Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1701

Post by Klofkac » Tue Mar 25, 2014 2:19 pm

Because UDMF is text-based, the PK3 compression algorithm is doing a lot on it. Next time you post a map in UDMF, please put it into pk3 (just create a zip, put the file in and rename zip to pk3) and upload it. The filesize difference is very noticeable.
Tested on your map. 14 208 461 bytes went down to 4 725 506 bytes (66% of size down).
Last edited by Klofkac on Tue Mar 25, 2014 2:22 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1702

Post by Stiff » Tue Mar 25, 2014 2:21 pm

Thanks for the tip! (But it will get trown in a PK3 later anyway (Testpack/Mapack = PK3))

Edit:

WAD = 13,5MB
PK3 = 4,53MB

Edit2:
Serverstatus: UP, Zombie Horde ZE27 testserver !!!NEW VERSION!!!

Well guys I probably need some help

Code: Select all

Script 47 (void)
{
    SetActivator(-1);
    delay(1);
    SetFont("Stiffartifactfont");
    HudMessageBold(d:artifacts; HUDMSG_PLAIN, 0, CR_White, 0.0, 0.0, 0.1);
    Restart;
}
These codes work fine in SinglePlayer, but when I play them on a Best-Ever server the server will crash! Anybody suggestions what's wrong?

EDIT3:

Working version online!
Get new file in the ZE27 post.
Last edited by Stiff on Tue Mar 25, 2014 4:02 pm, edited 1 time in total.
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1703

Post by ibm5155 » Tue Mar 25, 2014 4:46 pm

I don't like scripts that restart, and

I would do this...
Script 47 (void)
{
SetActivator(-1);
do{
delay(1);
SetFont("Stiffartifactfont");
HudMessageBold(d:artifacts; HUDMSG_PLAIN, 0, CR_White, 0.0, 0.0, 0.1);
}while(true);
}
And thanks xsnake for the zm09 update even if there wasn't fixed the zero division :lol:
and with that I could get some interesting numbers.
>average of 6 players plays zm09
>average of 1 player spectate or disconnect on zm09
>people wrong more the code than make the right code
>people most of the time make 0% right code (so i should add another event without ghouls to make they come less)
>50% of the time there'll be no ghouls on the map (I'm going to high this number to 60 or even 80% of the time)
>SoulSphere appears too much

with that I can balance the map without requiring to run each map online D:
Last edited by ibm5155 on Tue Mar 25, 2014 5:00 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1704

Post by Stiff » Wed Mar 26, 2014 4:22 pm

ZE27 - LAVA TEMPLE

It's there, the LAVA TEMPLE map by stiff.
After alot of work it's finally here, fresh and clean.

Caves, rocks, ice, marble and lava

All those elements are inside this map, to give you a new impression every minute you play.


Infinite replayability

The world is quite big, there are much ways to complete the map and enough different places to camp.


Linear and Unlinear

This map is both, do you like exploring, than go look everywere in the map.
The map is big enough to hold you busy for some minutes.
Do you like the standart linear stuff, than you just follow the path and defend the resists, wich will be very handy too!


Secrets

This map wouldn't be a stiffmap if it didn't contain some secrets, there are 6 big secrets wich include a small present!
But there are like 25 small secrets with only a grenade, shortcut or just for the fun.


Jump and Run

This map contains some nice parcours to make your escape ways more enjoyable, from icesliding to crushing stones.


Clock ain't ticking

Yea the average time for this map is around 6 minutes for 1 round!
But you definately don't have to be bored within those 6 minutes.


Link: http://sickedwick.net/uploader/files/STIFFMAPZE27N1.wad

Screenshots:
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]


Other information:
[spoiler]Mapname: Stijfje - Lava Temple
Mapnumber: ZE27
Mapformat: Skulltag - Doom in UDMF
Filesize WAD: 13,5MB
Filesize PK3: 4,4MB

Tested with the following recources:
- Zh-Beta27.pk3
- Zh-Mappack10.pk3
- Zh-Testpack_R16.pk3
- Skulltag Data & Actors

Contains the following stuff:
Textures:
- GRIM_S +
- GRIM_W +
- GRIM_B +
- GRIM_E +
- GRIM_N +
- GRIM_T +
- STICARPT
- STIFWOOD
- BOOMPICT
- STIFIRE1 *
- STIFIRE2 *
- STIFIRE3 *
- STIFIRE4 *
* These textures are 1 animation
+ These textures are 1 skybox


Sprites:
- ARTIFAC1
- ARTIFAC2
- ARTIFAC3
- ARTIFAC4
- CROWA0
- CROWB0
- XRTIA0
- LEVERIC1
- LEVERIC2
- LEVERIC3
- LEVERIC4

Music:
- D_STIFFQ

Sounds:
- LEVERSND
- ARTIFACS

Decorate items:
- Crowbar, you can get a jacksgun in a crate with it
- Artifact, decoration

Fonts:
- STIFONT1
- STIFONT2[/spoiler]


! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.

Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78

This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]


I already had some nice and usefull reviews on the testserver, but an opinion is always nice!

Xsnake, please test the map too and maybe it's worth the testpack.
Last edited by Stiff on Wed Mar 26, 2014 4:31 pm, edited 1 time in total.
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1705

Post by ibm5155 » Wed Mar 26, 2014 6:04 pm

1080p? pfff
I played almost all the time zh at 1024x768 with an intel hd3000 for a long time '--'
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1706

Post by Xsnake » Thu Mar 27, 2014 1:48 pm

Stiff wrote: ZE27 - LAVA TEMPLE
I haven't tested this yet but from what I've seen, this will likely get included.

IBM & Niiro Kitsune : Do you have any update of your maps ?

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1707

Post by Klofkac » Thu Mar 27, 2014 2:52 pm

Stiff wrote: ! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.

Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78

This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
It is GPU which matters much more for this.
Last edited by Klofkac on Thu Mar 27, 2014 2:54 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1708

Post by Stiff » Thu Mar 27, 2014 4:17 pm

Klofkac wrote:
Stiff wrote: ! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.

Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78

This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
It is GPU which matters much more for this.
Well not really, at the moment I use a R9 270 2GB and not much weeks ago I used a HD5450 1GB (wich is ways and ways badder). I have around the same FPS on both cards. :I
Last edited by Stiff on Thu Mar 27, 2014 4:33 pm, edited 1 time in total.
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1709

Post by Niiro Kitsune » Thu Mar 27, 2014 7:42 pm

Xsnake wrote:
IBM & Niiro Kitsune : Do you have any update of your maps ?
I'm currently out of town but yes I have an update that I will upload tomorrow
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1710

Post by bazzoka » Thu Mar 27, 2014 8:55 pm

Stiff wrote: Well not really, at the moment I use a R9 270 2GB and not much weeks ago I used a HD5450 1GB (wich is ways and ways badder). I have around the same FPS on both cards. :I
Torr fix your rendering.
You can say good bye to your thread. Cause i am killing it.

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1711

Post by Vincent(PDP) » Thu Mar 27, 2014 11:43 pm

Xsnake i have an important question!

Since it doesn't seem before as i got an answer about this, i'll ask it again: am i allowed to use the script in ZH that shows the achievement menu, for my achievement mod for doom? I will partially modify the script. (You will be put in my credits for the original of course.)

Thanks!
Last edited by Vincent(PDP) on Thu Mar 27, 2014 11:49 pm, edited 1 time in total.
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My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1712

Post by Xsnake » Fri Mar 28, 2014 8:22 pm

Vincent(PDP) wrote: Xsnake i have an important question!

Since it doesn't seem before as i got an answer about this, i'll ask it again: am i allowed to use the script in ZH that shows the achievement menu, for my achievement mod for doom? I will partially modify the script. (You will be put in my credits for the original of course.)

Thanks!
Well, you didn't ask for my permission when you used ZH's admin library (without even crediting me, afaik), so why do you ask now ?

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1713

Post by Vincent(PDP) » Fri Mar 28, 2014 9:33 pm

Here you have a whole novel to read, Xsnake :)
Xsnake wrote: Well, you didn't ask for my permission when you used ZH's admin library (without even crediting me, afaik), so why do you ask now ?
Admin?? Not admin, the achievement library, i haven't used your ADMIN library...

Vincent(PDP) wrote: Okay. :(
But can i use a little bit of your Code from the ZH Achievements? I just want to use the Code for showing the achievements in pages... -And if you allow me: I'll make sure that your name is listed in the credits :3.

And one more thing:
I noticed that the Achievements actually do get saved, but not for yourself if you're Hosting the server... If anyone have a solution, please Contact me...
And i DID ask about the ach library...



I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself. Anyway i am putting you in the credits if i can use your achievement script for viewing achvs in pages.

Oh, and i also found this:
[spoiler]Image[/spoiler]

Anyway, hope you'll allow me... Thank you, thank you, thank you :)
Last edited by Vincent(PDP) on Fri Mar 28, 2014 9:54 pm, edited 1 time in total.
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- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1714

Post by Xsnake » Sat Mar 29, 2014 12:02 pm

Vincent(PDP) wrote: I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself.
Spoiler: (Open)
Image
Spoiler: (Open)
Image

I doubt any rational person would believe that. Why aren't your sources available then ?
Also, next time you try to steal other people's work, make it look really different and don't just change the messages offsets or fonts.

IBM, did you fix the rain issue in your map ?

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1715

Post by Fused » Sat Mar 29, 2014 12:57 pm

He just has to fix his actor name and the spawncode in his rain script. Nothing too difficult i suppose.

screens of Canyon Run, partially because i'm very bored at the moment.
Spoiler: hopefully this helps enough with the navigation problem (Open)
Image
Spoiler: made this resist smaller to hopefully fix its balance (Open)
Image
Spoiler: fit the lower part with the upper part to remove teleport_nofog and to make the brown rock walkable (Open)
Image
Spoiler: no more stalagmite jumping *happy cheering*. Also look at that beautiful hom. That part is also smaller for balance (Open)
Image
Spoiler: a lift without any explanation how to activate it. Good luck. (Open)
Image
Spoiler: I have no idea how to fill this (Open)
Image
Spoiler: panic room. In case you managed to get up with the lift you still need security from the collapsion (Open)
Image
Spoiler: i'm sure nobody will notice that. Also, if you remember the old canyon run you will probably remember that and its purpose... (Open)
Image
Last edited by Fused on Sat Mar 29, 2014 1:32 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1716

Post by ibm5155 » Sat Mar 29, 2014 2:50 pm

Yes, I'll post today the fix that fused explosion thing...
Also, the map update too with no more zero division.

OK I finish to update, I'll update it :D...
Spoiler: news updates (Open)
fixed:item giver for humans when the right code is 100% (relax, if the guy hit the right code, there's 10% of chance of he end in this situation)
fixed:rainfall explosions (thanks fused), now it uses a name that fused will nor overwrite :rolleyes: :lol:
modified:rainfall script edited, it may up 3 to 14 fps depending of your actuall configuration
modified:rainfall sprite is more white, so it'll be better viewed at dark
add:a new setting in rainfall details (+ultra mode xD)
modified:soulsphere will spawn less times (I think there was a bug with random values being used befor a delay funcion, this may fix the problem now)
modified:whiteface and ravishing will apprea much less now (so with that I may get 80 or 70% of the time without ghouls :D).
add:a new effect when you have 0% right code, just look out when it happened D: (if you are a human)
fixed:division by zero on map statistics (thanks to xsnake discover :D )
add:a new sector on the nuke area (a little one, also i found a cool exploit on it, but, me as a mapper can't allow this kind of thing on my own maps <,<)
Also thanks to the map statistics that I made I could get the data that soulsphere was comming alot ingame, and that zero right code was summoning alot ravishing and whiteface...
Download Link soon
Last edited by ibm5155 on Sat Mar 29, 2014 9:10 pm, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1717

Post by Niiro Kitsune » Sat Mar 29, 2014 7:23 pm

I realized I forgot to make some changes I really needed to, so there's a new update to v11... you'll have to redownload it, sorry -_-
Spoiler: new changelog (Open)
*created red kill screen
*reedited main wall texture
*added subtle fog effect
*made one more teaser item
*adjusted some lighting levels
*increased red skull spawn rate
*included two more short audio loops
*switched scripts 12 and 69
*moved all red skull spawn locations
*secured secret ending execution
*wrote new script that displays red skull/secret info
*shortened opening text time on-screen


EDIT: re-reedited
Last edited by Niiro Kitsune on Sun Mar 30, 2014 6:10 am, edited 1 time in total.
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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この世界のままにしておくと、それは思ったほど怖いではない

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1718

Post by Vincent(PDP) » Sun Mar 30, 2014 1:06 am

Xsnake wrote:
Vincent(PDP) wrote: I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself.
Spoiler: (Open)
Image
Spoiler: (Open)
Image

I doubt any rational person would believe that. Why aren't your sources available then ?
Also, next time you try to steal other people's work, make it look really different and don't just change the messages offsets or fonts.

IBM, did you fix the rain issue in your map ?
Want my source code? Sure here it is:
http://www.mydoomsite.com/WADS/ADMINACSv10.acs

I haven't stolen anything, the only thing i have "mimicked" from your source code is the Boolean (Bool IsAdmin[64];), to check if someone's admin, AND the menu layout... Yay.

And i usually want to keep my code private, that's why you pretty much can't find it anywhere.

But since you seem so upset about this (well atleast you seem upset to me...), I guess I'll have to find another way to show my achvs in pages.

Oh and btw, REALLY different?? There aren't so many layouts that you're able to do in zan.
I will try to fix another achv layout, if I even may use your code, if not it will be another layout anyway.

One more thing, i don't like stealing people's work, so i don't really do it unless they've permitted me.
If you consider that i stole your code for my Admin mod, then tell me what i need to change.
Last edited by Vincent(PDP) on Sun Mar 30, 2014 1:22 am, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1719

Post by ibm5155 » Sun Mar 30, 2014 1:41 am

that's a piece of cake thing to do, there's no need to copy and paste, just a simple logic use and tadaaah :D
EDIT:you may not copyed the admin acs (checked and almost all was different [just some strings were almost the same]) but, layout/structure copy would end in the same end, that's why Doom3 TC for Doom2 was canceled, because id guys didn't like they doing a representation that was almost exactly the same as the other game...
Last edited by ibm5155 on Sun Mar 30, 2014 1:50 am, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1720

Post by Vincent(PDP) » Sun Mar 30, 2014 9:01 am

I don't wanna argue... Check my ADMIN code, and here's a little pic for you:
[spoiler]Image[/spoiler]
Last edited by Vincent(PDP) on Sun Mar 30, 2014 9:02 am, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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