Project 115: Version 1.6

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Fabysk
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RE: Project 115 Zandronum WAD

#21

Post by Fabysk » Thu Jan 23, 2014 2:13 pm

Angel_Neko_X wrote: There's topic for the muzzle flashes : http://forum.zdoom.org/viewtopic.php?f=37&t=37753
Thanks for the link. I won't focus right now on muzzle flashes at the moment since Im going to add more weapons and finish the zombie maps by implementing the new weapons.
Last edited by Fabysk on Thu Jan 23, 2014 2:16 pm, edited 1 time in total.
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RE: Project 115 Zandronum WAD

#22

Post by NachtIntellect » Thu Jan 23, 2014 4:32 pm

I haven't even bothered to touch my maps for a month for the other Nazi zombies project, I did have a promotional picture for it and all but then cubasy went real quiet, if he was still talking to me I could ask him to give you a little bit of a hand if needed.
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RE: Project 115 Zandronum WAD

#23

Post by dylstew » Thu Jan 23, 2014 4:50 pm

The irony in this one is strong.
Last edited by dylstew on Thu Jan 23, 2014 4:51 pm, edited 1 time in total.

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RE: Project 115 Zandronum WAD

#24

Post by Angel_Neko_X » Thu Jan 23, 2014 6:25 pm

If you want, for the invasion mode, I can afford you the zombies sprites used in Nazi zombies DOOM edition, and if you want more maps, I rather show some of my work
"Swan Fox doesn't like hurting other people, I do!" -Diane "Elliot" McModua (Hotline U.A.C)
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Fabysk
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RE: Project 115 Zandronum WAD

#25

Post by Fabysk » Thu Jan 23, 2014 7:37 pm

Angel_Neko_X wrote: If you want, for the invasion mode, I can afford you the zombies sprites used in Nazi zombies DOOM edition, and if you want more maps, I rather show some of my work
I think I'm good with the sprites I'm using currently. I would like to see your maps. I am picky when someone offers something to me, but if the maps are amazing looking, then I'll use it in my mod. Credit will be given.
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RE: Project 115 Zandronum WAD

#26

Post by Angel_Neko_X » Thu Jan 23, 2014 7:42 pm

I'll send you the mappack in PM!
"Swan Fox doesn't like hurting other people, I do!" -Diane "Elliot" McModua (Hotline U.A.C)
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Fabysk
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RE: Project 115 Zandronum WAD

#27

Post by Fabysk » Thu Jan 23, 2014 7:45 pm

Angel_Neko_X wrote: I'll send you the mappack in PM!
Ok :D
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RE: Project 115 Zandronum WAD

#28

Post by Fabysk » Fri Jan 24, 2014 6:14 am

More update pictures
Showing the Remington 870 MCS Shotgun and 6 Perks

From left to right: Quick Revive, Juggernog, Stamin Up, Blood Rush, Deadshot Daiquiri, and Doubletap Root Beer.
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Aiming down the sights
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RE: Project 115 Zandronum WAD

#29

Post by Angel_Neko_X » Sat Jan 25, 2014 9:05 am

This promises to be amazing!
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RE: Project 115 Zandronum WAD

#30

Post by Stiff » Sat Jan 25, 2014 2:41 pm

What about removing crosshair while aiming down the sights
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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Fabysk
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RE: Project 115 Zandronum WAD

#31

Post by Fabysk » Sat Jan 25, 2014 4:27 pm

Stiff wrote: What about removing crosshair while aiming down the sights
I'm currently trying to do that. Using the checkweapon script with a hudmessage script to take over the crosshairs ID isn't working. Still looking to accomplish that.
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RE: Project 115 Zandronum WAD

#32

Post by Angel_Neko_X » Fri Jan 31, 2014 7:10 pm

I can help you for the weapons, as improve the decorate and put some features (but I don't like the recoil).
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RE: Project 115 Zandronum WAD

#33

Post by Fabysk » Mon Feb 03, 2014 4:08 am

Add the MSMC Submachine Gun. Really effective against fighting high wave zombies.
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Notice the bus now has windows?
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Last edited by Fabysk on Mon Feb 03, 2014 4:11 am, edited 1 time in total.
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RE: Project 115 Zandronum WAD

#34

Post by Fabysk » Fri Feb 07, 2014 2:03 am

Added a new gun! The Chicom CQB: A three round burst submachine gun only obtainable from the Mystery Box
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Also made the upgraded version of the Tac 45 starting pistol called Beast
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Chicom CQB upgraded - Chicom Catacyclism Quadruple Burst
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Fabysk
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RE: Project 115 Zandronum WAD

#35

Post by Fabysk » Mon Feb 10, 2014 4:23 pm

Added the RPG Rocket Launcher. Got working sounds with a custom projectile using the Doom rocket but replaced the sounds with the ones used in Black Ops 2. Still working on its upgraded form
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Fabysk
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RE: Project 115 Zandronum WAD

#36

Post by Fabysk » Mon Feb 17, 2014 7:28 am

Finally, Version 1.4 is now available. Use the new weapons against the unlimited zombie horde, as well as coming across new features. Download it today!
Last edited by Fabysk on Tue Feb 18, 2014 12:16 am, edited 1 time in total.
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Fabysk
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RE: Project 115 Zandronum WAD

#37

Post by Fabysk » Mon Feb 17, 2014 5:28 pm

I decided to make a trailer for version 1.4
What do you think of it?
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mr fiat
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RE: Project 115 Zandronum WAD

#38

Post by mr fiat » Mon Feb 17, 2014 5:39 pm

Fabysk wrote: I decided to make a trailer for version 1.4
What do you think of it?
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seems decent, but that song is anything but fitting.

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Fabysk
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RE: Project 115 Zandronum WAD

#39

Post by Fabysk » Mon Feb 17, 2014 5:48 pm

mr fiat wrote: seems decent, but that song is anything but fitting.
Well, I'm sorry for that. I thought it would go good with the video...
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RE: Project 115 Zandronum WAD

#40

Post by Ral » Mon Feb 17, 2014 11:22 pm

it does go good its just that fiat doesnt know the difference between good music and terrible music (rubber band music)
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