[WIP]Doom zombies 2(New Update 5/28/14)

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devildemon
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[WIP]Doom zombies 2(New Update 5/28/14)

Post by devildemon »



This update has a lot to it.
Voices for killing, dogs spawning, and starting with no power.
Weapons and enemy health balanced again.
Scythe is now complete
Only thing missing in scythe is the change demonic announcer

DZ2 V1.1 - http://www.mediafire.com/download/gudp4 ... 2_V1.1.pk3
DNZ2 Music(if you have it dont download it) http://www.mediafire.com/download/bsd3j ... 2Music.pk3

Update V1.0
Spoiler:
Old Info
Spoiler:
Last edited by devildemon on Wed May 28, 2014 7:56 pm, edited 7 times in total.
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ChronoSeth
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Re: [WIP]Doom nazi zombies 2

Post by ChronoSeth »

One thing I can tell from the video: the SSG's recoil is way too slow. It looks like the player is just hitting himself with it rather than being forced back by it.
Also, the Colt .45's muzzle flash lasts too long. It makes the animations look artificial.

Haven't really given me much else to comment on. The lack of CoD weapons combined with Doom weapons is certainly a good thing. :P
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lizardcommando
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Re: [WIP]Doom nazi zombies 2

Post by lizardcommando »

You should really change the firing sound for the mini uzi. It does not match at all.
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wildweasel
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Re: [WIP]Doom nazi zombies 2

Post by wildweasel »

Hey, did you borrow the MP-40's code from ww-nazis?
Shadow43661
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Re: [WIP]Doom nazi zombies 2

Post by Shadow43661 »

Looking good so far i like the changes I love that the cod weapons are gone the game over screen is a nice touch and the weapons are looking pretty good so far but if possible the mini uzi could use a new sound other than that this looks great.
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »

wildweasel wrote:Hey, did you borrow the MP-40's code from ww-nazis?
no the fire my look the same but its not all is coded but me but like one weapon
lizardcommando wrote:You should really change the firing sound for the mini uzi. It does not match at all.
im looking in too that one
ChronoSeth wrote:One thing I can tell from the video: the SSG's recoil is way too slow. It looks like the player is just hitting himself with it rather than being forced back by it.
Also, the Colt .45's muzzle flash lasts too long. It makes the animations look artificial.

Haven't really given me much else to comment on. The lack of CoD weapons combined with Doom weapons is certainly a good thing. :P
ok but with the ssg u mean the single fire or the altfire?
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ChronoSeth
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Re: [WIP]Doom nazi zombies 2

Post by ChronoSeth »

devildemon wrote:ok but with the ssg u mean the single fire or the altfire?
Single shot (which I assume is the primary fire). The muzzle flash lasts too long, and the recoil animation is too slow.
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wildweasel
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Re: [WIP]Doom nazi zombies 2

Post by wildweasel »

devildemon wrote:
wildweasel wrote:Hey, did you borrow the MP-40's code from ww-nazis?
no the fire my look the same but its not all is coded but me but like one weapon
I ask because the firing animation looks exactly the same - same fire rate, same offsets, the only obvious differences are that it doesn't seem to recoil or fire projectile tracers.

Look, I don't mind if you want to borrow code from my mods to use in your own projects, but I'd at least appreciate it if you'd give credit where credit is due, in such a case.
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »

wildweasel wrote:
devildemon wrote:
wildweasel wrote:Hey, did you borrow the MP-40's code from ww-nazis?
no the fire my look the same but its not all is coded but me but like one weapon
I ask because the firing animation looks exactly the same - same fire rate, same offsets, the only obvious differences are that it doesn't seem to recoil or fire projectile tracers.

Look, I don't mind if you want to borrow code from my mods to use in your own projects, but I'd at least appreciate it if you'd give credit where credit is due, in such a case.
the mp40 i used was from Relam667 made and Submitted by Captain Toenail also the fact the fire was altered from Captain's fire



this is the showing of the box and barricade update dose not show that when a box changes the color goes to white of the one box and then blue of the new one also the barricade repair will be in front of the barricade not to the right
Shadow43661
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Re: [WIP]Doom nazi zombies 2

Post by Shadow43661 »

Thats pretty cool
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »

im going to upload the next preview soon but i have one question (which i will make a poll) do you think i should stick with normal doom monsters or make it more little like nazi zombies and have one type of monster that is a Nazi zombies?
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »


New Video!

FYI: the song used is not any secret song that is just a song im using for the maps to not here total s quietness also new updates and i fix the m1 to do more damage
Shadow43661
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Re: [WIP]Doom nazi zombies 2

Post by Shadow43661 »

Me personally I voted for zombies but I still think the doom monsters is a good idea but besides that I like the changes the weapons reloading seems a lot more realistic I like the game over screen and the map so far looks really good so I cant wait to see what you add next.
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »

I have the name for the first map Zeit gereist its German, im not telling what it means :twisted:
im still working on a health system that glitches to were waves never end with all enemies dead
i have changed most of the landscape in the first map
plan to have a quest to do(not necessary to do) if done you get a great reward
new weapon to be added the AUG maybe a famas
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devildemon
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Re: [WIP]Doom nazi zombies 2

Post by devildemon »

i have an idea if any wants to help me test 2 player mode and has Skype please PM me to help!
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