Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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Re: Doom64: Unabsolved

#81

Post by Ænima » Sun Jan 08, 2017 4:18 am

phpBB [media]
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Skeleton
 
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Re: Doom64: Unabsolved

#82

Post by Skeleton » Sun Jan 08, 2017 6:38 am

oh pretty cool
whats next? archon of hell? lol

theundeadsoldierx9

Re: Doom64: Unabsolved

#83

Post by theundeadsoldierx9 » Wed Jan 18, 2017 1:52 pm

Skeleton wrote:oh pretty cool
whats next? archon of hell? lol
Probably xd :v:

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Re: Doom64: Unabsolved

#84

Post by Ænima » Wed Jan 18, 2017 8:44 pm

theundeadsoldierx9 wrote:
Skeleton wrote:oh pretty cool
whats next? archon of hell? lol
Probably xd :v:
No.


TBH if MadCat makes a Doom64 archon and it looks good I'll add it, but it's not my objective to make Doom64 versions of every R667 Beastiary monster.

Actually, for the next "baron-type" monster, I'd like to make a djinni:
Image
(aka "genie")
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#85

Post by Empyre » Thu Jan 19, 2017 1:30 am

There are 4 types of genies, one for each element: Efteeti (or Ifriti) from the Plane of Fire, Djinn (or D'jinni) from the Plane of Air, Dao from the Plane of Earth, and Marid from the Plane of Water. What you have pictured there looks more fire-related than air-related.
"For the world is hollow, and I have touched the sky."

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Re: Doom64: Unabsolved

#86

Post by Ænima » Thu Jan 19, 2017 2:23 am

Empyre wrote:There are 4 types of genies, one for each element: Efteeti (or Ifriti) from the Plane of Fire, Djinn (or D'jinni) from the Plane of Air, Dao from the Plane of Earth, and Marid from the Plane of Water. What you have pictured there looks more fire-related than air-related.
So then it would just be an "afrit" ... D'OH ...

Although I can see a djinni version of that. Maybe blueish instead of red and with a fog or mist effect instead of fire under the torso.
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#87

Post by theundeadsoldierx9 » Thu Jan 19, 2017 3:40 am

Ænima wrote:
theundeadsoldierx9 wrote:
Skeleton wrote:oh pretty cool
whats next? archon of hell? lol
Probably xd :v:
No.


TBH if MadCat makes a Doom64 archon and it looks good I'll add it, but it's not my objective to make Doom64 versions of every R667 Beastiary monster.

Actually, for the next "baron-type" monster, I'd like to make a djinni:
Image
(aka "genie")
don't worry i was a joke xddd btw that one looks awesome

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Re: Doom64: Unabsolved

#88

Post by madcat » Thu Jan 19, 2017 4:54 pm

A Djinn Baron? Would that not make it "Efreet" then? btw, Do you mean something like this?

Image

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Re: Doom64: Unabsolved

#89

Post by Ænima » Thu Jan 19, 2017 5:00 pm

madcat wrote:A Djinn Baron? Would that not make it "Efreet" then? btw, Do you mean something like this?

Image
Haha awesome. And yeah I guess it would be an efreet/afrit/ifrit.

I was thinking of a generalized magic-using demon, not any element specifically. Something that flies and is generally a bastard to players. :p
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#90

Post by Ænima » Sun Feb 26, 2017 11:23 pm

New version!

Minor update for alpha9. Fixed bugs, added the Bruiser and a new Revenant sprite, and also replaced the Doom2 burning barrel with a "napalm barrel". :o
  • alpha9c:
  • Added the Bruiser, and a Revenant variant!
  • Better animations for the Pistol and Rifle.
  • FIXED: Unmaker upgrades didn't spawn at all. :(
  • Fixed some missing GL lights definitions.
  • Better blood spray and puddles.
  • Changed the Nightmare Spectre's shader effect from "warp" to "warp2" to be less ugly.
  • Fixed an online desync bug where players would start with more than one sidearm selected.
  • Better blank barrel (burning barrel) replacement: The napalm barrel!
  • Better pistol sound.

>> Alpha 9c <<
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#91

Post by madcat » Sun May 21, 2017 8:10 am

Im working on monsters again, this time its a Doom64 version of CyberBaron. Does it look good enough or should I change something about it? (If you do not want to use it here just tell me so I can stop asking in this topic)

Image

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Re: Doom64: Unabsolved

#92

Post by Ænima » Sun May 21, 2017 12:05 pm

madcat wrote:Im working on monsters again, this time its a Doom64 version of CyberBaron. Does it look good enough or should I change something about it? (If you do not want to use it here just tell me so I can stop asking in this topic)

Image
Looks awesome, please continue!


I'm sorry I've been really inactive on Zandronum lately but I've been super busy (moving sucks).

I'd really like to update this mod but I'm a bit daunted by the current state of the community and also the apperent dawn of Zan 3.0, which broke a few things in my mod that I have yet to make tracker tickets for, one of them relating to the blood droplet actors either being invisible or simply rendering as garbage. :/
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#93

Post by madcat » Sat May 27, 2017 11:01 am

I have finished the CyberBaron64. Sadly the "total black" color highly contrasted with the gray so I made another "Grayed" version where the "total black" was replaced with dark gray. Please see which is better.

https://www.dropbox.com/s/xk5h72410z7ol ... .wad?raw=1 - Original
https://www.dropbox.com/s/pj6dyma4dxynk ... .wad?raw=1 - Grayed

PS: I made three different deaths for this monster.

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Re: Doom64: Unabsolved

#94

Post by GamingGargoyle » Tue Jun 13, 2017 6:54 pm

Made something from arachnotron you can use
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Re: Doom64: Unabsolved

#95

Post by Ænima » Thu Jun 15, 2017 12:52 am

GamingGargoyle wrote:Made something from arachnotron you can use
:wonk:


Awesome!!!! Thank you so much!


I definitely need to set aside some free time to crank out a new version. I've been playing through Diablo2:LOD again and I have some ideas, like animal summons and exploding lava boulders. :o
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#96

Post by BlushBerry » Tue Apr 03, 2018 3:22 am

Ænima are you still working on this mod?

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Re: Doom64: Unabsolved

#97

Post by Ænima » Tue Apr 03, 2018 10:54 pm

Polygon wrote:
Tue Apr 03, 2018 3:22 am
Ænima are you still working on this mod?
Unfortunately it’s on hold for the next few months. :/

I may put out some bug fixes though. It’s recently come to my attention that Zan3.0 has completely broken AeniBlood and every mod i’ve used it in (the blood droplet models just don’t render at all). :(
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#98

Post by BlushBerry » Thu Apr 05, 2018 5:23 am

Ænima wrote:
Tue Apr 03, 2018 10:54 pm
Polygon wrote:
Tue Apr 03, 2018 3:22 am
Ænima are you still working on this mod?
Unfortunately it’s on hold for the next few months. :/

I may put out some bug fixes though. It’s recently come to my attention that Zan3.0 has completely broken AeniBlood and every mod i’ve used it in (the blood droplet models just don’t render at all). :(
Ah I see :s Well regardless this is a great mod :) Keep up the good work!

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Re: Doom64: Unabsolved

#99

Post by Ænima » Thu Apr 05, 2018 5:48 pm

Polygon wrote:
Thu Apr 05, 2018 5:23 am
Ænima wrote:
Tue Apr 03, 2018 10:54 pm
Polygon wrote:
Tue Apr 03, 2018 3:22 am
Ænima are you still working on this mod?
Unfortunately it’s on hold for the next few months. :/

I may put out some bug fixes though. It’s recently come to my attention that Zan3.0 has completely broken AeniBlood and every mod i’ve used it in (the blood droplet models just don’t render at all). :(
Ah I see :s Well regardless this is a great mod :) Keep up the good work!
Thanks, man!

That means a lot to me. Always glad to hear that there’s still someone out there who enjoys my work. :P
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#100

Post by Samuzero15tlh » Fri Apr 06, 2018 3:31 am

Good thing that you still got this mod to your to-do list!

For my bad sake i got fucked up out of inthernet, so... now im just a ghost.

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