[WIP] QC:DE v2.0 OUT NOW! (Nov 30)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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dbthanatos
 
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[WIP] Re: Quake Champions: Doom Edition (Inquisitor reveal)

#21

Post by dbthanatos » Mon Dec 25, 2017 9:06 am

Ivan wrote:
Fri Dec 22, 2017 9:44 pm
I hope that fighter sprite is a placeholder. And also, robot class with doomguy arms holding rifle? Hmmm you might want to use new sprites for that part...
Well, thing is, unless a sprite artist comes to draw 50+ sprites of a fighter with a gun, we'll continue with the suspension of disbelief of a magic sword that fires rockets :P

And how about some music?

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satori
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[WIP] Re: Quake Champions: Doom Edition (Inquisitor reveal)

#22

Post by satori » Mon Dec 25, 2017 3:23 pm

Suddenly I'm glad QC exists, just for this mighty mod. Would love to try this. MM Classes on steroids.

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Ivan
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[WIP] Re: Quake Champions: Doom Edition (Inquisitor reveal)

#23

Post by Ivan » Mon Dec 25, 2017 7:42 pm

dbthanatos wrote:
Mon Dec 25, 2017 9:06 am
Ivan wrote:
Fri Dec 22, 2017 9:44 pm
I hope that fighter sprite is a placeholder. And also, robot class with doomguy arms holding rifle? Hmmm you might want to use new sprites for that part...
Well, thing is, unless a sprite artist comes to draw 50+ sprites of a fighter with a gun, we'll continue with the suspension of disbelief of a magic sword that fires rockets :P

And how about some music?

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I really want that "The Abyss" soundtrack from your soundguy honestly. Rest are meh.
=== 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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dbthanatos
 
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[WIP] Re: Quake Champions: Doom Edition (Bitterman reveal)

#24

Post by dbthanatos » Tue Dec 26, 2017 8:10 pm

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[WIP] Re: Quake Champions: Doom Edition (Galen reveal)

#25

Post by dbthanatos » Sat Dec 30, 2017 3:19 pm

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Combinebobnt
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[WIP] Re: Quake Champions: Doom Edition (Galen reveal)

#26

Post by Combinebobnt » Sun Dec 31, 2017 7:03 am

guess ill never have to play the actual game now

god gave that cleric so much holy strength he could throw that slug several times the speed of sound. and uh rockets too

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[WIP] Re: Quake Champions: Doom Edition (Galen reveal)

#27

Post by dbthanatos » Mon Jan 01, 2018 1:26 am

Combinebobnt wrote:
Sun Dec 31, 2017 7:03 am
guess ill never have to play the actual game now
You mean this game, or the actual QC?
Combinebobnt wrote:
Sun Dec 31, 2017 7:03 am
god gave that cleric so much holy strength he could throw that slug several times the speed of sound. and uh rockets too
Some people have voiced this concern for the senselessness of it, but so far I havent found sprites of a cleric with a gun :P


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[WIP] Re: Quake Champions: Doom Edition (Kane+CTF)

#29

Post by dbthanatos » Tue Jan 02, 2018 8:42 pm

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[WIP] Re: Quake Champions: Doom Edition (Caleb Reveal)

#30

Post by dbthanatos » Sun Jan 07, 2018 9:06 pm

Ah yes. I had to have him in here.

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[WIP] Re: Quake Champions: Doom Edition (Caleb Reveal)

#31

Post by Ivan » Mon Jan 08, 2018 4:23 am

Best Caleb easter egg ever, shooting Perfect Dark to establish dominance.
=== 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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[WIP] Re: Quake Champions: Doom Edition (Caleb Reveal)

#32

Post by dbthanatos » Mon Jan 15, 2018 8:03 pm

Ivan wrote:
Mon Jan 08, 2018 4:23 am
Best Caleb easter egg ever, shooting Perfect Dark to establish dominance.
I loved that easter egg, though it took a while for us to actually find it :lol:

In other news!
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We added some code to aid these known modes in Zandronum. HUD displays the scores better and some extra sounds and all :P

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[WIP] Re: Quake Champions: Doom Edition (Trailer & Release Date pg1)

#33

Post by dbthanatos » Tue Feb 06, 2018 6:52 pm

And another update.

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[WIP] Re: Quake Champions: Doom Edition (Trailer & Release Date pg1)

#34

Post by dbthanatos » Fri Feb 09, 2018 3:43 pm

The last update before release in less than 24hrs :D

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[WIP] Re: Quake Champions: Doom Edition (Trailer & Release Date pg1)

#35

Post by nup0z » Sat Feb 10, 2018 8:55 am

I can't wait. Finally get to play QC on Linux ;)

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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#36

Post by dbthanatos » Sat Feb 10, 2018 2:54 pm

Well, It's finally out! Come join us in the innaguration deathmatch session.

​​​​​​​Discord Link:
https://discord.gg/XzD2TdV

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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#37

Post by Combinebobnt » Sat Feb 10, 2018 10:10 pm

nice mod maps and release but is it compatible with brutal doom?

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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#38

Post by nup0z » Sun Feb 11, 2018 2:03 am

Played some deathmatch earlier and it was awesome man. Super polished and plays so well. Thanks a lot, you've all done a great job.

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Razgriz
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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#39

Post by Razgriz » Sun Feb 11, 2018 6:51 am

Great job with the mod, you had a fantastic release party it seems, and it's still ongoing!

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dbthanatos
 
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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#40

Post by dbthanatos » Mon Feb 19, 2018 8:25 pm

Combinebobnt wrote:
Sat Feb 10, 2018 10:10 pm
nice mod maps and release but is it compatible with brutal doom?
Absolutely... not :D
nup0z wrote:
Sun Feb 11, 2018 2:03 am
Played some deathmatch earlier and it was awesome man. Super polished and plays so well. Thanks a lot, you've all done a great job.
Razgriz wrote:
Sun Feb 11, 2018 6:51 am
Great job with the mod, you had a fantastic release party it seems, and it's still ongoing!
Thanks! it sure was a blast! On the release day I played something like 7hrs straight :lol:

Here's a bit of that (in terrible quality!)

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