Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
haxmurderer
 
Posts: 50
Joined: Wed Nov 28, 2012 2:13 pm

Survivalism (DayZ / Rust Inspired) - Now with Persistent Inventory

#1

Post by haxmurderer » Tue Jan 28, 2014 3:33 am

Hey guys,

I've been working on a WAD about rainbows and unicorns zombie revenants and pinkies. Or something like that.

"Survivalism" is my attempt to create a DayZ-like world in the Doom engine, where you're trying to scavenge items to survive in a wasteland. It features randomly spawning monsters and loot across the map, with a handful of weapons that you find to help you survive.

Check out the screenshots below or just jump onto a server to get better idea of it! :cool:

Features:
  • Dynamic day/night cycle
  • Construction - build Minecraft-style bases
  • Chop down trees with an axe to get wood or mine rocks for stone
  • Crafting
  • Persistent Inventory (new with Zandronum 1.3) - Servers can save your stuff!
  • Zombies attack your base!
  • Dynamic monster spawner and loot
  • Turnip farming
  • Chickens
  • Random hard bad guys that drop better guns :)
  • Two maps: doomz1, doomz2
  • Pinky creepers :wink:
r13 Trailer (Dec. 13, 2014)
phpBB [media]


Download: Download Survivalism r17test1 (January 1st, 2019) - doomz-r17test1.pk3

Or play now online on the server: Survivalism (DoomZ) r17test1 --> 159.203.9.41:10668
Spoiler: r13 changelog - Dec. 13th, 2014 (Open)
New in r13 (Dec. 13th, 2014)
- Chop logs to get wood now!
- Chickens can be picked up!
- Box placer gun can place pillars, floors, and doors now
- Torches light a bigger area
- Torches work better at preventing monsters from spawning near them
- Light logs on fire for campfires!
- Fire can spread now. (logs and trees can catch on fire)
- Doors work way better now.
- Dogs spawn in packs now
- Zandronum 2.0 compatibility (loading saved games in SP fixed too!)
- New, rare vanity items
- Two new guns
- New boss! And a special weapon as a reward.
- Some crazy ACS / DECORATE to make a simple raft. :)
- Loot boxes spawn
- Ghouls are not ridiculously hard now
- Monster spawner charge
- Furnaces
- Box placer gun improved - Less glitchy collsion detection. It's much harder to place boxes inside boxes now.
- Tree growth is slower
- Doors spawn a bit lower
- Title screen map and logo!
- Respawning turnips in a few spots on DoomZ2
How to save your inventory:

To save your inventory on the current official Survivalism server:
  • Register an account here
  • Launch Zandronum and select "Account" at the top. Enter your username and password, and hit "Login".
  • Connect to the server: 159.203.9.41:10668 (or use Doomseeker and search for "Survivalism")
Spoiler: r10 Screenshots - August 28th 2014 update (Open)
Spoiler: Past Updates (Open)
New in r11 (October 12th, 2014 Update):
Major New Features:
  • Persistent inventory! (Save it from the basic crafting menu!) - Uses the new database feature in Zandronum 1.3.
  • Crafting- Basic crafting menu and crafting boxes that can be used to create more stuff.
  • Loot dropping mechanic changed: Monsters drop loot now, and harder monsters
    drop better loot. Random loot still drops, but is now much more rare.
  • Completely rewritten monster spawner, no more monsters outside the map!
New and Updated Weapons:
  • Ninja rope by AEnima! Find hemp, harvest it, and then use the alt-fire on your bow.
  • Added Glock18.
  • The knife slashes faster, so it's actually useful now.
  • Box placer gun moved to slot 0
  • Polished the weapons more. Timings tweaked, shell casings, and pistols are semi-auto now.
Map Updates:
  • Major revamp to doomz2!
  • More spawns! You don't always spawn in the same spot now.
  • The doomz2 revamp fixed monsters being unshootable sometimes.
  • Very small update to doomz1, which adds a mine in the south east corner of the map.
Monsters:
  • Baron of Hell is now harder.
  • Added demon dogs to forest
New in r10 (August 28th 2014):
Now with 500% more Mountain:
  • - The DoomZ2 map is now twice as big. Go explore!
    - Chickens farming!
    - Turnip farming!
    - Monsters spawn at better heights now
    - Arrows shot with the bow now arc
    - Less pinkies, revamped pinky explosion
    - Swamp area improved
    - Fixed spectator respawn death
    - P.S. There's something special at the top of the big mountain in DoomZ2.
New in r8 (July 12th 2014):
- 10 bugfixes, including making it harder for blocks to get stuck in the sky, and fixed the tree chopping bug :P
- New skin for door blocks

New in r5-r7:
  • New non-linear day/night cycle with sweet new sky textures and fog!
  • Torches!
  • Stone blocks! Mine rocks to get stone.
  • Added a cave/mine to DoomZ2 map
  • Zombies attack your base now!
  • Death Incarnates spawn at night!
  • Roofs, Doors
  • Turnip harvesting for health!
  • New DoomZ2 map
  • Axe by default, construction gun by default
  • Better foliage, way more foliage (thanks Powergloveninja)
  • Respawn delay when you die
  • Added zombie scientists from Realm667
  • Dead trees are choppable now but regrow slowly
  • Bow, Armor, SSG drop for Hell Knight
  • Random events
  • New random event: Imp storm
  • Added mudmen (Ghouls) to the swamp in DoomZ2
  • New F1 screen (thanks Claudio!)
New in February 17, 2014 Update (r4):
  • Day/night cycle! Harder zombies (Incarnates) at night and more of em!
  • New weapons: Bow and SSG
  • Special monsters: Hell Knight and Baron of Hell, dropping the Yellowboy and SSG respectively
  • Some night zombies may decide to beat the crap out of your base. :lol:
  • Armor

Video of r4:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

New in February 5, 2014 Update (r3):
  • Fixed the crazy desync issues in multiplayer. No more ghosting revenants and troll loot boxes that can't be picked up.
New in February 2, 2014 Update (r2):
  • Pillars, floors, and working door blocks for building bigger, better bases!
  • Rewritten monster and loot spawner, should be way less laggy!
The maps are nowhere near being finished but I figure if it's not fun now, there's no point in making giant maps that nobody's going to play in.

The first 2 minutes is a good overview:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Tips:
  • Hit F1 for a quick guide.
  • Don't let the pinkies get too close to you
  • Wood/stone boxes can be reclaimed by attacking them with an axe.
  • Respawns are allowed in singleplayer so don't worry if you die
Spoiler: Older Screenshots (Open)
Screenshots of r8 - July 12th 2014 update:
Full album at imgur
Image
Image

Earlier:
New gallery of 7 screenshots on Imgur!
Spoiler: Credits (Open)
CREDITS:
================
ACS by Albert Santoni

2D Art, Weapons, and Decorations:
Knife - Xim / ScubaSteve
Yellowboy - Batandy
Axe - TheMightyHeracross, Blue Shadow, Mike12, scalliano
FlareGun - Monolight Productions, lolo_is_cool
Box - 3D Realms, Captain Awesome, Lucario, Hayabusa
DeadSwampTrees - Raven Software, Gothic
Garden - Rogue Entertainment, Raven Software, Yuyu3
NecroRocks - Raven Software, Captain Toenail
SmallTrees&Bushes - Raven Software, CaptainToenail
Bow - Gothic, Raven Software, GvH, Bethesda, Raven Software, Monolith
Death Incarnate - Eriance, Blue Shadow, MagicWazard, Ghastly Dragon, Sandypaper (Brightmaps), Midway, Rogue Entertainment, Raven Software, id Software, Midway
Deployable Sentry Gun - Captain Toenail, ID Software, 3D Realms, Raven, Valve
Sky textures - Powergloveninja, Bethesda
Hazmat Zombie - scalliano, Id Software, Volition, Enjay
Former Scientists - scalliano, Sounds: Id Software, DavidRaven, Konami, Valve, Id Software (Zombieman), Xim (Jawless Zombie Head), JoeyTD (Player 6, 7 & 8 frames), The Skulltag Team (Illucia, Player II), DavidRaven (Female Zombie), Marty Kirra (Alt Female Zombie)
Former Scientists Pack 2 - scalliano, Id Software, DavidRaven, Konami, Valve, Id Software (Zombieman), JoeyTD (Player 6, 7 & 8 frames), The Skulltag Team (Illucia, Player II), DavidRaven (Female Zombie), Marty Kirra (Diaz, Alt Female Zombie), NMN, Tormentor667 (Rapid Fire Zombie), Woolie Wool (SMG Zombie), Vader (Chaingun Major), Mike12 (Revy Skin), solarsnowfall (Steam sprites)
Undead Priest - Captain Toenail, Free Radical Design, Raven Software
Devastator Zombie - scalliano, Eriance (?), Id Software, ItsNatureToDie, neoworm, Captain Toenail, Xim, Ghastly_dragon, Demon Eclipse
Ghoul - Tormentor667, Eriance, Ghastly Dragon, Raven Software
Daggerfall Foliage - Powergloveninja, Bethesda, Hax Murderer (DECORATE)
Death Wyvern - Raven Software
Chicken and Pig - Raven Software
Shadow - Tormentor667, Vader, Ghastly Dragon, Sandypaper (Brightmaps), Blizzard Entertainment, Vader
Rottweiler - Captain Toenail, id Software
Fog - Raven Software
Rope and Grapling Gun - TheShooter7, AEnima (from Mercenaries v1.9 and originally 99GunsX)
Hemp -
Casing Spawner - Ghastly_dragon, KDiZD Team
Glock18 - id Software, JoeyTD, Minigunner
Holding a Chicken Sprite - Hotwax, Cutman, Raven Software
Firewood - ETTiNGRiNDER, Raven Software
Hunting Rifle - TODM, Valve
Wenstern (sic) Shotgun - Cory Whittle, lolo_is_cool, Raven Software, Valve
Gargoyle Statue - Raven Software
CyberSnake and Daemonium - SunMadCat
Imp Warlord - Espi, Nanami, Popsoap, Tormentor667, Keksdose, Id Software, Raven Software
Gas Can -

Sounds:
Pistol - id Software
Fuse - Mojang
TREEBRK, ROCKS - Raven Software
CLICK - gify
LavaFlow - BouncyTEM, XV Sound Effect Library

Music:
Survivalism Day 1, Boss, and Night - gify
The Mountain - gify
The Cave - gify
Survivalism Theme - gify

Other Art:
Bed and crate 3d model - Sitters Electronics (CC-BY) - http://www.md2.sitters-electronics.nl

Misc ACS:
Player drop - bagheadspidey


Special Thanks:
- Nascence for his awesome DoomZ fork!
- Dot for his help making inflammable trees work
- Scroton for the movable platform inspiration
- noob_one for his tweaks and chainsaw!


Release 5 helpers:

Sky/Night Textures & Script - Claudio
DOOMZ1 3D Floor Light Fix - Claudio
Lms Compatibility - Claudio
Loot Box Light - Claudio
More Player starts for Hunger Gam-..... LMS - Claudio
TitlePics - Claudio
SentryGun - SenteyHunter
Any feedback and ideas are welcome!

Thanks,
Hax
Last edited by haxmurderer on Wed Jan 02, 2019 1:47 am, edited 2 times in total.

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: Survivalism (DayZ / Rust Inspired)

#2

Post by Catastrophe » Tue Jan 28, 2014 3:40 am

This is the beginning of something epic

User avatar
agaures
Forum Regular
Posts: 591
Joined: Mon Dec 10, 2012 6:34 am
Location: New Zealand

RE: Survivalism (DayZ / Rust Inspired)

#3

Post by agaures » Tue Jan 28, 2014 4:05 am

I was going to make a mod just like this also inspired by DayZ. Looks like you beat me to it. :smile:

keep working on this, it looks very cool!
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

User avatar
SyKoTiC
Forum Regular
Posts: 329
Joined: Tue Jun 05, 2012 10:20 pm
Location: Lubbock, Texas, USA

RE: Survivalism (DayZ / Rust Inspired)

#4

Post by SyKoTiC » Tue Jan 28, 2014 8:52 am

If you need help for testing or something, THEN I WANNA DO IT. This is epic, and you have my blessings.
Being part of this DooM/Port madness since 2006
It's No Use!

Springy
Forum Regular
Posts: 233
Joined: Wed Jun 06, 2012 10:56 pm
Location: Britland
Contact:

RE: Survivalism (DayZ / Rust Inspired)

#5

Post by Springy » Tue Jan 28, 2014 11:45 am

Damn son, looks pretty good and atmospheric so far. Keep it up sunshine.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
[quote=Sonter_Man]Autism runs amok on zandaemon[/quote]

User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

RE: Survivalism (DayZ / Rust Inspired)

#6

Post by CloudFlash » Tue Jan 28, 2014 12:27 pm

This looks cool. If you are looking for more inspiration, I suggest playing 'Sir, you are being hunted'.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

User avatar
Slim
Zandrone
Posts: 1112
Joined: Sat Mar 16, 2013 7:11 am
Location: Zero Space
Clan: Can't fit it in here
Clan Tag: -=FSR=-
Contact:

RE: Survivalism (DayZ / Rust Inspired)

#7

Post by Slim » Tue Jan 28, 2014 6:39 pm

Looks pretty great, hope it comes out good.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

Unholypimpin
 
Posts: 92
Joined: Tue Nov 27, 2012 8:53 pm
Location: In the shadow of the most unspeakable evil ever!

RE: Survivalism (DayZ / Rust Inspired)

#8

Post by Unholypimpin » Tue Jan 28, 2014 9:30 pm

Wow wow wow!! Simply amazing!! Question Can you build roofs out of those blocks?

User avatar
Kaminsky
Developer
Posts: 193
Joined: Sun Apr 14, 2013 7:17 pm
Location: Canada

RE: Survivalism (DayZ / Rust Inspired)

#9

Post by Kaminsky » Tue Jan 28, 2014 11:20 pm

This modification looks excellent and something that many could enjoy. For future releases, you should use different zombie (or monster) sprites to offer some variety to the gameplay.

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: Survivalism (DayZ / Rust Inspired)

#10

Post by Lord_of_D: » Thu Jan 30, 2014 12:24 am

like the idea, just please dont make me drink a desinfectant or whatever they use often in the game
Image

User avatar
haxmurderer
 
Posts: 50
Joined: Wed Nov 28, 2012 2:13 pm

RE: Survivalism (DayZ / Rust Inspired)

#11

Post by haxmurderer » Thu Jan 30, 2014 4:42 am

Thanks for the words of encouragement, guys! :)

I just completely rewrote the monster / loot spawning algorithm to be a bit more challenging, and it should hopefully cut the lag way way down too.

Unholypimpin: You can't put roofs on the bases yet, but I'm going to try to add that soon. Need roofs and doors. :D In theory you should be able to attach blocks to the side of other blocks, but something's not working the way I thought in the algorithm for that stuff so that part isn't working. (If that was working, you'd be able to build roofs already.) Worst case, I'll try to add some skinny pillars in that you'll be able to stack a roof on top of. Does that sound alright?

Dr.Robotnik: Yes! I have some ideas for how to make the monster combat a lot more interesting and terrifying. The zombies are just the beginning...

Lord_of_D: I think hunger/thirst mechanics are lame, so I probably won't do that. I wouldn't mind adding farming but only as a way to grow more resources or get health. I'm not sure what I think about bandaging and all that stuff. Could be OK but I wouldn't want to go overboard with it and make it super complicated and annoying. I'm open to suggestions though.

CloudFlash: I've always wanted to try that game, it looks so good. I really have to try it out now!

Next stuff for me:
- Improving the map
- Roofs and doors for bases
- Tweaking everything
- More items, weapons, loot
- New bad guys

If I have time, I'd like to get the roofs and doors for bases done this weekend. If I can swing that, I'll drop a new release and update the server for everyone to test. It'd be good to see if the new monster spawner gets rid of the lag too. :)

P.S. Someone built an awesome base above the canyon on the server. Made me super happy.

Skeletalz
Registered just to make one post
Posts: 1
Joined: Mon Jul 02, 2012 2:54 pm

RE: Survivalism (DayZ / Rust Inspired)

#12

Post by Skeletalz » Thu Jan 30, 2014 9:01 pm

Looks really good, keep it up!

AkumaKing
Forum Regular
Posts: 128
Joined: Tue Dec 03, 2013 9:14 pm
Location: Over 2000 lines of Decorate
Contact:

RE: Survivalism (DayZ / Rust Inspired)

#13

Post by AkumaKing » Thu Jan 30, 2014 9:23 pm

I actually think a hunger mechanic would be really good for this mod. I remember last time I was on the server it was too easy to avoid the zombies/monsters and there was no reason to get out of the safe spots, aside from fighting off hoards keeping me not-bored. If you don't introduce a mechanic that gives players reason to venture away from safe zones, at least make the zombies/monsters able to get into said safe zones. Actually, instead of introducing a hunger system, you could try making missions that randomly appear in the world, said missions could grant cool bonuses.
Projects: Unbound, Zelda DXA
Image

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Survivalism (DayZ / Rust Inspired)

#14

Post by Ænima » Thu Jan 30, 2014 10:30 pm

AkumaKing wrote: Actually, instead of introducing a hunger system, you could try making missions that randomly appear in the world, said missions could grant cool bonuses.
That would be cool. YOU HAVE 10 SECONDS TO KILL 3 REVENANTS IN A ROW OR YOU DON'T GET $200 HURRY WHY ARE YOU STILL HERE


Also this mod really needs an M1 Garand. D:
Last edited by Ænima on Thu Jan 30, 2014 10:31 pm, edited 1 time in total.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

4avenger5
New User
Posts: 16
Joined: Sat Jun 23, 2012 1:56 am

RE: Survivalism (DayZ / Rust Inspired)

#15

Post by 4avenger5 » Sun Feb 02, 2014 6:49 am

Sky Houses!: http://tinypic.com/view.php?pic=2lnekbl ... u3qWj1dXyo
To make a sky house quickly press "use" twice and the boxes will collide with each other thus making them stay in the air.

P.S: You could make a day and night system so that when its night hoards of enemies come and having a house makes them easier to fend off. Also can you aded more uses for houses, but in all GREAT IDEA! I cannot wait to see this complete and on servers.
Last edited by 4avenger5 on Sun Feb 02, 2014 7:01 am, edited 1 time in total.

User avatar
haxmurderer
 
Posts: 50
Joined: Wed Nov 28, 2012 2:13 pm

RE: Survivalism (DayZ / Rust Inspired)

#16

Post by haxmurderer » Mon Feb 03, 2014 5:27 am

r2 is out! I added more crap for building bases, though the "box placer" gun is still only for placing boxes. I updated my first post with a brief changelog. 4avenger5, you will be pleased with the new sky house-building potential. :)

I'm playing with the day/night cycle. The thing with Minecraft is that there IS something to do indoors at night, other than just hiding from bad guys - you mine! So I might expand that aspect when I do the day/night cycle. What else can I add to make it fun to stay in your base?

Ænima / AkumaKing: I'm totally down for the mission system. :) I'm gonna think about how to implement that...

Thanks again for all the feedback, guys. Keep the ideas coming and have fun on the server!

eleetpancake
Registered just to make one post
Posts: 1
Joined: Mon Feb 03, 2014 1:13 pm

RE: Survivalism (DayZ / Rust Inspired)

#17

Post by eleetpancake » Mon Feb 03, 2014 1:28 pm

This mod is awesome and has a lot of potential, i do think you should make it so you walk a little faster though. i found myself sprinting the whole time, i dont know a whole lot about doom moding but i think it would be cool if you made the walking speed faster and made it so there was a sprint bar so you need to save it for when you really need to get away. Other than that making new sprites just for this mod would make it look real nice but i imagine that comes later. Also if your looking for ideas on what to make the construction gun look like check out temperature guns.
Last edited by eleetpancake on Wed Feb 05, 2014 2:14 am, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Survivalism (DayZ / Rust Inspired)

#18

Post by Ænima » Mon Feb 10, 2014 6:51 pm

Hey, just joined an empty server and saw this:
Image

Might need a script to clear that variable upon both player death and disconnect. Is it everybody's time or just that player's?
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

mifu
Retired Staff / Community Team Member
Posts: 1075
Joined: Tue May 29, 2012 10:34 am
Location: Aussie Land
Clan: Demon RiderZ

RE: Survivalism (DayZ / Rust Inspired)

#19

Post by mifu » Tue Feb 11, 2014 5:43 am

Oh my... You got my attention!

Nice stuff, Sign me up for testing.

User avatar
haxmurderer
 
Posts: 50
Joined: Wed Nov 28, 2012 2:13 pm

RE: Survivalism (DayZ / Rust Inspired)

#20

Post by haxmurderer » Fri Feb 21, 2014 4:35 am

Hey guys, thanks for all the feedback and suggestions! I've added a bunch more stuff that you guys suggested. :)

I've added this to the first post, but also pasting it here to bump the thread (hope that's OK):
New in February 17, 2014 Update (r4):
  • Day/night cycle! Harder zombies (Incarnates) at night and more of em!
  • New weapons: Bow and SSG
  • Special monsters: Hell Knight and Baron of Hell, dropping the Yellowboy and SSG respectively
  • Some night zombies may decide to beat the crap out of your base. :lol:
  • Armor
Anyone have any ideas about what you'd like to see next?

P.S. I forgot to fix that timer thing Ænima... thanks for pointing it out! XD

Post Reply