ZanDom02

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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cybershark
 
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ZanDom02

#1

Post by cybershark » Tue Mar 05, 2013 12:52 am

Almost the 7th anniversary of Aabra's STdom pack, and there's still only about eight Domination maps for Zandronum?
I was always of the opinion that this sucked, so I decided to convert my Zdaemon Domination mappack over :biggrin:

I guess most people are familiar with the mode, so there's really not much to say - other than "Here's nineteen new maps for it!". Well... new-ish. A few were conversions of some pre-existing maps, but most were originals.

They are quite different to the STdom maps, as they do not have team bases to spawn in. Players just get straight into the action, like in FFA. This also means that the maps can be played with 2, 3 or 4 teams. In theory, at least. (Does Domination even work with all 4 teams?)

Oh, and the maps contain varying numbers of points. Everything from one point (King of the Hill) through to six points :wink:

Only other things to note if you want to play this are:
It does not require st_data and st_actors to run. They may even cause problems if loaded.
Map10 is the single-point map. It needs a lower scorelimit than the rest. If this is not possible, it should be skipped.

Get it here: ZanDom02

And here's some pics:

rE1M1x by cybershark
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G5 Harbour - Sector 51 by _DaRk_
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WolfenDom by cybershark
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Nectar Delta by franckFRAG
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Greenwar Map09 by Grotug
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Cryptology by cybershark
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Industrial Island by The Ultimate Doomer
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Bazoik Nutritionary by TheCupboard
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Last edited by cybershark on Fri Mar 22, 2013 2:33 pm, edited 1 time in total.

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Ænima
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RE: ZanDom01

#2

Post by Ænima » Tue Mar 05, 2013 2:27 am

My vote for this week's FNF!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Konar6
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RE: ZanDom01

#3

Post by Konar6 » Tue Mar 05, 2013 7:05 am

OMZG cshark lives.
Very good, I just felt like playing something classic and yet innovative.
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

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Zeberpal
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RE: ZanDom01

#4

Post by Zeberpal » Tue Mar 05, 2013 8:23 am

cybershark and his fave cc3 sprites :>

Nice to see franckFRAG, TheCupboard and DaRk participated in it.
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Marcaek
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RE: ZanDom01

#5

Post by Marcaek » Tue Mar 05, 2013 7:41 pm

I think it could use some markers on the capture points.

EDIT: also MAP19's skybox is breakable with freelook, the sprites move around.
Last edited by Marcaek on Tue Mar 05, 2013 8:09 pm, edited 1 time in total.

TerminusEst13
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RE: ZanDom01

#6

Post by TerminusEst13 » Thu Mar 07, 2013 6:53 pm

Daaamn, those look incredible. Great work on them.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

cybershark
 
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RE: ZanDom01

#7

Post by cybershark » Thu Mar 07, 2013 11:21 pm

Marcaek wrote:I think it could use some markers on the capture points.
Couldn't understand this - as the capture points are the markers - but I think Qent cleared it up in the FNF thread:
Qent wrote:OpenGL users, make sure you enable fog so you can see the capture points!
Marcaek wrote:MAP19's skybox is breakable with freelook, the sprites move around.
Just checked it in both hardware and software, and I'm really not seeing any problem there ???

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Marcaek
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RE: ZanDom01

#8

Post by Marcaek » Thu Mar 07, 2013 11:25 pm

In the skybox, if you look at the tops of the towers and then around a bit you can see the sprites moving which looks like it wasn't intended.

Qent
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RE: ZanDom01

#9

Post by Qent » Sat Mar 09, 2013 2:06 am

The lift in MAP13 can be broken by spectating before it rises. You could fix it by adding SetActivator(-1) to the beginning of the script, or using ordinary action specials with sector links.

Catastrophe
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RE: ZanDom01

#10

Post by Catastrophe » Sat Mar 09, 2013 6:50 pm

Pretty kickass wad, only problem I had was maps with BFG's.

cybershark
 
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RE: ZanDom01

#11

Post by cybershark » Sun Mar 10, 2013 2:16 pm

That's only about a third of them, and some of those are very hard to get/find.

Nonetheless, I'll take it all into account for future revisions. Thanks!

Aabra
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RE: ZanDom01

#12

Post by Aabra » Sun Mar 10, 2013 6:48 pm

This thread receives the official Aabra seal of approval! :D Has it really been 7 years since we released the stdom wad? How time does fly....

Tenchu
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RE: ZanDom01

#13

Post by Tenchu » Mon Mar 11, 2013 3:04 am

Aabra wrote: This thread receives the official Aabra seal of approval! :D Has it really been 7 years since we released the stdom wad? How time does fly....
Omg a wild Aabra sighting! It makes me all warm inside to see you posting again.

Btw - you should start hopping on TS again. : )
[22:42:21] [@SkullRush] ok guys today was one of the worst days of my life i spent p much 18 hours in my pc watching hentai and played doom with huge lag i guess i shiould go to bed now
[22:42:26] [@SkullRush] if i dont suicide, see you guys tomorrow
[22:42:29] [@SkullRush] bbbbbbbbbbbbbbbbbbbbbb^_^^^^^^^^^^^^^^^^^^^^^^^^
[22:43:02] • Quit: (SkullRush) (~SkullRush@SkullRush.users.zandronum.com) ("Quitting")
[22:43:40] [+Jenova] wow
[22:43:47] [+Jenova] ur avg zandronum player ladies and gentlemen

cybershark
 
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RE: ZanDom02

#14

Post by cybershark » Fri Mar 22, 2013 2:38 pm

Made a bunch of fixes for tonight's FNF: ZanDom02

Map13's lift is fixed
Spawns on many maps have been moved further from the Dom points
Couple of BFGs have been made harder to get
Lots of other miscellaneous crap

Project downgraded from "release candidate" to "WIP" :lol:

Qent
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RE: ZanDom02

#15

Post by Qent » Fri Mar 22, 2013 7:41 pm

MAP06's SECTINFO is bugged.

cybershark
 
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RE: ZanDom02

#16

Post by cybershark » Sun Mar 24, 2013 3:17 am

Yeah, got it - as per our irc chat. Kinda glad I missed out on playing that particular map!
The SECTINFO method of defining Dom points may be very handy in one regard, but it's quite unforgiving if you edit the map and the sector numbers then all get shuffled around :lol:

Thought I might be able to provide a simple SECTINFO patch for that, but it don't work that way - will have to be a complete new version. But I've got that OpenGL glitch on Forest Frolics to fix, and there's countless other improvements I can still make, so that's no bad thing!

And thanks for running this again :)

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