congratulations on zdoom,zandronum work

General discussion of the port and Doom-related chat.
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ibm5155
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congratulations on zdoom,zandronum work

#1

Post by ibm5155 » Mon Jan 14, 2013 1:12 pm

[ctrl-c ctrl-v from zdoom post]

Thanks randy, graf, and others that did this really great work with this ports.
I really think it´s a well done work, the only problens (for me) is only some limitations of id tech 1, but limit removing, and many new stuf, helped me to do cursed maze and other mods...
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
I tried (not my best) to push the engine to the limits, but no crash :O, I really hope some day I could do some kind of great work like you did (the map will be used for an easter egg for the mod sshu)

with this port I could have some fun learning C, (and even the bad fixed point helped in something xD)

Ahh,and I hope someday I could understand 100% of the zdoom code *--*
[end ctrl-c]
I couldn´t crash zdoom and gzdoom ;-; but i could crash zandronum \o/ :lol:

If you want to test it just DOWNLOAD HERE
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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darkstar64
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RE: congratulations on zdoom,zandronum work

#2

Post by darkstar64 » Mon Jan 14, 2013 3:32 pm

Why hasn't this won a Cacoaward yet?
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RE: congratulations on zdoom,zandronum work

#3

Post by Zupoman » Mon Jan 14, 2013 3:35 pm

This map is fucking ridiculous. I want a whole mappack filled with this type of maps!
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RE: congratulations on zdoom,zandronum work

#4

Post by W1D3A55 » Tue Jan 15, 2013 2:55 am

Holy shit. This looks kike s terry wad gone wrong (in this case its a semi good thing). Cant imagine the lengthy code for this. All in all, nice work.
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RE: congratulations on zdoom,zandronum work

#5

Post by Torvald » Tue Jan 15, 2013 3:18 am

I can't believe no one has thought of this sooner. That was awesome rofl.
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RE: congratulations on zdoom,zandronum work

#6

Post by Catastrophe » Tue Jan 15, 2013 3:28 am

Reminds me of that shitty map contest mistercat had a while back, though good work

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RE: congratulations on zdoom,zandronum work

#7

Post by KalFoxis » Tue Jan 15, 2013 3:35 am

im going to have to get corrective eye surgery after trying to play that xD, great work lol
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RE: congratulations on zdoom,zandronum work

#8

Post by Strych6 » Tue Jan 15, 2013 3:46 am

spectacular, the music is.... fitting
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President People
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RE: congratulations on zdoom,zandronum work

#9

Post by President People » Tue Jan 15, 2013 4:36 am

Reminds me of the Halo - Combat Evolved script for Marathon on Aleph One.
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***MARATHON SKINS PACK V1.0.7***

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I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

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RE: congratulations on zdoom,zandronum work

#10

Post by Combinebobnt » Tue Jan 15, 2013 5:02 am

I had a headache when I beat it.
Last edited by Combinebobnt on Tue Jan 15, 2013 5:03 am, edited 1 time in total.

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RE: congratulations on zdoom,zandronum work

#11

Post by Empyre » Tue Jan 15, 2013 6:33 am

That sounds (and kind of looks) like one of Cyriac's videos.
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RE: congratulations on zdoom,zandronum work

#12

Post by agaures » Tue Jan 15, 2013 8:31 am

Oh my... that's the best map i have seen yet :biggrin:
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: congratulations on zdoom,zandronum work

#13

Post by ibm5155 » Tue Jan 15, 2013 11:35 am

W1D3A55 wrote: Holy shit. This looks kike s terry wad gone wrong (in this case its a semi good thing). Cant imagine the lengthy code for this. All in all, nice work.
1237 lines on the code, 57 scripts
385 lines from my library

but actualy it only require 7 scritps and 121 lines to create this strange effects :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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