[BETA] MSPaintDoom (Current Version: beta 6.0hf for zan3.0)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

[BETA] RE: MSPaintDoom (Current Version: beta 5.3)

#61

Post by Cruduxy » Sun Feb 23, 2014 12:36 am

did you just confirm mspaint strife?
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

#62

Post by Combinebobnt » Sun Mar 09, 2014 5:55 pm

Released 5.4, here is a link.

MotorWülf
 
Posts: 34
Joined: Sat Aug 03, 2013 5:33 pm

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

#63

Post by MotorWülf » Sat Apr 12, 2014 10:28 pm

Still play this pretty often when I do deathmatch.
Only complaint I have about mspd is the loud armor piercing and chaingun/minigun sounds. I usually delete the Unreal minigun sound (that's where that's from right?) and just use the default Doom chaingun sounds for both.

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

#64

Post by Combinebobnt » Sun Jan 11, 2015 2:09 am

Ok after almost a year here is beta 5.5: https://www.mediafire.com/?o9y640u5zjvh4sk

Sorry about the huge release time but I managed to finish ALL the doom2 textures and make a ton of new deathmatch maps for the wad. Releases should happen more often now

edit: I apparently forgot to put the big skullswitch and its gore textures in the wad, oops. I'll just put them in for 6.0
Last edited by Combinebobnt on Thu May 26, 2016 3:50 am, edited 2 times in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

[BETA] RE: MSPaintDoom (Current Version: beta 5.5)

#65

Post by Ænima » Mon Jan 12, 2015 7:16 pm

I might want to make a DM map if I get time.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] RE: MSPaintDoom (Current Version: beta 5.5)

#66

Post by Combinebobnt » Thu Mar 05, 2015 9:57 pm

I'll make another update some time after 2.0 is released.

edit: aka more than over a year, but hey it will happen

edit2: omg so close to finishing I can feel it

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 5.5)

#67

Post by Combinebobnt » Thu Dec 29, 2016 8:34 am

Image

DOWNLOAD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i tried to test so hopefully no gamebreaking bugs

more changelog explained:
Dynamic lights for everything. Much closer to vanilla doom without the randomspawner loaded: Monsters won't drop spoonfuls of pretend healthbonuses anymore. Weapon spreads and decorations and all that crap is more vanilla. Bfg does vanilla damage again! Weapon sprites improved, new sonic rifle. Sonic rifle was stupidly op in coop but nobody used it, balanced now anyway. All the textures now look sexy so the monsters will stand out from them. Wolf3d bricks now original shape. All the doom2 textures are actually in now along with some new ones, especially all the liquids. Mspddm09 was finally made smaller, and 2 duel maps were drastically changed. I learned how to spell and optimize pngs for smaller filesize. 5.5 was very stable so the only bug fixes were small things that didn't matter.

EDIT: updated vanilla mode to v3 for all the textures and a few weapon and item sprites (have fun zdaemon). Vanilla mode will get a proper rehaul after the whole wad is done lol



I'll finish mspd by the end of 2017 I hope nice try, myself
Ænima wrote:I might want to make a DM map if I get time.
there is 1 year left that should be enough time
Combinebobnt wrote:I'll make another update some time after 2.0 is released.
I agree
Last edited by Combinebobnt on Sun Dec 31, 2017 6:04 am, edited 1 time in total.

ARGENTVM
Retired Staff / Community Team Member
Posts: 446
Joined: Thu Jun 13, 2013 4:08 am

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#68

Post by ARGENTVM » Thu Dec 29, 2016 4:04 pm

finish

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#69

Post by Ivan » Thu Dec 29, 2016 4:50 pm

You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

ARGENTVM
Retired Staff / Community Team Member
Posts: 446
Joined: Thu Jun 13, 2013 4:08 am

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#70

Post by ARGENTVM » Thu Dec 29, 2016 5:38 pm

Ivan wrote:You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.
Damn he got you time to retire :((((((((((( finish

User avatar
Dranzer
Forum Regular
Posts: 192
Joined: Wed Jun 06, 2012 5:00 pm
Clan: squared

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#71

Post by Dranzer » Thu Dec 29, 2016 6:46 pm

why did it take so long for your little sister to finish drawing the little monsters
<Galactus>you're lightyears away from having me banned for this

^ 3 month ban (6months now nice evade)

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#72

Post by Combinebobnt » Thu Dec 29, 2016 8:02 pm

Ivan wrote:You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.
i drew every pixel by hand
Dranzer wrote:why did it take so long for your little sister to finish drawing the little monsters
because she has to exist first. still waiting...



thank you keo i love finishing

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#73

Post by Ivan » Thu Dec 29, 2016 8:55 pm

where are proofs u use msp huh
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#74

Post by Combinebobnt » Thu Dec 29, 2016 10:37 pm

Image

attack my ideas not my identity?

ARGENTVM
Retired Staff / Community Team Member
Posts: 446
Joined: Thu Jun 13, 2013 4:08 am

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#75

Post by ARGENTVM » Sun Jan 01, 2017 6:56 pm

Btw not all of the Mancubus replacements trigger the MAP07 actions - make sure to double check those (I think it was the albino mancubus) and those spooky spiders too.

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#76

Post by Combinebobnt » Mon Jan 02, 2017 1:22 am

UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!!

User avatar
r4z0r
Banned
Posts: 92
Joined: Wed Nov 09, 2016 5:56 am
Clan: Homework Help

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#77

Post by r4z0r » Mon Jan 02, 2017 11:58 am

Combinebobnt wrote:UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!!
lets go
Image

anujsalwan
New User
Posts: 2
Joined: Sat Nov 26, 2016 5:01 pm

[BETA] ERROR WHILE RUNNING MOD

#78

Post by anujsalwan » Fri Jan 20, 2017 12:40 pm

I HAVE FOLLOWING ERROR WHILE RUNNING MOD WITH latest testing build for 3.0 is 161030-2038.
Script error, "mspdbet6.pk3:decorate" line 29840:
Unknown rune type 'DoubleDamage' in 'NewStrengthRune'

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#79

Post by Combinebobnt » Fri Jan 20, 2017 3:11 pm

That's just great. I'll look at it soon (please 3.0 don't break this mod).

2.1.2 still works fine so you can use that

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

#80

Post by Combinebobnt » Wed Apr 19, 2017 10:33 pm

heres a version that works with 3.0 no red lines or nothing http://allfearthesentinel.net/download? ... bet6hf.pk3

Post Reply