re4 doom the mercenaries [released]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
4avenger5
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RE: re4 doom the mercenaries released

#61

Post by 4avenger5 » Thu Feb 28, 2013 11:07 pm

In DECORATE for the amount of bullets put -1 for pistol and machinegun and change (angle spread_horz, angle spread_vert,...). Please do this so the pistols and machineguns aren't 100% accurate. Also please make so you get shotgun and especially machinegun ammo because it ruins the resident evil feel. In Resident Evil you had to be conservative and in this mod I got to a point where I had more shotgun ammo then pistol ammo. One final note, to make the hit collision better, try working with cameras and more importantly I think you should make enemies that shoot bullets (zombieman, shotgunguy, etc.) shootg projectiles like in uper skulltag instead.
If you need me to clarify anything I said then just add it to this post.

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RE: re4 doom the mercenaries released

#62

Post by xThorncrofTx » Sun Mar 03, 2013 4:22 am

This is my dream come true !!! :"""") thank you so much :"3

doomero
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RE: re4 doom the mercenaries released

#63

Post by doomero » Wed Mar 20, 2013 12:14 am

I saw servers of my mod, but use a old version of recodesst.wad with the bug of the dead bodies like ghosts, that is becuase [bad site] was uploaded the buggy version. On the first post, i uploaded the new recodesst.wad and recodeszd.wad some weeks ago (this also was uploaded from best-ever.com) if someone could upload only the last recodesst.wad (from the link of Mega of the first post) to that site please.

pd: i am working adding now the enemies of resident evil, some are from re zero, remake, 2 and 3
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Last edited by doomero on Wed Mar 20, 2013 12:17 am, edited 1 time in total.

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Empyre
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RE: re4 doom the mercenaries released

#64

Post by Empyre » Wed Mar 20, 2013 3:19 am

You are, of course, giving each release a different file name, right? If they all have the same file name, there will several different versions out in the wild with the same file name, causing all sorts of confusion.
"For the world is hollow, and I have touched the sky."

doomero
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RE: re4 doom the mercenaries [released]

#65

Post by doomero » Thu Apr 10, 2014 2:51 pm

I released a new version, is much better and fun, the first page i added the link, enjoy!

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RE: re4 doom the mercenaries [released]

#66

Post by Lord_of_D: » Thu Apr 10, 2014 10:47 pm

think you can make a patch which removes all the weapons at the beginning so you have to get them by picking them up? i actually dont like much to start with everything D:
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MadaraUchiha6
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RE: re4 doom the mercenaries [released]

#67

Post by MadaraUchiha6 » Fri Jul 11, 2014 3:20 am

Dude thats a mod, incredible work but can you please do an RE5 mod mercenaries, it will be awesome with uppercuts and Weskers moves too

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RE: re4 doom the mercenaries [released]

#68

Post by AkumaKing » Fri Jul 11, 2014 5:34 am

I'm just gonna speak up and say this. Please don't bring anything from RE5 into this. OK, thanks.
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RE: re4 doom the mercenaries [released]

#69

Post by Slim » Fri Jul 11, 2014 5:48 am

AkumaKing wrote: I'm just gonna speak up and say this. Please don't bring anything from RE5 into this. OK, thanks.
Amen.
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RE: re4 doom the mercenaries [released]

#70

Post by Spottswoode » Fri Jul 11, 2014 6:47 pm

I have but one request: can you please add a setting to force players to stand still while they are aiming in original re4 style? While I do enjoy being able to move and shoot, it kinda makes it really easy if you have the handcannon. If I could map, I'd be making the stage maps. I can , however, make more Mercenaries style monsters.
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RE: re4 doom the mercenaries [released]

#71

Post by Vlad the Impaler » Tue Jul 15, 2014 1:53 pm

Can this be played in Multiplayer?
Ah... So you think the lag is your ally... You merely adopted the lag, I was BORN in it! MOLDED by it! I didn't have a stable internet connection until I was a man, and by then it was nothing to me but BLINDING!
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RE: re4 doom the mercenaries [released]

#72

Post by AkumaKing » Wed Jul 16, 2014 6:28 am

I agree with Spottswoode. We should be unable to move when aiming/shooting. If you're gonna make a Resident Evil mod, it'd be best to make it so that you can't move when attacking. I've never known the RE series for shooting while moving.


Plus, it'll make things a lot harder and the enemies will feel more threatening. That's probably the charm of the whole "you either shoot or walk/run" thing, it makes even the smallest of enemies seem threatening.
Last edited by AkumaKing on Wed Jul 16, 2014 6:30 am, edited 1 time in total.
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doomero
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RE: re4 doom the mercenaries [released]

#73

Post by doomero » Fri Jul 18, 2014 7:04 pm

Look, i received a lot of suggestion about that, i mean not moving when aim, well into a doom universe, think this: the demons not appear like resident evil in groups of 4 or 5, on doom you can found 30 or 40 per room, not moving is very hard, maybe impossible (example plutonia map32). So i make a hard choice, but is not so bad, remember resident evil revelations or the mercenaries 3d, they can move during aiming.
Last edited by doomero on Fri Jul 18, 2014 7:05 pm, edited 1 time in total.

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RE: re4 doom the mercenaries [released]

#74

Post by Spottswoode » Sat Jul 19, 2014 1:03 pm

You can design maps around the original mechanics. If you really just don't want to do it then don't bother, but the difficulty involved isn't really an issue to those of us who want the mechanic. In fact, the additional difficulty is the reason we would want it. Plus you can reduce the attack range of monsters with ranged attacks if you need to.
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