Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
I live, again! I'm back for an update!
(Yes, Fused is my second account, it seems you guys noticed)
This will be the last update most likely because this fixes the only bug found in Colossus.
In this update the moving camera has been removed and replaced by a normal camera, because moving camera's arent properly supported in multiplayer :l.
The author name is now Fused too.
http://static.[bad site]/wads/ze21finalv1.2b.wad
(Yes, Fused is my second account, it seems you guys noticed)
This will be the last update most likely because this fixes the only bug found in Colossus.
In this update the moving camera has been removed and replaced by a normal camera, because moving camera's arent properly supported in multiplayer :l.
The author name is now Fused too.
http://static.[bad site]/wads/ze21finalv1.2b.wad
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
A BFG in your map ? You can't be serious.Lyra wrote:As for the BFG
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
I'm serious. xDXsnake wrote:A BFG in your map ? You can't be serious.Lyra wrote:As for the BFG
That's why I'm letting you (Or whoever else reviews these maps) decide if I should make it harder to get, nerf it a little, etc.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
How about remove it altogether? Any sane person would easily think that a BFG in any of these maps is a terrible idea, even if you tried nerfing the gun. (Hell, if you nerfed it enough, it wouldn't even be a BFG anymore)
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Last edited by fr blood on Wed Nov 13, 2013 3:13 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Lyra if you want to use weapons as decoration use one of mine:

But notice that you can't pickup these!

But notice that you can't pickup these!
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
By the way, to get a little ordened here is the list for the waiting updates:
http://sickedwick.net/uploader/files/stiffZE25v22.wad - ZE25
^ Hom fixes, watersplash fix and I forgot to close that vent where you asked about... now its closed
NVM! - ZE21
http://sickedwick.net/uploader/files/ZE14STIFFPV3.wad - ZE14
http://download851.mediafire.com/ad7d5c ... inalv1.wad - ZE17
http://static.[bad site]/wads/zm12v2.1.wad - ZM12
http://sickedwick.net/uploader/files/stiffZE25v22.wad - ZE25
^ Hom fixes, watersplash fix and I forgot to close that vent where you asked about... now its closed
NVM! - ZE21
http://sickedwick.net/uploader/files/ZE14STIFFPV3.wad - ZE14
http://download851.mediafire.com/ad7d5c ... inalv1.wad - ZE17
http://static.[bad site]/wads/zm12v2.1.wad - ZM12
Last edited by Stiff on Fri Nov 15, 2013 5:00 pm, edited 1 time in total.
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Nevermind ZM12.
you forgot:
ZM14 (idk if it will be added)
ZM26 (that laboratory map)
ZE26
ZE18 (lyra's map)
you forgot:
ZM14 (idk if it will be added)
ZM26 (that laboratory map)
ZE26
ZE18 (lyra's map)
Last edited by Mr.Man on Fri Nov 15, 2013 6:07 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
blood didnt want his zm maps on da server right (zm14 & zm26)
is lyra's map already done? i tought it needed some rework
what is the ze26 link?
is lyra's map already done? i tought it needed some rework
what is the ze26 link?
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
its Scarlets castle by blood, you can ask him
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Stiff in ZE14 the zombie selection is messed up, after it finishes the countdown no one becomes a zombieStiff wrote: By the way, to get a little ordened here is the list for the waiting updates:
http://sickedwick.net/uploader/files/stiffZE25v22.wad - ZE25
^ Hom fixes, watersplash fix and I forgot to close that vent where you asked about... now its closed
NVM! - ZE21
http://sickedwick.net/uploader/files/ZE14STIFFPV3.wad - ZE14
http://download851.mediafire.com/ad7d5c ... inalv1.wad - ZE17
http://static.[bad site]/wads/zm12v2.1.wad - ZM12
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Stiff i made a mistake. I ment nevermind ZM12 instead of ZE21. I updated my list too.
EDIT: Canyon Run will take a while. I also got INVUX14 which i rather finish first...
And im trying to get the neat new bus on Hill Climb Racing :cuteface:
EDIT: Canyon Run will take a while. I also got INVUX14 which i rather finish first...
And im trying to get the neat new bus on Hill Climb Racing :cuteface:
Last edited by Mr.Man on Sun Nov 17, 2013 8:33 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Hey bros it's ZM16, not ZM26, and yeah ZE26 didn't need any update, for ZE17 I fixed the teleporter glitch and removed some wood in sky.
And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.
And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
okay I tried to organise... but now its even more confusing
@ForestMarkX Stiff in ZE14 the zombie selection is messed up, after it finishes the countdown no one becomes a zombie
Edit: NVM that's my fault >_> ^
Is kinda impossible becouse than I have to edit the zh code
@Mr.man And im trying to get the neat new bus on Hill Climb Racing :cuteface: Ik hackte muntjes om gaste te late RQ'en xd
@Blood And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.
I don't care playing them but I tought you didn't want them on the server... :I
Updates (Total):
ZE14 (stiff):
Changelog (Including earlier versions wich weren't in testpack yet):
- Shootable glass
- Fixed Zombieselector glitch
- Fixed missing texture
- All resists (exept earthquake) are 5 seconds smaller
- Moved jacksgun to a harder location, the location at the moment was unfair
- First resist is easier for zombies
- Second resist is harder for zombies
- Third resist is harder for zombies
- Hom's fix
- Added dynamic lights
- Added a dynamic light remove script so people with brick pc's can play better (puke 55 0) < TESTED AND WORKS, THX FOR FORESTMARKX HIS SERVER
- Puke 55 1 will place (most) of the dynamic lights back
- It takes a little longer before zombie can come out of his spawnroom
- Emergency-door lasts 5 seconds longer
- Cookieposter is destroyable, wich is still useless
- Sconce in the water
- Cave is a little brighter
- Removed lasers
- New decorate item: "Circulator"
- Various bug fixes
http://sickedwick.net/uploader/files/ZE14STIFFPV4.wad
ZE25 (stiff):
Changelog (Including earlier versions wich weren't in testpack yet):
- Strange distance glitch fixed
- Fixed a spot where you can get stuck
- Fixed Forcefield barricade text
- SSG at the beginning is reachable now
- Weegee is fixed
- Multiple HOM's fixed
- Watersplash fixed
- RE-Closed vent
- Movent box from vent to top of the crane
http://sickedwick.net/uploader/files/stiffZE25v22.wad
ZE21 (Fused):
Changelog:
- Author changed to Fused
- Bug fix
- Changed camera
http://static.[bad site]/wads/ze21finalv1.2b.wad
ZM10 (Vincent):
Changelog:
- Bug fixes
http://www.mydoomsite.com/WADS/ZM10update17.zip
ZE17 (Blood):
Changelog:
- Cave teleporter fixed
- There were some wood in the sky
http://download851.mediafire.com/ad7d5c ... inalv1.wad
If I forgot something please > PM < this is everything I found here.
@ForestMarkX Stiff in ZE14 the zombie selection is messed up, after it finishes the countdown no one becomes a zombie
Edit: NVM that's my fault >_> ^
Is kinda impossible becouse than I have to edit the zh code
@Mr.man And im trying to get the neat new bus on Hill Climb Racing :cuteface: Ik hackte muntjes om gaste te late RQ'en xd
@Blood And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.
I don't care playing them but I tought you didn't want them on the server... :I
Updates (Total):
ZE14 (stiff):
Changelog (Including earlier versions wich weren't in testpack yet):
- Shootable glass
- Fixed Zombieselector glitch
- Fixed missing texture
- All resists (exept earthquake) are 5 seconds smaller
- Moved jacksgun to a harder location, the location at the moment was unfair
- First resist is easier for zombies
- Second resist is harder for zombies
- Third resist is harder for zombies
- Hom's fix
- Added dynamic lights
- Added a dynamic light remove script so people with brick pc's can play better (puke 55 0) < TESTED AND WORKS, THX FOR FORESTMARKX HIS SERVER
- Puke 55 1 will place (most) of the dynamic lights back
- It takes a little longer before zombie can come out of his spawnroom
- Emergency-door lasts 5 seconds longer
- Cookieposter is destroyable, wich is still useless
- Sconce in the water
- Cave is a little brighter
- Removed lasers
- New decorate item: "Circulator"
- Various bug fixes
http://sickedwick.net/uploader/files/ZE14STIFFPV4.wad
ZE25 (stiff):
Changelog (Including earlier versions wich weren't in testpack yet):
- Strange distance glitch fixed
- Fixed a spot where you can get stuck
- Fixed Forcefield barricade text
- SSG at the beginning is reachable now
- Weegee is fixed
- Multiple HOM's fixed
- Watersplash fixed
- RE-Closed vent
- Movent box from vent to top of the crane
http://sickedwick.net/uploader/files/stiffZE25v22.wad
ZE21 (Fused):
Changelog:
- Author changed to Fused
- Bug fix
- Changed camera
http://static.[bad site]/wads/ze21finalv1.2b.wad
ZM10 (Vincent):
Changelog:
- Bug fixes
http://www.mydoomsite.com/WADS/ZM10update17.zip
ZE17 (Blood):
Changelog:
- Cave teleporter fixed
- There were some wood in the sky
http://download851.mediafire.com/ad7d5c ... inalv1.wad
If I forgot something please > PM < this is everything I found here.
Last edited by Stiff on Fri Nov 15, 2013 9:46 pm, edited 1 time in total.
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Alright, I'll check these and release a testpack this weekend.
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
This isnt neccesary at all v v
Spoiler: unneccesary stuff (Open)EDIT @Stiff: I'd advise using that acs code i gave earlier for ZE14. It will bright up the cave even more for Software only.
Last edited by Mr.Man on Sat Nov 16, 2013 7:14 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Oh XSnake... I'm fixing some stuff with the cutscene for my secret ending. Type 'puke 95' to activate it. But i think you're able to release it now. Meanwhile I'll try to find some more bugs. :DXsnake wrote: Alright, I'll check these and release a testpack this weekend.
I said bug fixed Mr.Man:Mr.Man wrote: This isnt neccesary at all v vSpoiler: unneccesary stuff (Open)EDIT @Stiff: I'd advise using that acs code i gave earlier for ZE14. It will bright up the cave even more for Software only.
Vincent(PDP) wrote: Another map update (Usually bug fixes):
http://www.mydoomsite.com/WADS/ZM10update17.zip
:D
Last edited by Vincent(PDP) on Sat Nov 16, 2013 2:04 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
I have some awesome new trees and FOG :D
Stiff and XRGman have already seen it, expect screenies tomorrow with maybe something familiar this time.
Yeah sure, change MrGirl to MrKid
Its Fused now
Stiff and XRGman have already seen it, expect screenies tomorrow with maybe something familiar this time.
Yeah sure, change MrGirl to MrKid

Its Fused now

Last edited by Mr.Man on Sun Nov 17, 2013 8:32 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
Ok here's the finished version, ready to be added in a testpack!
http://www.mydoomsite.com/WADS/ZM10update19.zip
Changelog:
- Added one more secret switch for Secret Ending.
- Made it harder to get Jacks Gun.
- Blocked some VERY campy spots.
- Added more paths to exit the building.
- Removed Lux Aeterna song to save MBs. ;D
- Made more vents in the Secret Ending bunker.
- Fixed a ghost bug.
- Added some more decorations.
- Added more sloped roofs.
- Moved/added some teleport destinations.
- Bugfixes.
If you find any problems, feel free to report them either on this forum or here: http://www.mydoomsite.com/reports/ZM10/
http://www.mydoomsite.com/WADS/ZM10update19.zip
Changelog:
- Added one more secret switch for Secret Ending.
- Made it harder to get Jacks Gun.
- Blocked some VERY campy spots.
- Added more paths to exit the building.
- Removed Lux Aeterna song to save MBs. ;D
- Made more vents in the Secret Ending bunker.
- Fixed a ghost bug.
- Added some more decorations.
- Added more sloped roofs.
- Moved/added some teleport destinations.
- Bugfixes.
If you find any problems, feel free to report them either on this forum or here: http://www.mydoomsite.com/reports/ZM10/
RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13
I'm having some problems with the map crashing, but i manage to fix it. Bad thing is that i need to redo what i did today D:
I DID make a picture of the fog though :D
http://i.imgur.com/n8ohUcq.png
EDIT: thats for MrKid! xD
I DID make a picture of the fog though :D
http://i.imgur.com/n8ohUcq.png
EDIT: thats for MrKid! xD
Last edited by Mr.Man on Sun Nov 17, 2013 1:38 pm, edited 1 time in total.