Shotgun Frenzy

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WadaHolic
Posts: 10
Joined: Wed Jun 28, 2006 12:26

Shotgun Frenzy

Post by WadaHolic »

Shotgun Frenzy

Hey guys,
Heres a run down of how the mod works:

The demons are invading. The target in their sights, the marine power core. Standing between it and their spawn is 3 sectors which they must capture. You must not let them reach the core by defending these sectors at all costs.

Shotgun Frenzy is an Invasion/Real Time Strategy Cooperative mod featuring epic scale battlefields and immense hordes of monsters. One player plays as the commander through the command center, allowing them to buy turrets, weapons, build structures and research specific ability's. Every other player must defend the 3 sectors. If a sector is unoccupied for a certain amount of time, the demons capture it and move on to the next sector. Once the demons have captured all 3 sectors, they have a straight shot at the marine base and its core. When destroyed, marines loose.

Marines have a chance to defeat the invasion by destroying the demonic portal. This won't be easy though since it is heavily guarded. Either destroy the portal or defeat the invasion.

An alternative victory option has been provided through the Commander mode. If the team gains enougth credits the Commander can construct a Nuclear Missile which on detonation destroys the demon core.

Now with that explained, here are some screenshots :)
(Note: These screenshots are from the Alpha version)

Mod Screenshots
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Features:
- Fully operational Real Time Stratergy elements
- Mouse operated Commander Mode
- Original Invasion gameplay (plays different from the Skulltag invasion mode)
- Commander can construct buildings, allowing new tech, weapons, etc
- Over 30 different research abilities and upgrades
- New weapons and powerups
- Marines can buy and place turrets/mines/sandbags for improved defense
- Summon demons to fight along side with you
- 7 giant maps (in release)

Project Creators
Wad'a'Holic - Producer, Lead Programming, Lead Mapping
Macro11 - Producer, Mapping
Tribeam - Mouse Programming
DoomRater - DECORATE Programming
Gaminggeek - Testing
T-Man - Testing


Thank you for your interest :)

-Wad'a'Holic[/b]
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Azure Agony
Posts: 71
Joined: Fri Aug 24, 2007 6:40
Location: Somewhere in HANGAR or E4M7

Post by Azure Agony »

It looks very interesting (RTS it's very cool idea). You use nice palette color (it feels with apocaliptic atmosphere of total doomed and destruction, I like it :) ).
I got two little questios:
first: Are you going to implement single player ? (or there will be only multiplayer);
second: Where it comes ? :)
Cheers!
WadaHolic
Posts: 10
Joined: Wed Jun 28, 2006 12:26

Post by WadaHolic »

Azure Agony wrote:It looks very interesting (RTS it's very cool idea). You use nice palette color (it feels with apocaliptic atmosphere of total doomed and destruction, I like it :) ).
I got two little questios:
first: Are you going to implement single player ? (or there will be only multiplayer);
second: Where it comes ? :)
Cheers!
Thanks for your feedback its good to hear that at least someone on this forum is interested :)

First Question, I am going to try and add some single player implementation. I am thinking about a campaign but I'll have to see. Right now though its just a multiplayer mod, both RTS/Invasion (Co-op) and Deathmatch.

Second Question, I am hoping to have it released sometime this month or next. If I decide to add more maps in then it could take longer. Stay tuned ;)

Thanks
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sykesccorp
Posts: 72
Joined: Fri Feb 01, 2008 2:38
Location: over where it i is

Post by sykesccorp »

if possible i will beta test it for you :D
i would love to see this finished and a question is it possable for multiplayer compatibility cause i would love to play this with freinds but it might be very hard to impliment it
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Azure Agony
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Location: Somewhere in HANGAR or E4M7

Post by Azure Agony »

That's very good news the project will be finished in this or next month! Good luck!
Cheers!
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Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
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Post by Mortarion »

can't wait for it to be released, looks good, the whole of the earth/mars/solarsystem looks doomed!
It's Arma-goddamn-M*****ing-geddon.
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Rex Claussen
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Joined: Tue Jul 11, 2006 18:36
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Post by Rex Claussen »

I just noticed this thread, and I must say that I am impressed with the following:
  • 1. The concept and design of the game
    2. The integration of custom textures with the stock DooM/2 textures
    3. The architecture
    4. The ..... carnage.
Any updates on the development? It would be good to have a web-site for the project.
Whoo
Posts: 32
Joined: Sun Feb 03, 2008 23:28

Post by Whoo »

I've been interested in this ever since it started. Can't wait for release.
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DoomRater
Posts: 397
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Location: Programmer's Room, talking to Will Harvey
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Post by DoomRater »

Hey guys, if any of you haven't noticed, it's out!

http://wadaholic.axonstudio.com/frenzy.html
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Azure Agony
Posts: 71
Joined: Fri Aug 24, 2007 6:40
Location: Somewhere in HANGAR or E4M7

Post by Azure Agony »

IMPRESSIVE WORKING WITH CODE/SCRIPT !!!
Menu in Command Center (commander chair room) is GREAT!!!
I nuked monsters in Beta 1_2 by myself (singleplayer) :twisted:
I found some little bugs (it's BETA of course :) ), I'll try make list of founded bugs in next week.
Most advanced mod I've ever seen.
Salute!
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