zombie doom

Making something for EDGE? Show it here.

Moderators: andrewj, Corbin, Lobo

User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Fri 09 May 2008 7:08 am


User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Wed 27 May 2009 3:32 am

this mod is back from the dead! (well, kinda)

ive gotten back into working on it after a year of not touching my mod, terrible mapper's block, i got ideas but nothing is coming together, but im starting to once again work on it, so hopefully stuff runs smoother.

heres a shot of the dawn of the dead mall... at least the map itself


hopefully i can get back into this and get modding!

User avatar
Tragos
Posts: 468
Joined: Tue 18 Mar 2008 4:29 pm
Location: USA
Contact:

Postby Tragos » Sun 04 Oct 2009 11:35 pm

Update please! :)
www.tragos2d.com
My personal website, blog and home of my ventures in the study of game design.

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Mon 05 Oct 2009 1:45 pm

i should have some updates soon, ive redone a good majority of some of the levels, still working on textures, and im restarting all the weapons. wasnt happy with the look of the high-res weapons i have, so im going for a doom look, low res everything :D
hopefully ill get some good shots up by the end of the month

User avatar
Liberation
Posts: 338
Joined: Mon 14 May 2007 4:36 pm
Location: England

Postby Liberation » Mon 05 Oct 2009 5:39 pm

Glad to hear it!!

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Thu 08 Oct 2009 4:15 am

so ive worked on lots of ideas last couple days. trying to make the whole mod feel like one large city that you explore more and more from level to level.

i am limiting it to about 5 levels, to many makes things rather annoying and difficult. so far ive worked on a warehouse district but i am annoyed with the lack of pens and pencils around the house to get little ideas and drawings down when i think of them.

new textures are being made for just about everything, im starting from scratch and limiting it in certain ways. just about everything has been scrapped except for bits and pieces here and there, and the dawn of the dead mall, which should play more like an extra level that u just shoot shoot and shoot some more in.

thats a little update for now, and i should have some new pictures up soon with some cool shots of the levels themselves.

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Fri 29 Jan 2010 6:04 am

not much to show, but ive started working on all new guns for this mod, so far, the m4 is about 75% finished, i need reloading and touchups on the arms, and i have the other weapons in various states of creation.



is actually going very smoothly, i hope to have all weapons finished by the end of the week, at least all the sprites

User avatar
Lysander
Posts: 112
Joined: Wed 08 Aug 2007 4:06 am
Location: Dayton, OH
Contact:

Postby Lysander » Fri 29 Jan 2010 6:51 am

Wow, immortalundead. That looks outstanding! I eagerly look forward to some kind of release!

Chronoteeth
Posts: 84
Joined: Thu 17 May 2007 12:20 am

Postby Chronoteeth » Fri 29 Jan 2010 9:16 am

Doing terminator rampage guns I see?

Here, use this! Includes all the Term rampage neatly aligned, plus a modified beretta sprite (so it looks like you can upgrade it). If you're going for playability, its old, outdated, and hell, downright boring. Dont play it, just use it. :3


User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Sat 30 Jan 2010 12:57 am

im hoping to get some sort of release, even if its only 1 level to test out for now, ive been changing things so much, getting different ideas, going in different directions, that things change so much.

thanks for the link to those weapons chronoteeth, i might use the beretta, but right now, ive got most of my weapons already. the terminator rampage weapons are nice thought, they have a gritty appeal to them, so i might use a couple.

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Sat 30 Jan 2010 11:54 pm

is there any way to make it so weapons dont switch when there is no ammo in a weapon?

for example i have a grenade, but when i have no grenades left, i dont want it popping up when cycling through the weapons. i cant seem to figure from lobo's DDF's if there is a command that does that

User avatar
Tragos
Posts: 468
Joined: Tue 18 Mar 2008 4:29 pm
Location: USA
Contact:

Postby Tragos » Thu 08 Apr 2010 7:52 pm

I think there is a startup parameter/shortcut which can fix that, at least that's what I had to do for Zdoom. Wish I knew for sure.... Personally I've never liked it much when weapons switch automatically, though it certainly helps during a death-match for me it forces you to play more carefully since you have to pay attention to your ammo level more closely.

I'm thinking about modifying the shotgun in AvM so the player has to pump the gun with the right mouse button, while firing with the left buyyon. The quicker you are the more rounds you can squeeze off... I wonder if I could even have the faster you shoot throw off your accuracy slightly? Not sure how I would code that....
www.tragos2d.com

My personal website, blog and home of my ventures in the study of game design.

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Tue 10 Apr 2012 1:21 pm

some good and bad news about this project guys!...after 2 years

good news, im still working on it...

bad news, im switching over to gzdoom to finish it. I've always prefered edge for quite a long time, but as it is now pretty limited with what I would like to accomplish, Im making the switch, as much as I didnt want to. But if you guys are still interested, Ill update here with some screenshots very soon concerning the project.

Cheers

zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Wed 11 Apr 2012 9:07 pm

Understood.

Sorry to hear it but GZdoom is a high quality port, not to mention the bigger audience. Good luck with your endeavors.

User avatar
Nick_Perrin
Posts: 210
Joined: Tue 15 May 2007 2:38 am
Location: Canada
Contact:

Postby Nick_Perrin » Thu 12 Apr 2012 6:07 pm


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Thu 12 Apr 2012 11:30 pm

If Nick Perrin is saying it, it' official.


Edge is dead!


Long live Edge!

User avatar
Nick_Perrin
Posts: 210
Joined: Tue 15 May 2007 2:38 am
Location: Canada
Contact:

Postby Nick_Perrin » Fri 13 Apr 2012 4:04 pm


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Fri 13 Apr 2012 6:29 pm


User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Fri 13 Apr 2012 11:32 pm


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Sat 14 Apr 2012 1:55 pm


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Sun 15 Apr 2012 11:39 pm


User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Mon 30 Apr 2012 11:12 pm


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Tue 01 May 2012 11:23 pm


User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Wed 02 May 2012 11:23 am


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Wed 02 May 2012 3:29 pm


User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Wed 02 May 2012 5:36 pm


User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Sun 06 May 2012 7:50 am


zZaRDoZz
Posts: 132
Joined: Mon 10 Aug 2009 1:15 am

Postby zZaRDoZz » Sun 06 May 2012 9:21 pm

Just a list of the active projects that are planned for use with EDGE;

aBRASION by kronos: Nearing completion as of 4-26

Saboteur by Chronoteeth: A weapons mod on the back burner since March.

WolfenDoom (by Laz Rojas) Update by Ceejay: Switched back to Edge 4-02. I don't know what CJ's plans for marathon.

As of right now there are more Edge project updates on the ZDoom forums than here at the EDGE site. :roll:

The megawad idea fell through a year ago; too many coders and not enough mappers. The main complaint with Edge aside from the capped 35 fps is the difficulty of implementing things.


Return to “Projects for EDGE”

Who is online

Users browsing this forum: No registered users and 9 guests