What are you working on? [WIP Screenshots Thread]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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Re: What are you working on? [WIP Screenshots Thread]

#581

Post by fr blood » Thu Jul 14, 2016 10:15 am

Spoiler: Marine Squad: an addon for All Out War 2 (Open)
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Lollipop
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Re: What are you working on? [WIP Screenshots Thread]

#582

Post by Lollipop » Thu Jul 14, 2016 11:16 am

Blood I would like to hear some more about that, what purpose does it serve, how and why? Those screenshots doesn't tell much on their own other than "Look, AI marines" and some console message mentioning a squad, which means that they are bundled. What exactly are you working on here?
I might seem a it inquisitive, but I'm really just interested in what this is.

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fr blood
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Re: What are you working on? [WIP Screenshots Thread]

#583

Post by fr blood » Thu Jul 14, 2016 12:23 pm

Lollipop wrote:Blood I would like to hear some more about that, what purpose does it serve, how and why? Those screenshots doesn't tell much on their own other than "Look, AI marines" and some console message mentioning a squad, which means that they are bundled. What exactly are you working on here?
I might seem a it inquisitive, but I'm really just interested in what this is.
Well I'm not going to explain everything here, but here is the idea.

The goal of that addon is to transform All Out War 2 into a more scaled war gameplay, after a random delay a squad of marine will spawn at the Repair Facility, the weapons of these marines will depends of the barrack's armory level(a new feature probably).

The AI of the marines is based on the Mini Raven with some changes(they are different than the ones of the UAC Beacon):
- They will follow and try to protect the players of their team.
- They can recognize and attack the AI marines of the enemy team.
- The Obelisk will attack them.

If the Barrack or the Repair Facility is destroyed, no more reinforcement will comes for the team, the delay between their spawns will depend on a lot of factors(I'm not dont with this yet), and of course the amount of AI is limited.

EDIT : I will aslo probably add cvars to change their amount, the delay of the spawn or simply turn them off.

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fr blood
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Re: What are you working on? [WIP Screenshots Thread]

#584

Post by fr blood » Sun Jul 17, 2016 6:58 pm

All Out War 2 : Marine Squad, in progress guys.
Spoiler: I'm sure mech players would love that (Open)
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Sorry for the low quality.

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CloudFlash
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Re: What are you working on? [WIP Screenshots Thread]

#585

Post by CloudFlash » Wed Jul 20, 2016 7:58 am

It would be nice if they didn't venture too far away from the player - maybe make them mimic the movements the player makes, except with a little delay? Through that, on the other hand, would make it a bit harder for them to follow in the crowd of mechs...

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Re: What are you working on? [WIP Screenshots Thread]

#586

Post by Fabysk » Fri Jul 22, 2016 3:46 am

Minor tweaking. Progress is going great.
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Blast McFury
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Re: What are you working on? [WIP Screenshots Thread]

#587

Post by Blast McFury » Sun Jul 24, 2016 11:36 pm

Cooperative RPG adventure with a heavy emphasis on replayability, r.n.g. (the adventure is slightly different every time you play!), and high difficulty, very much a throwback to Castlevania 64, Aidyn Chronicles, etc.

[spoiler]Cut off in spoiler :( Follow image URLs to view full-sized images.
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Cartel
 
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Re: What are you working on? [WIP Screenshots Thread]

#588

Post by Cartel » Fri Jul 29, 2016 9:04 pm

Map 11 of my classic Doom 2 megawad.

Castle Blue...

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Re: What are you working on? [WIP Screenshots Thread]

#589

Post by Cartel » Fri Jul 29, 2016 9:13 pm

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Also, I'm looking for map testers to test out maps 1-11 & 21 if anyone is interested. If you are, let me know and I'll send you a download link. Thanks!

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Sean
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Re: What are you working on? [WIP Screenshots Thread]

#590

Post by Sean » Fri Aug 05, 2016 8:35 am

Not what I'm working on right now, but I was in February.

It's a Minecraft-like block based world generator. It uses a simple Perlin noise generator and spawns some 3D models. There's no actual building logic in it.
Spoiler: 1920x1080 images, beware (Open)
32x32 "world". Very laggy, thanks to GZDoom's amazing model renderer.

Grey blocks represent stone, brown ones represent dirt, green ones represent grass.

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Around here I fiddle with the Perlin settings:
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Re: What are you working on? [WIP Screenshots Thread]

#591

Post by thevarian » Thu Aug 11, 2016 4:24 am

Providing some sneak peak shots of KF for the 1 or 2 fans out there.I appreciate ya. <3

First up, a hell themed arcade in space.
[spoiler]Image[/spoiler]

Next up is the new game+ variant of the Coliseum displaying its exclusive stone imps.
[spoiler]Image[/spoiler]

newgame+ suicide bombers,they throw time delay tnt barrels.
[spoiler]Image[/spoiler]

NEW bonus level pitting players against progressively difficult teams of hellspawn and a level unique volleyball weapon with special attacks.
[spoiler]Image[/spoiler]

Early volcano scaling concept.
[spoiler]
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Lastly redoing/improving a fishing minigame unrelated to KF.
[spoiler]Image[/spoiler]

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Nakuyomaru
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Re: What are you working on? [WIP Screenshots Thread]

#592

Post by Nakuyomaru » Fri Aug 19, 2016 6:00 pm

Since August 1st, I've been working on

this

my first REAL project lol
It's super over-hyped but by doing that it keeps my motivation up. It's a two player co-op puzzle game. Think of it as Portal, but without the portals. So basically I take out the fun part :^)
I'll probably make an actual Release post once I finish it. Duh.

If you don't wanna clicky the webby, I'll have some pictures as attached files.
Spoiler: weeeeee (Open)
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Image SEPTEMBER 1ST

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ZZYZX
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Re: What are you working on? [WIP Screenshots Thread]

#593

Post by ZZYZX » Sat Aug 27, 2016 4:15 am

k
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Also fully textured room:
[spoiler]Image[/spoiler]

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Empyre
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Re: What are you working on? [WIP Screenshots Thread]

#594

Post by Empyre » Sat Aug 27, 2016 5:15 am

I am amazed that you can do this in Doom! Nice!
"For the world is hollow, and I have touched the sky."

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Zeberpal
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Re: What are you working on? [WIP Screenshots Thread]

#595

Post by Zeberpal » Sat Aug 27, 2016 10:47 am

ZZYZX, please yes!

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Re: What are you working on? [WIP Screenshots Thread]

#596

Post by ZoD » Mon Oct 31, 2016 4:38 pm

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?:
[spoiler]Image[/spoiler]
gzdoom v2.2+ is beautiful port. my favourite

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Re: What are you working on? [WIP Screenshots Thread]

#597

Post by ibm5155 » Tue Nov 01, 2016 1:13 am

phpBB [media]

not 100% new, but I'm still playing with it.
PS: Works with the actuall zandronum 2.x but the dynamic lights get weird, I belive on 3.0 it Works as showed on the video
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Re: What are you working on? [WIP Screenshots Thread]

#598

Post by kodi » Sun Nov 06, 2016 9:02 pm

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(video) ACS minimap with smooth scroll and zoom. Clicking on it can do something in the real map, like place a waypoint or call an orbital strike as shown.
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(video) single-hudmessage linedrawing function. Still early WIP. You could recreate Asteroids with this eventually :^)

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Sean
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Re: What are you working on? [WIP Screenshots Thread]

#599

Post by Sean » Sun Nov 06, 2016 9:57 pm

kodi wrote:snip
Hold on a second, is that skybox from Half-Life?
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Re: What are you working on? [WIP Screenshots Thread]

#600

Post by kodi » Mon Nov 07, 2016 3:33 pm

No, it's from opengameart.org.

Edit: did a whole bunch of improvements, including writing a custom shader to replace the normal fog which doesn't support a low enough density for maps this large.
Oh and the map is now made from a real world height map.
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(image link)

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