[0.7.3] Nazi Zombies: Doom Edition

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Should I add sprinting into NZ:DE?

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Angel_Neko_X
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#21

Post by Angel_Neko_X » Fri Jun 22, 2012 10:11 pm

Wait!! Tank, are you making Ghouls Forest for nazi zombies doom edition? means by make zombies spawning from the trees?
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#22

Post by NachtIntellect » Fri Jun 22, 2012 10:25 pm

Cubasy I'll post in here if I find a matching set of powerup sprites, I am just going to ask around a few modders I know who worked on mods for Nazi zombies for COD:WAW or COD5
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#23

Post by Angel_Neko_X » Sat Jun 23, 2012 9:39 am

I've seen the dog rounds, but I wonder if you still have the map with the dog rounds exemple
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#24

Post by TankDempsey » Sat Jun 23, 2012 6:41 pm

Angel_Neko_X wrote: Wait!! Tank, are you making Ghouls Forest for nazi zombies doom edition? means by make zombies spawning from the trees?
zombies spawn in caves, oh and in my map on the dog rounds instead of dogs, GHOULS :)
Last edited by TankDempsey on Sat Jun 23, 2012 6:42 pm, edited 1 time in total.

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#25

Post by Angel_Neko_X » Sat Jun 23, 2012 7:29 pm

TankDempsey wrote: zombies spawn in caves, oh and in my map on the dog rounds instead of dogs, GHOULS :)
GHOULS IN DOGS ROUND?
THIS IS!! GOOD IDEA!!
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#26

Post by NachtIntellect » Mon Jun 25, 2012 11:21 am

Alright well in regards to my last post I talked to one of the WAW: Nazi zombies Mod maker and he said he doesn't have time to do anything at the moment, he is working on other projects I don't see this going anywhere but if he ever says he can do it in the future (will probably be too late) I'll let you know.
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#27

Post by Wilhelm Wulf » Mon Jun 25, 2012 7:52 pm

Okay, this one might just be me, but can I buy stuff faster please? It feels like I have to stand there for kind of a while before I get the gun or ammo, or open a door. I've been killed several times now just waiting for a door to open.

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#28

Post by TheCubasy » Mon Jun 25, 2012 8:18 pm

Wilhelm Wulf wrote: Okay, this one might just be me, but can I buy stuff faster please? It feels like I have to stand there for kind of a while before I get the gun or ammo, or open a door. I've been killed several times now just waiting for a door to open.
Yeah, sure, I'll fix that.
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Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#29

Post by TheCubasy » Mon Jun 25, 2012 10:53 pm

I'm replacing the Double-Barreled Shotgun with the Sawn-Off version for now because I don't have sprites for it, so that means the Sawn-Off can be bought off the wall in the "Help" room. Because I'm moving it downstairs, I need to replace the Sawn-Off upstairs with another weapon.

So, my question to you guys is, what weapon should replace the Sawn-Off upstairs?
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Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#30

Post by TankDempsey » Mon Jun 25, 2012 11:13 pm

TheCubasy wrote: I'm replacing the Double-Barreled Shotgun with the Sawn-Off version for now because I don't have sprites for it, so that means the Sawn-Off can be bought off the wall in the "Help" room. Because I'm moving it downstairs, I need to replace the Sawn-Off upstairs with another weapon.

So, my question to you guys is, what weapon should replace the Sawn-Off upstairs?
Mp40?
Oh and when you do give the double barrel sprites, try editing these to match the style of the sawed off
http://realm667.com/board/viewtopic.php ... ble+barrel
Last edited by TankDempsey on Mon Jun 25, 2012 11:45 pm, edited 1 time in total.

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#31

Post by TheCubasy » Mon Jun 25, 2012 11:14 pm

TankDempsey wrote:
TheCubasy wrote: I'm replacing the Double-Barreled Shotgun with the Sawn-Off version for now because I don't have sprites for it, so that means the Sawn-Off can be bought off the wall in the "Help" room. Because I'm moving it downstairs, I need to replace the Sawn-Off upstairs with another weapon.

So, my question to you guys is, what weapon should replace the Sawn-Off upstairs?
BAR
The BAR's already upstairs for 1500.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#32

Post by TankDempsey » Mon Jun 25, 2012 11:26 pm

TheCubasy wrote:
TankDempsey wrote:
TheCubasy wrote: I'm replacing the Double-Barreled Shotgun with the Sawn-Off version for now because I don't have sprites for it, so that means the Sawn-Off can be bought off the wall in the "Help" room. Because I'm moving it downstairs, I need to replace the Sawn-Off upstairs with another weapon.

So, my question to you guys is, what weapon should replace the Sawn-Off upstairs?
BAR
The BAR's already upstairs for 1500.
oh... Ok then, I changed my post, perhaps the MP40

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#33

Post by TheCubasy » Mon Jun 25, 2012 11:29 pm

TankDempsey wrote: oh... Ok then, I changed my post, perhaps the MP40
Alright, coo'.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#34

Post by TheCubasy » Tue Jun 26, 2012 8:35 am

New version will be released sometime soon.
Bug fixes:
  • Fixed zombies being kicked back from barricade when shot, which causes them to stay in place until they're killed.
  • Fixed "player 4" text.
  • Fixed barricades not spawning.
  • Fixed "cursed M1A1" (an invisible M1A1 Carbine in the Mystery Box, which, when picked up, would take away whatever weapon you were holding.) Should spawn correctly as a regular M1A1.
  • Fixed "Perma-357" (you couldn't swap out the .357 Magnum in the Mystery Box.) Should swap out correctly.
New features:
  • Increased weapon damage by a teensy bit.
  • Lowered zombie health, decreased the rate at which their health increases by every round as well.
  • Reduced the amount of time needed to purchase a wall item or open a door (the amount of time you gotta hold the USE button.)
  • Added three new weapons: FG42, PPSh-41, and Gewehr 43. PPSh will not be featured in Nacht Der Untoten, however. It will return in later maps, and will be available for user-contributed maps.
  • Finished the STG-44: added two reloading frames (same style as MP40 and Thompson,) and swapped reloading sounds.
  • Changed tree sprites outside. Look way better.
  • Redesigned the outside area for the "Help" room and the upstairs. Not as cool looking, but the new tree sprites butchered the old outside design.
  • Finally finished the new ACS, for the most part. Still gotta do the Last Stand coding, but, dog rounds are now fully functional.
  • New dog actors added. Way better. And holy shit, way harder to kill, too. Two variants: Normal, and Flamer (Flamer just leaves a flame trail behind it.) Cool lightning effect when one spawns in.
  • Redesigned the upstairs a tiny bit. I blocked off the staircase leading into the Spawn room with bars, from both the top and the bottom of the staircase, so players can't camp in the stairwell anymore (hard to explain.)
  • Can now open the stairs in the Spawn room.
Probably more features. Can't think of them right now, though. I'll check out the maps people submitted later tomorrow. The new ACS shouldn't be too difficult to optimize for their maps.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

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Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#35

Post by NachtIntellect » Tue Jun 26, 2012 10:21 am

I haven't been working on my map lately, I've actually been sick so I took time off it to sleep.
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#36

Post by Angel_Neko_X » Tue Jun 26, 2012 5:12 pm

Cubasy : Your 0.7 was piece of cake, I'll copy paste some edits from your new improved acs code.

Here some previews
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#37

Post by NachtIntellect » Tue Jun 26, 2012 5:21 pm

Nice Job angel.
EDIT: seriously I forgot the most important thing, can wait to test it.
Last edited by NachtIntellect on Tue Jun 26, 2012 5:41 pm, edited 1 time in total.
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#38

Post by Angel_Neko_X » Tue Jun 26, 2012 5:40 pm

Ah I forgot, fix the bug for zombies, means by the invinsible one and doesn't have collisions with players and monsters.

When playing and reccording, that's really piss me fucking off!!
Last edited by Angel_Neko_X on Tue Jun 26, 2012 5:41 pm, edited 1 time in total.
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RE: [New Beta Update] Nazi Zombies: Doom Edition

#39

Post by TheCubasy » Tue Jun 26, 2012 6:12 pm

Angel_Neko_X wrote: Ah I forgot, fix the bug for zombies, means by the invinsible one and doesn't have collisions with players and monsters.

When playing and reccording, that's really piss me fucking off!!
I don't think I've ever seen this glitch before, but I'll look more into it.
Nice job on the maps, by the way.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

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Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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RE: [New Beta Update] Nazi Zombies: Doom Edition

#40

Post by NachtIntellect » Tue Jun 26, 2012 6:12 pm

Oh yeah cubasy when you release the next beta can you rename this thread to [New Beta 2 Update] (Insert project name here) so that way I can see it on my inbox?
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