting a combat buff.

-Order Turrets are getting nerfed, and will no longer be able to hit ghosts.

-Flem spores should finally work correctly.

-Virus turrets getting nerfed, spreadshot turrets getting buffed.

There are also other things that have only been revealed in the IRC channel, because those people are SPECIAL.

Thursday, July 8, 2010

Progress on 3.0

The big Three-Oh is comin' up. It's primarily going to work on the new units, but there is still a host of other changes to continue improving your ZDWars experience. Highlights so far:

-Flame Mancubus will deal 30% extra damage against basic units.

-Pods won't be so spammalicious.

-Order Turret price is going up to 12/5, and they won't be stackable. They may recieve another nerf on top of that.

-Slight adjustments to keep the Slime Carrier from being able to be abused.

-Slime Meteor improvements.

The rest is all even more minor, really. There will also be some minor map adjustments and fixes. This version isn't anything special, but it will iron out the big issues with the new units and continue to fix up the gameplay.

Wednesday, June 30, 2010

ZDoom Wars Birthday Week Finale: Virus Unit Reveal, and 2.9 new stuff

The Virus faction will gain the Shield Drone

 Cost: 8/2 Health: 300
 Attack: Ranged Damage: N/A Role: Support/Defense
Shield Drones are, on their own, near completely harmless. However, when used in support of other units, they become an important part of an advance. The Shield Drone constantly attracts the attention of enemies and absorbs damage so its lighter armored comrades can survive longer. It will also occasionally let loose a short range, prolonged wave of projectiles that will block incoming fire, set off explosive projectiles early, or stop charging units.

The Shield Drone is unlocked alongside Greater Prisms, and will hopefully give Virus some added punch in a siege or big brawl.


As for ZDWars 2.9, there are many balance changes to accompany the inevitable paradigm shifts that will be brought about by the new units. Some of these have been covered before, but I'll go over the high points again:

-The F1 help screen has been updated with some more info, and the url to reach the documentation.

-C-375's height code has been made much more solid by evilspacetomato, and there is also an altitude indicator for Virus players. The max flight height is 384 units.

-Despair Canyon's slime will now dispose of monsters that fall in it, as will the water below the bridge in Valley (no more deathpit!)

-Da Void's funky skybox now works, and parts of it have been made more accessible and flow better.

-Yes, that sector in Something Epic is fixed (so says Damage :P ).

-Cyberdemon price raised from 130/115 to 140/125.

-Spider Masterminds have been slightly reworked so they are better at spraying multiple units. Try e'm out.

-Pain Elementals and Archviles will now try to keep a distance from the foe.

-Enchant has an increased radius, and Enchanted units are immune to radius damage from other enchanted units.

-Crusaders are now much cheaper.

-Normal Crusader's missiles now have a slight homing ability, so they are useful at extreme ranges.

-pre-upgraded Sniper Templars are now much cheaper.

-Stalkers had a width reduction.

-The Programmer will attempt to keep a short distance from foes.

-The chance of repair drone resurrection has been increased.

-The Commonus Split upgrade now effects spores spawned from Meteors as well.

-Common flemoids were given a slight buff.

-Flem spore spawning has been altered some, and the spores are more likely to create Bipeds or Larva now.

-Spores were given a slight buff.

-Air Carriers were buffed.

-Virus units are now immune to the death explosions from other Virus units.

And quite a few bug fixes. It's gonna be pretty sweet, even aside from the new units. We'll see what new strategies pop up.

Tuesday, June 29, 2010

ZDoom Wars Birthday Week: Chex Quest Unit Reveal

The Chex Quest Faction will gain the Slime Carrier

Cost : 30/8 Health: 600
Attack: Ranged Damage: N/A Role: Support/Shock
As the flemoids encounter the forces of other dimensions, they adapt and grow. In response to fortresses, the flemoids have created a new slime-form.
The Slime Carrier acts as a sort of troop carrier for the flemoids. Unlike other air units, it must be spawned on the ground, where it will undergo a period during which it is inactive while in synthesizes the fuel it uses to float, and grows its batch of flem spores. Upon activation, the carrier rockets a short distance into the air, and is awakened. When closing to within a short distance of the foe, the Slime Carrier unleashes its payload, rocketing around violently as it deflates. The ensuing swathe of flem spores (and even some resurrection slime) can break a battle line or swamp a garrison, or simply be used as an instant army. As the Slime Carrier loses health, its payload decreases, and if killed before beginning to unload, it has no effect.

Monday, June 28, 2010

ZDWars Birthday Week: Strife Unit Reveal


The Strife Faction will gain the Order Turret

Cost: 10/4 Health: 225
Attack: Ranged Damage: High Role: Defense/Skirmish
Burst firing and deadly. At least they can't chase you.
Order Turrets are sentry units, effective in combat at short distances, where they fire a burst of bullets that deals heavy damage. As they fire, they emit glowing beams that point to their target, alerting the Commander of the enemy presence. They have an incredibly quick reaction time as well, so don't expect to sneak past them. Not good if you want to stay hidden. Order turrets do not block other monsters, or players, and can hit ghosts.

Again, no surprise here (hopefully), though the additional sentry abilities will heighten Strife's siege capacity, and make them additionally effective when inhabiting outposts or establishing forward positions. Your turrets can give you that head start warning while you're busy spawning stacks of Stalkers in a corner. Heed their relatively obnoxious warning! Turrets are unlocekd alongside Reavers.

THE MIND BLOWING AWESOMENESS of the last two units is yet to come!

Saturday, June 26, 2010

ZDWars Birthday Week: Heretic Unit Reveal


The Heretic Faction will gain the Gas Pod
Cost: 25/8 Health: 300/75
Attack: Ranged Damage: High Role: Defense/Shock
These volatile organic pods grow all over the place, making a walk in the park a little hazardous.
Gas Pods are ideal for defense or for containment. Their primary function is to explode upon death, injuring nearby friend or foe. Upon spawning the first “Primogenitor” Pod, it will spawn four lesser pods around it. The Primogenitor Pod has more health than the pods it makes, and is larger. When alert to enemies, the Primogenitor Pod will attempt to spawn another pod nearby every eight seconds when an enemy is visible, up to 20 over its lifetime. This time span can be interrupted if the pod is hurt. The Primogenitor pod is immune to splash damage, but the lesser pods are not, so chain reactions can result. All Pods are immobile, but can easily be pushed.

So, Heretic receives a solidly siege or defense focused unit. A lot of times, Heretics hordes can fall short in a pitched melee against an Enchanted Hexen force or a Flemoid horde without its elite units, who themselves aren't as tough as other factions elites. So, when you unlock Ophidians, another unit useful for defensive purposes, you also gain the Gas Pod. Heretic operates on a middling level with high numbers and some decent artillery, but sometimes need an extra bang.

The Gas Pod is that literal extra bang. Upon the instance of its spawn, it's not that dangerous. In an open area, it's not that dangerous. The Pod will require finesse to use, as the Pod Field will draw fire from the foe. Still, when given a bit of view and the time that it takes an approaching army to reach your defenses, a pair or trio of Primogenitor pods can construct a disruptive defense that can break groups of enemies or shatter momentum, allowing Heretics units to use their speed to fill in the gap and rout the foe. Pods can also be interesting as traps, both for enemy monsters and an unlucky player, whom can be crippled by a chain reaction.

Friday, June 25, 2010

ZDWars Birthday Week: Doom Unit Reveal

The Doom Faction will gain the Lost Soul
Cost: 3 Health: 70
Attack: Ranged Damage: Low Role: Brawler/Meatshield
Dumb. Tough. Flies. On fire. 'Nuff said.
Lost Souls are a cheap air unit which attacks by charging their foe. Useful for soaking up damage and pinning down enemy formations, Lost Souls have a relatively accurate charge when at medium ranges, but may miss from too far away. Lost Souls spawned by the player are tougher and larger than those spawned by a Pain Elemental, and lack their suppression and KaBoom vulnerabilities. Lost Souls are vulnerable to snipers.

Many folks saw this one from a mile off, both because it fit my criteria, and because it was clear in the picture. And there are some of those people who think that spawning Lost Souls would be lame, presumably based on the fact that it could be seen as redundant or unexciting.
However, you will note that when a Pain Elemental spawns the Souls, they are weaker, and you can't decide where they are spawned. Direct control over Lost Soul spawning also allows having Lost Souls without having a Pain Elemental, which still fits the Pain Elemental's role as a Support unit: It supports both your army, and your spawning efforts.
Lost Souls will be unlocked alongside imps, chaingunners, and pinky demons, giving Doom a varied second tier, as well as a cheap, albeit unconventional, air unit. Lost Souls can be used to unlock Cacodemons, just like imps can.

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!

Thursday, June 10, 2010

Some info on 2.9

There's a decent group of changes coming with 2.9, as well as a couple minor map fixes. Among these things:

-Blazing Colosseum scripts revised to eliminate the double deep and damaging ground bugs, by evilspacetomato.
-Cyberdemon price raised from 130/115 to 140/125.
-All Enchant-able Units are now immune to radius damage coming from other Enchanted units.
-Adjustments to make Crusaders worth your buck, and cost less.
-Stalker width reduced from 30 to 20.
-Some changes in Virus to make it a little more satisfying.

It seems that less changes are being made in more recent versions. Is this because the product is improving? Hopefully.

Thursday, May 27, 2010

o u know

That, in the upper-right corner of your screen, and with working progress bars and pretty pictures of locks for monsters you haven't got yet.

2.8 is due soon!

How soon isn't really clear - there's still a little work to be done. Anyway, the Crucible maps are getting another upgrade, so the current Greater Crucible will become Lesser, and a much expanded and improved map will fill in the spot left vacant.

Bishops will be able to be enchanted in 2.8, as well. When enchanted, they will gain a slow, homing projectile attack which can stunlock lesser units in a radius around the impact, as well as dealing sufficient damage to them.

Evil Space Tomato has magically whipped up a Tech Tree Progress display for all classes, which shows your progress towards unlocking units in the upper right corner of the screen. It is currently triggered by the Strife Objectives key bind.
He has also improved the HUD so that it always displays in the bottom right corner of the screen, and works at low resolutions. Each mana bar is also labeled. So, many thanks to him for these fantastic additions!

That brings this a little closer to tournament-shape. I still need some sprites, though! D:

Wednesday, April 21, 2010

New banner Background, and some previews of 2.6

Just for teh lulz.

Now I've already brought up the Despair Canyon and Caverns rehaul, and the beginnings of the map pack 1 and 2 visual updates, so now some about the gameplay. 2.6 will resolve some bugs, as usual, and refine some of the nice changes made in 2.5, as well as solving a couple minor gameplay nitpicks that will work to make the wad play just a little smoother overall. For example:

-non-flying heroes can now never fall off of ledges, or be forced off of them, even by Loremasters.
      Yup, no more frustration with your hero ending up where they aren't supposed to be. Heroes are too epic to get pushed around like that! Note that they can still be pushed about by gunfire, and yanked by Loremasters, they just won't fall off cliffs.

-Undead Ghost Knight price raised from 10/4 to 10/5 due to their recent improvements.






     Well, with the improvements to the Undead Ghost Knight (increased melee range, health, etc.) in order to make there be a defineable difference between the two types of Knight, the standard Undead Knight was seriously obsolete. So now the Undead Ghost Knight will be two Hero Mana more in cost, which can stack up. So the more stingy types might actually opt to use standard Undead Knights (with Ghost Wave, if necessary).

-Barrage Weredragon's secondary projectile can no longer hit Ghosts.
     Barrage Weredragons are great. Spectacular, in fact. A battery of them could be nigh impregnable. So now, though they will retain their standard effectiveness, and still be able to effect ghosts more than normal Weredragons, Ghost units will at least be more resistant to their attacks so that Barrage Weredragons have a definable weakness of some sort.

-Zedek nerf.
     Seriously, he has 1200 health. Why, you ask? Because it was the longest time before I realized he was hurting himself, and kept trying to make him useful by buffing his health. Now, that's being turned down a notch, and the radius of his explosive attack is less significant, so he might actually be able to be overwhelmed.

-Inquisitor is more awesome across the board.
     More accurate rifle, bigger grenade explosion with forced, KaBoom type damage, actually using his rifle when up close. He'll be pretty sweet, though the direct damage of the grenades is reduced to compensate for the forced explosion damage.

-Programmer balanced further.
     He's cheap, let's face it. Now he'll take longer to conjure a lightning storm, and will shoot a little less. Still, his health has been bumped up to 2600, so his greater vulnerability and lessened omnipotence won't make him suck.

-Buffed Entity.
     He'll attack faster, and shoot multiple projectiles for some attacks (which, by the way, Spectre A and B already do, to a lesser degree).

-Normal turrets will be able to hit ghosts again.
     The recent Ghost revision made Virus lulz against Ghosts, and turrets nearly useless in some instances. So, in 2.6, a Virus player will want to not only use turrets, but mix in the two types: the choice between hitting Ghosts, or oodles of firepower? The Spreadshot turret's attack speed is also increased, so expect massive resistance when facing them.

And that's just some of the big stuff I have lined up. There are other, more minor changes, and quite a few bug fixes. The maps are undergoing some more work, as mentioned before, with a couple bug fixes and minor issues solved (Yes, Lord Maldovious will be really powerful).

Fun fact: Valley is getting a bit of a renovation. Yup. The old staple map is getting some fresh air.

Anyway, I, for one, am excited to see the result of Mik and Damage's first joint venture, because believe it or not, I don't get to see the maps other than an occasional screenshot until the pack is all done. :P

Tuesday, April 13, 2010

oman

I don't believe I've actually mentioned this, but Damage is officially a mapper for ZDoom Wars, and is working in Concert with Mik57 on the map pack.

As is, Mik57 first makes gameplay changes, and then sends the pack to Damage, who will be doing detail work. At this point, the map pack is in Damage's hands, so 2.6 shouldn't be too far off, and as mentioned before, will pack some tasy map changes as well as balancing and some bug fixes.

I've been at a gaming convention here in San Antonio called Chimaeracon this past weekend, thus the inactivity on ZDWars servers. Now that I'm again able to work on this in my freetime, I may toss out the Heretic monster pack or something.

Anyway, I received yet another Map Pack 4 submission this weekend, but there are still open slots, and there can always be another pack! Just don't count on seeing your map in action within the next... the next, uh... long time span. The good news is that I'm feeling more and more confident about the wad's balance, and there are a couple other handy developments at hand as far as the map pack and such that can help set the stage for the long-promised tournament at some future date. :D

Tuesday, March 30, 2010

Map Pack 3 Finalized

Just on the verge of release, the Map Pack is getting finished. Here is the complete list of the maps included in Map Pack 3:

Flame Temple by Guigui, 2-3 players.
Red Canyon by Whodaman, 2-4 players.
City of Chaos by Always Doomed, 2-4 players.
Pacific Warfare by Mik57, 2-4 players.
Grimwald by Sauerkraut, 2-5 players.
System Reboot by Damage, 2-6 players.
Knee Deep in ZDoom Wars by Damage, 2-6 players.
Something Epic by Corpsegr1nder and Omegamax, 2-6 players.

Overall a varied map pack with unique design ideas, new themes, and brand new hazards, accompanied by all new music.

Also included are the updated versions of Weird Bases and Battlefield 94', Da Void (the replacement for Deja Vu), as well as the Lesser - Greater - Greater(er?) Crucible update, and a couple fixes to the current maps. Wierd Bases and the Crucible Maps have improved music, as well.

Tuesday, March 16, 2010

Tournament Participation Poll Results

Alright, so 22 people, 4 of which might get lag killed or DC in the middle of a match. That's alright. It won't be a long tournament, but it should work out fine. The tournament won't actually occur for a while. I want you fellows to be familiar with map pack 3 first.

You may have noticed a new entry in the Index, "Mapping for ZDoom Wars". If you want to make a ZDWars map, go ahead and read that, and if you still have questions, contact me however.

Anyway, Mik is presumably working on map pack 3, and once I receive it, I'll put a couple spoilers, etc to tide you over until release. Until that point, how about a list of the general gameplay and cosmetic changes coming in 2.5?

-Ghost Units are overall more useful
-Heretic, Hexen, and Strife summoners now use png graphics for the monster images
- New, custom ZDoom Wars HUD, by Firewolf. It displays health and both types of mana, with both bars and numerical values visible. It also works in Widescreen, and is easier to read than the default HUD at high resolutions.
-Mana items will now blink for a few seconds before vanishing.
-Player footstep sounds were broken.
-Some classes used incorrect frames in their HeroSuppression.Pain state.
-Each class now has game-appropriate blood.
-Hero indicators weren't moving at the right speed, and so were inaccurate.

The total list of changes to the Factions themselves will just have to wait until release! ;)

Tuesday, March 2, 2010

2.5 Preview, and setting the record straight

Naturally, I'm going to reach the part you most want to hear later, so suck it up and read the whole post, it would make me very happy face.

Now that I have a central news-giving-out...place, I'd just like to state that I do not like Faction Suggestions. Do NOT suggest a faction unless you have good English skills and have read the Faction Idea Submissions text file that comes with the Wad when downloaded from the thread, or click the link at the bottom of this page. NOTE: There will, in time, be new Factions, but not for a long time, and not without a formal announcement. I will not inundate you with them, each one will be planned out and spaced apart a great deal. Will they land fully balanced? No, but they will have their particular master plan laid out. As before, you'll need to help as you have with feedback, etc. Ideally, the other Factions will be balanced enough that the New Faction won't cause too much trouble.

Of course, you will want to hear what Factions I actually have planned. For those that haven't heard me rant about it in a server, I intend to make a Faction of Harmony, and, if the monsters are ever finished, a Faction of Hacx 2.0. These two are the only Factions confirmed, though Happy Time Circus 2 has been under consideration. DON'T FILL THE COMMENTS THREAD WITH FACTION SUGGESTIONS AND QUESTIONS AAAAAAAAAAA

I usually aim to make new things underpowered if anything, so as not to destroy the gaming experience. Still, I need new content to be played enough for me to be able to fix it. This goes for other content: If it isn't used, I can't make it better to the point that it is used. So you fellows who like picking a single unit and seeing if you can spam your way to victory? That's actually pretty useful for me! This also applies to maps - if you don't like it, tell me why in the thread! There are many good maps available, but the ones that aren't good won't be improved without feedback, except in obvious cases (such as Weird Bases).

Now, as has been stated in-game, I intend to hold a ZDoom Wars tournament. The time frame for this is amorphous. I intend to begin it when I personally feel that the wad is balanced enough, and when Map Pack 3 is familiar to you guys. As far as I have it planned, it will run like so: You sign up, and choose ONE faction to use in every battle for the whole tournament. Games begin with 3 or so players each, the winners of these first battles continuing on and being combined into fewer but larger games, until the final battle. Each Tier of the tournament will have certain maps fitting the number of players per game for that Tier. The number of Tiers and the Tier progression depends on the number of people that sign up. A single loss means you are eliminated from the tournament. Each match will last an hour, and any commanders who survive the hour are taken to Blazing Colosseum for a 20 minute Sudden Death round, in which the Commander with the most health wins if multiple Commanders survive the 20 minutes.

This Tournament will be hosted by The Best Ever on a server with a password. There are other sundry rules which will be posted when the time comes. Don't join if you have a cruddy or unreliable connection to The Best Ever server, since it would be no fun for the other competitors. If you intend to join the Tournament when it happens, post a comment. This isn't a sign up, but it will help me plan if I have a better idea of how many people will participate.

And finally, what you've been waiting for, and may have skipped the entire rest of the post for: The skinny on version 2.5! 2.5 signals the release of Map Pack 3. Map Pack 3 will have at least the author variety of Map Pack 2. Authors Mik57 and the team of Omegamax and CKeen return, while there are other map submissions from other more or less acclaimed map authors, including Xaser with a redo of GVH00, Continuum of Silence, made to work with ZDoom Wars. It is a good mix of attractive and mid-size maps with support for a range of player counts, with brand new themes introduced into the generally Medieval/Tech/Hell mix that has been seen before. The new sights (Such as a Virus-themed map by Grymmoire) are accompanied by a renewed sense of what a ZDoom Wars map should accomplish. The maps all appear to have a good natural flow, and an improved sense of balance and attention to detail on par, or exceeding, many of the current maps.

But this does not nullify the old maps. In fact, several have been refitted for 2.5 to play better and provide a superior playing experience. Weird Bases has been redone from scratch by the original author, Xutawoo, to support 4 players. It looks and plays better (the middle is easily navigable now), while still using only vanilla doom textures. Xutawoo has also improved his other map, Battlefield 1994, with some improved texturing, and extended areas and structures, including an entirely new one in a new space near the Auditorium (which actually has seats now). Deja Vu, aka that map you never play, has been entirely replaced by a map by the same author, Captain Bighead, called Da Void. It has the same interesting visual, Void-like theme, but is an entirely new layout. Lesser Crucible has been replaced by Greater Crucible, which has been replaced by an entirely new map based on the Crucible theme, and by Leonan, the original author, so you could consider Map Pack 3 to bring in 9 maps, instead of the normal 8, without using up a new slot.

As far as gameplay, Firewolf has made a custom HUD for ZDoom Wars which displays both health and both mana types with bars and numerals. It works much better than the default HUD. Mana items will blink for a few seconds before disappearing, and the cost of the Cyberdemon has gone up for the first time in a LONG time, to 130/115. Hexen's Enchant ability is getting a much needed buff, and Ghost Wave is getting a radius increase. Various adjustments have been made to every Faction alongside cosmetic improvements and bug fixes. Overall a good version, I would say.

Version 2.5 will (more than likely) be released on April 1.