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[RELEASE]Doom Nazi Zombies

Posted: Sat Jun 11, 2011 8:31 pm
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

Re: Doom Nazi Zombies

Posted: Sat Jun 11, 2011 8:46 pm
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.

Re: Doom Nazi Zombies

Posted: Sat Jun 11, 2011 9:23 pm
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.

Re: Doom Nazi Zombies

Posted: Sat Jun 11, 2011 10:08 pm
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.

Re: Doom Nazi Zombies

Posted: Sat Jun 11, 2011 11:52 pm
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

Re: Doom Nazi Zombies

Posted: Sun Jun 12, 2011 3:29 am
by Ethril
Why do you GET money for raising the barricades?

Also some of the messages are kind of obnoxious.

Re: Doom Nazi Zombies

Posted: Sun Jun 12, 2011 4:03 am
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?

Re: Doom Nazi Zombies

Posted: Sun Jun 12, 2011 4:08 am
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.

Re: Doom Nazi Zombies

Posted: Sun Jun 12, 2011 5:13 am
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.)

Re: Doom Nazi Zombies

Posted: Sun Jun 12, 2011 4:24 pm
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

Re: Doom Nazi Zombies

Posted: Wed Jun 15, 2011 3:57 pm
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

Re: Doom Nazi Zombies

Posted: Wed Jun 15, 2011 8:08 pm
by esselfortium
Odom Zani Mozbies

Re: Doom Nazi Zombies

Posted: Wed Jun 15, 2011 9:08 pm
by devildemon
???????hun???????????????

Re: Doom Nazi Zombies

Posted: Wed Jun 15, 2011 10:35 pm
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

Re: Doom Nazi Zombies

Posted: Thu Jun 16, 2011 9:02 am
by devildemon
i think ill stick with my system a little more