Project 115: Version 1.6

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Phoenix7786
 
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RE: Project 115 Zandronum WAD

#41

Post by Phoenix7786 » Tue Feb 18, 2014 2:08 pm

Hmm I'm guessing in my noobishness I am missing WAD's and PK's not included in this download. I load it and it just look like regular doom2, with Pinkies instead of zombies and no custom weaponry.

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RE: Project 115 Zandronum WAD

#42

Post by Fabysk » Tue Feb 18, 2014 11:57 pm

Phoenix7786 wrote: Hmm I'm guessing in my noobishness I am missing WAD's and PK's not included in this download. I load it and it just look like regular doom2, with Pinkies instead of zombies and no custom weaponry.
I have downloaded it on my laptop which doesn't have the WAD yet and it works perfectly normal. I'm not sure what the problem is, but it's definitely not the WAD itself. Map01 is the custom map itself in which it will always load in first when starting a new game.
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RE: Project 115 Zandronum WAD

#43

Post by Phoenix7786 » Wed Feb 19, 2014 7:00 am

Does this project 115 contain all the custom enemy and weapon data? Or is this an add-on to another wad/pk? I can get the custom campaign to load, but there's just regular doom weaponry and enemies. The zombie mode just pits me against waves of Pinkies.

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RE: Project 115 Zandronum WAD

#44

Post by Fabysk » Wed Feb 19, 2014 1:59 pm

Phoenix7786 wrote: Does this project 115 contain all the custom enemy and weapon data? Or is this an add-on to another wad/pk? I can get the custom campaign to load, but there's just regular doom weaponry and enemies. The zombie mode just pits me against waves of Pinkies.
Which version of Project 115 are you using? I think you're using version 1.3 Beta. Version 1.4 has all of the custom inventory. Also, version 1.4 doesn't have a campaign.
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RE: Project 115 Zandronum WAD

#45

Post by Phoenix7786 » Wed Feb 19, 2014 7:46 pm

I downloaded 1.4 from the link you provided on page 1.

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RE: Project 115 Zandronum WAD

#46

Post by Fabysk » Thu Feb 20, 2014 1:01 am

Phoenix7786 wrote: I downloaded 1.4 from the link you provided on page 1.
Can you insert images to your next reply please, so I can see why (or any other reason) you can't use the custom inventory and play the custom map.
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RE: Project 115 Zandronum WAD

#47

Post by Phoenix7786 » Thu Feb 20, 2014 7:03 am

Sure next time I have time (school-time now) I'll take some SS's and link them in. I'll edit this later.

For now I can see your Icon of Sin loading thingy, and the maps you have (like the zombie invasion map and the little campaign with the marines chatting) but there's just regular doom weapons and regular monsters. I'll edit this again later.
Last edited by Phoenix7786 on Thu Feb 20, 2014 7:04 am, edited 1 time in total.

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RE: Project 115 Zandronum WAD

#48

Post by Fabysk » Sat Feb 22, 2014 9:41 pm

Added the AN94 Assault rifle and its upgraded form
Sorry for the poor quality of the video. I believe the rest of the showcases will be like this
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RE: Project 115 Zandronum WAD

#49

Post by Fabysk » Tue Mar 04, 2014 5:35 am

New video on the Five Seven Pistol.
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RE: Project 115 Zandronum WAD

#50

Post by Fabysk » Tue Mar 11, 2014 3:53 am

You might be wondering, is this a new map? And that I say, Yes it is. This video was more showing the custom game over song at the end
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RE: Project 115 Zandronum WAD

#51

Post by Fabysk » Mon Mar 17, 2014 6:19 pm

Finishing up the final map, Aftermath
Images within GZDoom Builder:
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RE: Project 115 Zandronum WAD

#52

Post by Fabysk » Fri Mar 28, 2014 10:38 pm

Added the Max Ammo Power Up
Thank you Klofkac for the help. I really appreciate it :)
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RE: Project 115 Zandronum WAD

#53

Post by Fabysk » Wed Apr 02, 2014 3:07 am

Added the Ballista Sniper Rifle and its upgraded form, the Infused Arbalest. Available in some maps

[spoiler]Regular FormImage[/spoiler]
[spoiler]SightsImage[/spoiler]
[spoiler]Upgraded FormImage[/spoiler]
[spoiler]SightsImage[/spoiler]

Edit: Going to start putting images as spoilers
Last edited by Fabysk on Wed Apr 02, 2014 3:08 am, edited 1 time in total.
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RE: Project 115 Zandronum WAD

#54

Post by Fabysk » Sat Apr 05, 2014 6:12 am

A small preview of Die Rise :cool:
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[Video is on the first page of this thread]
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RE: Project 115 Zandronum WAD

#55

Post by Fabysk » Wed Apr 23, 2014 3:10 am

New weapon to show. The Assault Shield
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Special thanks to CloudFlash for the help with this weapon :smile: Greatly appreciate it!
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RE: Project 115 Zandronum WAD

#56

Post by Fabysk » Fri May 23, 2014 9:26 pm

Happy 1 Year Anniversary Project 115! A new update is available. See the first post for more detail.
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RE: Project 115 Zandronum WAD (1 Year Anniversary Update)

#57

Post by Fabysk » Thu Jun 19, 2014 4:52 am

New image for the next update: Version 1.6

The first image shows almost everything: New small HUD, showing the players health, weapon selected, and how much ammo is left for that weapon (Bottom right corner), Improved Perk icons and position using SBARINFO (Thank you Lollipop), Re-added Deadshot Daiquiri with better features:
When the perk is active, certain weapons will have reduced recoil and reduced bullet spread while aiming down the sights, making it great for weapons such as the Type 25, M8A1, DSR 50, SVU-AS, and the Peacekeeper. The image below show the recoil comparison with and without Deadshot Daiquiri using the M8A1. (Left: With Deadshot. Right: Without Deadshot)
[spoiler]Image[/spoiler]

The next image is the new SMG: Skorpion EVO. This weapon has the lowest recoil out of all weapons in the mod, but the downfall to this is that it burns through ammo very quickly. It holds 200 ammo and 400 ammo with the backpack.
[spoiler]Image[/spoiler]

The last image is the Skorpion EVO's upgraded form: Evolved Death Stalker. As with the Skorpion EVO, it burns through ammo quickly. The good thing is that it holds more ammo after upgrading at 330 ammo and 650 ammo with the backpack.
[spoiler]Image[/spoiler]

While adding the new features, I was thinking if I should add a new perk Radar Senses. It gives the player the ability to see where all the zombies and weapons are on the automap. What do you think for the idea?
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Speaking about perks, I have now reduced the damage of Blood Rush. From quadruple to double, so it's not all overpowered. The price is still the same at 3000 points.

There are other bug fixes, such as not being able to knife with the Chicom CQB upgraded while aiming down sights, R870 MCS ADS fix, and more

As for myself, I'm actually excited for this new update. I've been having fun making it while in development.
Last edited by Fabysk on Thu Jun 19, 2014 4:55 am, edited 1 time in total.
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RE: Project 115 Zandronum WAD (1 Year Anniversary Update)

#58

Post by Combinebobnt » Thu Jun 19, 2014 6:11 pm

Dang this project seems to have improved majorly since I last saw it. See if you can beat that other nazi zombie doom wad in terms of quality

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RE: Project 115 Zandronum WAD (1 Year Anniversary Update)

#59

Post by Fabysk » Thu Jun 19, 2014 7:03 pm

Combinebobnt wrote: Dang this project seems to have improved majorly since I last saw it.
Thanks Combine! I'm glad these new images surprised you since the review you did almost 8 months ago (Version 1.3),
Combinebobnt wrote: See if you can beat that other nazi zombie doom wad in terms of quality
I'd rather not go for some sort of competition on which Nazi Zombie Doom wad is better. I will still continue to make it have that exact feel from Black Ops 2: Zombies, while at the same time, feel like Doom. If this "competition" ever happens, I'll gladly participate.
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RE: Project 115 Zandronum WAD (1 Year Anniversary Update)

#60

Post by TheCubasy » Sun Jun 22, 2014 3:54 pm

It's not really a competition, or atleast I never thought of it as such, the wad looks pretty amazing though, keep at it.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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