Zanaveth's mods (STILL ALIVE!)

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.+:icytux:+.
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Re: Zanaveth's mods (Total Madness full version OUT!)

Post by .+:icytux:+. »

UBX Master wrote:I don't think it'll matter anyway if I test the wad again, it's my computer. This is indeed a strange situation
i don't think so, its the version of the ports that is the matter. try going to svn.drdteam.org

and download the latest versions and try your wad out.
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Marisa the Magician
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Re: Zanaveth's mods (Total Madness full version OUT!)

Post by Marisa the Magician »

That page is temporarily unavailable. And I already have the latest builds, along with the stable releases.
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Re: Zanaveth's mods (Total Madness full version OUT!)

Post by Marisa the Magician »

Works with gzdoom r442 and zdoom r1799, does that help now?
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Davidos
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Re: Zanaveth's mods (Total Madness full version OUT!)

Post by Davidos »

I can't find the third secret in TM's 'Run Bowels'
Edit: Nevermind, it just wasn't registerin' that I walked through there.
Spoiler:

btw, wtf system shock tribute?
Or am I goin' deaf-dumb 'n blind?

Cause if I ain't, I freakin' love this wad anyway! XD


... system shock rocks.


Oh and, I WANT MY FREAKIN' BONUS MAP!
GRAAAWWRAWRAWRR.
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Marisa the Magician
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Re: Zanaveth's mods (Total Madness full version OUT!)

Post by Marisa the Magician »

Thanks for the feedback.

Anyway, the bonus map is planned already, but isn't finished yet. To be honest, I just only made the spawn room at the moment :oops:

I'll get to work already, I promise...
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Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

I'm back! :biggrin:

After having finished some other stuff for Unreal Tournament, I am now back to work on my zDooM projects. I promise I'll have the IAGB bonus map finished soon. Also, if you check the first post, there's a new project. Yep, that's what I'm going to make after IAGB is finished. Hellbound will be, in two words, 'overambitiously creepy'. But even if it gets hard at some point, I will not leave it unfinished! I'm not like other people who abandon their best creations in the middle of the process. You know, 'even if the road's hard and filled with obstacles, one cannot simply give up, you must face all your problems and fight your way through them to reach success'.

Well, anyway. Here I am again. So if anyone has anything to say, just speak... well, I mean, write.
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Re: Zanaveth's mods (I'M BACK!)

Post by daimon »

UBX Master wrote: DooMb: DO-TIMS 2 [2% complete]

-Fan sequel to DO-TIMS. I don't have anything more to say right now...
I always liked the concept of Deathzor Online. Waiting for it.
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Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Strange... No one is even asking what Hellbound is all about? :?
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Re: Zanaveth's mods (I'M BACK!)

Post by Xim »

UBX Master wrote:Strange... No one is even asking what Hellbound is all about? :?
What's Hellbound all about?
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Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Xim wrote:
UBX Master wrote:Strange... No one is even asking what Hellbound is all about? :?
What's Hellbound all about?
FRIGGIN' FINALLY!! A MILLION THANKS MAN!!! :glomp: <- not gay

---

Whoa, I was going to answer yesterday but there was a power outage (the very first time I use these two words in my entire life) and couldn't do. That's strange, because at the exact moment the lights went off, I heard something in my head: 'don't tell them'. I guess it was Anthon, that didn't want me to tell you about Hellbound, but anyway, I'm gonna do it now.

Because there are very few horror WADs out there (mainly Ghoul's Forest series and the upcoming Spooky House one), it just didn't feel right for me, so I decided to join in to the scarefest. So here I am, with a new project to develop just after I finish the bonus level for IAGB. Now I'll tell you about the WAD itself...

Hellbound is not the typical horror FPS, like FEAR. There's rather more 'surviving' than 'killing'. It's mainly focused on scaring the players staring into their screens, along with enveloping them with the mysterious atmosphere of the game (done with my personal ambiences). Unlike most games, here the main character is just a simple nobody, well to be more precise, the janitor. There are no guns nor anything similar, just your own hands or any simple object you can find that actually has any defensive use.

The story is as follows:
Spoiler:
Yeah, I know. You may think: 'Not another Hell invasion'. But the point is that it's not from Hell, but from a worse place... Well, you'll actually figure it out yourself...

Any opinions, ideas, flames, oatmeal, etc., are welcome.
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Re: Zanaveth's mods (I'M BACK!)

Post by Ethril »

^Please tell me that a mop will be the standard melee weapon, and that you will make use of various other janitorial equipment during the initial stages of the game. (DETERGENT IN THE EYE! *run away*)

Then again, that might be too humorous, disrupting the atmosphere.
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Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Not a mop, but a broom, as in the first Penumbra game. You also get to use: a plank, a paper cutter, matches, a lighter...

(Well, the matches and the lighter just only give illumination)

Oh, and the weapons break after 3 or so hits (And you drop them when getting hit or after falling down). You hold 20 matches at start of the game (and never find more), that last for about 15 or so seconds, and the lighter lasts for a total of 50 minutes (no fuel for it anywhere, sorry). Yeah, if we make games somewhat realistic, it's pretty much hard to survive, you know.

Aaand... There's no secret impse this time, sorry.
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Re: Zanaveth's mods (I'M BACK!)

Post by Xim »

That sounds like it'd be pretty fun to play actually.

But it might be cool to at least have there be a gun, like a fully loaded revolver. But that's it, no extra ammo, you just got the shots in the gun. However it'll be realistic(ish) and nearly kill anything in one hit. Also the weapon should be hard to find.

Obviously that's just a suggestion, which you may take or leave.
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Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Ummm... Do you think someone would actually bring firearms to a lab? :glare:

Well... Actually on second thought, maybe the security guards use guns, but not a goddamn revolver! Maybe I'll give you the opportunity to pick a glock or something from the dead hand of a guard at some part of the game with, let's say, one full clip. The problem is that the gun may be effective on humans, but on the 'things' you are going to face... I guess not. :roll:
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Re: Zanaveth's mods (I'M BACK!)

Post by Davidos »

UBX Master wrote:Ummm... Do you think someone would actually bring firearms to a lab? :glare:
Uh... I work in a lab, and I'm told to keep a standard self defense weapon (Not necessarily a pistol) in my locker in case of some sort of hostage situation and/or whatever kind of strike (Like last week's shoot out by a guy, actually comming in to rob the freakin' messhall. Yes I am bloody serious. He had a gun too.), plus most of the security staff have unbreakable batons, tazers and the head of staff has a .357 laying around in his desk somewhere... which he is... so incredibly proud about he keeps asking me if I wanna look out for more revolvers and stuff that used to belong to that type of firearm. (Yes really.)



.... Plus, I only logged in to say:

Gawddangit, no Impse?!

And that I'm not going to be back for a long time either, sooooo I might not be able to test this thing or whatever.
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