Zandronum Christmas Community Pack

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Luke
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RE: Zandronum Christmas Community Pack

#81

Post by Luke » Sat Dec 01, 2012 2:57 am

Me and Sicamore have been perfectionating the resource wad for a several hours, this is the result:
  • Brand new shotgunner sprite!
  • Replaced the SS Trooper with a version dressing red.
  • Cleaned few textures.
  • Shotgun now shows a beautiful red ribbon!
  • Added few more ICEd textures.
  • Christmas themed sounds!
  • 19 new ambient sounds, featuring: computer sounds, wind sounds, creepy sounds, water sounds, thunder sounds.
  • Cacodemon will now crumble on death, with a terrible sound of cracking glass.
  • You're gonna like the way you look! I guarantee it.
Thank you a lot Sica.

Get the stuff HERE lads, and if you didn't do it yet check your PMs.

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Sicamore
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RE: Zandronum Christmas Community Pack

#82

Post by Sicamore » Sat Dec 01, 2012 8:59 pm

YO MEN! Merry Christmas!

With Christmas only 24 days away, WE NEED YOUR MAPS!

Preferably, we need your maps by December 15th! So work hard and keep with the holiday spirit! We want to have 32 maps done by the time christmas comes around.

You can find the resource wad HERE.
Last edited by Sicamore on Sat Dec 01, 2012 9:02 pm, edited 1 time in total.
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Guardsoul
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RE: Zandronum Christmas Community Pack

#83

Post by Guardsoul » Sun Dec 02, 2012 10:55 am

My map is about 15% done (too slow :evil: ) but I need to know how to make an underwater effect (just like in SST). I mean, you dive into the water and your screen becomes blue (WITHOUT THE TYPICAL SCRIPT sector_setcolor())
Last edited by Guardsoul on Sun Dec 02, 2012 10:56 am, edited 1 time in total.

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RE: Zandronum Christmas Community Pack

#84

Post by W1D3A55 » Sun Dec 02, 2012 1:26 pm

Guardsoul wrote: My map is about 15% done (too slow :evil: ) but I need to know how to make an underwater effect (just like in SST). I mean, you dive into the water and your screen becomes blue (WITHOUT THE TYPICAL SCRIPT sector_setcolor())
How to color the deep water
1. Make sure the dummy sector has tbe same tag as the place where the water is.
2. For the dummy sector go into properties and change the setcolor variable to whatever color you want.
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RE: Zandronum Christmas Community Pack

#85

Post by Seesine » Sun Dec 02, 2012 1:57 pm

Mind if I take map04 or something?
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Luke
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RE: Zandronum Christmas Community Pack

#86

Post by Luke » Sun Dec 02, 2012 2:47 pm

No, sure! Welcome aboard I guess :)
Let me upload the latest resource pack containing few new textures.
LATEST RESOURCE WAD VERSION

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I should add two other actors (2 christmas tree versions) so at most spam christmas tree and know that we've 3 versions. (I don't have the concentration to add them right now, lost among 100 3d floors.).
Last edited by Luke on Sun Dec 02, 2012 2:56 pm, edited 1 time in total.

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RE: Zandronum Christmas Community Pack

#87

Post by katZune » Sun Dec 02, 2012 6:36 pm

i've done the half of the map, hope can upload it the friday or before ;)
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Zandronum Christmas Community Pack

#88

Post by Guardsoul » Sun Dec 02, 2012 7:03 pm

How to color the deep water
1. Make sure the dummy sector has tbe same tag as the place where the water is.
2. For the dummy sector go into properties and change the setcolor variable to whatever color you want.
[/quote]

I have solved it with the fade sector property. I had to cange the map into UDMF format :hmm:

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RE: Zandronum Christmas Community Pack

#89

Post by Sicamore » Sun Dec 02, 2012 9:59 pm

GET THE NEW RESOURCE HERE

Some changes from the previous wad:

- Added 10 new skies

- Added some new textures

- There are now numerous new decorate actors, including
snowy trees and staglamite.
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RE: Zandronum Christmas Community Pack

#90

Post by Luke » Thu Dec 06, 2012 11:09 am

Another mapped joined us, welcome Archfile! I know that the time is short but we believe in you. :)

To celebrate: get the new fancy resource wad, 12 new actors featuring a bunch of trees and Christmas stockings (Thank you Zupoman), as well as new crates, wooden textures, a couple of ice textures and 6 new switches and as icing on the cake: candycane walls. Don't eat them or the witch will cook and eat you!
if you downloaded SYDNEY before 11:24 AM GMT, download it again please, because I had to fix the candycane walls. If you are not going to use that texture, or if you downloaded the wad after that time, you can keep your current version. I apologise for the inconvenience.
Last edited by Luke on Thu Dec 06, 2012 11:27 am, edited 1 time in total.

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RE: Zandronum Christmas Community Pack

#91

Post by Sicamore » Sun Dec 09, 2012 12:56 am

Map 13: Silent Night

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Image

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RE: Zandronum Christmas Community Pack

#92

Post by Sicamore » Sun Dec 09, 2012 11:32 pm

NEW RESOURCE:

HERE
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Ænima
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RE: Zandronum Christmas Community Pack

#93

Post by Ænima » Mon Dec 10, 2012 1:03 am

I may not be able to finish my map by the deadline. Lot of real-life stuff has gotten in the way. :/
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Sicamore
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RE: Zandronum Christmas Community Pack

#94

Post by Sicamore » Mon Dec 10, 2012 1:16 am

If you want, you could give it to me and i could possibly finish it for you.
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Guardsoul
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RE: Zandronum Christmas Community Pack

#95

Post by Guardsoul » Mon Dec 10, 2012 10:17 pm

My map is over 65% done, all the scripts are ready and the map is finished. Now its time for detailing.

BTW, I have changed AGAIN the theme of the map :wink: . Now its called "Polar express". You know, the great Santa´s train :biggrin:

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RE: Zandronum Christmas Community Pack

#96

Post by agaures » Tue Dec 11, 2012 1:58 am

I would like to contribute, map18 is fine? :wink:

Edit: i could do a map in 4 days easily.
Last edited by agaures on Tue Dec 11, 2012 2:07 am, edited 1 time in total.
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Luke
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RE: Zandronum Christmas Community Pack

#97

Post by Luke » Tue Dec 11, 2012 2:21 am

map18 is okay agaures, welcome aboard! :)

@Guardsoul: as it's done send me a download link via PM, as well as the list of any resource used which wasn't included in our resource pack (if any) and this form filled:
[spoiler]
Luke wrote:When you will send the map, please fill this form and attach it in a .txt file or in the "mapinfo" lump:
  • Map Number:
  • Map Name:
  • Author name:
  • Music lump, Author - Title:
  • Deathmatch 2-4 Player: YES/NO
  • Difficulty Settings: YES/NO
  • Base: New from scratch or what?
  • Build time:
  • Known Bugs:
  • Other notes:
If you don't know how to change the music, how to use a custom sky how to change its scrolling speed, how to set the name of your map, how to change the number of your map, tell me what you want and I'll do it for you.
[/spoiler]
If there are no bugs or you don't want to fill *that* field, leave it blank, the only important thing is the midi, for the credits.

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Guardsoul
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RE: Zandronum Christmas Community Pack

#98

Post by Guardsoul » Wed Dec 12, 2012 11:27 am

Luke wrote: map18 is okay agaures, welcome aboard! :)

@Guardsoul: as it's done send me a download link via PM, as well as the list of any resource used which wasn't included in our resource pack (if any) and this form filled:
[spoiler]
Luke wrote:When you will send the map, please fill this form and attach it in a .txt file or in the "mapinfo" lump:
  • Map Number:
  • Map Name:
  • Author name:
  • Music lump, Author - Title:
  • Deathmatch 2-4 Player: YES/NO
  • Difficulty Settings: YES/NO
  • Base: New from scratch or what?
  • Build time:
  • Known Bugs:
  • Other notes:
If you don't know how to change the music, how to use a custom sky how to change its scrolling speed, how to set the name of your map, how to change the number of your map, tell me what you want and I'll do it for you.
[/spoiler]
If there are no bugs or you don't want to fill *that* field, leave it blank, the only important thing is the midi, for the credits.
Question: In build time what must I write exactly: all the time including ideas, tries, etc... , or only the map build time?

90% done

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RE: Zandronum Christmas Community Pack

#99

Post by one_Two » Wed Dec 12, 2012 4:49 pm

Some pics of the open areas of my map, very nearly done now:


[spoiler]Image
Image[/spoiler]

If I had more time I'd make the mountains look more realistic but it would take to long to go over them all now.
Last edited by one_Two on Wed Dec 12, 2012 4:51 pm, edited 1 time in total.

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Luke
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RE: Zandronum Christmas Community Pack

#100

Post by Luke » Wed Dec 12, 2012 5:52 pm

Guardsoul wrote: Question: In build time what must I write exactly: all the time including ideas, tries, etc... , or only the map build time?

90% done
It is a field regarding what you did, you can fill it as you feel so..

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