Death of a Reich (Beta Available)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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NachtIntellect
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RE: Death of a Reich (Beta Available)

#41

Post by NachtIntellect » Sun Feb 10, 2013 10:34 am

Couldn't you make a skybox viewpoint sector and just change the color of the sky using Sector_SetColor to get the right effect?
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Troubledimp
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RE: Death of a Reich

#42

Post by Troubledimp » Wed Mar 13, 2013 10:30 pm

Fletto you should put up some more Spoilers/Teaser images

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RE: Death of a Reich (Beta Available)

#43

Post by [id]Angel » Sun Jun 02, 2013 7:15 am

Dead.

User has been warned for this post.
Last edited by HeavenWraith on Sun Jun 02, 2013 8:54 am, edited 1 time in total.
[spoiler]Image[/spoiler]
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Troubledimp
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RE: Death of a Reich (Beta Available)

#44

Post by Troubledimp » Sun Jun 02, 2013 7:34 am

no not dead just slow Fletto and /Zac\ have been playing to many games and not working on it recently

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RE: Death of a Reich (Beta Available)

#45

Post by Lord_of_D: » Sun Jun 02, 2013 8:24 pm

another Neo-Nazies mod? oh well, this one has qualitty after all
Image

Fletto
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RE: Death of a Reich (Beta Available)

#46

Post by Fletto » Mon Jun 03, 2013 6:28 am

This mod is not dead, troubledimp is correct, we have been distracted by playing other games and life tends to get in the way too. So to prove that the mod is moving along, here are some screenshots of various maps.

Image
Image
ImageImageImageImageImage
ImageImageImage
A few more due to limit per post:

ImageImageImageImageImage
Last edited by Fletto on Mon Jun 03, 2013 6:29 am, edited 1 time in total.

katZune
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RE: Death of a Reich (Beta Available)

#47

Post by katZune » Mon Jun 03, 2013 8:49 pm

holy shit! thanks to god i bought my video card! nice work bro!!
Whitout a good PC ATM, i will back when 2.0 come out, :)
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Guardsoul
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RE: Death of a Reich (Beta Available)

#48

Post by Guardsoul » Mon Jun 03, 2013 8:56 pm

Looks promising, keep up the good work!

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RE: Death of a Reich (Beta Available)

#49

Post by Lord_of_D: » Mon Jun 03, 2013 11:47 pm

love the weapons sprites :D
Image

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Dusk
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RE: Death of a Reich (Beta Available)

#50

Post by Dusk » Sun Jun 09, 2013 11:44 am

So I played the beta with Artega and honestly... I don't understand what everybody sees in this.
  • The maps are boxy without interconnectivity. It's just rooms and corridoors mainly.
  • There's some lifts that you can go up but you cannot come down...
  • The visuals - while not awful - are kind of ugly. There's a thing called coherence, material conscience and color matching.
  • Monster variation.. you have your standard gray nazi in like everywhere ever, in some later maps you get some machinegunner nazis, dogs and so on. They're all hitscanners and the only thing that's varying are the amounts of damage and health.
  • Not to mention the bosses are just even bigger hitscanners with even more damaging weapons... and one of the mid-bosses is Hitler?
  • As for the 'traps'... while I have to admit they're a nice touch in general because environmental hazards are something I feel aren't used nearly enough in modern WADs, everything other than those crusher doors are either instant-kill or practically instant-kill.
  • Jumpmaze parts? heh... Artega pointed out one of the jumpmaze sections was plagiarized straight from some jumpmaze wad.
  • Not to mention those jumpmaze bits outright kill you if you make one mistake
  • And a good bunch of these traps and jumpmaze parts brings your framerate down to a crawl
  • One of the jumpmaze bits (the one that was accused of plagiarism) first brings your framerate down to a crawl and then opens you a teleporter citing lag issues. just.... what?!
  • The weapons are slow, unresponsive and sluggish and killing enemies is a chore.
  • I really don't understand what people see in weapons that need reloading, I find that it's just a lame excuse for realism that gives the game a reason to deny the player to fire their weapons.
  • The weapons don't, from what I saw, offer manual reloading.
  • Also the weapons don't deselect when you don't have any ammo left so I was left practically unarmed while I was wondering why isn't my gun lowering down and coming back a few seconds later with another clip.
  • Also the weapons also are mostly hitscan, so the firefights end up being just your generic boring bullet hell.
  • Needs skulltag_data and _actors, nuff said
  • Pink keycard, heh
  • Doesn't want to cooperate with the status bar at all.
  • The music is just unfitting at best. I found myself changemus'ing out of them most of the time.
  • AOW gamma flamethrower, heh. In fact a lot of stuff is from AOW gamma.
<@Interceptor> its aow gamma
<@Interceptor> survival mode
<@Interceptor> in itself thats terryfing
Yeah I think this sums it up best.

EDIT: breaking news:
<Interceptor> you know that teleporter?
<Interceptor> for teh lag jumpmaze
<Dusk> yeah?
<Interceptor> its a random switch
<Interceptor> no joke
<Dusk> ... rofl what
<Interceptor> i press a switch in the middle of the platform
<Interceptor> the tele opens
<Interceptor> no warning
<Interceptor> or anythin

<Interceptor> the weapons offer manual reloading but you need to bind it
<Interceptor> almost every mod uses the same reload command
<Interceptor> not this one
<Interceptor> :v
Last edited by Dusk on Sun Jun 09, 2013 1:36 pm, edited 1 time in total.

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Doomkid
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RE: Death of a Reich (Beta Available)

#51

Post by Doomkid » Sun Jun 09, 2013 5:38 pm

lol, I read the thread title as "Son of a Reich!" at first.. These mixed reactions have made me all the more curious, I'll be downloading this one!
Image
Image

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fr blood
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RE: Death of a Reich (Beta Available)

#52

Post by fr blood » Thu Jun 13, 2013 7:41 pm

Well, this mod looks like cool.

porcelain echo
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RE: Death of a Reich (Beta Available)

#53

Post by porcelain echo » Fri Jun 14, 2013 4:21 am

I enjoyed this very much.Best of luck on it! :)

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RE: Death of a Reich (Beta Available)

#54

Post by Fletto » Thu Jul 04, 2013 7:56 am

Dusk wrote: So I played the beta with Artega and honestly... I don't understand what everybody sees in this.
  • 1. The maps are boxy without interconnectivity. It's just rooms and corridoors mainly.
    2. There's some lifts that you can go up but you cannot come down...
    3. The visuals - while not awful - are kind of ugly. There's a thing called coherence, material conscience and color matching.
    4. Monster variation.. you have your standard gray nazi in like everywhere ever, in some later maps you get some machinegunner nazis, dogs and so on. They're all hitscanners and the only thing that's varying are the amounts of damage and health.
    5. Not to mention the bosses are just even bigger hitscanners with even more damaging weapons... and one of the mid-bosses is Hitler?
    6. As for the 'traps'... while I have to admit they're a nice touch in general because environmental hazards are something I feel aren't used nearly enough in modern WADs, everything other than those crusher doors are either instant-kill or practically instant-kill.
    7. Jumpmaze parts? heh... Artega pointed out one of the jumpmaze sections was plagiarized straight from some jumpmaze wad.
    8. Not to mention those jumpmaze bits outright kill you if you make one mistake
    9. And a good bunch of these traps and jumpmaze parts brings your framerate down to a crawl
    10. One of the jumpmaze bits (the one that was accused of plagiarism) first brings your framerate down to a crawl and then opens you a teleporter citing lag issues. just.... what?!
    11. The weapons are slow, unresponsive and sluggish and killing enemies is a chore.
    12. I really don't understand what people see in weapons that need reloading, I find that it's just a lame excuse for realism that gives the game a reason to deny the player to fire their weapons.
    13. The weapons don't, from what I saw, offer manual reloading.
    14. Also the weapons don't deselect when you don't have any ammo left so I was left practically unarmed while I was wondering why isn't my gun lowering down and coming back a few seconds later with another clip.
    15. Also the weapons also are mostly hitscan, so the firefights end up being just your generic boring bullet hell.
    16. Needs skulltag_data and _actors, nuff said
    17. Pink keycard, heh
    18. Doesn't want to cooperate with the status bar at all.
    19. The music is just unfitting at best. I found myself changemus'ing out of them most of the time.
    20. AOW gamma flamethrower, heh. In fact a lot of stuff is from AOW gamma.
Sorry for my very late reply, I'll try my best answer this.

Dot 1: Unfortunately for myself, I am not the most creative person when it comes to connecting rooms. I'm going to guess you are talking about the first maps. Most of these maps are up for reworking so hopefully this can be changed when this mod is released. I can't promise anything but I'll do my best!
Dot 2: This has been fixed for all maps.
Dot 3: Can I have some screenshots of which parts look inconsistent? In my eyes, I believe most work together.
Dot 4: Well, I don't want to go to crazy with the insanity of the nazis until further on. As you get into the second act, there are most projectile nazis, such as rockets, plasma and flamethrowers.
Dot 5: Well, this mod is made to be hard. Also, it looks similar to hitler but is not.
Dot 6: I've been meaning to make the traps not insta-death.
Dot 7: I honestly have not played any of the jumpmaze wads, but my inspiration came from UT99 BT maps.
Dot 8: Refer to point 6.
Dot 9: I'll see what I can do about this, since my friends or myself do not experience lag this might be a bit tricky to fix since I'm not sure what would cause it.
Dot 10: Poor scripting on my part, it was a last minute addition to the map when I finished it, should be simple to fix.
Dot 11: I think there may be unintended delays in some weapons, will have to look through the code.
Dot 12: Well, it doesn't make much sense for an MP40 to have an unlimited clip size.
Dot 13: There is a binding for this, also if you mean the alt-fire doesn't do anything, this is because some weapons have an alt-fire so I didn't want some weapons alt-fire to reload and others that didn't. If that makes sense.
Dot 14: Poor coding on my part.
Dot 15: Most of Act 1 is bullet weapons, Act 2 brings some more exciting weapons to play with.
Dot 16: Well, this mod was created when skulltag was still around so it uses plenty of resources from those files.
Dot 17: Pink is cute.
Dot 18: I'm not very experienced with SBARINFO, I'll try to fix this.
Dot 19: I guess that is a matter of personal taste, not much I can do here!
Dot 20: Well I am the brother of who created AOW...

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