[0.8(Dver0.5)] Nazi Zombies: Doom Edition (Thread Reboot)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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NachtIntellect
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RE: [0.7.4] NZ:DE (Thread Reboot)

#81

Post by NachtIntellect » Thu Oct 22, 2015 6:07 am

The Stoeger or double barrel shotgun? I have actually already remade that, nice work you two it looks like you both have been really busy unfortunately I am up at the hospital right now so I have to rely on mobile.
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I don't really know what resolution you want, so I'm giving you the "raw" version. Tell me if it's okay, if not, I will look for a different one ;)
EDIT: Oh right almost forgot, I am not entirely sure how that will look but I'll cut out several pieces of it and try to fit it together when I get the chance.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#82

Post by TankDempsey » Mon Oct 26, 2015 7:06 pm

I actually have begun work on a Shi no Numa map, Der Riese is finished ((other than the coding... I tried and the barricades acted weird for me XP)) and I may possibly do Vurruckt last. Mainly because of how Cubasy seemingly wanted the original maps.

These 3 may end up being my last maps, ((At least for a while since I want to do a few other works and projects)) after that I'll probably contribute more to sprites/sounds and stuff like that. I also have Sjas ready for testing on the Ghoul's Forest "special rounds".
Last edited by TankDempsey on Mon Oct 26, 2015 8:35 pm, edited 1 time in total.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#83

Post by NachtIntellect » Mon Nov 09, 2015 1:57 pm

So what do you guys think?

- Changed the height of the barricades in Blood Party (Everything still works the same, zombies can still move past the barricades, I think it looks nice to be honest, but let's hear your opinions)

In accordance to this I have:

- Changed players view height, player is now slightly taller (With plans to redo Nacht Der Untoten barricades)

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If you like this, then maybe I should make this the basic layout for all the maps I create? Maybe it might needs a bit more detail wise like I could exchange the bottom texture underneath the barricade with a door and make it look just that bit more realistic.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#84

Post by TankDempsey » Mon Nov 09, 2015 4:39 pm

That looks great.
Best to keep it that way. Really, Barricades in the original NZ were either doors blocked off with sand bags ((or of course, a half ripped off door)) or otherwise just a plain window boarded up. :P
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RE: [0.7.4] NZ:DE (Thread Reboot)

#85

Post by Angel_Neko_X » Wed Nov 11, 2015 3:18 pm

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Since I don't longer work on that project, my decision is to give to you the map, it's still incomplete but you can work on it!

Download the map :
https://www.dropbox.com/s/csdq1ezgovpsn ... s.wad?dl=0

The script is not done yet but you can still explore!
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RE: [0.7.4] NZ:DE (Thread Reboot)

#86

Post by MrEnchanter » Thu Nov 19, 2015 4:36 pm

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Got some screenies:

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I hope,(yes hope,) to be done within a few weeks, and then I will start on making more sprites.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#87

Post by NachtIntellect » Fri Nov 20, 2015 11:49 am

Looking great MrEnchanter, keep up the good work.

Also on a side note I would like to extend an apology for not releasing the next version sooner, the reason I have is because this mod has a history of leaving things or features unfinished, to be entirely honest I want to break this habit, I want to release the next version as 0.8 not 0.7.5 meaning I am going to have to put in some really big things and changes to the mod and this is going to take some time, I know that I said there would initially be no release date for what was 0.7.5 at the time, I did however say to MrEnchanter that it might take up to 2 months which has passed by now, I would like to add that these things are possibly going to be in the next version:

Code: Select all

- ADS (MrEnchanter and Zio are working on it)
- Pack A Punch
- Lots and lots of fixes to multiplayer (No idea how I am going to do this, but if I could just get someone to learn how the code works for the mod and if they are experienced in ACS there is a high chance that a lot of stuff could be fixed, the main thing I am concerned about is the ACS not being consistent enough)
- Fixes to game in general (To name a few, lets get rid of that pesky mystery box glitch that takes away the players weapon, lets also make the revive code a lot better, also fix the sprint code entirely, fix the barricade text as it flickers)
- Molotovs, sticky grenades, wunderwaffe DG-2 and monkey bombs in mystery box (I'll even draw the textures for mappers when they are finished)
- Crawling zombies
- Headshot system
As for what is already done:

Code: Select all

Map Changes:
- Updated Nacht Der Untoten, made nametags visible in multiplayer, Added in Juggernog into first room, updated barricade areas (Thanks to TankDempsey) fixed HUD for multiplayer and every player (assuming there's 4 or less) can now see each others money in multiplayer
- Updated Blood Party, stairs in 2nd room now go both ways to prevent zombies from getting stuck, updated barricade areas, Kar98K in player 2 spawn and added small easter egg allowing players to access PPSh-41 and overall improved look of map
- Added in Kino Der Toten (Although not exactly finished but is thanks to MrEnchanter)
- Added in Der Riese (Thanks to TankDemspey)

Fixes/Additions:
- Added in new M1A1 Carbine hud sprites (Thanks to Unreal38)
- Added in DP-28 (Thanks to Sgt. Shivers)
- Added in Olympia (Thanks to MrEnchanter)
- New textures added
- Updated Sterling L2A3 sounds
- Added pickup sprite for Nambu (Thanks to Sgt. Shivers) and added to mystery box
- New Flamethrower and ThunderGun sprites (Thanks to MrEnchanter)
- Thundergun now has a new sound (Thanks to MrEnchanter)
- New Instakill and Max Ammo sprites (Thanks to MrEnchanter)
- File size is now lower, did this to avoid a scenario where someone with low bandwidth couldn't download the wad
- Added in new 3D Perk-a-cola machines to see these be in OpenGL and type GL_Use_Models 1 in the console
- New Raygun sprites, improved reload sound, slightly increased raygun splash radius and splash damage (Sprites, thanks to MrEnchanter)
- Added in trap and working power system, most perk machines and all traps (which can be used infinitely) require power in order to be used
- Hud now displays correctly in each resolution and is bigger (Thanks to TheCubasy)
- Fixed grenade animations not showing on a massive amount of weapons
- Fixed more than 1 powerup spawning at a time by replacing the dropped items with a RandomSpawner
- Added in Double points
- Further organized sprites and sounds (Not really a feature but makes things easier to find for me)
- Added Hardcore modes (Take more damage)
- Changed players view height, player is now slightly taller (Prior to making barricades taller)
- Added in Zombie attack sounds which play before zombie attacks player
- Runners now attack slightly faster, not too fast as to not break the game
- Added in Vanish sound for Instakill and Double points
- New power sound (Although temporary)
- Added in HUD icons for Molotov and Sticky grenades
- Added in Iron sights and ADS code for Gewehr 43 (Thanks to MrEnchanter)
- Added in Teleport Pad model
- Added in a ton of new decorate items for mappers (Thanks to MrEnchanter and TankDempsey)

Multiplayer Fixes: 
- Fixed points showing incorrectly for second and first player in a multiplayer game
- Took out clientside effects on player weapons, this should stop the players screen from having a fit whilst firing off a round
- Scoreboard now shows each individuals points and kills (Thanks to TheCubasy)
- Fixed an issue that occurs when a player leaves the game, causing the money system to not display other players money values
EDIT: Also I updated the credits, if any of you have contributed to this mod or if any of your resources are used and are not in the credits please let me know, I will correct the credits.
Spoiler: Cool misc thing (Open)
Power off
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Ready for use/power on
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Trap activated
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Cooldown/wait to re-activate (Ignore round complete)
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Last edited by NachtIntellect on Sat Nov 21, 2015 4:38 am, edited 1 time in total.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#88

Post by MrEnchanter » Wed Nov 25, 2015 12:34 pm

Just a few screenies:

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My main focus right now is texture and sprite development, and I am very happy to say that 5 weapons have been remade, and 3 of those given Iron sights. ZioMcCall (Brutal Wolfenstein) has provided us with new Zombies as well! The next update will be a big one, I can guarantee that.
Last edited by MrEnchanter on Wed Nov 25, 2015 12:36 pm, edited 1 time in total.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#89

Post by NachtIntellect » Thu Nov 26, 2015 4:47 am

Nice job so far MrEnchanter, I have a very special easter egg planned so prepare yourself forumers, on another note I did change the way the player activates the music easter egg, you know how to find 3 Zombie heads and press use on all 3 of them to activate the song, the iron sights are looking really great btw.

Alright I would like to announce that I am abandoning my last map pack (WAZ or WhiteAce Zombies) which I have deemed as shit, not only did I make so many errors but it's pretty much hard to do anything with, it would take a lot more effort to draw in some more detail and make it look flashier where as it wouldn't take that much effort to draw and detail a new map, not only that but I just created a new rule for mapping, that is to only use textures I include myself, is in the IWAD and textures that are included in the mod I am making it for, it's an absolute shitstorm to include things like Skulltag textures, I don't even want to put them into the WAD, it's a heap of effort that's not worth doing, I can make better maps now I can do better so therefore sometime after I release 0.8 I will infact make a map pack that is easier to edit and update, I'll also make sure that I delete sectors instead of raising the ceiling.

And since this is a new post and it has been a while since I last posted any screenshots, I think you guys deserve them:
Spoiler: More Screenshots (Open)
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Last edited by NachtIntellect on Thu Nov 26, 2015 4:48 am, edited 1 time in total.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#90

Post by Neo » Thu Nov 26, 2015 4:54 am

THIS LOOKS INCREDIABLE! I prefer single player tbh anyway so I can still enjoy this. Thank you great concept for doom.

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RE: [0.7.4] NZ:DE (Thread Reboot)

#91

Post by Jigsaw » Mon Nov 30, 2015 6:09 pm

I have an M1 Garand gun I've created before, I can donate that to this project, as long as you're okay with it being used in my project (which will probably never be finished. I can also try saying some lines if you'd like.

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RE: [0.7.4] NZ:DE (Thread Reboot)

#92

Post by NachtIntellect » Mon Nov 30, 2015 6:24 pm

Well, the M1 Garand we have in game is actually suitable but if you'd like to donate it, I am pretty sure MrEnchanter can use it for parts when he makes an ADS sprite.

EDIT: On another note, I just complicated my maps barricade system further, I got lines to block dogs (Because I want them to stay inside), lines to block zombies when rooms aren't open I also got a tagged linedef in front of the barricades so that players can use the lockdown trap, lol I am probably working myself to the bone right now, because I even added in dog rounds (Although the script for it is hacky and just repeats itself over and over for about... well the dog round goes to round 64 so just add 4 until it equals 64 take that number and times it by about 7 and that's how many lines it is)

MrEnchanter has also been busy, check out this badboy:
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RE: [0.7.4] NZ:DE (Thread Reboot)

#93

Post by DieHard3436 » Sat Dec 05, 2015 5:50 pm

God lord holy potato i am impressed with the work done on the mod.

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RE: [0.7.4] NZ:DE (Thread Reboot)

#94

Post by NachtIntellect » Mon Dec 07, 2015 10:48 am

DieHard3436 wrote: God lord holy potato i am impressed with the work done on the mod.
Yeah I started re-drawing fusion in GZDoomBuilder for my new map pack btw I plan to redraw it back to what it used to be (unfortunately it will never look the same) and improving it greatly, I still haven't done the code for Pack A Punch but I know how I am going to go about it, here is a screenshot of fusion I am redoing it looks a little bare-bones but that is subject to change:

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EDIT: Guys, I found 0.2 took me a while if anyone has other older versions let me know because as the dev of this project I'd like to do a resource comparison between 0.1 and now, this will also help me decide on what to do for the future.

0.5 is up, I included Shigas map into it and made it easier for people to access the two maps, apart from that is the only thing I have done to this version I haven't tried to do anything else as I wanted to keep it pretty much the same version it was before
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RE: [0.7.4] NZ:DE (Thread Reboot)

#95

Post by MrEnchanter » Mon Dec 07, 2015 1:41 pm

Oh baby a triple.

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RE: [0.7.4] NZ:DE (Thread Reboot)

#96

Post by NachtIntellect » Thu Dec 10, 2015 8:09 pm

Finally fixed something that was broken for so long, ladies and gentlemen please welcome back the game over screen:

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On another note I finally finished uploading a very butchered and dark video, as a bonus after this video was made, I finished working on the perk code for the maps, looks like I won't need to edit that code much anytime soon, it now works exactly like it should and is easy to edit should I add more perks on another note, I finally have finished the teleport code, took me a while but atleast no-one in the team will have to worry about it anymore.

Now onto the pack a punch code... Oh boy this ought to be fun.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#97

Post by Unreal38 » Sat Dec 12, 2015 10:08 pm

In v0.7.4 there is M1 Garand sprite instead of M1A1 :P

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RE: [0.7.4] NZ:DE (Thread Reboot)

#98

Post by NachtIntellect » Sun Dec 13, 2015 12:49 am

Unreal38 wrote: In v0.7.4 there is M1 Garand sprite instead of M1A1 :P
I hadn't added in your sprites in 0.7.4.
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RE: [0.7.4] NZ:DE (Thread Reboot)

#99

Post by Unreal38 » Sun Dec 13, 2015 1:01 pm

WhiteAce wrote:
Unreal38 wrote: In v0.7.4 there is M1 Garand sprite instead of M1A1 :P
I hadn't added in your sprites in 0.7.4.
Okay that makes sense then :)

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RE: [0.7.4] NZ:DE (Thread Reboot)

#100

Post by MrEnchanter » Mon Dec 14, 2015 9:50 am

Progress with Kino:

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