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Re: EXU2 Ideas & Suggestions Thread

Posted: 12 Feb 2014, 22:32
by FXANBSS
Gameite2260 wrote:I just got an idea for a mutator, "EXU Monster Replace", where all monsters in a game are replaced by a cluster of EXU versions of those monsters (Except for queens and warlords). I know there are a huge amount of types of monster, but it would be based on their model. So, in a EXU Monster Replace game, a single Brute might get replaced by 1 Security Brute, 1 Bio Brute, and 1 Demon Brute.


That is a great idea! \o/ and is great from Monster Hunt,but needs probabilities.

Ex: 'EXUBrute' is more frequent than 'DemonBrute'

Problems: Some monsters are big and gets stuck in the map like the 'BossPupae'

Re: EXU2 Ideas & Suggestions Thread

Posted: 12 Feb 2014, 22:49
by UB_
Or use MonsterSpawn.

Re: EXU2 Ideas & Suggestions Thread

Posted: 28 Feb 2014, 07:28
by jaypeezy
I like tinkering around a lot with the MultiCreatureFactory, especially because it offers options for the AlarmTags and OrderTags for each creature, rather than setting one in common for all of them. I find it useful to have each monster prototype set to go this way or that way.

However, I noticed in the code comments you've deemed it 'obsolete.' I'm unsure if you're going to keep the MultiCreatureFactory then? Or, have you created something even better that will offer the same sort of customization for every spawned creature?

Re: EXU2 Ideas & Suggestions Thread

Posted: 28 Feb 2014, 11:28
by UB_
Use the AdvancedCreatureFactory instead. I did already replace all the Multi ones in G59 once it got out.

Re: EXU2 Ideas & Suggestions Thread

Posted: 28 Feb 2014, 23:41
by ividyon
Hope you'll be able to control your bowels when the next spawner system is introduced. ;)

Re: EXU2 Ideas & Suggestions Thread

Posted: 01 Mar 2014, 07:11
by jaypeezy
UBerserker wrote:Use the AdvancedCreatureFactory instead. I did already replace all the Multi ones in G59 once it got out.


Well, I'm not aware that there's a way to set individual alarmpoints for each Pawn spawned. You can only tell all of them to go to one point, which isn't as fun. That's one big difference between the two.

ividyon wrote:Hope you'll be able to control your bowels when the next spawner system is introduced. ;)


wat :?

Re: EXU2 Ideas & Suggestions Thread

Posted: 01 Mar 2014, 13:53
by UTNerd24
Maybe a weapon based off of those "Fuck off" Enemies or whatever they're called. You know, those mercenaries who shoot the giant missiles with the massive kickback?

Also, maybe the Russian Overkill mod for Doom could give you some ideas for weapons? As long as you dont flat-out copy it though.

Re: EXU2 Ideas & Suggestions Thread

Posted: 10 Jun 2014, 03:23
by Gameite2260
UTNerd24 wrote:Maybe a weapon based off of those "Fuck off" Enemies or whatever they're called. You know, those mercenaries who shoot the giant missiles with the massive kickback?

Also, maybe the Russian Overkill mod for Doom could give you some ideas for weapons? As long as you dont flat-out copy it though.

I would like a Fuckoff Launcher too. That phrase needs to be more widespread.

I was thinking the primary fire would just be like the missiles they launch, and alt fire would be the Alphuckoff Strike, a barrage of special missiles shaped like a middle finger. But in order to use the alt fire, the player would have to be standing still, so it can't be used too often.

And, since the Fuckoff enemies are rare, I was thinking that, spread throughout the level, there could be optional, tough encounters with the Fuckoff enemies, just so you can get more ammo for them. Maybe the little side cavern in Infernal Falls would be a good area for that.

Re: EXU2 Ideas & Suggestions Thread

Posted: 10 Jun 2014, 10:17
by UB_
You mean literally a LRPC+LargeMarge clone.

Re: EXU2 Ideas & Suggestions Thread

Posted: 10 Jun 2014, 23:32
by Gameite2260
UBerserker wrote:You mean literally a LRPC+LargeMarge clone.


Nah, this weapon wouldn't have such ridiculous splash damage. It'd have more common ammo too.

Although the alt fire I thought up does seem to be going against that. I'll have to redesign it.

Re: EXU2 Ideas & Suggestions Thread

Posted: 12 Jun 2014, 01:31
by Gameite2260
Idea for ridiculous map:

DOM-GarbledGuts

600 point cap minimum recommended.

Should include:

* Monsters that spawn near points at the start of the game and patrol them. That way, gameplay is slowed down so that it doesn't end quickly from all the control points. Not all control points from each level would be added, though

* These map pieces:

* The upper floor of DOM-Cinder

* Point Omega from Bullet, as well as a few connecting areas like the tunnel with 2 pools of acid at one end

* The hallways of Cryptic.

* Gearbolt (Really probably the whole thing

* Points Storage and Tower from Leadworks, and those connecting areas

* A protruding area containing DOM-MetalDream, with DOM-WolfsBay within jumpboot reach.

* Eh... Maybe Lament and Olden? This list is getting pretty big already, so I wouldn't mind not including these.

Re: EXU2 Ideas & Suggestions Thread

Posted: 23 Jun 2014, 18:07
by Gameite2260
So I was playing around with some EXU Botmatch + Relics the other day, when I realized that some of the relics are underpowered when playing with the EXU weapons. And when they aren't, they just aren't crazy enough. So I decided to fix this: EXU Relics! Simply put, they are just crazy versions of the original relics. They are enabled one-by-one through the Mutator menu like regular relics are (In case you want a combination of EXU Relics, normal relics, or Chaos Relics which I will get into later) Some examples:

EXU Regen: Works the same as normal regen, but now it regenerates 20 HP at the same rate as the regular Relic. Looks like the regular Regen, but grey instead of blue, and with an orange glowing trim. Message on pickup: "You got the EXU Regen! FUCK YEAH!"

EXU Slithiness: Resembles a miniature version of the Shit Slith (Or whatever the Shit-type Slith is called). Whenever you get hit, you spawn some Shit Pupae depending on how much damage was taken. The Shit Pupae won't attack you or any of your teammates. The reason they're Shit Pupae is so the readily-available Shitgun can't just roflstomp them. Pickup message: "I just threw up a little." Can be considered the equivalent to Defense and Vengeance.

EXU Hellspeed: Equivalent to Relic of Speed. Makes you run AND attack faster. Also stops player from getting knocked around.

EXU Destruction: Adds a volley of random projectiles to every shot the player makes. Any projectile that comes from the Party Mix Flare can be in the volley. The amount shot depends on the strength of the weapon, so you won't have, say, a Piddledoper shoot off a fuckton of Clusterfucker grenades and shit canisters.


Now for Chaos Relics: Relics with a very unique bonus, but that also provide a drawback. They have the pickup sound of the powerups from Serious Sam. (Seriously just add that sound effect it's so badass).

Relic of Flight: Allows the player to fly! However, now their speed is heavily reduced. You can think of them sort of like an attack helicopter at this point.

Re: EXU2 Ideas & Suggestions Thread

Posted: 17 Dec 2014, 11:12
by UTNerd24
You should make a multiplayer Tournament mod where all players get Flare Launchers and all pickups/ammo are replaced with different types of flares...

But im not too sure since flares are prompted to activate as soon as their picked up in Tournament Matches.

Re: EXU2 Ideas & Suggestions Thread

Posted: 19 Mar 2016, 16:45
by MrLoathsome
Good lord this thread is old! :D

Would it be possible to add info regarding the current difficulty level on the HUD somewhere?

And perhaps counters for number of monsters both living and dead?

The Scoreboard/F1 screen would be the ideal place to stick those items.

Re: EXU2 Ideas & Suggestions Thread

Posted: 19 Mar 2016, 18:33
by Buff Skeleton
SP does this, but it's not possible in coop due to the way Level.Difficulty works online.

What I've been doing instead is adding a consistent indicator near the start of every map with some glyphs. Four of them, filtered per difficulty level.

If you note the central (unique) glyph from Hellcastle for each difficulty level's banner, look for that glyph near the beginning of the map to see what difficulty you're on. Shitstorm, for example, has this right smack on the cross outside the starting room. Most maps don't have this yet, but I've been going back and working on that, plus lots of other coop-friendly changes (such as zone names so you can see where you and your buddies are).