Metroid: Dreadnought v1 - The Galaxy is Doomed

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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The Toxic Avenger
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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#161

Post by The Toxic Avenger » Tue Aug 26, 2014 9:49 pm

Stop posting about compatibility, it's not going to happen

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#162

Post by Ruin » Wed Aug 27, 2014 2:06 pm

Terminus, if you want any of the split posts restored, just ask.

I am going to reiterate what TTA has said. Zantum. Terminus said it isn't happening. Stop asking.
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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#163

Post by pitrdevries » Sun Aug 31, 2014 9:49 pm

Are there any plans on some implementation of Super Metroid's weapon combination system? I don't believe the later games had such functions, so I wouldn't expect them in this mod, but I thought it was a neat idea.
Last edited by pitrdevries on Sun Aug 31, 2014 10:32 pm, edited 1 time in total.

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#164

Post by Ijon Tichy » Mon Sep 01, 2014 2:43 am

pitrdevries wrote: Are there any plans on some implementation of Super Metroid's weapon combination system? I don't believe the later games had such functions, so I wouldn't expect them in this mod, but I thought it was a neat idea.
no plans at all

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#165

Post by Slim » Tue Sep 02, 2014 5:54 am

INB4 We can VAR/Murder Beam glitch in Dreadnought.
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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#166

Post by Retro Gamer » Tue Oct 21, 2014 7:44 pm

Compatible with BD?! I like BD, but no, just NO! MD is doing something awesome on its own and yet again another wad I love and so does my 4 year old! Rather have less blood any way especially if they are, "watching you"! Blood was not played up in the nintendo games of the same subject. Nintendo should be happy with what I see you're doing a good job with their IP.

I can't wait for more single player/co-op/invasion related stuff for the wad. That being said I've lately been trying to load MD on top of other wads. Found the combo of Chex3, Chex Pack P16-3.2, and MD pretty entertaining for my son while keeping blood out of the equation.

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#167

Post by Drakeman1234 » Wed Oct 22, 2014 5:56 pm

^

^^^^^^^^^^

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

This one, right here.

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#168

Post by MERCURIUS FM » Sat Jun 20, 2015 3:11 am

This looks very cool.
The weapons look fun and I also like the look of the levels.
Gonna try it out soon.

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RE: Metroid: Dreadnought v1 - The Galaxy is Doomed

#169

Post by Infirnex » Mon Jun 22, 2015 5:07 pm

MERCURIUS FM wrote: This looks very cool.
The weapons look fun and I also like the look of the levels.
Gonna try it out soon.
As it stands, Dreadnought is broken in Zandronum 2.0. You need to use a 1.x version to play it properly.

Nevermind. If you played it during 1.x, you just need to modify the .ini file.
Last edited by Infirnex on Fri Jun 26, 2015 12:42 am, edited 1 time in total.

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#170

Post by Xikiri » Thu Jul 28, 2016 10:40 am

Around a month ago, Joel from Vinesauce played a bunch of Doom WADs and this one was featured in the pack. After watching some gameplay, I was interested in playing it myself...but the download links are broken. Would anyone care to update the download links by any chance?

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#171

Post by Fused » Thu Jul 28, 2016 11:29 am

My mods
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#172

Post by Xikiri » Thu Jul 28, 2016 5:50 pm


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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#173

Post by Jimp Argon » Fri Jul 29, 2016 2:21 am

I have a question..... I had downloaded this back when best ever was still online (Which was not too long ago actually...) and there is an obvious file size difference between the one from best ever, and the one from allfearthesentinel. (The one on the left is from allfear, one on the right best ever.)

[spoiler]Image[/spoiler]

Does anyone know what thats about?

Also, I noticed that on allfearthesentinel, there is a version 1.1. Which is strange considering that had there been an update you would have figured it would have been posted in this thread. Am I to assume that somebody else updated it and uploaded it to allfearthesentinel?

[spoiler]Image[/spoiler]

If anyone wants me to upload the one from bestever (15mb). Let me know, and I will throw up a mediafire link.

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#174

Post by agaures » Fri Jul 29, 2016 4:34 am

Jimp Argon wrote:Am I to assume that somebody else updated it and uploaded it to allfearthesentinel?
Probably. Other people make edits to mods that aren't theirs for their servers all the time.

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#175

Post by Jimp Argon » Fri Jul 29, 2016 7:23 am

Ah, I haven't thought of that. Thanks.

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#176

Post by TerminusEst13 » Fri Jul 29, 2016 8:12 am

In this case, I actually was the one that updated it. I didn't update the thread because Marcaek requested it for a FNF, and the changes were so minor it's not worth mentioning. I didn't think anyone would really notice, or care.

Goes to show me. Whoops. \:D/

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#177

Post by Doomenator » Fri Jul 29, 2016 10:23 am

TerminusEst13 wrote:In this case, I actually was the one that updated it. I didn't update the thread because Marcaek requested it for a FNF, and the changes were so minor it's not worth mentioning. I didn't think anyone would really notice, or care.

Goes to show me. Whoops. \:D/
I have no upgrade weapon if enable flag [don't spawn deathmatch weapons] in cooperative mode. How to fix that?
And how to off time freeze in single play?

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#178

Post by Jimp Argon » Fri Jul 29, 2016 4:03 pm

TerminusEst13 wrote:In this case, I actually was the one that updated it. I didn't update the thread because Marcaek requested it for a FNF, and the changes were so minor it's not worth mentioning. I didn't think anyone would really notice, or care.

Goes to show me. Whoops. \:D/
I'm just curious, are you talking about the (16.4mb) v-1 file? Or are you talking about the v1.1?

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#179

Post by TerminusEst13 » Fri Jul 29, 2016 11:13 pm

The v1.1 file, yes.

Doomenator: sv_noweaponspawn does indeed cause no weapon to spawn at the moment. Don't turn it on, and please support this ticket: https://zandronum.com/tracker/view.php?id=1797
Also, for no time freeze, you want to turn on the cvar "met_cl_nometroidpickups"

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

#180

Post by Raccoon » Thu Feb 16, 2017 10:40 pm

Hey guys, I'm currently bug-hunting in this project. (Terminus is not involved in this, though he has given permission)

Does anyone know of any bugs with the newer versions of Zandronum?
Does anyone have anything that they think needs to be fixed in the balancing?
Does anyone have any Higher-Res graphics for this?
Does anyone want to help with any of that?

I'm assembling a team to update the code/resources of Dreadnought and work on a derivative project...

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