Parkmore (v1.7)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ijon Tichy
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RE: Parkmore (v1.7)

#41

Post by Ijon Tichy » Fri Mar 22, 2013 8:52 pm

Exactly one change was made.
"Why does it require a new release, then?"
That change is being having actors properly treated as ground.
"Oh."
That's a pretty big deal.
"Yeah."
A really big deal.
"I get it."
A gobstoppingly huge deal.
"Yes, I know."
In fact, this deal is so monstrously large that were you to hollow out the Earth-
"Shut up."
:(

http://ijontichy.lostsig.com/wads/parkmore1-7.pk3
Last edited by Ijon Tichy on Fri Mar 22, 2013 8:55 pm, edited 1 time in total.

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DevilHunter
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RE: Parkmore (v1.7)

#42

Post by DevilHunter » Fri Mar 22, 2013 9:48 pm

TBH.. I thought I had Mirrors for this mod but I didn't.. And Now I do :p

parkmore1-4.zip

parkmore1-5.zip

parkmore1-6.zip

parkmore1-6-1.zip

parkmore1-7.zip

Enjoy :p

EDIT: Because people have to bitch.. Moved said wads to Random :/
Last edited by DevilHunter on Sat Mar 23, 2013 2:42 am, edited 1 time in total.

Ijon Tichy
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RE: Parkmore (v1.7)

#43

Post by Ijon Tichy » Fri Mar 22, 2013 10:02 pm

parkmore isn't a megawad :V


TerminusEst13
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RE: Parkmore (v1.7)

#45

Post by TerminusEst13 » Sat Mar 23, 2013 12:00 am

Mutator?
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~

Qent
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RE: Parkmore (v1.7)

#46

Post by Qent » Sat Mar 23, 2013 12:58 am

Huh... you've got WDI and HardDoom in there, too. O.o

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DevilHunter
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RE: Parkmore (v1.7)

#47

Post by DevilHunter » Sat Mar 23, 2013 1:16 am

Before we get too much off Track.. Fae said that Harddoom is mearly a Megawad, however I had WDI in Survival, but I felt like it really didn't fit in there. I can make another topic about how to reorganize my http but that can come later...

Anyhow, I consiter this a Megawad anyhow.. My Def of a Megawad, is that it changes just more then Maps, or is just a mapwad.

Ijon Tichy
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RE: Parkmore (v1.7)

#48

Post by Ijon Tichy » Sat Mar 23, 2013 1:35 am

megawads are mods that replace all the maps of an IWAD

also might want to split this into its own topic

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DevilHunter
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RE: Parkmore (v1.7)

#49

Post by DevilHunter » Sat Mar 23, 2013 2:43 am

Meh whatev's.. Moved to Random.. HAPPY NOW PEOPLE?

BloodyAcid
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RE: Parkmore (v1.7)

#50

Post by BloodyAcid » Sun Aug 11, 2013 5:21 am

Hate to bump this, BUUUUT

I've been using this mod as the basis for one of my maps (yey), but in order to not alienate half the dooming population, is there anyway this can be optimized for GZDoom? At the moment, stuff like ledge grabbing or mid air jumps don't seem to work.

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RE: Parkmore (v1.7)

#51

Post by Ijon Tichy » Sun Aug 11, 2013 6:14 am

now that CVARINFO exists, probably, but I'd want to do a proper 2.0 release with all the cyberrunner improvements included

in other words, probably won't happen soon

I've hardly done anything doom-related in a while now, for that matter, so yeah

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