[0.7.3] Nazi Zombies: Doom Edition

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Should I add sprinting into NZ:DE?

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Total votes: 0

TheCubasy
 
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#101

Post by TheCubasy » Tue Jul 10, 2012 11:42 pm

WhiteAce wrote:
TheCubasy wrote: Couple things: one, I've been working on some user-submitted maps, including WhiteAce's, Ragna's, and TankDempsey's (and one work-in-progress map by me c;) There's, like... nine maps I gotta do, so don't expect them to be finished any time soon. Two, I added in the MG42. I still gotta increase the damage a bit, but it's a beast of a gun, 'specially it's firing sound, so look forward to seeing it in the next update... hopefully. I still don't have reload frames for it.

Three, got a gameplay video of the new update for you guys, with some Slipknot playing over it because Fraps decided to not record the sound for some stupid reason.
[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
So I was actually trying to break my round record on this map, and I didn't get the guns I needed from the box the previous round, so I knew I was screwed from the beginning. As it turns out, I almost made it through, and I might've, if I hadn't run out of MP40 ammo. By far the most intense and fast-paced moment I've ever experienced in this mod; the map's so dark and claustrophobic, it's amazing I even survived that long.[/spoiler]
Probably can't notice many new updates, but among them are new multiplayer challenges, a new layout for your current rank and XP, different rank icons for different prestiges (up to prestige 10,) new frames for the .357 magnum, an MG42, and more.

By the way, I'll need, ideally, three testers to help me test multiplayer sometime soon. I was thinking just Ragna, Dempsey, and WhiteAce, since you guys submitted lots of maps. I got the reviving, the getting downed, the death, and the game over system working recently in Nacht, and before I start porting it over, I wanna test it out.
Looks much better, I'll be glad to play but my b-day is today and ofcourse I am going out to do things, so how about saturday or something?
Sounds good.

Happy birthday! :biggrin:
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#102

Post by NachtIntellect » Tue Jul 10, 2012 11:52 pm

TheCubasy wrote:
WhiteAce wrote:
TheCubasy wrote: Couple things: one, I've been working on some user-submitted maps, including WhiteAce's, Ragna's, and TankDempsey's (and one work-in-progress map by me c;) There's, like... nine maps I gotta do, so don't expect them to be finished any time soon. Two, I added in the MG42. I still gotta increase the damage a bit, but it's a beast of a gun, 'specially it's firing sound, so look forward to seeing it in the next update... hopefully. I still don't have reload frames for it.

Three, got a gameplay video of the new update for you guys, with some Slipknot playing over it because Fraps decided to not record the sound for some stupid reason.
[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
So I was actually trying to break my round record on this map, and I didn't get the guns I needed from the box the previous round, so I knew I was screwed from the beginning. As it turns out, I almost made it through, and I might've, if I hadn't run out of MP40 ammo. By far the most intense and fast-paced moment I've ever experienced in this mod; the map's so dark and claustrophobic, it's amazing I even survived that long.[/spoiler]
Probably can't notice many new updates, but among them are new multiplayer challenges, a new layout for your current rank and XP, different rank icons for different prestiges (up to prestige 10,) new frames for the .357 magnum, an MG42, and more.

By the way, I'll need, ideally, three testers to help me test multiplayer sometime soon. I was thinking just Ragna, Dempsey, and WhiteAce, since you guys submitted lots of maps. I got the reviving, the getting downed, the death, and the game over system working recently in Nacht, and before I start porting it over, I wanna test it out.
Looks much better, I'll be glad to play but my b-day is today and ofcourse I am going out to do things, so how about saturday or something?
Sounds good.

Happy birthday! :biggrin:
Thankyou, your the second person to say it to me so far and it's only 7:52 Am.
Did you just bite me? Come here, I will bite you back bastard.

Hece
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#103

Post by Hece » Wed Jul 11, 2012 12:46 pm

TheCubasy wrote: Couple things: one, I've been working on some user-submitted maps, including WhiteAce's, Ragna's, and TankDempsey's (and one work-in-progress map by me c;) There's, like... nine maps I gotta do, so don't expect them to be finished any time soon. Two, I added in the MG42. I still gotta increase the damage a bit, but it's a beast of a gun, 'specially it's firing sound, so look forward to seeing it in the next update... hopefully. I still don't have reload frames for it.
Post the MG42 sprite here and I'll try to make reload animation.
Last edited by Hece on Wed Jul 11, 2012 12:52 pm, edited 1 time in total.

TheCubasy
 
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#104

Post by TheCubasy » Wed Jul 11, 2012 7:43 pm

Hece wrote:
TheCubasy wrote: Couple things: one, I've been working on some user-submitted maps, including WhiteAce's, Ragna's, and TankDempsey's (and one work-in-progress map by me c;) There's, like... nine maps I gotta do, so don't expect them to be finished any time soon. Two, I added in the MG42. I still gotta increase the damage a bit, but it's a beast of a gun, 'specially it's firing sound, so look forward to seeing it in the next update... hopefully. I still don't have reload frames for it.
Post the MG42 sprite here and I'll try to make reload animation.
Image

Edit
New update in the mod, crouching halves the recoil for all weapons. This is 'specially useful for LMGs like the FG42 and BAR.
Last edited by TheCubasy on Wed Jul 11, 2012 7:45 pm, edited 1 time in total.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#105

Post by NachtIntellect » Thu Jul 12, 2012 5:05 am

Great now all we need to do is make some sort of slide animation that damages zombies (Kidding ofcourse) but that sounds better, anyway I got a new mouse so making new maps shouldn't be so much of a hassle anymore.
Did you just bite me? Come here, I will bite you back bastard.

Hece
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#106

Post by Hece » Thu Jul 12, 2012 8:50 am

I think that you want to cut out some of these frames.
[spoiler]Image[/spoiler]

I will try to make more authentic reload, better, but hopefully this is enough for now.

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#107

Post by NachtIntellect » Thu Jul 12, 2012 9:24 am

You need to use a different set of hands however, I can't find where they were anymore.
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Hece
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#108

Post by Hece » Thu Jul 12, 2012 11:57 am

WhiteAce wrote: You need to use a different set of hands however, I can't find where they were anymore.
Why not these? Btw I have big load of hand sprites :3

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#109

Post by NachtIntellect » Thu Jul 12, 2012 1:43 pm

Because I think cubasy wants to keep that XP
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Hece
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#110

Post by Hece » Thu Jul 12, 2012 2:22 pm

WhiteAce wrote: Because I think cubasy wants to keep that XP
:3

Do you have any other weapon sprites that need reload frames?
Last edited by Hece on Thu Jul 12, 2012 4:03 pm, edited 1 time in total.

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#111

Post by NachtIntellect » Sat Jul 14, 2012 11:21 am

Alright well I am back and will hopefully be here for your saturday over here (was waiting for the train, freaking 2 hours and I had no ride)
Did you just bite me? Come here, I will bite you back bastard.

TankDempsey
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#112

Post by TankDempsey » Sat Jul 14, 2012 5:51 pm

Image
what you will be expecting
Last edited by TankDempsey on Sat Jul 14, 2012 5:51 pm, edited 1 time in total.

Angel_Neko_X
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#113

Post by Angel_Neko_X » Sat Jul 14, 2012 7:34 pm

Mother of god!!! D:
I wonder if you make a random ghouls spawner
"Swan Fox doesn't like hurting other people, I do!" -Diane "Elliot" McModua (Hotline U.A.C)
Image

TankDempsey
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#114

Post by TankDempsey » Sat Jul 14, 2012 7:41 pm

Angel_Neko_X wrote: Mother of god!!! D:
I wonder if you make a random ghouls spawner
I plan on having A random ghoul spawn each ghoul round, the ghouls are: SJAS, Jitterskull, and the creeper. The ghouls need to be balanced though, I need to find out how to lower their HP and remove the OHKO
Last edited by TankDempsey on Sat Jul 14, 2012 8:48 pm, edited 1 time in total.

JoeyTD
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#115

Post by JoeyTD » Sun Jul 15, 2012 5:51 pm

Image
I think I'll just leave is here.

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NachtIntellect
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#116

Post by NachtIntellect » Sun Jul 15, 2012 5:55 pm

JoeyTD wrote: Image
I think I'll just leave this here.
That looks better, it actually makes sense with the recoil.
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TankDempsey
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#117

Post by TankDempsey » Sun Jul 15, 2012 8:57 pm

Image now all it needs is hands

TheCubasy
 
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#118

Post by TheCubasy » Sun Jul 15, 2012 8:59 pm

JoeyTD wrote: Image
I think I'll just leave is here.
Oh, holy shit, badass. c: Thanks lol.
If you wanna take any other sprite requests, I think I have a few.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289

The one posting on this account is not Cubasy, rather it is WhiteAce.

Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03

User avatar
NachtIntellect
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Location: Bienenstock, Germany

RE: [0.7Pre] Nazi Zombies: Doom Edition

#119

Post by NachtIntellect » Sun Jul 15, 2012 9:08 pm

TheCubasy wrote:
JoeyTD wrote: Image
I think I'll just leave is here.
Oh, holy shit, badass. c: Thanks lol.
If you wanna take any other sprite requests, I think I have a few.
I think it finally looks right, damn straight it's badass
Did you just bite me? Come here, I will bite you back bastard.

TankDempsey
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RE: [0.7Pre] Nazi Zombies: Doom Edition

#120

Post by TankDempsey » Sun Jul 15, 2012 10:20 pm

Found this somewhere Image

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