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This is a short expansion for ZOMBIES: Extreme Epidemic Edition. This basically is an invasion-style mod. Aside from various fixes on the original mod this also has
20 levels, visiting even more familiar locations from the Living Dead movies, plus a few extra
9 new weapons. Hack up zombies with a machete, or torch them with a flamethrower (hint: the larger weapons are well hidden)
Even more movie music (optional)
This was made with Zandronum and multiplayer in mind but works great in GZDoom
In order for the mod to function correctly, please disable autoaim, enable crouching and jumping, item respawn, weapons stay and double ammo (zandronum only)
Spoiler: Changelog
Update v2.0 10/24/18
Updated weapon sprites
Changed behavior of Flamethrower
Added Chainsaw and AK47
New map "Zombie Panic"
Various decorative sprites
Various map fixes and changes
Zombies are now solid
New TITLEMAP
New HELP screen
Update v2.1 10/26/18
-Bug fix: doorway to basement in "Farmhouse" blocked after round 3
-new chainsaw pickup sprite
-missing sprites (Barrels, Lamp) from Doom II for max compatibility with FreeDoom. Those sprites clashed horribly. (textures untouched. Some of those I prefer)
Update v3.0
- Bug fix: moved actor in "TV Studio" due to blocked passage after round 3
- a few maps extended
- Various map tweaks
- Added freezethrower and pitchfork
- Added various decorative sprites and walls
- "Invasion Menu" added
- Gibs and burn deaths added
- Eating and decorative zombies (do not count toward kills but still will act like monster)
Spoiler: Known Bugs
[*]in zandronum some weapons cause the zombies to gib when they shouldn’t. This is due to zandronum having less decorate features than gzdoom. I’m sure in the future this will be fixed. Until then, multiplayer is gonna be a gibfest lmao
[*]Some weapons aim is off a few pixels. This is due to changing player height. I have fixed it for all of the projectiles but I'm still figuring out how exactly to do it with hitscan weapons. Most of the time, this is not noticeable and does not affect gameplay.
[message with any more bugs found so they can be added to this list]
Spoiler: SCREENSHOTS
Spoiler: CREDITS
CREDITS FOR ZOMBIES: INVASION OF THE LIVING DEAD
ZOMBIES TC by T.C.H.G.
ZOMBIES: EEE by AstroCreep (check original mod for complete credits list)
All new menu graphics and title/interpic/conback by AstroCreep
All new sound effects from "Dawn of the Dead" and "Night of the Living Dead" by George A. Romero and also "Return of the Living Dead" by John A. Russo and Dan O'Bannon
gravestones by Raven Software
gas pump and truck sprites from random Google sources
Stained Glass from Heretic
stop sign and speed limit sign from Duke Nukem 3D
Trioxin barrels taken from screenshots of "Return of the Living Dead"
new sky textures (4, 5, 6, and 7) by AstroCreep, original sources Ultimate Doom, WolfenDOOM by Laz Rojas and Strife
Original ZOMBIES TC maps by T.C.H.G. and edited by AstroCreep
New maps by AstroCreep
Additional DECORATE code taken from ZOMBIES EEE edit by RainBR
Extra weapons from Realm667
Coachgun by Captain Toenail
Flamethrower by Eriance
Machete from "Powerslave" (DECORATE by Xim)
Flare Gun from Blood (DECORATE by lolo_is_cool)
Bazooka sprites by ZikShadow
Crow by Mor'ladim
Various sprites and textures from Duke Nukem 3D, Shadow Warrior, Powerslave, Redneck Rampage, Blood and Rise of the Triad
Gore deaths from Rise of the Triad and Duke Nukem 3D
Burn deaths from Rise of the Triad
Eating zombies by AstroCreep
ORIGINAL CREDITS FOR SUPREME INVASION by TDRR (from which most acs is based off of)
ACS coding and Decorate pertaining to the invasion script - AlysiumX
Script to duplicate the pistol without adding graphics - Kinsie
Marine Skin Pack - Boingo the Clown (a.k.a. Mark Quinn)/Anthony Cole
newtouched up marine skins pack - Ghastly Dragon
Shotgun Marine - Sprite by: Mark Quinn
Super Shotgun Marine - Sprite by: Xim, Xenaero and The Skulltag Team
Chaingun Marine - Sprite by: Anthony Cole
Rocket Marine - Sprite by: Xim
Plasma Marine - Sprite by: CaptainToenail
In case this helps anyone, for the items respawn, weapons stay and double ammo, the GZDoom gameplay settings can be set (for the duration of the session) within the Gameplay Options menu. They can also be called from within a GZDoom command line by launching the mod with +set dmflags 16388 +set dmflags2 64. For example:
I really like this! Ever since I played the original TC, I've been wanting more content for it, and this has definitely scratched that itch. Although, a few things bugged me about this.
-ammo is much too plentiful. It's to the point where I can just rely on the M-16 99% of the time. Health is also in great supply
-the maps can get tedious. After exploring the location for the first 2 waves, it just boils down to mowing down the hordes with the M-16 and kiting them. It gets a little boring in all honesty, but I'm sure it's more fun with more people
-the M-16 is super overpowered in these maps. In the original TC, the M-16 was kinda like the chaingun from Wolfenstein 3D. You horded ammo for it and whipped it out in dangerous situations so you could mow down the opposition. But in this, the ammo is so plentiful, that there's never a reason to use any other weapon except maybe the explosive ones
-the new weapons kinda...clash with the old ones. The flamethrower in particular. This is pretty minor, but doomguy's hairy arms with brown gloves being on a couple of the weapons really clash with the sprites of the other ones. The visual style of the flamethrower also clashes pretty bad with the style of the other guns, in my opinion
And that's all I got for now! Criticisms aside, I really had fun with this, and look forward to where this goes! Keep up the good work!
I kept the ammo count high because this was designed with multiplayer in mind. Didn’t want there to be too little either if there’s were like 8+ players per map. I agree with your statement about clashing weapons and thought about changing them a bit. But schmeh maybe in a later update. Honestly these are my first actual released Doom levels and i was pretty much trying to teach myself how to use the map editors. Had a blast making the notld farmhouse level and the return of the living dead level. (On a side note I considered replacing the zombies on the rotld level with fast ones that yell “Braiiiins!” But once again I got lazy lmao)
I had a feeling that's why the ammo was so plentiful. Makes sense. Honestly, I think the levels were the best part. They have that "90's TC" kind of flair, and it's quite charming. They're a little small, though
Set your gameplay options to item respawn weapons stay jumping and crouching enabled and autoaim off. All are located in the options menu labeled “gameplay options”. Or you can use the command line options Korell posted earlier. (If you are starting a server in Zandronum it is also recommended to turn double ammo on)
Thank you, will try that out. I had to cheat in order to get extra ammo but I think that rather breaks the idea of the game.
BTW, there is a box of shells in the studio that can't be picked up
This is a complain about EEE to be honest , but there is a way to make the zombies to have colission ? Because I kinda like the idea of the hordes , and spawning them that way seems logical to me, but when I noticed that I could just simply go running through them without any danger whatsoever , well ... They stopped being a threat and started to feel like they were just sprites moving towards me. :/
The spawner has issues because they were spawning on top of each other and couldn’t move. I suppose you could somehow offset the spawners a bit but I’m still learning all the tricks and stuff lol. since iotld is based off of supreme invasion and works differently I could probably do some decorate actor replacements and see how that goes but that won’t do much for eee alone. I have a bug to fix with the zombies anyway as it seems the ones that raise from the dead don’t like to go over stairs or cliffs. But I’m trying as hard as I can not to touch eee because if I try to fix it I’m going full throttle and getting rid of the dehacked completely and that’s gonna be a lot of work replacing actors and such
I think I have addressed most of the issues brought up here, including the clashing weapon sprites. I’m going through the levels and fixing all of the little inconsistencies and quirks I see, plus I’m making one more level to make it an even 20. Actually got the bulk of that done this morning lmao