Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
-
Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
#1
Post
by Grymmoire » Sun Jun 10, 2012 10:29 pm
The Overload game mode that was brought back by MXU has undergone some changes since its last Skulltag release.
First let's get some obligatory screenshots out of the way despite how old they may be:
[spoiler]

[/spoiler]
Alright now onto the changes:
- Lots, probably, just play it and find out. I've been gone too long to keep track of what's new.
- Overload is multi-mode compatible now. So it works in CTF and one-flag CTF.
Download:
Mode
Maps & Music
Also since the node is gone, the standalone mode should work on any given CTF pack as well.
This mod is not independent from Skulltag's resources so make sure you load it up with the right additional resource wads.
Last edited by
Grymmoire on Wed May 01, 2013 10:16 pm, edited 1 time in total.
-
katZune
- Forum Regular
- Posts: 470
- Joined: Mon Jun 04, 2012 9:41 pm
- Location: Mexico! aka the hell gate
#2
Post
by katZune » Sun Jun 10, 2012 10:53 pm
epic, epic and EPIC! i love them

and the map04 (facing worlds) is the best
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)Ijon Tichy wrote:
Catastrophe wrote:
Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here
only
justice
-
Avi
-
- Posts: 79
- Joined: Mon Jun 04, 2012 4:11 pm
- Location: Gloveland
#3
Post
by Avi » Sun Jun 10, 2012 11:45 pm
So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]
-
Disguise
- Retired Staff / Community Team Member
- Posts: 359
- Joined: Thu May 24, 2012 10:00 pm
- Location: Romania
-
Contact:
#4
Post
by Disguise » Sun Jun 10, 2012 11:49 pm
Myselfagain wrote:
So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]
It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.
-
Avi
-
- Posts: 79
- Joined: Mon Jun 04, 2012 4:11 pm
- Location: Gloveland
#5
Post
by Avi » Mon Jun 11, 2012 12:01 am
Oh very nice! I'm totally looking forward to trying this out now. >:)
-
Jimmy
- New User
- Posts: 17
- Joined: Mon Jun 18, 2012 3:40 pm
- Location: Perth, WA
-
Contact:
#6
Post
by Jimmy » Tue Jun 19, 2012 6:08 am
Disguise wrote:It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.
Yeah, that's how I scripted it originally. The node thing did add an interesting little something extra to the gamemode, though it kinda detracted from the hectic pace of the original. (The Q3TA gamemode was
very frantic and less about strategy.)
Anyway, I'll be checking this out again. :)
Last edited by
Jimmy on Tue Jun 19, 2012 6:09 am, edited 1 time in total.
-
Razgriz
- Forum Staff
- Posts: 713
- Joined: Mon Jun 04, 2012 5:15 am
#7
Post
by Razgriz » Tue Jun 19, 2012 6:50 am
Does the BFG insta-Destroy the obelisk?
-
Disguise
- Retired Staff / Community Team Member
- Posts: 359
- Joined: Thu May 24, 2012 10:00 pm
- Location: Romania
-
Contact:
#8
Post
by Disguise » Tue Jun 19, 2012 10:20 am
Yeah, as I've saw in FNF you can pretty much destroy it in one shot with the 9000, or two shots depends on how it was hit.
-
Dusk
- Developer
- Posts: 581
- Joined: Thu May 24, 2012 9:59 pm
- Location: Turku
#9
Post
by Dusk » Tue Jun 19, 2012 10:23 am
It does; and that's why none of the maps feature the BFG. :P But things change if you play it on a custom mapset not designed for this.
Last edited by
Dusk on Tue Jun 19, 2012 10:24 am, edited 1 time in total.
-
Yellowtail
- Forum Regular
- Posts: 152
- Joined: Tue Jun 19, 2012 1:02 pm
#10
Post
by Yellowtail » Tue Jun 19, 2012 1:17 pm
The thing I've noticed with some of the maps is that you can't pick up the flag at all when playing in CTF.
The maps I found that had this problem are:
OVLD02
OVLD03
OVLD04
OVLD10
OVLD09 isn't very easy to grab the flag unless you make an awkwardly timed jump.
There is also a map that will crash shortly after starting it up, and that map is OVLD07.
Also, I've noticed that a few maps don't have a clear way out if you fall in.
These maps are:
OVLD02
OVLD06
OVLD07 (Yes, falling into the pit doesn't kill you)
Last edited by
Yellowtail on Tue Jun 19, 2012 1:22 pm, edited 1 time in total.
-
Yellowtail
- Forum Regular
- Posts: 152
- Joined: Tue Jun 19, 2012 1:02 pm
#11
Post
by Yellowtail » Tue Jun 19, 2012 2:26 pm
Oh, haha. I didn't realize there were 3D floors until you mentioned it.
Also, the crash in 07, I guess it was just because of how glitched it was, 'cause it didn't do it with skulltag_data.
EDIT: I also noticed that 09 actually doesn't require an awkward jump.
Last edited by
Yellowtail on Tue Jun 19, 2012 4:08 pm, edited 1 time in total.
-
Xaser
-
- Posts: 34
- Joined: Mon Jun 04, 2012 11:19 pm
- Location: 25 Miles From The Outskirts of Space-Dallas
-
Contact:
#12
Post
by Xaser » Sun Jun 24, 2012 3:03 am
Totally random, but props for using Foregone Destruction for MAP04's music. Might be best to use the original UT version, though, since it's a module and a lot smaller. You can get better sound quality for your buck that way.
-
WhoDaMan
-
- Posts: 35
- Joined: Thu Jun 07, 2012 4:19 pm
- Location: Denton, Texas
#13
Post
by WhoDaMan » Mon Jun 25, 2012 12:38 am
Awsome looking maps. I especially like screenies 4 and 5. I'll have to try this gamemode when I a chance.
-
Shane
- Forum Regular
- Posts: 411
- Joined: Mon Jun 25, 2012 8:37 pm
- Location: Filthy Euro
- Clan: Renegades
- Clan Tag: [R]
#14
Post
by Shane » Mon Jun 25, 2012 9:04 pm
I love Overload, it's fun to play and has that nice fast pace Unreal Tournament feel, which in a DooM game runs surprisingly well. Almost makes me wish I had time to design a map or two for it, I've been dying to make a good map with 3D floors in it. Oh well, as always best of luck to the Union and hope that the project gets done.
-
Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
#15
Post
by Grymmoire » Mon Jul 16, 2012 11:01 pm
Updated the mode and maps.
Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.
1 for node, 0 for no node.
-
ALIENwolve
-
- Posts: 60
- Joined: Sun Jun 10, 2012 1:14 am
#16
Post
by ALIENwolve » Tue Jul 17, 2012 12:55 am
Grymmoire wrote:
Updated the mode and maps.
Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.
1 for node, 0 for no node.
Excellent! I love dynamic setups like this.
-
Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
#17
Post
by Grymmoire » Wed Jul 18, 2012 11:19 pm
Uploaded a quick hotfix to the maps to fix a major issue with OVLD07's scripts.
-
Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
#18
Post
by Grymmoire » Wed May 01, 2013 10:13 pm
Super bump for update!
New versions of both components of Overload, as well as the maps and music being combined into one pack for some reason.
Mode
Maps & Music
-
Marcaek
- Lead Administrator
- Posts: 1093
- Joined: Wed Jun 06, 2012 5:05 am
#19
Post
by Marcaek » Thu May 02, 2013 12:11 am
Does this version have a big, flashy, annoying message telling people how to play the mode?
-
Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
#20
Post
by Grymmoire » Thu May 02, 2013 5:33 pm
Did Overload ever have a big flashy message telling people how to play it?
I don't think that was ever implemented, there's a help screen but that's about it.