[GL] Deathmatch

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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DoktorNuts
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[GL] Deathmatch

#1

Post by DoktorNuts » Wed Sep 12, 2012 10:55 pm

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[GL] Deathmatch is a pack of deathmatch maps for Zandronum and ZDaemon, it was made by members of the [GL] Team on ZDaemon and it features 14 deathmatch maps, this was made just for entretaintment purposes and to practice our mapping skills.

Screenshots:
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Download link:
http://www.mediafire.com/?8a84v5jutpwnmfq

EDIT: Doomworld link:
http://www.doomworld.com/idgames/?id=16933
Last edited by DoktorNuts on Sat Sep 22, 2012 4:09 pm, edited 1 time in total.

Qent
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RE: [GL] Deathmatch

#2

Post by Qent » Wed Sep 12, 2012 11:18 pm

Hey, I remember these! Very nice work.

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Marcaek
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RE: [GL] Deathmatch

#3

Post by Marcaek » Wed Sep 12, 2012 11:30 pm

These actually look pretty damn cool.

thebestmlTBM
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RE: [GL] Deathmatch

#4

Post by thebestmlTBM » Thu Sep 13, 2012 12:01 am

Love the wad. But it also works on Skulltag, because I tried it. Running in Zandronum or ZDaemon will mostly run in Skulltag as well because this port is a derivative. thanks anyway.
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Catastrophe
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RE: [GL] Deathmatch

#5

Post by Catastrophe » Thu Sep 13, 2012 12:29 am

Thought this would be like AD CTF, fortunately I was wrong.

(Yes, that's a good thing keep it up!)

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Ænima
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RE: [GL] Deathmatch

#6

Post by Ænima » Thu Sep 13, 2012 12:52 am

WOW. Looks epic. DL'ing now.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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TerminusEst13
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RE: [GL] Deathmatch

#7

Post by TerminusEst13 » Thu Sep 13, 2012 1:02 am

Just went through some maps, and this is unbelievably pro.

katZune
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RE: [GL] Deathmatch

#8

Post by katZune » Thu Sep 13, 2012 7:18 pm

Buenos mapas ;), i'll request this for FNF!
Whitout a good PC ATM, i will back when 2.0 come out, :)
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Marcaek
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RE: [GL] Deathmatch

#9

Post by Marcaek » Fri Feb 01, 2013 12:26 am

The lift switch in map01 is blocking so you can't run over it from above.

(bit late yeah but I figured an interest bump would help)
Last edited by Marcaek on Fri Feb 01, 2013 12:26 am, edited 1 time in total.

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