[RELEASE]Doom Nazi Zombies

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

[RELEASE]Doom Nazi Zombies

Post by devildemon »

The title says it all



added:
custom guns
pack-a-punch
waves
a door so far
4 player co-op beta

need to add:

death cam
respawns
chose able maps
3 more maps

not shown:

max ammo test

this map is called
Doom Der untoten

FYI:
i have to record doom videos at 320x240
Last edited by devildemon on Tue Jan 03, 2012 3:04 pm, edited 2 times in total.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Doom Nazi Zombies

Post by ChronoSeth »

I can't even begin to describe how wrong it is to combine Doom-style weapons with CoD screenshot-ripped weapons. Pick one or the other.

Otherwise, it seems like you have some decent ideas for this.
Shadow43661
Posts: 16
Joined: Mon May 30, 2011 12:32 am

Re: Doom Nazi Zombies

Post by Shadow43661 »

Wow no joke earlier i was looking for a nazi zombie doom mod so im all for this but i must agree ether keep doom-style weapons or keep the call of duty ones but i must say i think other than that this looks great keep it up.
User avatar
Ral22
Posts: 531
Joined: Sun Sep 05, 2010 12:09 pm
Preferred Pronouns: He/Him
Location: The Fortress of Dr. Radiaki
Contact:

Re: Doom Nazi Zombies

Post by Ral22 »

Nice idea, I've been waiting to see this in Doom.

Again, agreeing with Chronoseth. Choose one style or the other. Preferably, I would go with Doom-style because you can have more fun with the Pack-A-Punch. Try to make that one machine too, instead of one for each weapon.
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Doom Nazi Zombies

Post by devildemon »

Ral22 wrote:Nice idea, I've been waiting to see this in Doom.

Again, agreeing with Chronoseth. Choose one style or the other. Preferably, I would go with Doom-style because you can have more fun with the Pack-A-Punch. Try to make that one machine too, instead of one for each weapon.
i should go with doom style the pack a punch just one will be hard
but i hoping to see if i can get one person to be co-maker on this
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: Doom Nazi Zombies

Post by Ethril »

Why do you GET money for raising the barricades?

Also some of the messages are kind of obnoxious.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Doom Nazi Zombies

Post by wildweasel »

Ethril wrote:Why do you GET money for raising the barricades?
Because that's how it works in the Call of Duty game mode on which this is based?
User avatar
neoworm
Posts: 1749
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: Doom Nazi Zombies

Post by neoworm »

Where did this Nazi Zombies concept came from. I already saw Minecraft version with pretty much the same level and concept. And if I remember correctly even some duke nukem version.

EDIT: OK, just got my answer.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: Doom Nazi Zombies

Post by Ethril »

wildweasel wrote:Because that's how it works in the Call of Duty game mode on which this is based?
Oh.
I knew that.
(that's it, no more posting before breakfast. derp.)
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Doom Nazi Zombies

Post by devildemon »

Well good and bad news

1) new way to buy the stuff off the wall its more like nazi zombies

2) i have to restart the map because i went to add textures and then they got fucked up
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Doom Nazi Zombies

Post by devildemon »


Changes

new map look

new way to buy guns

MW2 weapons removed

pack-a-punch weapon ideas

shotgun-pumpactionshotgun
supershotgun-fourbarrelshotgun
chaingun-tommygun
bfg9000-bfg10k

idea to have a 2 player co-op beta out in like a week or 2
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm
Contact:

Re: Doom Nazi Zombies

Post by esselfortium »

Odom Zani Mozbies
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Doom Nazi Zombies

Post by devildemon »

???????hun???????????????
User avatar
TorrentialFire
Posts: 51
Joined: Thu Apr 09, 2009 5:02 pm

Re: Doom Nazi Zombies

Post by TorrentialFire »

Maybe you could get closer to Nazi Zombie gameplay if you use some ACS (I'm thinking ThingCountSector and Line_SetBlocking) to bring the barricade down, one pillar at a time; then, once all the pillars are down, remove the blocking flag from a linedef behind the bars. The linedef would hold the demons back until all the pillars fell, regardless of whether they can fit through.

Using an ACS script it would be quite simple. The only issue is that the model I'm thinking of would require two scripts for each zombie spawn sector / repair switch combo. You'd have to keep track of a lot of arrays, tags, and indices.

I believe my logic is close to the mark here, but if someone a little better versed at ACS would scrutinize my work, I haven't tested it. Just thought of it on the spot watching the video.

Note that the code you already have for paying the player for hitting the switch can run parallel to this. All you have to do is execute one script in the other via ACS_Execute.

Sorry, I just had a sudden inspiration. :wink:
Spoiler: This is a lot of stuff to scroll through. xD
User avatar
devildemon
Posts: 292
Joined: Wed Apr 28, 2010 4:49 pm

Re: Doom Nazi Zombies

Post by devildemon »

i think ill stick with my system a little more
Locked

Return to “Abandoned/Dead Projects”