jefejefejefe • PM |
Oct 28, 2011 10:25 PM
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Jefe
![]() Posts: 420 |
I'm going to make some changes to the server monsters. The biggest change will be removing the Doom monsters. They're the reason there is so much lag when starting a new match, they weigh in at about 90 mb total. I think they're pretty cool (why I added them in the first place) but the files are huge and take a long time to load and that goes against my long-standing policy of KISS (Keep It Simple, Stupid.)
All the other monsters will be staying, they're all much much smaller in comparison. These are: Satore Monsters DEKMonsters (Gold and ghosts) Cosmic Monsters Geodudes Pikachu Quake Monsters Druid Monsters I'm looking at the Wehtam monsters right now, they're a small download and look like they'll be fun. If you have any other suggestions post them here, with a link to the file. Small downloads are preferred, to keep the server lag-free. ![]() Comments and suggestions for changes to wave configurations are also welcome.
Last edited by: jefejefejefe Oct 28, 2011 10:33 PM
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hollon • PM |
Nov 06, 2013 12:16 AM
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Hollon
![]() Posts: 346 |
Just an update(from over two years ago!). All non-UT monsters have been removed(DoomPawns, Pokemon, Quake).
jefejefejefe wrote: UT-based variations are still present(tech, lava, ice, laser, cosmic, ghost/gold, etc.). Currently, the approach to the server, in terms of monsters, is raw damage. Difficulty is based on, primarily, the strength of monsters(exceptions to vampire gnats, bunnies). I'd like to implement a few monsters that use strategy. - I'd like to see tech monsters dealing more damage to engineer constructions. Jefe tells me they already deal extra damage to all vehicle-based objects. I'll check to see if it includes sentinels, turrets, and blocks. - DC had a slith that targeted blocks. I'll be looking into its code for something similar. - I want to, eventually, bring back the hit-scan to a UT-based monster that the DoomPawns monsters had. It didn't matter where you were or how far from the monster you were: if you were in line-of-sight of the monster, you dealt damage. Lightning skaarjs already do this- but that's pretty much it, just them. dragon7350 wrote: Server now uses UT monsters ![]() dragon7350 wrote: I know of an excellent boss I've been nagging Jefe at. Again, up to the owners. dragon7350 wrote: In the plan book ![]() dragon7350 wrote: This is an interesting concept, and I think to be doable in my (in)experience of coding. dragon7350 wrote: You're lucky then, as old DEK had a wave entirely of ghost and gold. You do know super heat and ectoplasmic are extra-damaging to these type of monsters? |
jefejefejefe • PM |
Nov 06, 2013 11:35 AM
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Jefe
![]() Posts: 420 |
dragon7350 wrote: I like the classic look of the Unreal 1 monsters, I don't think any of the basic "classic" monsters should change. However, new textures for brand new or existing UT-style monsters are very much welcome. One of the great things about DC compared to many other servers is that because they only used Unreal 1 monsters, a lot of the lag associated with loading custom monsters didn't happen, and it was playable for people with very old/modest systems. So for that reason, I'd like to continue with a minimum of non-Unreal meshes. I'm pretty sure there has been a port of the Unreal II skaarj, and I'd predict those files are pretty big. Additionally, I'd doubt their attack patterns are significantly different from the standard ones. As Hollon pointed out the classic Doom monsters (.:.:/dot's version, not Iniquitous's Doom 3 monsters) had a lot of unique abilities and attacks. The main problem with that wave is that a lot of the monsters had very high hp with low point values, along with very high attack values, making it a difficult and annoying wave. Not to mention very loud sounds. I'd like to incorporate some of those attack styles into Unreal-mesh monsters, and that would be a place to start skinning. (You wouldn't need to make them look like doom monsters, just come up with some cool textures.) Dragon also had an idea of changing the gold and ghost monsters into Water and Fire monsters. Water and fire weapon weaknesses would be a bit more intuitive than the current heat/gold and ecto/ghost combos. So I plan to implement this into the next monster build. I think I'll do the new skins in a overlay style similar to the Cosmic Monsters. As for bosses... the short answer is no, they rarely if ever work as intended. In the case of the huge monsters like the Lucifer boss used on other servers, they have very specific map requirements, and we'd have to get rid or edit of the majority of our maps. On Death Warrant, for example, they had to do a LOT of bugfixing to prevent common exploits. No only that, I feel they cheapen the experience of the waves that come before the boss. Everything becomes about getting that boss XP. I'm okay with putting together a final wave with a few really tough/unique/strategic monsters, but I do not intend to add a "boss wave" mutator.
Last edited by: jefejefejefe Nov 06, 2013 12:01 PM
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dc_demonslayer • PM |
Nov 06, 2013 7:21 PM
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<DC>DEMONSLAYER
![]() Posts: 225 |
jefejefejefe wrote: I agree. No boss monsters. As Jefe said, special maps are necessary and those maps are very buggy. Another reason for no boss monsters is that we have the server set on Adept which is two levels higher than the old DC server (Experienced). I do not want to make the server all but impossible to win but I do want players to realize that if they win the map, it's something special--not a general "run of the mill" win that we experienced on the old DC server where the players were winning over 90% over the maps played. Another issue that I plan to bring up later is the frequency of loaded maps. Too many players will vote/play maps that they do so well on and not try other maps that may be more difficult to play -or- does not fit your style of play. With the number of good maps available, playing the same old maps day in and day out just because players are comfortable with them should be tossed out the window. I do not know the precise number of maps we have on the server but there are over 4,000 different maps available for download. Orson Welles |
jefejefejefe • PM |
Nov 06, 2013 8:14 PM
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Jefe
![]() Posts: 420 |
dc_demonslayer wrote: Response moved here: http://www.gametracker.com/clan/D-E-K/forum.php?thread=88131
Last edited by: jefejefejefe Nov 06, 2013 8:42 PM
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skaarj_master • PM |
Nov 21, 2013 9:41 PM
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Non-member
![]() Posts: 7 |
http://www.mediafire.com/download/au34t5xcae7p5al/NewSkaarjPackv2.rar
I have made a new Monsterpack stocked with Ut Monsters you can use it for your server but the Titan King is a no no due to your no boss policy so just add everything else but the Titan King |
jefejefejefe • PM |
Nov 22, 2013 5:46 AM
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Jefe
![]() Posts: 420 |
Thanks for posting this, I actually saw them on the Epic forum, and I'll post a detailed response there.
While there are a couple of monsters in the package I like, I cannot add them to the server in the current form, primarily due to file size. A 17mb texture package is just too much for the 2 or 3 monsters I'd like to use. |
skaarj_master • PM |
Nov 22, 2013 6:47 PM
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Non-member
![]() Posts: 7 |
Teach me how to compress Files into smaller files sry about the blowup. And the SFTextures is required for everything to work properly and for me to pick out new Monsters.
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skaarj_master • PM |
Dec 09, 2013 3:49 PM
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Non-member
![]() Posts: 7 |
Unreal 2 Monsters hmmm not gonna work out due to the way the Coder made the marines and izarians they would drop their weapons which the Rpg Mutator would presume it as a Pickup and it won't disappear so that would create a Cataclysmic Packet Loss of Epic Proportions so unless you can go inside the codes and fix that or don't use them and only use the Skaarjs and others.
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skaarj_master • PM |
Jan 18, 2014 11:45 PM
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Non-member
![]() Posts: 7 |
you could use some of the inv_kang and parser monsters.
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