Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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dbthanatos
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#21
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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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#22
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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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#23
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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?
I really want that "The Abyss" soundtrack from your soundguy honestly. Rest are meh.
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Combinebobnt
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#26
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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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dbthanatos
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#27
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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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Combinebobnt
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#28
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by Combinebobnt » Mon Jan 01, 2018 4:26 am
actual qc
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Ivan
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#31
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by Ivan » Mon Jan 08, 2018 4:23 am
Best Caleb easter egg ever, shooting Perfect Dark to establish dominance.
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dbthanatos
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#32
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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
In other news!
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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dbthanatos
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#34
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by dbthanatos » Fri Feb 09, 2018 3:43 pm
The last update before release in less than 24hrs :D
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nup0z
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#35
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by nup0z » Sat Feb 10, 2018 8:55 am
I can't wait. Finally get to play QC on Linux ;)
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Combinebobnt
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#37
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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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nup0z
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#38
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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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#39
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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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#40
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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
Here's a bit of that (in terrible quality!)