Cyberrunner - 0.11 - No longer in progress

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Lollipop
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#21

Post 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.
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porcelain echo
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#22

Post by porcelain echo » Fri Jul 19, 2013 1:51 pm

That's really nice looking.Will play soon. :)

Ijon Tichy
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#23

Post 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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Medicris
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#24

Post by Medicris » Mon Jul 22, 2013 6:26 am

Image

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Hypnotoad
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#25

Post 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

TerminusEst13
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#26

Post 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
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#27

Post by Ænima » Mon Jul 22, 2013 11:57 pm

Now we need a NYC map so I can pretend to be Spider-Man.
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Klofkac
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#28

Post 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.
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#29

Post 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.
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Cool!!

Also, The music sounds like "Laserdance" or "Koto"

Have you heard this?
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TerminusEst13
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#30

Post 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.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#31

Post 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
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#32

Post 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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<ijon>well fuk
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(18:13:17)<Mayrine>i dont have to learnt anything about ACS

TerminusEst13
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#33

Post 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.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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TerminusEst13
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RE: Cyberrunner - 0.11 - Polish and extra stuff.

#34

Post 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.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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