Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Lollipop
- Zandrone
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#21
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by Lollipop » Fri Jul 19, 2013 11:55 am
HexaDoken wrote:
Exiting the level while players are hanging on a ledge may or may not result in said players gaining ability to fly indefinitely upon entering the next map.
This is how you get times like 30 seconds on maps like CYRC02.
Probably should fix it or something.
Flying? Holy crap, never seen that O.o
Though my personal guess to a fix would probably be something like a reset of the player status and inventories ect.
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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Ijon Tichy
- Frequent Poster Miles card holder
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#23
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by Ijon Tichy » Mon Jul 22, 2013 4:56 am
Term tried to adapt my grappling hook to Cyberrunner.
I used it.
In other news, I accidentally made the first jump pad porn ever.
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Hypnotoad
- Retired Staff / Community Team Member
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- Location: Britland
#25
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by Hypnotoad » Mon Jul 22, 2013 1:12 pm
Ijon Tichy wrote:
In other news, I accidentally made the first jump pad porn ever.
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I came
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TerminusEst13
- Retired Staff / Community Team Member
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#26
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by TerminusEst13 » Mon Jul 22, 2013 8:44 pm
Since the cat's out of the bag now, yeah. There's going to be a grapple hook in 0.12, for even more maneuverability.
Here's a video of it in action.
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Ænima
- Addicted to Zandronum
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#27
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by Ænima » Mon Jul 22, 2013 11:57 pm
Now we need a NYC map so I can pretend to be Spider-Man.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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Klofkac
- Forum Regular
- Posts: 481
- Joined: Sat Jun 09, 2012 1:31 pm
- Location: Ask Grandvoid servers
#28
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by Klofkac » Thu Aug 15, 2013 7:18 pm
After testing, I noticed one thing. The movements related to using movement keys in some way like double press aren't compatibile with analog stick movement.
Will it be a problem to make it compatibile with gamepad?
Last edited by
Klofkac on Thu Aug 15, 2013 7:19 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
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TUQfuture
- New User
- Posts: 18
- Joined: Thu Jul 18, 2013 8:47 pm
- Location: MM8BDM
#29
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by TUQfuture » Thu Aug 15, 2013 9:09 pm
TerminusEst13 wrote:
Since the cat's out of the bag now, yeah. There's going to be a grapple hook in 0.12, for even more maneuverability.
Here's a video of it in action.
The [video] tag is deprecated, please use the [media] tag
Cool!!
Also, The music sounds like "Laserdance" or "Koto"
Have you heard this?
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TerminusEst13
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#30
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by TerminusEst13 » Fri Aug 16, 2013 7:27 am
TUQfuture wrote:Also, The music sounds like "Laserdance" or "Koto"
Have you heard this?
Yup. While the song is spacesynth, I'm quite a fan of retro-futuristic music as well.
If you're curious, the song is
Starscreamer, by Cirdan.
Last edited by
TerminusEst13 on Fri Aug 16, 2013 7:32 am, edited 1 time in total.
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TUQfuture
- New User
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#31
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by TUQfuture » Sat Aug 17, 2013 2:35 pm
TerminusEst13 wrote:
TUQfuture wrote:Also, The music sounds like "Laserdance" or "Koto"
Have you heard this?
Yup. While the song is spacesynth, I'm quite a fan of retro-futuristic music as well.
If you're curious, the song is
Starscreamer, by Cirdan.
O thanks!! by the way, pretty good work on this and Samsara!!
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Balrog
- Forum Regular
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#32
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by Balrog » Sat Aug 17, 2013 9:27 pm
Klofkac wrote:
After testing, I noticed one thing. The movements related to using movement keys in some way like double press aren't compatibile with analog stick movement.
Will it be a problem to make it compatibile with gamepad?
The dodge commands
also don't work with the turn keys.
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[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends
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<ijon>well fuk
<ijon>guess I gotta suck dicks now
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(18:13:17)<Mayrine>i dont have to learnt anything about ACS
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TerminusEst13
- Retired Staff / Community Team Member
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#33
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by TerminusEst13 » Sat Aug 17, 2013 9:34 pm
Balrog wrote:
Klofkac wrote:
After testing, I noticed one thing. The movements related to using movement keys in some way like double press aren't compatibile with analog stick movement.
Will it be a problem to make it compatibile with gamepad?
The dodge commands
also don't work with the turn keys.
I don't have a gamepad, so it'll be difficult to. But I'll try it and see what I can do--theoretically, it should just be a matter of figuring out what the game registers the keys as and tying dodging to them as well.
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TerminusEst13
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#34
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by TerminusEst13 » Mon Sep 16, 2013 4:39 pm
By request (and to help pass the time while I get Samsara to a stable point), added a section to the OP about levelsets that play well with this. By no means is it a total and comprehensive list, just places I had a lot of fun going through.