Project 115 - Despair (Ascension Update Now Available)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Fabysk
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Project 115 - Despair (Ascension Update Now Available)

Post#1 by Fabysk » Sat Feb 04, 2017 6:58 am

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The countdown to doomsday has begun.

5 years since the Cannibalism Strike took action, the war between The Resistance and Walking Flesh Organization faded away. Only leaving the world broken, no one knows who won the war.

Game Modes
  • Campaign
Play as Jason Milito, who tells the story of his adventure encountering The Source. Customizable loadout with different combinations. What will you discover?

  • Survival
Occuring during the events of the campaign, a new cast of survivors stranded to seek salvation against the undead horde. The mysterious forces of the Mystery Box, Wall Weapons, PowerGums, and Perks return.

  • Arcade Mode
Get a good kick back as you play challenging minigames to reach a high score.


Full Release Is Now Available To Download!

Note: This mod requires a decent computer to play. You will experience framerate drops. You have been warned.

Click Here To Download!

Note: This mod requires Zandronum 2.1.2 in order to play. Some events/actions are not working with the latest Zandronum 3.x build.

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Spoiler: ScreenShots (Open)
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Spoiler: Changelog (Open)
Version 2.0 (Ascension Update)
[General]
- Changed a few PowerGum designs that included figures.
- Changed the Level 2 and Level 4 PowerGum design.

[Campaign]
<Major>
- Added Chapter 2 (Between Worlds).
- Fixed an issue where the player has unlimited Deployable Shields.
- Fixed a bug where the player will have the MORS Sniper Rifle after finishing Chapter 1 (Beginning of an End).
- Fixed an issue where the player can continue on without Danny in Chapter 1, Mission 2.
- Fixed an issue where the player can block Danny's jump in Chapter 1, Mission 2.

<Minor>
- Fixed Deployable Shield ammo not depleting after placing one.

[Survival]
<Major>
- Added The Iron Shield
- Added a new PowerGum (Gambling Free 1x Use [Spin the Mystery Box for free]).
- Added a new PowerGum (Strength Drainage 1x Use [Zombies health is reset to Round 1 health]).
- Fixed the mysterious PowerGum mechanic.
- Fixed an exploit where the player can aquire a PowerGum from the Campaign and use it in Survival.

<Minor>
- Added PowerGum descriptions when picking one up after despensing.
- Replaced finding Mystic Orbs with Extra Points.
- New PowerGum Machine design.
- Zombies now toss gibs after being shot

[Arcade Mode]
<Major>
- Added Zombie Run.
- Fixed an issue on Apocalypse Island where zombies health is raised higher than it should when entering a new island.
<Minor>
- Changed zombies spawn health on Apocalypse Island.

(Full Release) Version 1.0
[General]

[Campaign]
<Major>
- Added Mission 4 to Chapter 1 (The Gateway)
- Fixed an issue where the player has unlimited PowerGums
<Minor>

[Survival]
<Major>
<Minor>

[Arcade Mode]
<Major>
<Minor>

Version 1.1
[General]
- Added minor details in every map.
- Darkened the background in the main menu.
- Fixed select sound when selecting the credits option in the main menu.
- Campaign is now disabled during multiplayer.
- Players 2, 3, and 4 are now in a waiting room as the host chooses a game mode.
- Added footstep sounds for all characters.

[Campaign]
<Major>
- Danny and the player now move faster after killing the Red Division Sniper in Chapter 1 Mission 3.
- The player now moves faster when playing as Danny when facing the Red Division Sniper in Chapter 1 Mission 3.
- Fixed an issue of positioning when the player first encounters Danny without hurting him in Chapter 1 Mission 2 (Cause awkward conversation).
- Fixed an issue in Chapter 1 Mission 3 where the player can get stuck in 5 different sectors in the underground portion.
- Fixed an issued at the ending of Chapter 1 Mission 3 where Danny would remain idle between the elevator and door.
- Added an additional 3D floor in Chapter 1 Mission 1 which prevented players from advancing in the Suicidal Skill Level.
- Raised sewer floor height in Chapter 1 Mission 3 which prevented players from advancing in the Suicidal Skill Level.
<Minor>
- In Chapter 1 Mission 3, the player can not exit the building when facing the Red Division Sniper.
- Fixed typo in Chapter 1 Mission 3 when Danny is killed after killing the Red Division Sniper.
- Fixed Danny's facing directions before starting Chapter 1 Mission 3.
- Changed dialogue trigger when arriving to the tram in Chapter 1 Mission 3.
- Danny now has his talking animation in Chapter 1 Mission 3.
- Added a few zombies near the beginning of Chapter 1 Mission 2.
- Added "Press <Primary Fire Key> To Skip" in campaign cutscenes.

[Survival]
<Major>
- Fixed an issue where invisible blocks appeared near the Prize Corner on Dreamventures.
- Fixed an exploit where the player can aquire another PowerGum while Concealed Fighter is in their inventory.
- Fixed an exploit when aquiring Reinstitute from the Prize Corner while having another PowerGum in your inventory and despensing another PowerGum.
- Fixed an exploit where the player can aquire another PowerGum while Vampirism is in their inventory.
- Fixed an issue where zombies would move to another part of Dreamventures when the player is in the Quick Revive state or has Out Of Sight active.
<Minor>
- Fixed missing textures when riding Splash Mountain on Dreamventures.
- Replaced the impassable line inside Mummy Chase with a walkable middle texture on Dreamventures.
- Increased the chances of getting Mystic Orbs.
- Easter Egg parts now spawn in random fixed points on Dreamventures.
- Moved an Inferno Seeker spawn point on Dreamventures.
- Decreased background music volume on Dreamventures.
- Added the Assault Shield buildable.
- Change spare part pickup sound.
- Changed buildable constructed sound.
- Replaced the 3 rounded rectangular stands with a fountain to recreased framerate drops.

[Arcade Mode]
<Major>
- Added a new world, Nether Realm for Apocalypse Island.
- Added final boss for Apocalypse Island.
- Points now scatter across all worlds in Apocalypse Island.
- Fixed an exploit in the Lava Realm where the player can jump into boundaries out of reach from zombies in Apocalypse Island.
- Fixed an exploit in the Hell Realm where the player can jump into boundaries out of reach from zombies in Apocalypse Island.
- Added a lives system for Apocalypse Island.
- Fixed multiplayer camera respawn for Apocalypse Island.
- Fixed an issue when upgrading to the shotgun as it will take away 80 Mystic Orbs instead of 5 in Apocalypse Island.
- Added the Nuke Powerup for Apocalypse Island. Kill every zombie on the map (Costs 10 Mystic Orbs).
- Players now respawn on the current world in Apocalypse Island.
<Minor>
- Zombies now drop Mystic Orbs more frequently in Apocalypse Island.
- Decreased background music volume in Apocalypse Island.

Version 1.0
- Initial Release


I will continue to update this thread when I have done something new and ready to show it off.

The final release for Despair will be available May 1, 2017
Last edited by Fabysk on Sun Jul 02, 2017 12:58 am, edited 11 times in total.

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#2 by Doomenator » Sat Feb 04, 2017 10:47 am

Fabysk wrote:Project 115 - Despair will be available to the public June 22, 2018.
Are you serious or what?

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#3 by WhiteAce » Sat Feb 04, 2017 3:46 pm

Well, if people have to wait that long, maybe you scrap together a demo in the near future, just something for people to try while they wait for the full release, it would probably entice people to look out for this mod.

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#4 by Fabysk » Sat Feb 04, 2017 4:47 pm

Doomenator wrote:
Are you serious or what?[/quote]
I can confirm that this release date is not final. As much as what I want to do for this mod, it will require a lot of dedication far more than what the previous installments had. So far away yes, but the more I get done, the closre the release date gets.


WhiteAce wrote:
Well, if people have to wait that long, maybe you scrap together a demo in the near future, just something for people to try while they wait for the full release, it would probably entice people to look out for this mod.

I will be putting together a demo for the public soon. Demo-wise, Campaign is nearly complete, Survival is done, Hunted is halfway finished, and Arcade Mode is done.

You should see a demo by February 11 of this year.

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#5 by Ivan » Sat Feb 04, 2017 6:44 pm

Wow making a mod like that gets you in college? I hope I can get recognized too rofl.

Spoiler (Open)
Before you say it bob, your mods suck so you have less chances than I do.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#6 by Razgriz » Sat Feb 04, 2017 8:23 pm

Nice probably the Zandro communities first real success.

Ivan wrote:Wow making a mod like that gets you in college? I hope I can get recognized too rofl.

Spoiler (Open)
Before you say it bob, your mods suck so you have less chances than I do.


Not in Turkey with Crash n Corruptions :D

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#7 by Fabysk » Thu Feb 09, 2017 4:23 am

Demo Update #1

Campaign
Still working on the campign's dialogue. All character lines are finished for missions 1 and 2, but just need to time them right when something happens.

Survival
Still working properly. Still planning to reduce the amount of 3D Floors used since framerate drops when looking at a certain direction.

Hunted
Have no touched it yet. Very buggy and will most likely not appear in the demo.

Arcade Mode
Fixed a camera issue as the camera will rise randomly. Still plan on allowing 4 players on Arcade Mode, but still have not online tested it.

I will be updating when the demo becomes available or not this Saturday (February 11).

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Re: Project 115 - Despair (Work In Progress) (University of California, Irvine Recognition)

Post#8 by Fabysk » Sat Feb 11, 2017 11:18 pm

Demo Version 1.0 Is Out!
Happy to announce that the demo is now available to be played. I have worked hard on getting this demo ready and this is an exciting day for me to allow the community to play it.

If there are any suggestions you have or any bugs/issues you encouter during gameplay, please report them to me and I will find a solution to that.

Note: This mod requires a decent computer to play. You will experience framerate drops. You have been warned

Click Here To Download The Demo!

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Re: Project 115 - Despair (Demo Version 1.1 Now Available) (University of California, Irvine Recognition)

Post#9 by Fabysk » Sat Feb 25, 2017 9:36 pm

Demo Version 1.1 is now available for download!

This update contains many fixes both major and minor for single player and multiplayer.

The changelog and download link will be on the first post on this thread.

If there are any bug/exploits you encounter. Please inform me.

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Re: Project 115 - Despair (Demo Version 1.1 Now Available)

Post#10 by Fabysk » Fri Apr 14, 2017 10:05 pm

I am almost finished with the full release. Of course not all chapters are included, but chapter 1 is already done. Just adding in deatil to every map.
With that said. The new release date for the final release is May 1, 2017.

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Re: Project 115 - Despair (Full Release Now Available)

Post#11 by Fabysk » Mon May 01, 2017 11:06 pm

The full release is now available for download! Check the first post for the download link. If you have any questions or encounter any bugs/exploits, please report them here. I am working on the next update and it will take a while. This will be a good time to inform me any of that. Happy zombie slaying!

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Re: Project 115 - Despair (Full Release Now Available)

Post#12 by Fabysk » Wed May 10, 2017 1:11 am

Spoiler: Window Rock, Arizona (Open)
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Re: Project 115 - Despair (Full Release Now Available)

Post#13 by Fabysk » Sun May 21, 2017 7:03 pm

Re-doing the PowerGum figures for the next update. Along with 2 new ones :wink:
Before:
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After:
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Re: Project 115 - Despair (Full Release Now Available)

Post#14 by Fabysk » Tue Jun 06, 2017 7:59 am

Progress Update
I have finished Chapter 2 for the Campaign. Adding in detail to the missions included in Chapter 2. For Survival, I have finished 1 map and will be adding another classic map. A new mini game for Arcade Mode is in the works right now. A trailer should be available to watch in 2 weeks. Progress is great so hopefully this update is great.

Another PowerGum Design remake for Reinstitute
Before:
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After:
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Re: Project 115 - Despair (Full Release Now Available)

Post#15 by Fabysk » Wed Jun 07, 2017 8:12 pm

2 weeks of waiting for a trailer? Why not release it now? The Ascension Update will be available for download July 1, 2017.
phpBB [media]

Trailer is also at the top of this thread.

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Re: Project 115 - Despair (Ascension Update Now Available)

Post#16 by Fabysk » Sat Jul 01, 2017 8:34 pm

The Ascension Update is now available for download!
phpBB [media]

Includes:
Campaign - Chapter 2: Between Worlds
Survival - The Iron Shield
Arcade Mode - Zombie Run

Click Here To Download


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