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[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Mar 30, 2017 6:45 pm
by Zanieon
Okay then, work with both at once is fine for me, just need have the patience to name the fuckton of frames properly.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Mar 30, 2017 7:59 pm
by Erma
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?

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Mar 30, 2017 8:17 pm
by Catastrophe
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?
There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Mar 30, 2017 8:56 pm
by Erma
Catastrophe wrote:
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?
There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.
Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.

Why in the fuck is my avatar icon Decay's thing?

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Fri Mar 31, 2017 3:51 am
by Catastrophe
Erma wrote:
Catastrophe wrote:
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?
There is none, but if a file is large for no apparent reason other than blasting uncompressed music then I'll probably cut it.
Is 12Mb acceptable? There's no music or anything. Just a lot of frames, actually.

Why in the fuck is my avatar icon Decay's thing?
12mb is way too much, I highly doubt you are using 12mb worth of sprites. Go trim them down.

As for Decay's thing, it's the first of a certain month.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Sun Apr 02, 2017 7:34 pm
by Empyre
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.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Mon Apr 03, 2017 3:10 am
by Catastrophe
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.
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.

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.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Mon Apr 03, 2017 5:41 am
by Empyre
How about I drop the chainsaw, SSG, and BFG? And then double the fist's damage, but leave the berserked fist as-is? Maybe drop the pistol as well? That would leave the fist, SG, chaingun, rocket launcher, and plasma rifle, one weapon for each ammo, and one for no ammo. Maybe I could boost the plasma rifle's damage just a little (like 1.25 times) to make up for the loss of the BFG.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Mon Apr 03, 2017 10:55 am
by Erma
Catastrophe wrote:
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.
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.

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.
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.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Fri Apr 07, 2017 3:00 am
by Empyre
Given a lack of disapproval, I went ahead and implemented the proposed changes: Weapon Hacker v3.

Changes in weaponhacker_v3.pk3:
[spoiler]- Dropped chainsaw, pistol, SSG, and BFG because they were OP and/or there were
too many weapons.
- Doubled the damage of the normal fist, but not the berserked fist, to make up
for the loss of the chainsaw.
- Added one more bounce to the bouncing rocket, and lowered the damage to
3/4 normal.
- Reduced the explosion damage of the homing rocket to 1/4 normal, and the
explosion radius to 1/2 normal, but increased the direct hit damage to the
normal explosion damage.
- Increased the plasma primary fire damage by 20% and alt fire damage by 25%
to make up for the loss of the BFG.[/spoiler]

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Wed Apr 12, 2017 12:04 am
by Walkerrr
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

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Wed Apr 12, 2017 2:21 am
by Catastrophe
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 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).

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Apr 27, 2017 3:24 pm
by Komodo
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

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu Apr 27, 2017 7:25 pm
by Catastrophe
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
Nice classes! Added to OP.

As a side note, we are in the half-way point now. Everyone who's currently working on classes; you have another month.

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Sun Apr 30, 2017 1:17 am
by Ivan
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]

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.
[/spoiler]

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Sun Apr 30, 2017 1:31 am
by Catastrophe
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]

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.
[/spoiler]
I'll try to convert it, thanks for the submission!

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Sun Apr 30, 2017 4:35 am
by Erma
I'd like to add a new class: allfearthesentinel.net/download?file=revy.wad Again, if this needs rebalancing, let me know!

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Mon May 01, 2017 10:33 am
by Erma
Tweaked my classes a bit. Balance will be all up to you as you see fit, Catastrophe! http://www.mediafire.com/file/hk0f60e00 ... lasses.rar

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Thu May 11, 2017 10:41 am
by Erma
One month before this thing hits live! I can't wait :)

[FINAL] Re: [ZCC] Zandronum's Community Classes

Posted: Mon May 15, 2017 10:51 pm
by Ivan
Here's my final class to this class set. Link: Download

Requires 3.0 again, but still shouldn't be too hard to make it work in 2.1.2. (Mostly cosmetic, except reload on MG)

Class details:
[spoiler]Class: Force Commander

Health: 100
Speed: Average
Weapons: 2 (Purifier Shotgun, Heavy Machinegun)

PASSIVE: Inspire

- Killing enemy players grants 25% extra damage and 15% extra speed for 10 seconds.



WEAPON: Purifier Shotgun

- Shoots 10 pellets doing 10 damage.
- Altfire reloads, 8 shell capacity.


WEAPON: Heavy Machinegun

- Shoots bullets doing 10 damage.
- Altfire zooms, firing more accurate shots.
- Reload key reloads, 60 bullet clip.



ABILITIES:

* Supply Beacon (Use Item)

- Deploy a supply beacon that gives the force commander within the radius health and ammo every second.
- Lasts 5 seconds.
- Range is 192 units.
- Beacon can be destroyed by enemies, has a health of 150.
- Cooldown of 20 seconds.
- Health and ammo restoration is 8%. (Configure class ammos from backpack as such)[/spoiler]