Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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mr fiat
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#1
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by mr fiat » Tue Jun 05, 2012 5:00 pm
(latest release v0_8B, 17 september 2013)
** to any person coming here from kotaku/PCgamer/eurogamer please keep in mind that this is still early beta thank you. (the articles forgot to mention it and I want to prevent confusion and/or dissapointment as this is far from the final product). **
what is it: a deathmatch mod, but instead of playing as a marine you play as automobiles.
there are currently 4 playable classes, they all have they're own advatages and disadvantages.
so pick one that you think works the best for you or what you think has the most advantage on the map.
there are also several new custom powerups these have a large effect on the gameplay.
where to get it: the download link to the latest version is here,
http://static.[bad site]/wads/byngu_v0_8b.pk3
official IRC channel: #byngu
Spoiler: screenshots (Open)
Spoiler: maplist (Open)
- BM01: oh no a beach stage.
- BM02: street of death.
- BM03: hell drive.
- BM04: marble temple.
- BM05: forest castle.
- BM06: church graveyard.
- BM07: tornado arena.
- BM08: devastation labs.
- NM09: byngu factory.
- BM10: sky cave.
- BM11: scrapyard and co.
- BM31: HNNGNGGHH! (secret map)
Spoiler: version history (Open)
- byngu_v0_1A (unreleased) - august 11 2011
- byngu_v0_2A (unreleased) - august 12 2011
- byngu_v0_3A (not available anymore) - september 19 2011
- byngu_v0_4B (not available anymore) - januar 31 2012
- byngu_v0_5B - june 2 2012
- byngu_v0_6B - september 6 2012
- byngu_v0_7B - march 10 2013
- byngu_v0_8B - september 17 2013
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gameplay footage by darkstar64 (footage of a old version)
The [video] tag is deprecated, please use the [media] tag
if there is something you want to know or if you want to contribute to this project (preferably mapping) feel free to ask I wont bite ;)
also constructive criticism is greatly appreciated.
Last edited by
mr fiat on Fri Dec 13, 2013 1:55 pm, edited 1 time in total.
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Ivan
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#2
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by Ivan » Tue Jun 05, 2012 9:30 pm
Implement my suggestions :)
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mr fiat
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#3
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by mr fiat » Thu Sep 06, 2012 9:15 pm
new version it out! v0_6B
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Lord_of_D:
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#4
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by Lord_of_D: » Thu Sep 06, 2012 9:23 pm
like a twisted metal wad? interesting, if i see it online i'll give it a try
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Zakken
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#5
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by Zakken » Thu Sep 06, 2012 9:56 pm
This looks funny as hell...
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mr fiat
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#6
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by mr fiat » Fri Sep 07, 2012 11:43 am
Lord_of_D: wrote:
like a twisted metal wad? interesting, if i see it online i'll give it a try
i will tell konar to update the grandvoid server. (grandvoid still hosts the old version)
*edit*
grandvoid now hosts latest version.
Last edited by
mr fiat on Sat Sep 08, 2012 10:27 pm, edited 1 time in total.
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mr fiat
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#7
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by mr fiat » Sun Mar 10, 2013 2:55 pm
FINNALY, new version is out! v0_7B
now hosted on grandvoid gogogogo
Last edited by
mr fiat on Sun Mar 10, 2013 3:17 pm, edited 1 time in total.
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darkstar64
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#8
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by darkstar64 » Sun Mar 10, 2013 5:39 pm
Ok, as soon as I find this online, I'm playing it. I like the maps, lots of room to run around. The only thing they need is some more colour, but other than that, I can't wait to play this!
And another thing, I've noticed that the dashboards aren't widescreen compatible, since they cut off at the 4:3 mark. Not a big problem, but a little annoying.
Last edited by
darkstar64 on Sun Mar 10, 2013 5:45 pm, edited 1 time in total.
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.
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mr fiat
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#9
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by mr fiat » Sun Mar 10, 2013 5:50 pm
darkstar64 wrote:
Ok, as soon as I find this online, I'm playing it. I like the maps, lots of room to run around. The only thing they need is some more colour, but other than that, I can't wait to play this!
And another thing, I've noticed that the dashboards aren't widescreen compatible, since they cut off at the 4:3 mark. Not a big problem, but a little annoying.
its hosted on grandvoid
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darkstar64
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#10
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by darkstar64 » Mon Mar 11, 2013 3:44 am
I finally played this online, and it's really fun! My only complaint is that the powerups respawn too quickly, making it easy to get more frags if you camp out the double damage spot.
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.
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BloodyAcid
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#11
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by BloodyAcid » Mon Mar 11, 2013 4:32 am
I just played this online (with above person), and it was fun..for a bit. Like mentioned, the powerups respawn too quickly, and the railgun car seems a bit underpowered for the speed that the cars travel at.
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mr fiat
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#13
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by mr fiat » Mon Mar 11, 2013 6:51 pm
BloodyAcid wrote:
I just played this online (with above person), and it was fun..for a bit. Like mentioned, the powerups respawn too quickly, and the railgun car seems a bit underpowered for the speed that the cars travel at.
these issues mainly come from the lack of testing against human players, but now people started playing it I can now work out any imbalances that may occur like the aforementioned ones.
President People wrote:
No
Fiat 500 skin?
that skin would look out of place as a class for byngu.
*edit*
as a side note byngu games tend to drag with only about 2 players its best to have at least 4+ players.
Last edited by
mr fiat on Mon Mar 11, 2013 6:56 pm, edited 1 time in total.
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BJ Vynz
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#14
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by BJ Vynz » Mon Mar 11, 2013 8:09 pm
I've always thought it'd be cool to make a vehicular combat mod ala' Twisted Metal. Problem is I'd want to make 3d models, and that wouldn't work because there would need to be all sorts of physics scripts involved, like
having the cars tilted depending on where the wheels should be... I didn't think of using sprites :P
[spoiler]But seriously if someone could script the model placement physics please PM me[/spoiler]
Anywho I'm totally gonna dl this and check it out, I love vehicle deathmatch.
One question I have is if you've thought of editing model rips of the vehicles you're using (palette and whatnot) , or if you plan on editing the sprites farther. Not that you have to, I guess the fun factor might be all that matters, I know I really wonna try this out
Last edited by
BJ Vynz on Mon Mar 11, 2013 8:40 pm, edited 1 time in total.
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mr fiat
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#15
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by mr fiat » Mon Mar 11, 2013 8:57 pm
BJ Vynz wrote:
I've always thought it'd be cool to make a vehicular combat mod ala' Twisted Metal. Problem is I'd want to make 3d models, and that wouldn't work because there would need to be all sorts of physics scripts involved, like
having the cars tilted depending on where the wheels should be... I didn't think of using sprites :P
[spoiler]But seriously if someone could script the model placement physics please PM me[/spoiler]
Anywho I'm totally gonna dl this and check it out, I love vehicle deathmatch.
One question I have is if you've thought of editing model rips of the vehicles you're using (palette and whatnot) , or if you plan on editing the sprites farther. Not that you have to, I guess the fun factor might be all that matters, I know I really wonna try this out
hi, the sprites I've made for the cars where all made on the same method. and id like to keep that for the sake of consistency, they where made from crude models from a crude 3d modelling program. (google sketchup) id then do the usual model rip and slightly edit the sprites. i am no coding wizard (you could ask in #zamapping if you use irc) also my modding skills werent that great when i started this project (back in 2011, christ) so some visual hiccups may still show up. I might polish the sprites a bit but that is currently the least of my concerns atm.
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darkstar64
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#16
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by darkstar64 » Tue Mar 12, 2013 12:10 am
I was in another game earlier, and with more players too. (I actually have a recording of it, I'll post it here when it's uploaded). While playing, some player complained about the giant rocket doing nothing. There was also complaints about death pits. And my complaint is that sometimes you respawn right in the middle of a firefight, since the spawn is in the middle of a huge area where players are battling. This decreases my health before I even start moving.
On the plus side, I enjoyed it very much. Gameplay could use some tweaks and some maps need work, but it was fun. Looking forward to the next update.
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.
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Combinebobnt
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#17
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by Combinebobnt » Tue Mar 12, 2013 12:24 am
Yea the plasma car and the railgun car decimate everything else. The rocket car is clumsy and hard to hit things with, and the bouncy pez whatever the hell car is really weak both in armor and in attack that the plasma car overshadows it easily. Plasma car's altfire blows compared to spamming the primary stream down a hallway for quick frags.
You should also take advantage of the mostly empty map space and put in like health powerups or some more common, minor items.
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darkstar64
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#18
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by darkstar64 » Tue Mar 12, 2013 2:46 am
The video is finally done uploading. A nice 8 minutes of gameplay here, and surprisingly, I win both matches. You might want to put this in the first post so everyone can see what the gameplay is like.
The [video] tag is deprecated, please use the [media] tag
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.
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Combinebobnt
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#19
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by Combinebobnt » Tue Mar 12, 2013 2:58 am
Heh you didn't upload the games I won, especially just spamming the plasma car on the graveyard (plasma car is so fantastic at filling up a long hallway)
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darkstar64
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#20
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by darkstar64 » Tue Mar 12, 2013 3:06 am
Combinebobnt wrote:
Heh you didn't upload the games I won, especially just spamming the plasma car on the graveyard (plasma car is so fantastic at filling up a long hallway)
I planned on it, but fraps was starting to lag on those maps and the footage looked choppy.
Hypnotoad wrote:
That's a pony? I pegged him for some kind of skunk furry.