[FINAL] Re: [ZCC] Zandronum's Community Classes
Posted: Thu Mar 30, 2017 6:45 pm
Okay then, work with both at once is fine for me, just need have the patience to name the fuckton of frames properly.
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.Catastrophe wrote:There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
12mb is way too much, I highly doubt you are using 12mb worth of sprites. Go trim them down.Erma wrote:Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.Catastrophe wrote:There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.Erma wrote:I suppose there's some rule of what the maximum filesize can be, in which case: how big may a total .pk3/.wad file be at most for this community mod?
Why in the fuck is my avatar icon Decay's thing?
Updated op. Balance wise I'd say the SSG altfire is pretty op since it appears to be undodgeable. Aside from that I personally feel that the class has a bit too many weapons for pvp but that's just me.Empyre wrote:Here is Weapon Hacker v2 with GLDEFS and DECALDEF, and a corrected WADINFO (I did a poor job before of editing the OPWeapons WADINFO).
Weapon Hacker v2
I still need feedback to tweak the balance.
Come to think of it: Catastrophe, if there's something you'd like to have edited/buffed/nerfed about my character/class "Zane", please let me know.Catastrophe wrote:Updated op. Balance wise I'd say the SSG altfire is pretty op since it appears to be undodgeable. Aside from that I personally feel that the class has a bit too many weapons for pvp but that's just me.Empyre wrote:Here is Weapon Hacker v2 with GLDEFS and DECALDEF, and a corrected WADINFO (I did a poor job before of editing the OPWeapons WADINFO).
Weapon Hacker v2
I still need feedback to tweak the balance.
Perhaps a fun tweak to it would be to make it so he starts off with a random weapon and as he gets more kills he gets more guns? It's your call.
Nice class! I'm putting it on the OP, one suggestion I have is to try and clear the console warnings when zandronum starts up (the yellow and orange text in the console).Walkerrr wrote:Hope you like my class! If something need to be fixed please let me know. Greetings!
DOWNLOAD LINK:
http://www.sickedwick.net/uploader/file ... _CLASS.wad
Nice classes! Added to OP.Komodo wrote:Hi
I just finished making two classes. Hope you like them.
EZ-700: https://drive.google.com/open?id=0BwHef ... WpNY2xKbjQ
Sloyer: https://drive.google.com/open?id=0BwHef ... 2pGR3JkZ3M
Code: Select all
Class: Heathenslayer
Health: 100
Speed: Fast
Weapons: 2 (Both the same crossbows, different ability)
PASSIVE: Path of the Righteous
- Hitting an enemy with bolts marks them with the "Path of the Righteous".
- Mark effect lasts 3 seconds.
- There can only be one marked enemy at a time.
- Chasing the marked enemy gives 15% faster movement.
WEAPON: Auto Crossbow
- Fast, shoots single bolts doing 20 - 40 damage.
- R reloads, clip capacity of 10.
ABILITIES:
* Dash (Alt Fire):
- Dash towards your run direction. Replenishes the clip.
- Cooldown of 10 seconds. Lowers by 1 second per arrow hit on an enemy player.
- Dashing leaves a trail of fire along your direction that does 8 - 16 direct hit damage and 15 explosion on direct hit, with trails doing 30 explosion damage instead.
* Full Auto (Q on crossbow (rapid))
- Unleash your crossbow, unloading all arrows one by one in the clip remaining.
- Can dash while doing this, but nothing else.
- Can't cancel once started.
- If stunned (or affected by any effect of that type) stops.
- Cooldown of 7 seconds. Restores on kill.
* Spike Bomb (Q on crossbow (bomb))
- Throws a sphere of iron towards where you're facing.
- If the sphere bounces for 3 times or hits something, it explodes dealing 40 damage in 128 units.
- After exploding, it launches shrapnels around that explode on hit dealing 5 damage each. 18 shrapnels.
- Cooldown of 5 seconds.
I'll try to convert it, thanks for the submission!Ivan wrote:Here's my class: Link
Needs 3.0. You can make it work under 2.1.2 if you removed a couple things (non-vital) but I'd just accept the coming of 3.0 to be honest.
Specifications:
[spoiler][/spoiler]Code: Select all
Class: Heathenslayer Health: 100 Speed: Fast Weapons: 2 (Both the same crossbows, different ability) PASSIVE: Path of the Righteous - Hitting an enemy with bolts marks them with the "Path of the Righteous". - Mark effect lasts 3 seconds. - There can only be one marked enemy at a time. - Chasing the marked enemy gives 15% faster movement. WEAPON: Auto Crossbow - Fast, shoots single bolts doing 20 - 40 damage. - R reloads, clip capacity of 10. ABILITIES: * Dash (Alt Fire): - Dash towards your run direction. Replenishes the clip. - Cooldown of 10 seconds. Lowers by 1 second per arrow hit on an enemy player. - Dashing leaves a trail of fire along your direction that does 8 - 16 direct hit damage and 15 explosion on direct hit, with trails doing 30 explosion damage instead. * Full Auto (Q on crossbow (rapid)) - Unleash your crossbow, unloading all arrows one by one in the clip remaining. - Can dash while doing this, but nothing else. - Can't cancel once started. - If stunned (or affected by any effect of that type) stops. - Cooldown of 7 seconds. Restores on kill. * Spike Bomb (Q on crossbow (bomb)) - Throws a sphere of iron towards where you're facing. - If the sphere bounces for 3 times or hits something, it explodes dealing 40 damage in 128 units. - After exploding, it launches shrapnels around that explode on hit dealing 5 damage each. 18 shrapnels. - Cooldown of 5 seconds.