[WIP] Zheg Mighty Adventures

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
Zheg
 
Posts: 37
Joined: Sun Jan 26, 2014 4:13 am

[WIP] Zheg Mighty Adventures

#1

Post by Zheg » Wed May 10, 2017 5:35 am

Image

Hello everyone, welcome to my project thread, Zheg Mighty Adventures!

I am proud to announce that the project is currently under construction and I'm really excited to share some details with all of you. I have a video below that will show some sneak preview screenshots of the progress that I currently have done.

Demo GamePlay
[spoiler]
phpBB [media]
[/spoiler]

Screenshots
[spoiler]Image
Image
Image
Image
Image
Image[/spoiler]

NOTE: i used the map from Who Dun it Mod made by Zeberpal, just for testing propose.

My goal with ZMA is to bring an exited experience to the player.
I've decided to mimic the action style gameplay of God Hand from PS2, with some of puzzle and shooting events. What this means is that you will be able to beat enemies with your hands and wield guns while resolving puzzles and killing everyone.

What will be included in ZMA:

- A customization combo system
- A menu with upgrading stats for your combos or weapons
- Alot of puzzles
- New detailed mappack only for this mod
- Comedic storyline
- Power-ups
- New decorated enemies
- Maybe voice acting
- Intermission narratives between maps

What will not be included in ZMA:

- Saddly, multiplayer support (later ill try to make this happen)
- Other playable charactes (maybe reskined)


What Weapons will be included:

Slot 1: Fists. Knife, Baseball Bat, Katana, Axe, Mace
Slot 2: Handgun, Revolver, Alot of throwable weapons (stones, brick, etc...)
Slot 3: Shotgun, Assault Rifles, Bow

What Items and Power-Ups will be included:

Berserk Mode
Adrenaline Mode (Time Freeze)
Food (healing items)

If any of you have questions, suggestions, or cool ideas, feel free to post them in this thread. I also want to thank all of those who have enjoyed my older videos of Doom Hand; your support is very much appreciated and it makes me very happy to see all of you enjoying my wads.

I also would like to remind all of you that i cancelled the doomhand because i wanted to start a new project.
I'll be sure to keep all of you posted on anything new with the progress of the project.

Don't forget to like my page and subscribe for updates and more stuff i make.
Imagehttps://www.facebook.com/zheg.games/
Imagehttps://www.youtube.com/user/edypagaza/

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

[WIP] Re: Zheg Mighty Adventures

#2

Post by fr blood » Wed May 10, 2017 5:45 am

This is what I call a truly original mod, which Zandronum are you using 2.1 or 3.0 beta?

User avatar
Zheg
 
Posts: 37
Joined: Sun Jan 26, 2014 4:13 am

[WIP] Re: Zheg Mighty Adventures

#3

Post by Zheg » Wed May 10, 2017 6:27 am

fr blood wrote:This is what I call a truly original mod, which Zandronum are you using 2.1 or 3.0 beta?
2.1 :lol:

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

[WIP] Re: Zheg Mighty Adventures

#4

Post by Doomenator » Wed May 10, 2017 3:11 pm

That dude is so cool that fights with their glasses on. :cool:

User avatar
jdagenet
Forum Regular
Posts: 191
Joined: Tue Jun 05, 2012 8:08 am
Clan: Cube
Clan Tag: A3
Contact:

[WIP] Re: Zheg Mighty Adventures

#5

Post by jdagenet » Wed May 10, 2017 3:35 pm

So this is a single player mod for a multiplayer port, uh....
Not the best of moves I'll tell you that. If you were aiming for single player you should've made this for GZDoom. It would appeal to more people and you'd have access to all the latest and greatest modding properties and functions that Zandronum is years behind in.
Even then, designing this for 2.1.2 was a bad choice considering 3.0 is just right around the corner (I hope, don't let us down Torr...).
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

User avatar
Zheg
 
Posts: 37
Joined: Sun Jan 26, 2014 4:13 am

[WIP] Re: Zheg Mighty Adventures

#6

Post by Zheg » Wed May 10, 2017 4:30 pm

jdagenet wrote:So this is a single player mod for a multiplayer port, uh....
Not the best of moves I'll tell you that. If you were aiming for single player you should've made this for GZDoom. It would appeal to more people and you'd have access to all the latest and greatest modding properties and functions that Zandronum is years behind in.
Even then, designing this for 2.1.2 was a bad choice considering 3.0 is just right around the corner (I hope, don't let us down Torr...).
i know that, the way that i choosed for 2.1.2, its because ill try to make it multiplayer in some time

Catastrophe
Retired Staff / Community Team Member
Posts: 2559
Joined: Sat Jun 02, 2012 2:44 am

[WIP] Re: Zheg Mighty Adventures

#7

Post by Catastrophe » Wed May 10, 2017 4:56 pm

Looks really cool. Great work dude.

Post Reply