Bloodstorm Armageddon ("Cancelled," see first post)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
SecretAgentJonathon
New User
Posts: 3
Joined: Sun Aug 19, 2012 8:38 pm

Bloodstorm Armageddon ("Cancelled," see first post)

#1

Post by SecretAgentJonathon » Sun Jul 14, 2013 12:48 pm

IT (DOESN'T) LIVE.... (kind of)

Update, 08/05/24: Heya folks, SecretAgentJonathon here. Or, as I would much rather be referred to now as nowadays, "GuardianoftheFourthWall." I'm hoping the update to this post doesn't bump this decade long dead thread, as I'm not quite here with good news about the project. Well, at least involving this iteration.

When I started working on Bloodstorm Armageddon, I initially planned on making it with Skulltag/Zandronum, as it was the only "engine" I knew how to work with. I was also young and a different sort of person back then, and despite not knowing much at the time, it was still easier to tackle it with this instead of trying to learn something like Unreal engine or Unity. Well, in that regard I have both good and bad news. Let's start with the bad.

Bad news, this iteration has long since been cancelled. While it was fun to learn and work with the Skulltag/Zandronum source port, unfortunately what I want to accomplish with this project is out of the scope of what this port can achieve, or at least outside of my knowledge base. Plus, I'm pretty certain it would end up super janky, full of glitches and probably overbloated. Since then my vision of this project has grown and changed so much to a point where I don't think it would be feasible to continue it on this source port. I've never fully abandoned this project; this has been something that I've wanted to see come to life ever since I was young, and I'm still determined to make that happen one day.

So what's the good news? Well, remember when I said that I didn't know how to use Unreal or Unity? Well, I've been learning Unreal Engine in the past few months. I've been in the process of moving the project to Unreal for a little while, and while it's slow going so far, I'm confident and proud of what is being made. I've had a small design document that I've been working on and has been slowly expanding since. I'm excited to see the end result, regardless of how long it will take.

That's all I have to say for now. Updating this thread has been in the back of my mind for a long time now and so I'm finally getting around to doing it. I'll be leaving the original post text alone as it is a look back into the history of the project, but the images are no longer available as they have been removed and Photobucket sucks ass anyway. Thanks for reading and thanks to those who were excited for this when it was still just a simple Skulltag/Zandronum project. c:

Keep fraggin',
The Guardian of the Fourth Wall

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Original Post from July 2013 is just below.

Prologue (Still a work in progress. I know, it sucks.):

Legends tell of a powerful artifact that can turn anyone's greatest desires into reality. This artifact comes in the form of a golden ring. The power that this ring holds lies within it's crystal red eye.

However, the power that it grants is limited. If not used properly, the power it possesses can be depleted very quickly, and cause it to fade away forever.

Only one can possess the ring's power to grant their every heart's desire. To prove who is fit to wield it's ultimate power, a contest is held pitting some of the fiercest and strongest fighters against one another in combat. No one knows who will win, but only one thing's known for sure:

Though skies be clear, a storm will come,
a storm of blood, in armageddon...

You think you have what it takes? You think you can stomp on everyone else's dreams just to make yours come to fruition? Well, it ain't gonna be easy. I promise you that.

Good luck, and welcome to Bloodstorm Armageddon...



Yeah shitty backstory aside, Bloodstorm Armageddon aims to be akin to tourney FPSs of yesteryear, such as Unreal Tournament and Quake III Arena. Here's some screenshots:

Bloodstorm Battleground
Image

Image

Image

Image

Image

Image

Image

Image

Image
TEXTURING NOT FINAL. STAGE IS STILL A WIP.

I apologize if it kinda looks like shit, but don't forget that it's still a WIP.

The characters in Bloodstorm Armageddon come equipped with their own personal arsenal to take into the arena. Three of the characters are listed below. The ammo is listed next to the weapon:

Ash J. Williams
Double Barreled Remmington Shotgun, 16 shells
Remmington 870 MCS, 16 shells
Chainsaw, N/A

Duke Nukem
Mossberg 500 Cruiser, 8 shells
"Duke's Glock", 48 bullets
LD Tazer Wrench, 200% battery
Mighty Foot and Fists, N/A

Samantha Somerton
"Hellblazer" Rocket Launcher, 10 shots
H&K MP5, 100 bullets
Chainsaw, N/A


Anyways, that's all I got for now. If you can think of any way that I can improve on this, please feel free to let me know.
Last edited by SecretAgentJonathon on Mon Aug 05, 2024 4:53 am, edited 2 times in total.

CyborG
 
Posts: 33
Joined: Sat Jun 29, 2013 4:24 pm

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#2

Post by CyborG » Mon Jul 15, 2013 2:44 pm

i like this alradym ihope you comlete this :D

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

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#3

Post by CloudFlash » Mon Jul 15, 2013 3:22 pm

Looks promising, but a bit empty. Well, on the other hand, big empty spaces are blessing when you play invasion...
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
Combinebobnt
Retired Staff / Community Team Member
Posts: 1906
Joined: Mon Jun 04, 2012 3:37 am
Location: Earth
Contact:

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#4

Post by Combinebobnt » Mon Jul 15, 2013 3:40 pm

Download link plzthx :)))

SecretAgentJonathon
New User
Posts: 3
Joined: Sun Aug 19, 2012 8:38 pm

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#5

Post by SecretAgentJonathon » Tue Jul 16, 2013 6:38 am

CloudFlash wrote: Looks promising, but a bit empty. Well, on the other hand, big empty spaces are blessing when you play invasion...
I can explain the emptiness: I plan on adding the items and some objects once I'm done with the layout of the stage. I'll post some updated shots when I get around to it.

gamevoin
 
Posts: 26
Joined: Sun Dec 23, 2012 12:39 pm
Location: Russia

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#6

Post by gamevoin » Sun Jul 28, 2013 7:45 am

So..BRIGHT!

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: Secret Agent Jonathon's Bloodstorm Armageddon

#7

Post by Conmon » Tue Jul 30, 2013 3:52 am

Would you let people map for this? I remember this on the Skulltag forums, and I'm interested! I like the goofy arcade kind of action.

SecretAgentJonathon
New User
Posts: 3
Joined: Sun Aug 19, 2012 8:38 pm

RE: (IT LIVES.....) Bloodstorm Armageddon (2015 REBOOT)

#8

Post by SecretAgentJonathon » Wed Jan 21, 2015 12:02 am

IT LIVES....



Image

Yep, I'm not dead, nor is the project. I'll post updates when I've got some GOOD stuff to showcase. Believe me when I say that I literally started working on this again on New Years.
Trust me, when it's ready, you'll see some screenshots or something...

Oh yeah, and in regards to your question Common:
Conmon wrote: Would you let people map for this? I remember this on the Skulltag forums, and I'm interested! I like the goofy arcade kind of action.
Maybe. I'll think about it.

Anyways, that's all for now! Oh, and don't worry, I'll update in the near future.

....I think....

......don't trust me 100% on that.......

Post Reply