zombie doom
Moderators: andrewj, Corbin, Lobo
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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!
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!
Update please! 

www.tragos2d.com
My personal website, blog and home of my ventures in the study of game design.
My personal website, blog and home of my ventures in the study of game design.
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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
hopefully ill get some good shots up by the end of the month

hopefully ill get some good shots up by the end of the month
- Liberation
- Posts: 338
- Joined: Mon 14 May 2007 4:36 pm
- Location: England
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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.
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.
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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
is actually going very smoothly, i hope to have all weapons finished by the end of the week, at least all the sprites
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- Posts: 84
- Joined: Thu 17 May 2007 12:20 am
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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.
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.
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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....
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....
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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
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
- Nick_Perrin
- Posts: 210
- Joined: Tue 15 May 2007 2:38 am
- Location: Canada
- Contact:
- Nick_Perrin
- Posts: 210
- Joined: Tue 15 May 2007 2:38 am
- Location: Canada
- Contact:
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
- immortalundead
- Posts: 77
- Joined: Mon 14 May 2007 11:21 pm
- Location: canada
- Contact:
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.
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.
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.

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.
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