Parkmore (v1.7)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ijon Tichy
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Parkmore (v1.7)

#1

Post by Ijon Tichy » Thu Aug 02, 2012 4:05 am

Spoiler: VIDYAS (Open)
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THE SUMMARY[/size]
Jump in midair! Dodge around like a bloody fool! Hang onto ledges and shimmy! Wall jump off of everything that's vertical! Generally make a complete fool of yourself and still break maps!
KNOWN TO WORK WITH[/size]
Zandronum >= 1.0 alpha
THE MOVES[/size]
  • Multijump: Jump in midair, it's really that simple. The amount of jumps you get is controlled by parkmore_jumpcount.
  • Dodge: Double tap a movement key, get sent hurtling in that direction. Works on the ground (obviously), or against walls - that is a wall-dodge. Counts as a jump if you're doing it from the ground. Resets your multijump counter if doing it from a wall.
  • Wall-jump: 'Move' away from a wall when you're next to it, and jump. You'll send yourself hurting in the direction you were moving, and face that direction. This also resets your multijump counter.
  • High jump: When on the ground, move backwards, and jump right as you start. You'll do a flip and jump 2.5 times as high as normal.
  • Wall kick: When moving into a wall, jump. You'll kick yourself up the wall, going higher than if you just did a double jump. You can only kick once in a row, and it doesn't count as a double jump.
  • Ledge grab: When you're falling, and you're close enough to a ledge, you'll grab it instantly (assuming you're not falling so fast you just skip over it). When holding on, left and right shimmy you... well, left and right. Moving forward will pull you up, moving backward will have you drop, and jumping will have you wall-jump off the ledge. The controls reverse when not facing the ledge, and when not facing the ledge, you can't shimmy.
OBLIGITORY COPYRIGHT[/size]

Code: Select all

.           DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
                    Version 2, December 2004

 Copyright (C) 2012 Ijon Tichy <gztichy@lavabit.com>

 Everyone is permitted to copy and distribute verbatim or modified
 copies of this license document, and changing it is allowed as long
 as the name is changed.

            DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

  0. You just DO WHAT THE FUCK YOU WANT TO. 
Spoiler: Old links (Open)
Last edited by Ijon Tichy on Fri Mar 22, 2013 8:54 pm, edited 1 time in total.

Llewellyn
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RE: Parkmore (v1.3)

#2

Post by Llewellyn » Thu Aug 02, 2012 4:06 am

Code: Select all

<ijontichy> this wad sucks dicks
Last edited by Llewellyn on Thu Aug 02, 2012 4:08 am, edited 1 time in total.

Ijon Tichy
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RE: Parkmore (v1.3)

#3

Post by Ijon Tichy » Thu Aug 02, 2012 4:07 am

no, it said this wad sucks dicks
get it right :(

edit: better
Last edited by Ijon Tichy on Thu Aug 02, 2012 4:08 am, edited 1 time in total.

Llewellyn
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RE: Parkmore (v1.3)

#4

Post by Llewellyn » Thu Aug 02, 2012 4:17 am

Also Parkmore kind of works with 98d or whatever. You can't doubletap to lunge.

Ijon Tichy
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RE: Parkmore (v1.3)

#5

Post by Ijon Tichy » Thu Aug 02, 2012 4:33 am

that's probably because parkmore_dodgewindow is set to 0 - set it to 6 or something

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DTDsphere
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RE: Parkmore (v1.3)

#6

Post by DTDsphere » Thu Aug 02, 2012 4:52 am

I can do all of this with a rocket launcher.

BloodyAcid
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RE: Parkmore (v1.3)

#7

Post by BloodyAcid » Thu Aug 02, 2012 6:00 am

DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"

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RE: Parkmore (v1.3)

#8

Post by DTDsphere » Thu Aug 02, 2012 8:07 am

BloodyAcid wrote:
DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"
As long as the floor or wall is nearby...

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RE: Parkmore (v1.3)

#9

Post by Synert » Thu Aug 02, 2012 9:14 am

Really really goddamn fun. I managed to do some pretty cool shit on 15 last time.

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RE: Parkmore (v1.3)

#10

Post by one_Two » Thu Aug 02, 2012 10:32 am

Someone should make a DeFrag mod for doom. This was pretty good fun though.

Llewellyn
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RE: Parkmore (v1.3)

#11

Post by Llewellyn » Thu Aug 02, 2012 3:08 pm

DTDsphere wrote:
BloodyAcid wrote:
DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"
As long as the floor or wall is nearby...
And a soul/megasphere for each jump.

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RE: Parkmore (v1.3)

#12

Post by Cruduxy » Thu Aug 02, 2012 4:23 pm

Next.. assassin's creed doom

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RE: Parkmore (v1.3)

#13

Post by DevilHunter » Thu Aug 02, 2012 6:44 pm

one_Two wrote: Someone should make a DeFrag mod for doom. ...
umm.. Wut?

Also, didn't Cutmanmike had something similer to this? Where he could walljump?

I remember back in the day when we all gathered on Doom Connector 3, that he would send me a wad, let me host, and we would walljump, though it would always go out of sync if two players did it at the same time.

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RE: Parkmore (v1.3)

#14

Post by Catastrophe » Thu Aug 02, 2012 7:02 pm

Yes best legal rights

Theshooter7
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RE: Parkmore (v1.3)

#15

Post by Theshooter7 » Thu Aug 02, 2012 7:17 pm

Guess everyone forgot about this. :c

(Nice mod, though. The controls feel reasonably smooth and it certainly has some neat features)
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one_Two
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RE: Parkmore (v1.3)

#16

Post by one_Two » Thu Aug 02, 2012 7:30 pm

DevilHunter wrote:
one_Two wrote: Someone should make a DeFrag mod for doom. ...
umm.. Wut?

Also, didn't Cutmanmike had something similer to this? Where he could walljump?

I remember back in the day when we all gathered on Doom Connector 3, that he would send me a wad, let me host, and we would walljump, though it would always go out of sync if two players did it at the same time.
DeFrag is this Quake 3 mod that enables trick juming, stair jumps, circle jumps, plasma climbs etc... I remember CM's claw wall climb if thats what you mean?
And yeah, I used to go on DC, good times :)
Last edited by one_Two on Thu Aug 02, 2012 7:32 pm, edited 1 time in total.

Ijon Tichy
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RE: Parkmore (v1.3)

#17

Post by Ijon Tichy » Thu Aug 02, 2012 10:40 pm

yes, I'm aware of TS7's parkour mod, Xaser's parkour mod, and cutman's wall jump mod (and my ut2k4 dodging but i lost the source to that anyway)

I just wanted to see if I could outdo them all :V

edit: lol update
Last edited by Ijon Tichy on Thu Aug 02, 2012 11:02 pm, edited 1 time in total.

Theshooter7
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RE: Parkmore (v1.3)

#18

Post by Theshooter7 » Thu Aug 02, 2012 11:25 pm

What's in this update? :V

And I'll admit, yours is considerably smoother and less clunky than mine, and yours takes advantage of many newer ZDoom features. My code base is pretty ancient, so to see someone superseding my work is a bit of a surprise, but not unexpected (and really only a surprise because I didn't think anyone else would really come along and design something like or close to it again).
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Llewellyn
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RE: Parkmore (v1.3)

#19

Post by Llewellyn » Thu Aug 02, 2012 11:31 pm

Theshooter7 wrote: What's in this update? :V

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<_>  42 * Smaller ledges can now be grabbed
<_>  43 * Updated the help
Yes, Ijon's nick was "_"

Theshooter7 wrote: Guess everyone forgot about this. :c
About two days ago:

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[23:09] <Llewellyn> also if I'm not mistaken
[23:09] <Llewellyn> TheShooter7 made a parkour mod a long time ago
[23:09] <ijontichy> yeah he did
[23:10] <ijontichy> but apparently it was more broken than mine
[23:10] <ijontichy> and took longer to make
[23:10] <ijontichy> gg
Last edited by Llewellyn on Thu Aug 02, 2012 11:34 pm, edited 1 time in total.

Theshooter7
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RE: Parkmore (v1.3)

#20

Post by Theshooter7 » Fri Aug 03, 2012 12:11 am

Llewellyn wrote: About two days ago:

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[23:09] <Llewellyn> also if I'm not mistaken
[23:09] <Llewellyn> TheShooter7 made a parkour mod a long time ago
[23:09] <ijontichy> yeah he did
[23:10] <ijontichy> but apparently it was more broken than mine
[23:10] <ijontichy> and took longer to make
[23:10] <ijontichy> gg
I hope he realizes that I made it back when GetPlayerInput() was relatively new, that it worked in SkullTag 98d (and possibly older versions), abused things in ways they had probably never been abused before, and I didn't have half as many useful flags/properties/etc. to work with. Seriously, it was akin to people's older attempts at mouse-driven GUI menus without GetPlayerInput(). On top of all that, I had to make it multiplayer compatible.

[EDIT] From comments on the old demo video:
DooMapper on Youtube wrote:AWESOME. What port are you using?
Myself on Youtube wrote:SkullTag V0.98b. It's supposed to work in ZDoom and GZDoom, but some change in one of the revisions made the code break.
So yes, limitations indeed.
Last edited by Theshooter7 on Fri Aug 03, 2012 12:13 am, edited 1 time in total.
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