Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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mr fiat
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#21
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by mr fiat » Tue Mar 12, 2013 10:27 am
Combinebobnt wrote:
Yea the plasma car and the railgun car decimate everything else. The rocket car is clumsy and hard to hit things with, and the bouncy pez whatever the hell car is really weak both in armor and in attack that the plasma car overshadows it easily. Plasma car's altfire blows compared to spamming the primary stream down a hallway for quick frags.
You should also take advantage of the mostly empty map space and put in like health powerups or some more common, minor items.
the projectiles of turbo coupe are MUCH weaker then the projectiles fired by panorama, 8-64 vs 14-112 damage. thats almost double, however this is compensated by a lower fire rate for panorama even thou panorama's projectiles bounce off walls which makes them more likely to hit a target. however it should be noted that panorama's altfire uses a weaker variant of the normal projectile. (6-48 damage) because its fired 20 times in a row which equals in 120-960 damage should all bullets connect their target which they almost never do. as for turbo coupe's altfire it should be able to deal 660 damage in the most optimal condition, but imo thats a bit on the low end as it wil only be able to 1-hitKO low hp classes with luck (mpcv and panorama)
any ways I will look into critiques you and others gave me and I will fix aforementioned issues. I will also update OP with darkstar's video as he suggested it.
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mr fiat
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#23
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by mr fiat » Tue Mar 12, 2013 6:32 pm
:o I didn't expect that to happen, thou I'm not very familiar with that site.
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one_Two
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#24
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by one_Two » Tue Mar 12, 2013 11:21 pm
mr fiat wrote:
:o I didn't expect that to happen, thou I'm not very familiar with that site.
UK (maybe international) magazine, I usualy get it, it's good.
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ibm5155
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#25
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by ibm5155 » Thu Mar 14, 2013 4:39 pm
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Catastrophe
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#26
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by Catastrophe » Thu Mar 14, 2013 4:57 pm
ROFL, that's too good.
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mr fiat
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#27
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by mr fiat » Thu Mar 14, 2013 6:02 pm
for fuck sake that's the 3RD!! media outlet that reports about this PLEASE MAKE IT STOP D: and once again (3rd time) they forgot to mention its BETA.
[spoiler]
[/spoiler]
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BloodyAcid
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#28
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by BloodyAcid » Thu Mar 14, 2013 9:16 pm
you're probably giddy inside instead of genuine frustration. its not good to lie :/
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Lollipop
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#30
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by Lollipop » Sat Mar 16, 2013 10:07 am
Holy christ fiat :D
I will say you this though, those cars seem to have the same movement pattern as the doomguy, in wich I can guess they can drive sideways.
If that is the case, then this will fix it: player.sidemove 0
you can also alter the forward movement with player.forwardmove wich alters the forward and backward walking speed.
Hope this helps you :)
Spoiler: Modding Qualifications (Open)ACS: If it's of ridiculous scope and of suicide-inducing complexity then it's the thing for me.
DECORATE: I can make more or less any godawful hack I need. Doesn't mean it works, though.
Maps: I only map for testing ACS.
GFX: Not enough time or experience.
If you need help, advice or similar, feel free to send me a PM. ;)
Spoiler: My Current Projects (Open)> ZMemory
> Various undeveloped ideas. (This one is an immutable fact)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
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mr fiat
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#31
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by mr fiat » Sat Mar 16, 2013 10:20 am
Lollipop wrote:
Holy christ fiat :D
I will say you this though, those cars seem to have the same movement pattern as the doomguy, in wich I can guess they can drive sideways.
If that is the case, then this will fix it: player.sidemove 0
you can also alter the forward movement with player.forwardmove wich alters the forward and backward walking speed.
Hope this helps you :)
*facepalm* that's the first thing I did when I started this in 2011, you clearly didn't pay attention to either the video or even played it.
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doomjedi
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#32
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by doomjedi » Tue Mar 19, 2013 12:25 pm
Lollipop - I tried to answer your PM, but got an error that you have Private Messages disabled. Only here I can contact you.
Can you check that?
Last edited by
doomjedi on Tue Mar 19, 2013 12:27 pm, edited 1 time in total.
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Lollipop
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#33
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by Lollipop » Sat Mar 23, 2013 11:33 am
I dont think I got PM disabled, but ill look at it :V
Alos fiat, I couldnt really determine at the video and I didnt have the time to play it at that moment, also I was just trying to give some input.
Spoiler: Modding Qualifications (Open)ACS: If it's of ridiculous scope and of suicide-inducing complexity then it's the thing for me.
DECORATE: I can make more or less any godawful hack I need. Doesn't mean it works, though.
Maps: I only map for testing ACS.
GFX: Not enough time or experience.
If you need help, advice or similar, feel free to send me a PM. ;)
Spoiler: My Current Projects (Open)> ZMemory
> Various undeveloped ideas. (This one is an immutable fact)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
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Espio
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#34
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by Espio » Sat Mar 23, 2013 1:36 pm
BrbspamfuckingSamsaratothosesites
At least you did put a note to future sites if they decide to base their opinions off of a beta.
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Doomkid
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#35
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by Doomkid » Sat Mar 23, 2013 2:52 pm
I like this idea, I was going to say something about twisted metal, but everyone else already did and I'm just lame and slow. I haven't really got much more criticism than what's been said, but I like it so far. Also congratulations on all the Doom-Mod-PR, I haven't seen anything like that happen for a Doom/old game mod in a loooong time.
Last edited by
Doomkid on Sat Mar 23, 2013 2:52 pm, edited 1 time in total.
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StrikerMan780
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#36
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by StrikerMan780 » Sun Mar 24, 2013 3:40 pm
Now if only there was some way to get the vehicles to control more like vehicles. Ie. No turning on a dime, and gradual acceleration.
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mr fiat
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#37
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by mr fiat » Sun Mar 24, 2013 5:11 pm
StrikerMan780 wrote:
Now if only there was some way to get the vehicles to control more like vehicles. Ie. No turning on a dime, and gradual acceleration.
im attempting to implement those things also another thing I have to implement is widescreen support for the dashboards, however i cant find anywhere how to do this.
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ibm5155
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#38
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by ibm5155 » Sun Mar 24, 2013 6:10 pm
I can only print right in widescreen fonts/images that are fullscreen .-.
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mr fiat
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#39
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by mr fiat » Sun Aug 11, 2013 1:46 pm
wow, its already been 2 years since i first started working on this. meanwhile a new version is in the works and might come soon. this new version wil hopefully adres most of the critiques that have been made.
for now some new screenshots.
Spoiler: widescreen, HD huds anyone? (Open)
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ibm5155
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#40
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by ibm5155 » Sun Aug 11, 2013 9:19 pm
Hmm, mr fiat, what about an expand the mod for a racing game? :s