Advanced Deathmatches

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Yakubovich
 
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Advanced Deathmatches

#1

Post by Yakubovich » Wed Jun 11, 2014 9:14 pm

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Advanced Deathmatches - little deathmatch mod made by my friend Notarget and assisted by me. The mod made specially for team gamemodes like TeamDM, TeamLMS, CTF and others. The main feature is that the team color changes the weapon color. Thats not a new idea, but anyway.
The sprites of the weapons are from (G)ZDoom Advanced mod (you can also see them in Demon Eclipse and Stronghold too).
The second thing is the balance: the fist and the pistol are OP and can be a powerful weapon in player's hand. Also you can see some gravity changes in RocketLauncher's rockets and plasma. Chainsaw replaced by a railgun.
Anyway, thats a work in progress, so you are welcome for suggestions and other reports. Check it out.
Spoiler: Screenshots (Open)
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Download v1.2
Last edited by Yakubovich on Sat Jun 14, 2014 9:33 pm, edited 1 time in total.
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Ænima
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RE: Advanced Deathmatches

#2

Post by Ænima » Wed Jun 11, 2014 9:32 pm

Cool. Would look awesome with UDMX.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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TheMightyHeracross
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RE: Advanced Deathmatches

#3

Post by TheMightyHeracross » Wed Jun 11, 2014 11:23 pm

Yakubovich wrote: The sprites of the weapons are from (G)ZDoom Advanced mod (you can also see them in Demon Eclipse and Stronghold too).
Uhh, these sprites come from Eriance, in Demon Eclipse, which is his mod. I don't see him credited anywhere. Whoever told you that GZDoom Advanced was the source was wrong. :neutral:
THE MIGHTY HERACROSS

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Yakubovich
 
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RE: Advanced Deathmatches

#4

Post by Yakubovich » Thu Jun 12, 2014 2:29 pm

Updated to 1.1
Added CREDIT pic with credits to eliw00d (author of (G)ZDoom Advanced aka GZDA) and Eriance (author of Demon Eclipse and sprites).
Download v1.1
Spoiler: Credits pic (Open)
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Yakubovich
 
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RE: Advanced Deathmatches

#5

Post by Yakubovich » Sat Jun 14, 2014 9:32 pm

Updated to 1.2
- Rebalanced some weapons (shotgun is not OP anymore, slower rockets, plasma, faster BFG ball)
- Little changes with sprites (all sprites are in doom palette now, fixed bugs with some mods like UDMX, which uses own palette)
- Footsteps are really LOUDER! (Also thx to The Zombie Killer for his universal footstep script)
- Fixed some sprite bugs as changing rocket's color on "A_Refire" state and with SSG shells on screen.

Download 1.2
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Doomkid
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RE: Advanced Deathmatches

#6

Post by Doomkid » Sun Jun 15, 2014 2:41 am

These guns are pretty cool. They feel familiar, the balance isn't changed that much, but the animation is nice and slick and the sound effects fit well. Good job with this one, hope to see more in the future!
Last edited by Doomkid on Sun Jun 15, 2014 2:41 am, edited 1 time in total.
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Pony Possesion
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RE: Advanced Deathmatches

#7

Post by Pony Possesion » Sun Jun 15, 2014 12:14 pm

doom_kid92 wrote: the balance isn't changed that much
Well, there's nothing to balance. Pistol and shotgun are stronger and all projectiles are faster, that's all.
I thought that this mod would be just a rebalance of original doom with new sprites but I was too excited by this idea and added another stuff.
Notarget

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Doomkid
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RE: Advanced Deathmatches

#8

Post by Doomkid » Sun Jun 15, 2014 11:33 pm

Pony Possesion wrote:
doom_kid92 wrote: the balance isn't changed that much
Well, there's nothing to balance. Pistol and shotgun are stronger and all projectiles are faster, that's all.
I thought that this mod would be just a rebalance of original doom with new sprites but I was too excited by this idea and added another stuff.
I should clarify, I'm glad the balance wasn't altered too much :smile:
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