[0.7.3] Nazi Zombies: Doom Edition
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- NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition
That actually looks pretty good, I am going to make a sprite out of it in a second.
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Thanks, I'm glad to hear you like it!
- NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition
I am done now, I'll update one of my previous posts so that way people don't get confused and say "Where's the insta-kill" and also allows them to read just the one thing.
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Carpenter left! And the job of the powerups can be finished for sure
- NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Oh yeah, how could I have forgotten about carpenter -facepalm-
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- NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Alright, that looks good let me attempt that and then when I am finished (Not even going to reply just going to edit one of my previous posts.}
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Thanks you very much Wilhelm Wulf, I gonna take care of them right now!
EDIT :
It's done now, you may download the preview
https://dl.dropbox.com/u/35863763/Nazi% ... werups.wad
EDIT :
It's done now, you may download the preview
https://dl.dropbox.com/u/35863763/Nazi% ... werups.wad
Last edited by Angel_Neko_X on Wed Jul 18, 2012 11:44 pm, edited 1 time in total.
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RE: [0.7Pre] Nazi Zombies: Doom Edition
i made 2 variants of the double barrel off wall texturs, i also edited the ssg pickup to match the style of the sawn off
http://www.mediafire.com/?3yu56w7zmc9qxql
both are in 1 image
http://www.mediafire.com/?3yu56w7zmc9qxql
both are in 1 image
RE: [0.7Pre] Nazi Zombies: Doom Edition
I remembered that you didn't have decent flamethower sprite.
You might have done it already, but I find good base form Operation Body Count:
You might have done it already, but I find good base form Operation Body Count:
RE: [0.7Pre] Nazi Zombies: Doom Edition
Wow, haven't replied to anything in a while.
So me and WhiteAce did some extensive multiplayer testing together, screwed around, etc. Aside from a few big bugs and some things I gotta balance, multiplayer's looking to be fully complete here soon, meaning that I will finally be able to focus less on Nacht Der Untoten, more on the other maps.
The only real game-breaking bug we found was that you could respawn after you've died, and that the game over screen doesn't trigger, but those should be an easy fix.
So me and WhiteAce did some extensive multiplayer testing together, screwed around, etc. Aside from a few big bugs and some things I gotta balance, multiplayer's looking to be fully complete here soon, meaning that I will finally be able to focus less on Nacht Der Untoten, more on the other maps.
The only real game-breaking bug we found was that you could respawn after you've died, and that the game over screen doesn't trigger, but those should be an easy fix.
Spoiler: Bugs we found (Open)For everyone who's submitted sprites, thanks. I'll use those power-up sprites and credit Wilhelm Wulf as such. As for the flamethrower sprites, I'm gonna leave it up to JoeyTD; if anyone knows what they're doing when it comes to graphics design, it's him.
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
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
RE: [0.7Pre] Nazi Zombies: Doom Edition
Are you using COMPAT_CLIENTSSENDFULLBUTTONINFO?TheCubasy wrote:Footstep sounds don't play properly. I probably screwed something up in GetPlayerInput().
Survival Gamemode? :STheCubasy wrote:You can respawn when you died. I probably know the cause of it, so I'll look into it soon.
RE: [0.7Pre] Nazi Zombies: Doom Edition
I don't think I am, I'll check it out.Llewellyn wrote:Are you using COMPAT_CLIENTSSENDFULLBUTTONINFO?TheCubasy wrote:Footstep sounds don't play properly. I probably screwed something up in GetPlayerInput().
Survival Gamemode? :STheCubasy wrote:You can respawn when you died. I probably know the cause of it, so I'll look into it soon.
As for the gamemode, it's supposed to be set to Cooperative; the mod handles respawning on it's own.
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
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: [0.7Pre] Nazi Zombies: Doom Edition
Yay! I helped!TheCubasy wrote: Wow, haven't replied to anything in a while.
So me and WhiteAce did some extensive multiplayer testing together, screwed around, etc. Aside from a few big bugs and some things I gotta balance, multiplayer's looking to be fully complete here soon, meaning that I will finally be able to focus less on Nacht Der Untoten, more on the other maps.
The only real game-breaking bug we found was that you could respawn after you've died, and that the game over screen doesn't trigger, but those should be an easy fix.
Spoiler: Bugs we found (Open)For everyone who's submitted sprites, thanks. I'll use those power-up sprites and credit Wilhelm Wulf as such. As for the flamethrower sprites, I'm gonna leave it up to JoeyTD; if anyone knows what they're doing when it comes to graphics design, it's him.
- NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Oh yeah I forgot to mention, some guns might not actually need balancing things like the kar98K, colt and a few others just need a little more damage.TheCubasy wrote: Wow, haven't replied to anything in a while.
So me and WhiteAce did some extensive multiplayer testing together, screwed around, etc. Aside from a few big bugs and some things I gotta balance, multiplayer's looking to be fully complete here soon, meaning that I will finally be able to focus less on Nacht Der Untoten, more on the other maps.
The only real game-breaking bug we found was that you could respawn after you've died, and that the game over screen doesn't trigger, but those should be an easy fix.
Spoiler: Bugs we found (Open)For everyone who's submitted sprites, thanks. I'll use those power-up sprites and credit Wilhelm Wulf as such. As for the flamethrower sprites, I'm gonna leave it up to JoeyTD; if anyone knows what they're doing when it comes to graphics design, it's him.
Did you just bite me? Come here, I will bite you back bastard.
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RE: [0.7Pre] Nazi Zombies: Doom Edition
I also remember in WAW the double barrel Is more powerful then the trenchgun and was a 1 hit kill up to round 19 I belive
Last edited by TankDempsey on Sun Jul 22, 2012 12:58 am, edited 1 time in total.
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RE: [0.7Pre] Nazi Zombies: Doom Edition
Hey, I was playing not so long ago, and I just noticed that I lose whatever weapon I'm holding when I buy grenades.
RE: [0.7Pre] Nazi Zombies: Doom Edition
Gah'damn email notifications aren't working again. >:c
I apologize for not responding very much recently; the email notifications stopped working for me. I've also been busy on a side project.
EDIT
Some of the guns (more specifically, the bolt-actions) need tweaking, as well, actually. Right now, the Kar98k is only a one-shot kill on the first round, an on-off one-shotter on the second, and turns obsolete in terms of damage output past that. So I'll be tweaking them, too.
Yeah, another stupid glitch I gotta get around to fixing. I'll look more into it.Wilhelm Wulf wrote: Hey, I was playing not so long ago, and I just noticed that I lose whatever weapon I'm holding when I buy grenades.
It was a one-hit kill up to about... round 15, I think. Anyway, I'm having a little trouble balancing the shotguns, but I'll up the damage on the Sawn-Off and see how it does in the later rounds. The Trench Gun needs some tweaking as well, because currently, it's only a one-shot kill up to about round 6, which essentially makes it a useless, "swap it out A.S.A.P." kind of gun. I'll try and make it more of a one-shot kill up to about... round 10 or 11, if I can.TankDempsey wrote: I also remember in WAW the double barrel Is more powerful then the trenchgun and was a 1 hit kill up to round 19 I belive
I apologize for not responding very much recently; the email notifications stopped working for me. I've also been busy on a side project.
EDIT
Some of the guns (more specifically, the bolt-actions) need tweaking, as well, actually. Right now, the Kar98k is only a one-shot kill on the first round, an on-off one-shotter on the second, and turns obsolete in terms of damage output past that. So I'll be tweaking them, too.
Last edited by TheCubasy on Sat Jul 28, 2012 11:06 pm, edited 1 time in total.
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
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
- NachtIntellect
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RE: [New Beta Update] Nazi Zombies: Doom Edition
The [video] tag is deprecated, please use the [media] tag
My upcoming map for cubasys Nazi Zombies: Doom Edition (with a few things I forgot to do, no sound and a lot of lagg, I just wanted to show it though.)Did you just bite me? Come here, I will bite you back bastard.