Project Complex Armageddon Invasion 2
About: This is an unofficial edit of the mod Armageddon Invasion 2. All data contained here uses all or partial data from armageddon2v63.pk3. There is no intention on my part (Xindage) to steal credit for their work.
Copyright: I attempted to find the authors but was unsuccessful. My email to CutManMike was not answered. The original Armageddon2v63 credits are included within the files of this Github repository in the credits.txt file, which remains intact for consultation.
Target: This project aims to fix, improve, and make Armageddon Invasion 2 compatible with Complex Doom as an add-on for version 27b2. If possible, I also aim to update the present Armageddon monsters to fit in with the Complex Doom theme, including brightmaps.
Why Complex Doom: This mod is widely used in Zandronum multiplayer, and after creating a small patch to make both mods work together, the players reacted positively. I chose version 27b2 because it is the most recent version of Complex Doom, which includes updated features and has less chance of being outdated.
Armageddon Status: This project seems to have not been in development by the original authors for years, and a project with such quality is getting old in a bad way. Glitches have started to appear, and some waves break badly, to the point of soft-locking the map or crashing the server, such as the Diabolist attack who instant crash the servers.
Signal 11 Crash: So far, the Zandronum team has an open ticket on this issue, but I believe I have found the source of the glitch. The random sphere behavior in Complex Doom is causing the server to crash. Therefore, for now, this sphere will be banished from the maps until the Zandronum team finds a solution. Please check https://zandronum.com/tracker/view.php?id=3415 for more details about this.
About the wave skips: I've found the root cause of the wave skips, it happens manly on scripted waves they spawn monsters and keep the count of how many is alive by keeping the tracker of its TIDs and it "works" by itself, but complex doom randomized the spawns by custom monsters spawns, this make its actors to lose its original TIDs and so the monster counter fails and break\skip the script sequence.
About Me: I'm basically a mapper, and I know enough about Decorate and scripting to understand and edit them properly.
Thanks: Thanks to Wario, Moti, CutmanMike, and everyone else involved for creating this awesome mod.
Release: There is no stable or beta release of this project yet, but I am working to make it stable as soon as possible.