Ghostbusters: Reloaded

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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The Zombie Killer
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Ghostbusters: Reloaded

#1

Post by The Zombie Killer » Sun Dec 02, 2012 7:56 am

Ghostbuster's: Reloaded is a re-creation and continuation of the old "Ghostbusters Doom 2" TC.

Gameplay of original TC:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
The goals of the project are currently:
- Re-do all levels
- Add new levels (a.k.a complete mod's levels)
- Make it more faithful to the movies
- High quality music (4 songs currently replaced)
- Convert DEHACKED to DECORATE
- Make weapons act like they should (eg, scanner scans instead of killing)

Plans for alpha 0.1b:
- Remove stupid inescapable car room in MAP03

I'm looking for people with any of these skills to help:
- DECORATE
- Mappers
- Spriters
- Someone good at identifying songs from their beats
- Sound designers

Download the alpha here
GBDR-0.1a.pk3

Done in alpha 0.1a:
- Male NPC converted to DECORATE
- Female NPC converted to DECORATE
- Fixed "ghost death" bug for male and female NPCs
- All graphics, sprites, textures, flats, patches sounds, music and maps ported
- MAPINFO lump
- Scanner and Neutrona Blaster weapons ported to DECORATE
- Remastered music

-TZK
Last edited by The Zombie Killer on Sun Dec 02, 2012 8:24 am, edited 1 time in total.

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MrSetharoo
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RE: Ghostbusters: Reloaded

#2

Post by MrSetharoo » Mon Dec 03, 2012 5:25 pm

I gotta hand it to ya this mods pretty good. I just have a few complaints about the mod, other than that the mod is good and I do hope you finish it.

First, I feel as if the Ghostbuster HQ just needs little make over. For example, the offices. They need to be separated instead of linked like a maze. Unless they were like that in the movie then I could understand. Also, i feel as if people could miss items if they don't check all the doors in the office area, so that's a another reason as well. Secondly, The "Plasma Rifle" in your mod is registered as a BFG which I can see why but its a little annoying trying to aim up and realizing "oh crap this thing does not want to shoot upwards" then having to fiddle with it in the Gameplay Options. Thirdly, it could just be me but at times it seems that the "Neutron Blaster" is more powerful than the "Plasma Rifle". Personally I think the best way to fix it is register the "Neutron Blaster" as a pistol rather than a shotgun, of course that's completely up to you. Fourth, I died on the city level and it wouldn't reload the level. I'm quite sorry but I can't remember what it said nor did I write it down. If I get it again I'll let you know. Fifth, is the amount of monsters in the city level and the difficulty of finding them. I think there needs to be more because there are few and far between. I found up to seventeen out of nineteen and it bugged me that I couldn't find the last 2. I found two special ghosts, the cop and the one that triggers the "Lets show this prehistoric bitch..." voice clip. Are there supposed to be more special ghosts or are those those it because the ending credit thing showed more than the cop and the slime guy? Lastly, the exit was a bit hard to find. Either that or i'm just stupid :V .

By the way, is the cop that comes out of the club (right?) a refrence to the movie or is that your own thing?

The Zombie Killer
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RE: Ghostbusters: Reloaded

#3

Post by The Zombie Killer » Tue Dec 04, 2012 7:04 am

@MrSetharoo
Thanks for the feedback.
First, I feel as if the Ghostbuster HQ just needs little make over
The maps included are still the old maps from the original ghostbusters TC. I'll take your ideas into consideration when they are remade though.
By the way, is the cop that comes out of the club (right?) a refrence to the movie or is that your own thing?
I'm not sure what the original mapper's intention was, but it might've been their own thing.
Lastly, the exit was a bit hard to find. Either that or i'm just stupid
You're not the only one :p
The "Plasma Rifle" in your mod is registered as a BFG which I can see why but its a little annoying trying to aim up and realizing "oh crap this thing does not want to shoot upwards" then having to fiddle with it in the Gameplay Options
This is going to be fixed, of course, along with the horribly loud sound it makes.

Thanks again for the feedback.

-TZK

porcelain echo
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RE: Ghostbusters: Reloaded

#4

Post by porcelain echo » Wed Dec 05, 2012 9:39 pm

Please do make a new Ghostbusters Doom 2!I know I'd play it.Good luck!

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MrSetharoo
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RE: Ghostbusters: Reloaded

#5

Post by MrSetharoo » Wed Dec 05, 2012 10:45 pm

This is going to be fixed, of course, along with the horribly loud sound it makes.
It makes a loud sound? :eek:
I never noticed.
But making it quiet isn't in the Doom spirit though now is it :wink: :razz:

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