Doom Zombies 2(New Update 5/28/14)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
DieHard3436
 
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RE: Doom Nazi Zombies 2

#21

Post by DieHard3436 » Fri Feb 08, 2013 9:30 pm

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New Update:
Inculdes: 2 new weapons
PPSH-41 from CODWAW and a RPG
now maybe there is a new perk im not telling!

bugfixes:
Health would never be changed on zombies now fixed, cyberdemon every 10 waves on MAP12 does not appear on timed gameplay due him wont stop spawning.

Also MAP04 preview, this map will take me the longest to do because of what im going to have in it!

Possibly a new beta going soon

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NachtIntellect
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RE: Doom Nazi Zombies 2

#22

Post by NachtIntellect » Sat Feb 09, 2013 9:54 am

Nice, like I said on youtube your mapping skills overall have increased.
Did you just bite me? Come here, I will bite you back bastard.

DieHard3436
 
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RE: Doom Nazi Zombies 2

#23

Post by DieHard3436 » Sat Apr 06, 2013 7:31 am

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New Update!

2 new weapons are added to the DNZ2 armory

1) Scar-H from MW2

2) Doom 3 shotgun
both edited by me

The scar will be in Map12(Knee deep in the dead) The doom 3 shotgun will come in on Map15(Earth-2025)

Angel_Neko_X
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RE: Doom Nazi Zombies 2

#24

Post by Angel_Neko_X » Mon Apr 08, 2013 4:11 pm

Hey dude, I wish to help you in this project as making sprites and more maps (as one of my works)
"Swan Fox doesn't like hurting other people, I do!" -Diane "Elliot" McModua (Hotline U.A.C)
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DieHard3436
 
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RE: Doom Nazi Zombies 2

#25

Post by DieHard3436 » Mon Apr 08, 2013 8:34 pm

ok sure i dont mined the help at all just pm with details and well figure it out

DieHard3436
 
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RE: Doom Nazi Zombies 2

#26

Post by DieHard3436 » Wed May 01, 2013 1:37 am

Video Showing New systems in the map also a new game mode and a jukebox!
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EDIT: If you download V0.85 please redownload there was an error for it not to load!

New Beta!
DNZ2V.85: http://www.mediafire.com/?055eax5pe3gzzjb
DNZ2 Music If you dont have it already http://www.mediafire.com/?bsd3jbww1fsgi54
Last edited by DieHard3436 on Wed May 01, 2013 10:34 am, edited 1 time in total.

DieHard3436
 
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RE: Doom Nazi Zombies 2

#27

Post by DieHard3436 » Fri Jun 21, 2013 4:17 am

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well i thought i should post this anyway

Angel_Neko_X asked me if i could trun spawn fox zombies into a DNZ2 map(s)
he wanted me to start with with no escape and see how it goes for the others...i know the quailty is bad i think i hit m4v instead of mp4 but there is just a few more things to do on the map

Krispy
 
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RE: Doom Nazi Zombies 2

#28

Post by Krispy » Fri Jun 21, 2013 4:37 am

Um, I hope you have permission from Chubz to use all of his scripts and resources from his Demon Defense mod for this. I didn't see any credit in your wad file.

DieHard3436
 
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RE: Doom Nazi Zombies 2

#29

Post by DieHard3436 » Fri Jun 21, 2013 5:36 am

yes map 30 the ending/ credits map has that down and if it was not for chubz like almost 2 years ago Doom Nazi Zombies would have never been started very little of my scripts is based on his work a lot of it is my own acs

DieHard3436
 
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RE: Doom Nazi Zombies 2

#30

Post by DieHard3436 » Tue Jul 09, 2013 5:36 am

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New Aug (credits are in the aug.wad file in the DNZ2.pk3)
New perk icons
Shotguns can now fire after loading a shell in during reloading
sam's voice is in maps06-09
Zombies health have been increased due to old health on 45 died in 6 hits by first wall weapon
There is also going to be a new round font that was not shown in the video

Song has hint to Map04 of what will happen

ArielBoss
 
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RE: Doom Nazi Zombies 2

#31

Post by ArielBoss » Tue Jul 09, 2013 3:24 pm

Well ... I remember the first versions, and seeing what has now become, oh boy, this project grew and tends to grow more. But until now there is one thing that is hindering your work: respawn points of monsters / zombies. Think about it, when you go to play COD Zombies, you never see the zombies respawn in front of the barriers, and by the contrary, you do not even see them giving respawn, they simply come. And then this problem in your mod if you have any good weapon, you can expect to give the monsters respawn and kill them before they pass through the barriers!! Understand my point? If you make the respawn points outside the player's view, for example, a large hall where the zombies will respawn with only two outputs, four zombies will come once a barrier. Now imagine a map full of barriers broken leaving them five zombies at a time, it will be challenging, and that's what makes COD, remember, the main point is to make the player dies, and our job is to get the maximum of time alive

DieHard3436
 
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RE: Doom Nazi Zombies 2

#32

Post by DieHard3436 » Tue Jul 09, 2013 4:35 pm

I get the point and its a good but i would do that but the problem is sometimes or alot for me they get stuck runing into a wall that the player is near but i think ill try that one in the next map

ArielBoss
 
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RE: Doom Nazi Zombies 2

#33

Post by ArielBoss » Tue Jul 09, 2013 5:44 pm

The case of the room was just an example, you could try a runner, or even a fall, like a very steep ramp, which by logic would have the same function

DieHard3436
 
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RE: Doom Nazi Zombies 2

#34

Post by DieHard3436 » Tue Jul 09, 2013 6:05 pm

could you make an example of this i dont quite understand what you mean

ArielBoss
 
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RE: Doom Nazi Zombies 2

#35

Post by ArielBoss » Wed Jul 10, 2013 1:42 am

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Exactly what I was talking about. See the respawn points, you could do something like this.

DieHard3436
 
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RE: Doom Zombies 2(New Update 10/1/13)

#36

Post by DieHard3436 » Tue Oct 01, 2013 7:42 pm

New Info update in first post and in this post as well

[spoiler]
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DZ2 Music: Download if you dont have it http://www.mediafire.com/download/bsd3j ... 2Music.pk3
DZ2 V1.0 http://www.mediafire.com/download/yo4ci ... 2+V1.0.pk3
1) New Name: I went with this because there not nazi zombies for a long time can i thick it fits more
2) Perks: Mule Kick allows you to hold a 3rd gun savior Soda: In co-op when you die with it you will respawn with all your perks. In solo and co-op if savior soda is bought when you have quick revive you lose savior soda instead of quick revive
3) New Guns: STG-44 most powerful non wounder weapon made by me. Ray Gun Mark 2 riped and handed by Angel_Neko_X code and fixed by me
4) New title screen not yet final
5) Small glitches: Sometimes you cant buy the m1 for some odd reason, If you remove all guns the whole way to get a gun is by the box
6) Thanks to http://www.youtube.com/user/berntsonvideos and http://www.youtube.com/user/lhugueny for some voices that will be shown soon[/spoiler]

DieHard3436
 
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RE: Doom Zombies 2(New Update 10/1/13)

#37

Post by DieHard3436 » Thu Feb 27, 2014 2:34 am

Hello People! First Post has been updated with the newest beta. Get it and have fun!

DieHard3436
 
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RE: Doom Zombies 2(New Update 5/28/14)

#38

Post by DieHard3436 » Thu May 29, 2014 2:01 am

New Update!
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The video explains the new stuff and stuff fixed
1)Some scripts redone to cut down on lag
2)Demonic announcer fixed on Scythe
3)A new Combo System
4)New Game mode hellstart!

There is talk about my channel at the end if you want to listen.

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MrEnchanter
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RE: Doom Zombies 2(New Update 5/28/14)

#39

Post by MrEnchanter » Fri Jan 16, 2015 7:26 am

I know that this project may be dead, but I would like to ask if I could help out with the next game, and/or with updates on the current version. I patched a few problems I found in the Earth-2025 map, and I retextured/remapped the Kino Der Toten, or UAC Hell map.Please let me know if I can be of service.
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DieHard3436
 
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RE: Doom Zombies 2(New Update 5/28/14)

#40

Post by DieHard3436 » Fri Jan 16, 2015 7:51 am

well the project is not dead just slow on updates due to collage me trying to get money for food getting a non season job (and got one) and being home for christmas but im trying to get work done on it and would like to see what you updated
Last edited by DieHard3436 on Fri Jan 16, 2015 7:53 am, edited 1 time in total.

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