[BETA] MSPaintDoom (Current Version: beta 6.0hf for zan3.0)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Combinebobnt
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[BETA] RE: MSPaintDoom (new version: beta 5.2)

#41

Post by Combinebobnt » Sat Oct 13, 2012 11:14 pm

Some new partial/testing versions of mspd while we work our way up to 5.3. Been working hard on duel maps, and plan to prob add some new dm maps as well.

Mspd 5.2.1

Mspdmaps v2-t4

5.2.1 Randomspawner

These versions might have some bugs too so report them if you find them thx.
Last edited by Combinebobnt on Sun Oct 14, 2012 5:03 pm, edited 1 time in total.

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[BETA] RE: MSPaintDoom (new version: beta 5.2)

#42

Post by DTDsphere » Sun Oct 14, 2012 3:28 am

Lol, you're still working on it.

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[BETA] RE: MSPaintDoom (new version: beta 5.2)

#43

Post by Combinebobnt » Sun Oct 14, 2012 4:36 am

Yes, unlike paper doom, I actually intend to finish this wad instead of letting it die a horrible death.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.1)

#44

Post by Combinebobnt » Sun Nov 04, 2012 9:35 pm

Beta 5.22 is almost done (just gotta do a few things and stuff ya know), so that's when I'll update the OP.

But for mspdmaps, duel mapping is going along VERY smoothly. We now have 8 full maps and a functioning hub (using the same alexmax duel32 code you all know and love and I made sure that I got permission to use it TWICE).

Heres a download link:

Mspdmaps v2 t9

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.1)

#45

Post by one_Two » Sun Nov 04, 2012 9:37 pm

I played duel mspd online today and was very impressed. The level with the sludge that damages your health was a bit fiddly and annoying to play though.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.1)

#46

Post by Stoner » Sun Nov 04, 2012 10:56 pm

Nice joke wad, Bob.

<3

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.1)

#47

Post by Combinebobnt » Sun Nov 04, 2012 11:16 pm

Thanks stoner. Have fun using idchoppers in 5.22.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.2)

#48

Post by Combinebobnt » Tue Nov 06, 2012 3:38 am

5.22 is done

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.2)

#49

Post by thebestmlTBM » Sat Nov 10, 2012 2:24 pm

Combinebobnt wrote: 5.22 is done
Wow the flamethrower is new in this wad.
Sound like you're beginning to change it up a notch.

Plus it still works on Skulltag which is a good thing.

Anyways thanks for the update release.
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.2)

#50

Post by Combinebobnt » Sun Dec 23, 2012 2:36 pm

Fixed the download links and added a few mirrors just in case.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.2)

#51

Post by Combinebobnt » Tue Mar 26, 2013 1:03 am

Made a very small update (5.23).

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.3)

#52

Post by thebestmlTBM » Tue Apr 02, 2013 12:03 pm

So far so good my friend. keep it up, until you hit the real deal. (which is 5.3) Image
Image
Image
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.3)

#53

Post by MotorWülf » Sat Aug 03, 2013 5:46 pm

Hello, I just made an account here to say thanks for this wad.
Have had a lot of fun with it, and hope you keep up the good work!

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[BETA] RE: MSPaintDoom (Current Version: beta 5.2.3)

#54

Post by Combinebobnt » Tue Sep 03, 2013 3:12 am

Here is a little testing version of 5.3. Once I'm done with testing I'll update the main op with the real version and etc. If there are no bugs, this is exactly what 5.3 will be, so you are free to use this.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3 Testing)

#55

Post by MotorWülf » Tue Sep 03, 2013 6:43 pm

Awesome, will get back to you once I get a chance to play some.
I did launch it earlier though and the image for the percent sign in the fullscreen hud was messed up for me. The background was transparent, I guess

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3 Testing)

#56

Post by Combinebobnt » Tue Sep 03, 2013 11:56 pm

Fixed the percent sign, prob my fault for not even looking at this wad in opengl.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3 Testing)

#57

Post by MotorWülf » Sun Sep 08, 2013 9:18 pm

Only other problem I've noticed is that the flamethrower's freeze doesn't recolor enemies in openGL mode like it does in software.
Grenades not disappearing in water is nice though.

EDIT:
Enemies gibbed by the rifle disappear

DOUBLE EDIT
Okay, I can't recreate this offline
Last edited by MotorWülf on Sun Sep 15, 2013 11:55 pm, edited 1 time in total.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3)

#58

Post by Combinebobnt » Wed Oct 02, 2013 1:07 am

After a TON of testing I finished 5.3 and here is a link.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3)

#59

Post by scroton » Fri Nov 15, 2013 5:00 am

I may be alone in this, but it feels like PC speaker sounds (or actual sounds close to those) would fit this really well.

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[BETA] RE: MSPaintDoom (Current Version: beta 5.3)

#60

Post by Combinebobnt » Sat Feb 22, 2014 8:12 pm

The rifle making monsters disappear is due to this bug: http://zandronum.com/tracker/view.php?id=773

An update to the main wad is going to come soon so if you have any ideas that you might want to get in now is the time to share. All but 20 of doom2.wad's textures have been completed along with some stuff from gothictex and skulltag.

(something else really big for mspd is in the works too)

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