Welcome back to Push!
The add-on has kinda taken a life of it's own. It's become less of an add-on and more of a continuation of Push itself. As such, there is just the one file now. The add-on has been merged into the regular file.
I am going to be accepting and managing community maps for Push
With that in mind, even though the link is in the top of the thread, I feel as if its worth copying this info from it:
Spoiler: Mapping Information (Open)Best way to contact me to submit a map is on Discord; I'm in the official Zandronum Discord.If you're interested in helping with Push, the biggest thing we could use at the moment is maps. We already have 70, but the more the merrier.
Mapping for Push is extremely simple, considering how the maps are all basically just "large arena and instant-kill floor". Detailing and fancy work is generally minimal, emphasis is on making an arena with an interesting layout and easy-to-maneuver architecture.
I dumped out the first map in, like, ten minutes and people seemed to like it. Weird!
If you're so inclined (and we would deeply appreciate your efforts), requirements are as follows:
- Hexen or UDMF format (UDMF preferred).
- Instant-kill floor.
- Very large layout. Most maps are generally around the 10240-unit limit.
- Tracker music. Tracker music has both high quality and a small filesize. If you're not familiar with tracker music, don't worry and I'll pick a track for it.
- Don't make goatse.
- Yeah...
- That's pretty much it.
- I'm gonna get some hot chocolate.
Please either post submissions in the thread, pm them to me, or post them in the IRC.
Spoiler: Cvar Info for Hosters (Open)p_suddendeath 1 - Enables (1) or disables (0) drone spawning.
p_timelimit 4 - How long (in minutes) till drones spawn from the start of the match.
p_punchdrunk 0 - Only fist mode. 1 to enable.
p_triggerhappy 0 - NO fists mode. 1 to enable. I don't really know what happens if both this and punchdrunk are 1. I wouldn't try it.
p_playerdrones 0 - If enabled (1), causes players to come back to life as drones after they die to harrass other players.
p_nohazards 0 - Disables hazards in some maps, though functionality is sparse. 1 to enable.
p_forceclassiccolors 0 - If enabled (1) in non-team games, lasers will always be blue and grenades will always be green.
p_surfnerf 1 - By default, you can only grenade jump up to 15 times without landing ("surfing"). Setting this to 0 will disable this, and allow infinite grenade jumps.
p_brightpro 0 - By default, projectiles use an additive translucency, which can be hard to see. In bright maps, it switchs to a much more visible (thought argubly uglier) regular translucency. Setting this to 1 will *always* make them regular translucency.
Spoiler: Core Changelog (Open)From v1.1 > v2From v1 > v1.1
- Files have been merged. No more PCOM file.
- Clock is now added to the hud.
- ^The color of the clock will match your team color.
- X-Ray Visor now show's the target's team color as well.
- Drones now work in any mode, useful for TLMS.
- PUSH38 was prettied up, and got some other additions.
- PCOM16's ring was segmented, no longed as safe as it was before.
- Added PCOM18.
- ^PCOM18 by Infirnex.
From 0.8beta > nfrx-1
- Fixed up the changelog and credit scripts.
- ^The PCOM changelog says v1 > v1.1...minor issue, will fix later.
- Surfing nerf is now toggable.
- p_runninginzandro bug is fixed.
- Push gun now has a dummy fire state with no flash or sound, intentionally designed to make it look less weird during latency.
- Push menu updated a bit. MENUDEF cleaned up a bit as well.
- Added black outlined talk bubbles.
- Ifrit missiles on PUSH60 are slower.
- Added a new color, Devoid.
- Added a server option to always shoot 'bright' projectiles.
- Added a Push menu for all push related settings.
- Added cvars to make the laser and grenade colors changeable, sprites were altered to accommodate. Will also automatically be switched to team colors when on team (for all those team modes y'know?).
- Added a cvar to swap firemodes.
- Added a server cvar to force classic colors on the weapon because I'm sure someone will complain in a strict tournament setting otherwise somehow.
Spoiler: Add-on Changelog (Open)Merged into v2
From v3 > v3.1From v2 > v3
- Dwango Hill Zone fixed.
- ^PCOM17's Grass and Tree sprite names have been fixed to avoid conflict.
- ^A complete revamp for PCOM17 is planned.
- PCOM03 got a new layer of platforms.
- PCOM05 altered to have more kill fields on the side.
- ^The platform in the middle now raises and lowers. No longer always safe.
- PCOM12 has new platforms added near the bottom, underneath the 3d floors.
- PCOM15's moving platforms are now slower, and some static ones are added.
- PCOM07 received a minor touchup.
From v1 > v2
- Added PCOM09-PCOM17.
- ^PCOM09 and PCOM17 by Infirnex.
- ^PCOM10-15 by Lorenzo.
- ^PCOM16 by Vioz.
- Removed the old PCOM06 "Facing Worlds II", replaced by a new map.
- ^New PCOM06 by UniversalQuantifier.
- PCOM03 has been completely redone.
- PCOM05 has gotten some new platforms.
- PCOM07 has gotten a touch up overall.
- Added PCOM05-08.
- ^PCOM05-08 by Infirnex.
- The new version of PUSH63 has been moved to PCOM04.
- ^PUSH63 has been restored, updated to be more "bumpy"
- PUSH49's blue rocks were frictionless...why? Fixed. Also some polish.
Spoiler: Add-on Specific Credits (Open)Download push-nfrx-v2.pk3 here
- PCOM01, by Infirnex & Kenny.
- PCOM02, PCOM03, PCOM04, PCOM05, PCOM07, PCOM08, PCOM09, PCOM17, PCOM18 by Infirnex.
- ^PCOM02 and PCOM03 Black and Green Textures by Agaures (aka Krumzy).
- ^PCOM03 textures recolored by Infirnex.
- ^PCOM03 Skybox by StumpyStrust, recolored by Infirnex.
- ^PCOM07 textures by David Gevert.
- ^PCOM17 textures by the SRB2 team, originally by Sonic Team.
- ^PCOM18 textures by DrDoctor.
- PCOM06 by UniversalQuantifier.
- PCOM10, PCOM11, PCOM12, PCOM13, PCOM14, PCOM15 by Lorenzo.
- ^PCOM10-15 Textures from cc4-tex.
- PCOM16 by Vioz.
- ^PCOM16 textures recolored by Vioz.