What are you working on for Zandronum?

General discussion of the port and Doom-related chat.
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StrikerMan780
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What are you working on for Zandronum?

#1

Post by StrikerMan780 » Mon Jun 04, 2012 8:48 pm

Sort of like the thread at ZDoom, what are you working on for Zandronum? Got any cool screenshots you'd like to show? Post them! Any cool ideas you have in motion? Talk about them!

I'll start by posting a screenshot of a side-project of mine that involves making new textures and actors for Heretic, making the levels look like old, rusted-out tech bases from UAC, left stagnant for a nearly millennium, and overrun by demonic abominations.

http://i48.tinypic.com/29ghl3l.jpg

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RE: What are you working on for Zandronum?

#2

Post by XutaWoo » Mon Jun 04, 2012 9:14 pm

Nothing.

It'll happen eventually, don't worry.
[spoiler]Image[/spoiler]
Image

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RE: What are you working on for Zandronum?

#3

Post by Vordenko » Mon Jun 04, 2012 10:26 pm

Some little weapons and monster mod, nothing too serious, it's mainly made for fun, however, the weps aren't from R667.
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Captain Ventris wrote: I shorten it to Zan. This means that if I ever for some reason host a ported Zan Zan, I can call it a Zan Zan Zan server.
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RE: What are you working on for Zandronum?

#4

Post by Xaser » Mon Jun 04, 2012 11:30 pm

Whoop!
Image

It's... well, not quite compatible with Zan just yet, but it will be once the featureset ramps up. So there. :P

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RE: What are you working on for Zandronum?

#5

Post by Twister » Mon Jun 04, 2012 11:37 pm

I'm working on the announcer, whether or not it actually gets added

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RE: What are you working on for Zandronum?

#6

Post by mr fiat » Wed Jun 06, 2012 7:51 pm

I'm working on BYNGU but I get pretty much no support for it which is quite saddening :(

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RE: What are you working on for Zandronum?

#7

Post by Klofkac » Sat Jun 09, 2012 2:57 pm

I'm trying to help others when they ask for it.
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RE: What are you working on for Zandronum?

#8

Post by Vanadiss » Sat Jun 09, 2012 3:03 pm

I'm trying to find someone who can teach me mapping/wadding a little. Pony/LoL WAD/map wanna make :(
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RE: What are you working on for Zandronum?

#9

Post by mr fiat » Sat Jun 09, 2012 3:22 pm

Vanadiss wrote: I'm trying to find someone who can teach me mapping/wadding a little. Pony/LoL WAD/map wanna make :(
I know how to map I'm fairly familiar with most doom map formats doom builder 2 is the map editor you want to get its the best one around, this playlist of videos shows everything you need to know about basic doom mapping. this playlist is for more advanced mapping stuff that can be done in Zdoom etc.

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RE: What are you working on for Zandronum?

#10

Post by UnTrustable » Sun Jun 10, 2012 9:46 pm

XutaWoo wrote: Nothing.

It'll happen eventually, don't worry.
Same.
Last edited by UnTrustable on Sun Jun 10, 2012 9:46 pm, edited 1 time in total.

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RE: What are you working on for Zandronum?

#11

Post by Reaku » Mon Jun 11, 2012 5:20 pm

Considering something, just thinking is all.
|Project releases|
http://zandronum.com/forum/showthread.php?tid=217 : Reckoning of Armageddon: Deathmatch map pack :

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RE: What are you working on for Zandronum?

#12

Post by XutaWoo » Tue Jun 12, 2012 9:12 am

Image
Image
I just made a combination of Shoot the Cyberdemon and DOTA.

I'm not sure how I feel about this.

(map's from the overload mapset, that map just works very well)
[spoiler]Image[/spoiler]
Image

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RE: What are you working on for Zandronum?

#13

Post by Ænima » Tue Jun 12, 2012 9:25 am

I'm working on a new Mercenaries.

Instead of building upon the last version, I'm restarting the project from the ground up. Because v1.9 was a freaking mess. But the reboot is 1000x better. No CS rips, no hacky outdated DECORATE workarounds, no STORE map (I made an ingame buy menu instead), no seperate weaponslots for grenades (there's just a "use grenade" button now), no more copypasta hitscan weapons, no more mixed hands/gloves, no more clashing themes, etc.

Basically, it's what Mercenaries would be if I wasn't 12 years old when I made it the first time around. :P
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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RE: What are you working on for Zandronum?

#14

Post by Dark-Assassin » Tue Jun 12, 2012 9:56 am

I've been working on modifying my themes and templates. Expect more colours soon. Need to fix a few template things first.

In terms of projects, i've been creating a bunch of different Rocket types.
[spoiler]There are:
The Concussion Rocket does lower damage but is able to block other projectiles.

The Toxic Rocket explodes into toxic gas and sludge. Gas causes little damage, but the more gas, the more damage.
The Toxic Sludge also releases smaller less damaging Gas.
The Gas will ignore Normal Armour, but not the Thermal Suit.

The Napalm Rocket explodes into fiery balls of hot stuff. Getting close to these will deal an amount of damage.
The fiery balls will ignore Normal Armour, but not the Thermal Suit.

The Plasma Rocket ignores all armour and has 2x blast radius, but deals a little less damage.

The Flash Rocket will blind players who get caught in the massive blast radius.
The Flash Effect deals very little damage but is also good for stunning Monsters.

The Homing Rocket is just like your typical rocket, but seeks your target if fired while they are in your sights.

The Split Mini Rocket will release 6 miniature seeking rockets after 1 second, then itself turns into a grenade.
The Miniature Seeking Rockets are slow and deal low damage, although can turn corners fast.

The Cluster Rocket will explode into many cluster bombs.
The Cluster Bombs do small damage, but more than the Mini Seeking Rockets.

The Sniper Rocket is a very fast rocket. Great for sniping with.

The Razor Rocket is also a fast rocket that will Bounce and Rip through objects.
It will detonate itself after a few seconds.

The Fragmentation Rocket explodes into many Fast, Bouncing, Ripping fragments.
The Fragments themselves do small damage, but ignores light Armour.

The Bouncy Rocket bounces with no resistance.
It will detonate itself after a few seconds.

The Typical Rocket speaks for itself.

The Multiplas Missile will explode into many balls of Seeking, Bouncing Plasma.
These Plasma balls are self seeking, but are slow and will fade out in a few seconds.

The Mega Missile deals High Damage in a Moderate Radius.
It will also seek onto a target if fired with the target in your sights.

The Earth Shaker Missile kind of makes no sense. It causes small Earthquakes, deals a lot of damage and will also explode into 4 smaller of the same.
The smaller ones are self seeking and do less damage and will not explode into more.

The Black Shark Missile will explode into some sort of Plasma Vortex.
This Vortex will deal damage over time to anything nearby, almost anything has no chance of surviving near the core.
It will explode causing high damage with a large radius after a few seconds.

The Redeemer Missile will explode once with an explosion like the Mega Missile, but then will explode again dealing massive damage, makes the ground shake and has a massive radius.
This is very much like the one from UT2k4, except it has no guided missile yet.
This one is personally my favourite.
Each 'Rocket' except for the Homing, Sniper and Razor also have a Grenade Alternate.

I've been slowly working on this, probably ever since 98a.[/spoiler]
Last edited by Dark-Assassin on Tue Jun 12, 2012 10:03 am, edited 1 time in total.
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RE: What are you working on for Zandronum?

#15

Post by Shoggy » Tue Jun 12, 2012 4:30 pm

Possibly a announcer and Doom rap song.
Hopefully, more later. Image

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RE: What are you working on for Zandronum?

#16

Post by Zanieon » Tue Jun 12, 2012 9:42 pm

Screenshot a red room from Q3CTF2 in Quake 3:
Image

Same room in Hunter's Moon Mapset:
Image

The map is more darker than original from Quake 3, due the "little influence" coming from Doom 3
Last edited by Zanieon on Tue Jun 12, 2012 9:44 pm, edited 1 time in total.
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RE: What are you working on for Zandronum?

#17

Post by Shoggy » Tue Jun 12, 2012 10:59 pm

Xaser wrote: Whoop!
Image

It's... well, not quite compatible with Zan just yet, but it will be once the featureset ramps up. So there. :P
Nice! Id love to BETA test this shit bro.

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RE: What are you working on for Zandronum?

#18

Post by Marcaek » Wed Jun 13, 2012 12:37 am

Xaser, where exactly do you get your supply of awesome?

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RE: What are you working on for Zandronum?

#19

Post by ClonedPickle » Thu Jun 14, 2012 4:06 am

Ænima wrote: I'm working on a new Mercenaries.

Instead of building upon the last version, I'm restarting the project from the ground up. Because v1.9 was a freaking mess. But the reboot is 1000x better. No CS rips, no hacky outdated DECORATE workarounds, no STORE map (I made an ingame buy menu instead), no seperate weaponslots for grenades (there's just a "use grenade" button now), no more copypasta hitscan weapons, no more mixed hands/gloves, no more clashing themes, etc.

Basically, it's what Mercenaries would be if I wasn't 12 years old when I made it the first time around. :P
You have my hopes so high right now, you have no idea.

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RE: What are you working on for Zandronum?

#20

Post by Reaku » Thu Jun 14, 2012 10:51 pm

Figured out what I'm doing and have been working on a texture pack including a few maps to go with it.
The process is semi slow, but I seem to be adding more and more textures into the mix, somethings could be done to make the file smaller, but all in all, it's coming along well.
|Project releases|
http://zandronum.com/forum/showthread.php?tid=217 : Reckoning of Armageddon: Deathmatch map pack :

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