ZAMN TC March Demo is here!!
It includes partially level 7, The Werewolves, The Mushroom Men, GiantPod Spikes, several fixes, decorations, AND EVEN A FUNCTIONAL HIGH SCORE SYSTEM!!
Check the Changelog for more info ^^
Thanks for reading!
---------------------------------------
[Changelog:]
+ "ZAMN_MAIN" (28th March, 2021)
------------------------------------
[Modding]
- Added a "Pick/Death Script" (aka "SurvivorScript") argument to the SurvivorSpawns,
which lets the mapper to execute scripts upon picking up a survivor or the death of a survivor.
Meant to be used for map specific mechanics and maybe even different types of level progression,
it will depend of the intentions of the mapper, this scripts have to be numbered and written in the GZDoomBuilder or
map specific ACS.
[ZAMN Core]
- Written a grid display system to show graphics based on an array, somewhat easy to organize on screen but desigend for...
- ...written a highscore system and his interface to add and display the personal highscores of every user.
The information is stored in CVARs as to not be lost when starting a new game or closing the game.
- Fixed survivors alerting enemies even when the player was unable to reach them due to height variations
- Added a "WerewolfTimer" for levels in which you have to save survivors before they turn into werewolf
[ZAMN TC]
- Added map partially done "Dr Tongues Castle Of Terror"
- Added several textures and voxels for "Dr Tongues Castle Of Terror" [this took a while, pretty much all of them made from scratch]
- Added Werewolf enemy (w.i.p.)
- Fixed SodaCans sliding on the floor!
- Tweaked Crucifix weapons to slowdown the player [I can't make the player receive damage as the original ZAMN while using the crucifix,
while being close to a FloorHazard that should stop him so this should be an equivalent trade-off to prevent players abusing Crucifixes ]
- Chainsaw Maniacs attacks now make less damage (From 20 to 15) [P.S: Info about damage data of this enemy is necessary still]
- Fixed Mummys not despawning! [This should make the spawn spots on Level 6 work properly]
- Added Wait argument to MummySpawns
- Tweaked brightness levels on "Pyramid Of Fear", it should be less dark now (Sorry my monitor has a automatic brightness setting and it screws with stuff like this without myself noticing sometimes)
- Increased GiantPods fire distance!
- Added Spike spawns to GiantPods
- "Zombie Panic" map tweaks and some texture cleaning and added details, this map is considered completely finished! ^^
- Fixed GiantPod projectiles destroying fences/hedgemazes
- Fixed "SpeedShoes" not deactivating upon exiting the level
- Fixed "HazardPain" bypassing "SpeedShoes" deactivation by having incorrect speed values
[Co-Op]
- Fixed spawning players who already died in the map regardless
- Fixed (hopefully) level music triggering constantly even after the level is finished
- Fixed players doing their pain animations while being shoot from other players
nice! :)
Yep ^^
approve and recommend
Thanks! C:
For those who downloaded it yesterday, I updated the file just now with a Hotfix.
Because ******* me forgot to add frozen sprites to the werewolves xd.
Please update if you did
Fantastic work!
Thanks! ^^
I hope it will work on LZDoom, cause GZDoom doesn't work for me so LZDoom is my only option.
UPD: It doesn't work on LZDoom, sadly. Another game for me to skip.
I haven't used LZDoom but it may work in LZDoom.
But some level parts that relay on 3D floors may be missing
UPD: I'm sorry that it doesn't work on LZDoom, it seems that LZDoom is severely outdated and is not capable of much as it current state.
Please don't bash me about it, changing to newer versions of GZDoom was a necesity, and the only reason I use newer versions is for the new Decorate functions that I use.
If LZDoom can top that I'll gladly use it instead of GZDoom
What can i do bro? It shows me this when i try to open the exe file Imgur.com
La version de GZDoom con la que la empaquete era para maquinas de x64, intenta con esta version, la acabo de empaquetar de vuelta con una version de GZDoom para maquinas x86. Avisame si es que aun asi no funciona:
Mega.nz
Gracias por tu respuesta camarada! Ya lo probé pero me dice esto cuando intento iniciarlo: "Unsupported OpenGL version.
At least OpenGL 3.3 is required to run GZDoom".
De casualidad este mod no funciona con el ZDoom? Porque para juagar uso el ZDoom 2.6.1 y me funciona excelente. Si la respuesta es que sí, cómo podria hacer para jugarlo? Porque no veo un archivo WAD como para ponerlo en la carpeta del ZDoom
De cualquier manera te agradesco por haberme respondido! Suerte en tu proyecto man ;D
Es probable que funcione, pero muchos mapas se van a ver recortados por que suelo ocupar 3D floors con inclinacion, y esos directamente no van a aparecer en ZDoom o LZDoom.
En fin, si quieres probarlo busca entre los archivos del zamntc uno que se llame "ZAMN_MAIN.ipk3", lo puedes abrir con Slade y lo guardas como .pk3, y asi deberias poder correrlo como mod para probarlo en ZDoom o LZDoom, lo que si tendria que ser una version equivalente a la que estoy ocupando.
Asi que no se si correria en si con ZDoom mas que nada por estar desactualizado :/
not working on gzdoom
it comes with his own .exe
and it's running on GZDoom
Very impressed with this TC,, great job!
i have a problem with the red potion, the arms are invisible, love the mod!
I'll try to check that!
I've noticed that there's a bug with the camera so it may be related to that, I'll try to have it fixed for this Halloween Demo ^^
69 mb 😳
nice
Damn, this is amazing. Im trying to get it to work with QuestZdoom. Would you happen to know what i need to do to get that to work?
I'm not familiar with OculusQuest or QuestZDoom but if the .ipk3 isn't working may be that it needs to be open and saved again as .pk3
Not every game translates this good into 3d , it feels like it always has been designed like any fps during the doom and rotd era. The secrets, the enemies, the layout of the maps, the tracking of the the whole area. this is really amazing work