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DEYBAR_TECH

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Everything posted by DEYBAR_TECH

  1. DEYBAR_TECH

    Tarachillax improvisation

    I have played many Slaughter maps over the years but your maps are incomparable, very very challenging and with new monsters beyond nightmares. so I don't think it's possible to give you better examples or ideas than those that already exist in Tarachillax. It is possible to make more difficult maps but it would no longer be possible to survive with vanilla Doomguy. It would be something even beyond the tools of T.A.S. video creators.
  2. DEYBAR_TECH

    Tarachillax improvisation

    Ahh..... Tarachillax is my favorite Slaughter maps Megawad of all time. Next to okuplok. (which really needs faster platforms to make better Speedruns) new maps for tarachillax or is it a Remake? Maybe Tarachillax 2???
  3. "Stellar Weapons" is an Advanced Mod for Zandronum and GZD that is designed to be played on maps with hundreds or even thousands of enemies at once. Such maps are known as "Slaughter Maps" and to deal with so large number of enemies, this Gameplay Mod has: a rechargeable "Armored Shield" that will greatly reduce the damage received. if the damage is extreme, an alarm will go off and make you invulnerable for a few moments. an enemy search and tracking system. This system called "ScreenSeeker" is very useful to chase very fast or invisible enemies. The Automap will always be revealed and will show the position of enemies and decorations. very useful to avoid being ambushed. weapons of the "Overpowered/OP" type that inflict high levels of damage ranging from 11 to 10 000 damage points. Advanced munitions capable of destroying/damaging or push over Decorations or inventory items. "MIRV" attacks capable of dealing direct damage to fully Invulnerable Enemies or GOD2 cheat players. "Instakill" projectiles capable of turning Enemies and Decorations into a pile of meat or scrap. an unique "Inventory Recovery System" that will allow you to be always prepared with all weapons and ammo upgrades that you found in other game sessions. and finally, if the situation gets out of hand, look for the secret weapon "S.F.C." to generate an impressive supernova that will erase from existence all the enemies reached by its bipolar rings. now, not all of them are benefits for player: "Stellar Weapons" makes extensive use of the "ReplaceActor" Skill property to replace monsters, decorations and even Items to spawn even more enemies than normal and to add other types of monsters without losing compatibility with maps, MonsterPacks or other GameplayMods. The reappearance of enemies or "Monsters Respawn" is another distinctive feature of "Stellar Weapons" and is a property present in almost all difficulties to give the feeling of witnessing a true apocalyptic invasion and to make the provocation of infightings useless. In several difficulties there are no health items on the maps. This is so because most weapons have the ability to extract Health Gems from enemies while at the same time blocking their return/Respawn. This Gem mining and Respawn blocking is a vital game mechanic to survive and the player has to learn how and when to use this. "Stellar Weapons" comes with a "build-in MonsterPack". many use the same direct "Mirv" or Instakill attacks as the player. apart from the fact that there are completely invisible variations or with bullet-resistant metallic camouflages. so depending on the difficulty/Replacements you select at the start of the game, things can get really scary. and finally, Since weapons can be recovered at the start of a game, weapons are very hard to find because there are NO WEAPON SPAWNERS where you would normally find them. Play the first 4 difficulties to find all the weapons. "Stellar Weapons" was designed to be played on the Zandronum source port primarily in SinglePlayer mode. however, It can also be played with GZDoom and Zandronum in Multiplayer modes such as Survival-Coop, DeathMatch, LMS or any other ST/Zandronum modality. To make PvP a bit less unfair, many projectiles have their damage levels reduced upon impact with a player. (At the moment, kills caused by "MIRV" attacks will not add Frags or monster kills.) Download: Stellar Weapons G4-6.0 "NO MERCY" edition url=https://www.mediafire.com/file/k11xjvgaw259ui5/SW_NOMERCY_%2528G4-v8.0%2529.zip/file you can also download the new trial version with some experimental online functions. You can also download the Mod directly through "The Sentinel's Playground": https://allfearthesentinel.com/zandronum/download.php?file=stellar_weapons-(g4-8.0).pk3 This Project in ZDoom Forums https://forum.zdoom.org/viewtopic.php?t=72041 Screenshots: Deybar_TECH: Stellar Weapons - Credits and Sprite sources: Zandronum Online Server for Stellar_Weapons. anyone can enter. To find it, just enter "dt" into Doomseeker. (just behave well when playing)
  4. Anyway, compared to the original Slaughter_Weapons G3 from 2021, the current Stellar Weapons v8.0 is quite competent and that makes me happy. Of course there is a lot of things that can be improved and there is a lot that needs to be explained to stop being mysterious. But..... what i need now is to concentrate on the new generation because there are some similar mods and projects that have the potential to rival my future G5 so I have to hurry. and regarding my own Megawad, The results have been..... too good, Very Good!!! I seriously can't believe that it is actually possible to create maps only with 3D Floors. This is something that has a lot of potential and I want to reserve it for the G5 cities. Also, when I added the fog from my Flight Simulator, everything became more realistic and more beautiful. If we add Ray Tracing shadows and PBR textures, GZDoom would become UnrealEngine.
  5. Wow! You hit the nail on the head. I really hate that all community maps they're just this annoying. so I was planning to create my own Megawad to make that same SAME initial criticism. but well..... I'm already downloading it to try it later. THANK YOU!!!
  6. new update 8.0 available! The Minigun "(GC-82) Siege" was finally improved and is now very devastating!!! Now it also has the ability to disintegrate the corpses of enemies. The "(GC-48) Zeliska" revolver now fires red beams that do not consume ammunition. Also, if you press the trigger quickly, the revolver fires faster. The "(GC-74) Sukhoi" assault rifle also fires the same red beams when changing firing modes. various adjustments to reduce visual anomalies in online. Weapon Pickups will not disappear in Multiplayer mode. Weapon Pickups reload small amount of ammunition in Multiplayer. Weapons now have an icon on the map. "TeleportDest" are now marked by particle sources. This, apart from pointing out the destinations, serves as a warning since the player can be Telefagged if they do not have armor. (unfortunately this does not work in GZDoom since it rename actor names that try to replace the native actor class) I will use "Speed of Doom/SODfinal.wad" map on the server. I hope this doesn't cause so many problems... All this motivates me more to publish in the future my own map set in which I do not stop testing my Mod, doing practices, doing Speedruns or Recording videos. very different from SlaughterMaps, which after "overcoming the challenge" I rarely try them again, not to mention conventional maps. When he saw a lot of key locked doors/switches, I abandoned them immediately.
  7. updated server, now XD-M is not required. Plus, SlaughterFest2012 turned out to be more overwhelming than I thought. Additionally, some doors seem to lock forever, leaving players trapped. Now I am using "tarakans.wad" because as far as I played it, it is not as infested with enemies but it is more difficult in general. I was planning to upload version 7.1 but I would like to improve the "GC-82 Siege" minigun since it has become vastly useless. Apart from that it makes me very sad that the Bots are suffering and dying for hours and hours. so maybe they implement a system that allows them to defend themselves. I am also going to experiment with flags "CLIENTSIDE" and "SXF_CLIENTSIDE" since in online mode there are several quite strange visual anomalies........
  8. I come in here because I really love "Slaughter Maps" and whenever I see that tag, I will go there. but, oh my god..... I wasn't expecting this Story/Lore. I'm sorry for the Spam, But I knew I wasn't going to be the first to in inventing: a show to exterminate "invaders" that are now under control. It calms me to know that in your story there are no elements of "Pinocchio" or an Anime appearance. Anyway, I'll play this SLAUGHTER WAD.
  9. version 7.0 available in: The Sentinel's Playground This update finally adds the massive 4-Bore Rifle which will DESTROY anything it hits. This rifle is not finished yet but you can try it if you wish. this v7.0 fixes bugs in the interface when playing online and adds a new difficulty that makes it easier to obtain weapons at the cost of not being able to obtain them forever. "[TSPG] DT:StellarWeapons-7.0" is the name of the online server and anyone can connect now. Unfortunately I can't stay in the game, But the server will do it.
  10. This morning I registered at "The Sentinel's Playground" to open an online multiplayer server for the latest Stallar_Weapons. The server name is "[TSPG] DT:StellarWeapons" and it is active right now. The purpose of this is to test Stellar Weapons in a Multiplayer environment to see how it reacts. And I must say that I encountered several errors. So an update for Online modes will arrive soon. Anyone should be able to log into the server now. But unfortunately I can't go in to play right now but it is very possible that I will do so tomorrow. As a final fact, the server requires my XDM audio package. So..... prepare to Laugh!!!
  11. LARGE "STELLAR" UPDATE WITH NO MERCY!!! here is version 6.0 that has 3 new weapons, inventory recovery system, new difficulty levels, several bug fixes and above all, much more POWER. you can see the full changelog on ZDoom: https://forum.zdoom.org/viewtopic.php?p=1243294#p1243294 I wanted to reactivate the project here on Doomworld because I plan to release some more updates in the future. Also, I was curious to try the Tags and see how to switch this Project to the new "Mods & Resources" site. (apparently it changes automatically.....)
  12. It looks interesting I will definitely download it when it is available. but I have a question..... What do you mean by "brutalism"? I don't like extreme "Gore" but we're in the Doom community so..... "Brutal"? Maybe you explained it in the video but it is very long. I'm sorry
  13. A new 3.0 version of the project is now available!!! which is full of new features: "MSG-500" is now the main starting weapon. "475 D.E." it is now the secondary starting weapon. In addition, it is more controllable and has new sounds. it will continue to get jammed sometimes. "RHINO 429" spends a bit more ammo but can be upgraded with Berserk Spheres to have Infinite ammo. "AX-475" now shoots much harder and will tear meat or scrap from its victims but consumes more ammo. "FAMAS F280" fires faster and does not produce muzzleflash because it is supposed to have a built in suppressor. "Automatic Cannon" roll and stops much faster. The shotguns "S-Shotgun 800", "Hammer 800" and "GAU-800", being very short-range risky weapons, will now extract various gems from enemies. The ammunition capacity that the player can carry has been greatly expanded. incendiary ammunition produces more smoke and will not burn/explode under water. Fixed the height deviation when firing the new Hitscan in GZDoom. Improved the code of "KINETIC" projectiles and melee attacks to have different levels of damage, sound and effects. Removed the "+EXTREMEDEATH" property from almost all attacks or shots. Green/BFG/VLink attacks will always XDeath enemies for Plot/Story reasons. Instakill attacks have more compatibility with special maps like Map07 and E1M8. Added a new difficulty called "Empty Slot", which removes all enemies and decorations from Doom. this mode will automatically activate the BossDeath and KeenDie special actions. Difficulty replacements adjusted. The MasterMind Class included in the Mod fire "KINETIC" projectiles and now have more erratic aim. The BaronOfHell Class included in the Mod has a new attack type BFGSpray. The project is slowly approaching its final form....... but only a hard reboot will fix the many bugs and limitations it still has.
  14. I released a 2.0 version of the project: The weapons have changed places in their KEYCONF and are now no longer tied to only button 1. Several weapons have been upgraded and now shoot much faster. almost all the weapons changed names to better fit my bullet Index/ideal bullet diameters. The big energy sphere that the "Extreme BFG" fires now has a smaller blast radius. Sawed-off shotgun will now always change ammo when pressing and holding AltFire/BT_ALTATTACK. (this will remove the ammunition already inserted in their chambers) someone modified some sounds of my weapons. Inspired by those changes, some weapons also changed their firing sounds.
  15. finally here is the first part of my boring ammo technical report. I was working on this topic from May 2021 until this final date of 2022 and the worst thing is that I still haven't finished. Maybe this technical report is too out of place (Off-Topic) with Doom Mods, but making this report helped me a lot to simplify and solve several problems that are more evident now that they are written. now the initial goal of all this research was to reset and upgrade all existing ammo types in this mod. each ammo type in this new ammo "standardization" had to have unique methods of blocking enemy "Respawn" and each it had to have some special property to differentiate it from the other categories of ammunition. Also and very importantly, the 3D weapons that I plan to add to the project need ammunition also made in 3D to be able to build the rest of the weapon around it. so not only did I have to modify the properties and codes of each ammunition, now I had to analyze and select several real life ammunition to make a list of 3D cartridges to finally be able to create the entire arsenal of weapons based on that list of ammunition. During this first part I will talk about my research of real life ammunition. In a second publication I will talk about the new and redesigned ammunition categories. (in my zdoom forums comment you will find more interactive links) https://forum.zdoom.org/viewtopic.php?p=1234619#p1234619 that was the introduction. Now let's start with the report: having said that, finally here is the list of project cartridges: Once this list is finished you will have noticed that there are only relatively conventional ammunition that will be limited only to using plastic casings or hybrid parts of brass and steel. Where are the Telecopic, Caseless or Gyrojet ammunition??? is true that Caseless greatly increases firing speeds, saves a lot of weight and is very powerful for its size but it is too vulnerable to the environment and is quite fragile. This ammo would be useful in fully sealed space weapons so that the fine space dust does not jam their parts or damage the Caseless. but that only increases the complexity and cost of the weapons. In zdoom "The WIP Thread": https://forum.zdoom.org/viewtopic.php?t=14126&start=30780 I talked about the selection of triangular Telescopic ammunition. These ammunitions are very interesting but they need a completely different feed system that is practically the same as the one used by Caseless ammunition. I had to decide: or all are Telescopic+Caseless or none is. Gyrojet is a munition that would be very useful in water or space but like the Telescopic and Caseless munitions, they require a different feed system that cannot be shared with the other munitions. In addition, the Gyrojet are practically useless at short distances because they take too long to accelerate. Thank you very much for reading this report. Happy end of year!!!
  16. This is a Features and Weapons Demo Video of "E-SAW.pk3" which is the predecessor of the current Slaughter_Weapons. This Smartphone predecessor had weapon change with dedicated weapon slots, a level-up system that changes the performance and Ammo Capacity of weapons, the indispensable Lock-on system that greatly helps the touch screen, and finally, weapons could "Swap of Types of AMMUNITION". It's important to watch a little this Weapons demonstration Video to understand the upcoming ammunition report and why it's what all of Slaughter_Weapons wants to be again but with the most mechanically possible approach. Or maybe it would be better to keep the ammo capacity upgrades.??? Just in case, whenever possible I try to keep the same project in sync with both zdoom Forums and Doomworld. Link to Zdoom Forums: https://forum.zdoom.org/viewtopic.php?p=1233452#p1233452
  17. A new version of "Slaughter Weapons" has been released!!! This version "g4+" has been archived in the freezer for almost a year and now that it's been released, these are the most interesting details: (enemy: Revenant - Facemaw) is a customized version of the Revenant. Throw grenades and shoot electric bolts. (enemy: Cacodemon - Sky Hornet) is a flying robot that fires specially targeted missiles and fires plasma. (enemy: hellknight-Knight) very similar to his replacement but has the ability to fire large beam projectiles. (enemy: baron of hell - Baron) existed before the Knight, but charges and launch low-powered Extreme BFG attack. (enemy: Arachnotron-Mind) almost identical to his replacement, but is equipped with an explosive laser shotgun and a BFG10K. (enemy: spidermastermind - Mastermind) equipped with powerful miniguns and the same eraser Extreme BFG projectile as the player. (enemy: beta & Lostsoul) new Lost Soul with extremely speed and BetaLostsoul that does direct damage. (enemy: Demon - zarg) is a adorable very fast worm from freedom. (enemy: Spectre "+shadow") Fuzz-rendered enemies have metallic camouflage, making them resistant to Advanced slow-flying Hitscans. (enemy: Stealth monsters) There are green enemies that are completely invisible and capable of going through walls. look for them with the lockon system. (Weapon: Shortgun) is a double barrel shotgun "SSG" very complicated to handle and can change the type of ammunition. (Weapon: MSG 500) is an assault rifle capable of changing ammunition types: pistol or rifle rounds. (Weapon: Desert Eagle) This weapon does not need an introduction but it is unreliable and can jam. All 8 ammo types can be "remembered" from the previous game by pressing "Use" when starting new game. several weapons changed names. Auto Cannon has better sprites. M-16, Auto-Cannon and MSG-500 will fire the advanced slow-flying Hitscan. this project can still be combined with the old XD-M9, but I recommend mixing it with the new XD_Muertes-G11. Even so, this version has received some last-minute changes and various sounds were temporarily disabled, so it is likely that errors or unexpected problems will appear.
  18. (all games, logos and sounds are property of their repective owners) "XD_Muertes" is a FREE compilation of more than 3000 voices and sounds obtained from different Video Games which replaces several Doom sounds. the purpose of "XD-M" is to be funny by mixing and randomly playing some of the thousands of sounds present in its database. this Sound pack was built primarily for the Source Port: Zandronum although it can also work in GZDoom with some differences. the shared XD-M11 2.0 has improved its Doom sound replacements. but there are still many categories of sound to be defined. especially in Hexen. Download the audio pack version [2.0] with this link: (make sure to give it the highest priority when running it with other Maps or Mods) https://drive.google.com/file/d/1fUCtHdH_Qm2IpK1bAcVzKRaMh0kIC5qY/view?usp=sharing ATTENTION: EXTREMELY LOUD SOUNDS DETAILS: Now, the large database is organized into several folders that could be separated into 3 huge groups. VOICES: Friendly Friendly Female Enemy Enemy Female SOUNDS: Powers Effects IWADS: DOOM HEXEN STRIFE "VOICES:" this group contains a large number of voice clips from different games, of which the following stand out: Black, Tekken, Gundam, Shinobido, WWE 2006, and Area51. These voices are divided into 5 parts: TAUNT – Sounds usually heard when characters roam/idle ATTACK: launch of blows and very aggressive dialogues PAIN: Short duration death sounds and soft pain. KILL: mostly long funny death screams. DOPPLER: Pre-recorded sounds of doppler shift effect. Also, many of the voice folders are marked with the (ALLY) tag. because only "allied" characters as Player/Doomguy will activate them. and finally there are also female voices. these are destined to be activated only by players of gender "female". "SOUNDS:" this audio group is only sound effects. there are several sub categories like: Hits, Defeat, Comedy, Metal, Cutting and Gore. there are also POWERS sounds that are mostly activated by the Archvile. "IWADS:" although DOOM is the most complete, this group of sounds aims to replace all the main sounds of each IWAD Doom is the one that stands out with unique voices for each enemy they stand out from MBFhelperdog, Revenant & Archvile. Also included is an optional .wad containing custom Sprites for all of Doom's weapons, some enemies and some New Graphics for menu. "Loquendo TTS" is also included in the form of an announcer. but this speaks only in Spanish. XD_Muertes-G11 - SOUND CREDITS:
  19. I have released a new version [2.0] via Google Drive. this was a rushed release so there may be sound issues. feel free to report a problem or make any suggestions. This version changes the following: Archvile attack dialogs have been improved. Cacodemon makes small comments when launching attacks from him. and dies with confused comments or large comedy blows. BaronOfHell & HellKnight have their sound distance increased and now die screaming. BaronOfHell Idle dialogs have been improved.
  20. I uploaded some videos of XD-M11 version 1.0. I will continue to improve the project.
  21. new version [1.0] available! the activation distance of the sounds is much smaller (maybe it is too short) Demon & Spectre now trigger death and talk voices when attacking. DoomIMP now speaks small dialog when throwing fireballs and claiming victory in Melee. BaronOfHell now speaks in growls while walking and laughs if he fights someone. Arachnotron makes some comments when walks/idle. Archvile & Revenant die with more Doppler.
  22. Online ZDoom Vision / OZ Vision. screenshoot GZD 4.4.5: bot/AI mode. or theorical online/multiplayer. About this project / Forum: Even though the attempts were much older (LittleBigPlanet, GameMaker, Unity) since only in December 2016, I am successfully experimenting with the GZDoom engine in order to create a perfect flight simulator. Since 2020 many objectives are changing to include environments / missions in space. my initial goal is not to create a complete Game / Mod with the first thing I find. my goal has always been to investigate and "demonstrate" that it is really possible to create a flight simulator with the most advanced tools in GZDoom. once I am satisfied, I will begin to refine and mass produce my technology to finally build the complete game. I'm releasing only the latest version of (OZ VISION G7) but as before, this file (.PK3) is very experimental and the weapon system was partially removed. Download: OZ Vision g7 http://www.mediafire.com/file/s97akcybaiygy6s/OZ_VISION.zip/file I recommend using it with (GZDoom v4.4.2 - windows 64). any base Doom IWAD is supported to start it. not is compatible with Zandronum due to ZScript codes. the console is eliminated, use the secret code (369) to enable. If you download it, please comment how it works or if there is an error. any suggestion or question is fine. I included some music but they are cut to little more than a minute. I don't know if it's wrong, or if I can include them in full or if I have to remove them. but these songs would be part of the soundtrack of the complete game. You can see more content in my (ZDoom) forum from here. my old phone only allows me to be really active there: https://forum.zdoom.org/viewtopic.php?t=65151&p=1108994 i will update the post eventually.
  23. awesome, if my computer supports it i will use it in my gameplay videos.
  24. During these days, I dedicated myself to creating some new enemies and making many adjustments to the new: sLAUGHter Weapons-G4. In these 2 long and relatively old videos, I started to improve the enemy "Respawn" system. Now, in this Mod the Respawn is used mainly to help the enemies to be more challenging and it serves to give a feeling of game type (Invasion) that is an infinite survival of enemies. Previously in Slaughter_Weapons-G3, only KINETIC ammunition and ExtremeBFG could block Respawn. What in high difficulties caused an absolute preference towards these weapons. Now that all the difficulties will use the Respawn of enemies, I am creating new tactics and specific actions so that all weapons can counter the Respawn of enemies in their own style.
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