Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#101

Post by Neewbie » Fri Feb 01, 2013 1:23 pm

ibm5155 wrote: wow I created a new server today to test the beta 5 and the rest of the game to see if doesn´t have problems, and it apeared a mapper, it was difficult to talk with he because he speak arabic and the english was simple =/ he discovered my map and was crazy to put his map on grandvoid server...
It looks like a mapper that started sometime :) I really don´t want to call grandvoid to put the map on the server because it´ll end worst than my beta on the server xD (yup i readed alot of bad words about the map and the new maps sucks) [and yes I think that too because it´s really little]

but i don´t want to leave with no help the guy, so I´ll leave his map here to test (zm19):http://www.sickedwick.net/uploader/files/Zm19.wad (it was on mediafire but I uploaded there cus he want alot to test the map on the server and it have other people on it...

EDIT:

zm09_Beta5 here (the old zm18) download there
I just tested this map and the problems are the same as your map: too small, need better detail/texturing. He have a problem with his doors because he doesn't make them re-usable and there is some HOM effects.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#102

Post by ibm5155 » Fri Feb 01, 2013 2:02 pm

hmm, should I increase the cave size or the out area size?
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#103

Post by Neewbie » Fri Feb 01, 2013 3:06 pm

ibm5155 wrote: hmm, should I increase the cave size or the out area size?
Make the out area bigger and as for the cave you may add some rooms maybe ? And don't forget to add details and to choose wisely your textures

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#104

Post by ibm5155 » Fri Feb 01, 2013 4:08 pm

ok workin on beta 6 :)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

RE: Zombie HORDE - The mappack project!

#105

Post by CloudFlash » Fri Feb 01, 2013 7:00 pm

Guys, one request from me. If you put new maps, try to find some fitting music... NO STIFF TECHNO IS NOT FITTING FOR ANYTHING HALF AS PIXELATED AS DOOM.It's not that hard, really. And also, it would be nice if someone would add new musix to old maps. For example...
Spoiler: this kinda suits Lara's mansion map (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Spoiler: this kinda suits wastelands (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Spoiler: this kinda suits city map with campwall (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
As you can see those are 3 musix from 1 game, so it's really not that hard. Come on, many think map without music isnt a proper map.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#106

Post by ibm5155 » Fri Feb 01, 2013 7:13 pm

It would be nice if beta5 was on grandvoid, that camp place on blue key when the lava came is boring (and the best thing of the map almost never came =/)
well i think I used right the musics on the map :s (one thing I agree, the halo music is strange)

edit:today with my map I discovered a problem with zandronum, when the mission fails and the lava came, the 3D floor will be on the original place, but the yellow fog´ll stay there O_o
Last edited by ibm5155 on Fri Feb 01, 2013 7:18 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

RE: Zombie HORDE - The mappack project!

#107

Post by manuelspark » Fri Feb 01, 2013 8:24 pm

This is my new zombie escape map Ze23 : The dark
I want to know what you think of the map
http://sickedwick.net/uploader/files/ze23.zip

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#108

Post by ibm5155 » Fri Feb 01, 2013 8:46 pm

It really looks cool, but I almost died trying to go to the end xD, and the end part that you need to jump I failed because I had low life =/

edit: now some prints of some "problems"

[spoiler]Image
Image
zombie start, It could be repaired with a higher house, 3d floors or maybe portals?

Image
if you have some item that could jump higher you can jump the first part (the one of the slow door xD)



Image
not actually a bug, but I died trying to enter there with low life D:[/spoiler]
Well this is my way of wad review, I hope it´s not too critical because here I only talked about that part (and by the way it´s only little details comparing to that huge, great map :D) I hope I could play it soon :D

A question, does players prefer more zm maps or ze? because there are much more ze maps than zm, and most of time the players won more on zm maps and zombies on ze O_o

EDIT2: thanks grandvoid for update the mod, it´s really hard for me doing a mappack and a online mod, the first beta on grandvoid was the beta 3 it was more for testing if the ravishing wouldn´t crash the server due to the code, the second is a bigger version of the map, and the next update, it´ll be a huge update (much more detailing, a big out and inside area,...) [My focus on this map is to be the most detailed/complex/dynamic without lag ( on my poor gpu I don´t drop in no part fps lower than 30)
Last edited by ibm5155 on Sat Feb 02, 2013 12:06 am, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#109

Post by Rabbit lord » Sat Feb 02, 2013 8:23 pm

@manuelspark - This happened in your map while you were in it.
[spoiler]Image[/spoiler]
Maybe add more teleport destinations at that spot.

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#110

Post by Neewbie » Sat Feb 02, 2013 10:04 pm

Rabbit lord wrote:
Spoiler: @manuelspark - This happened in your map while you were in it. (Open)
Image
Maybe add more teleport destinations at that spot.
[spoiler]Image[/spoiler]

And rabbit lord, who fixes these maps bugs i repported in my previous posts ? You ?

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#111

Post by Rabbit lord » Sat Feb 02, 2013 10:22 pm

Neewbie wrote: You ?
Are you talking about this ZM15 exploit?
Spoiler: Neewbie wrote - A suggestion for zm15: just remove this or make it accessible by zombies or else it's going to piss off everyone including me (Open)
Image
Already fixed it. Just doing some other small edits and then I'll send it to the server. Wanted to wait till I finished the other maps but I'll send it instead.

I do recall someone saying there was an HOM on runaway but I can't seem to find it :/

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#112

Post by Neewbie » Sat Feb 02, 2013 10:55 pm

Rabbit lord wrote:
Neewbie wrote: You ?
Are you talking about this ZM15 exploit?
Spoiler: Neewbie wrote - A suggestion for zm15: just remove this or make it accessible by zombies or else it's going to piss off everyone including me (Open)
Image
Already fixed it. Just doing some other small edits and then I'll send it to the server. Wanted to wait till I finished the other maps but I'll send it instead.

I do recall someone saying there was an HOM on runaway but I can't seem to find it :/
I mean all bugs i report since xsnake gave you permition then why not fix these ze12 bugs for exemple ?

And a thing: since the mappack updated the meds in your map make a pickup sound.

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#113

Post by Rabbit lord » Sat Feb 02, 2013 11:27 pm

Xsnake from other topic wrote:As for the mappack itself, Rabbit has got my permission to change whatever needs to be changed and release new versions while I'm not around. :smile:

Seems I've completely misread that in it's entirety. I'll start on those fixes now. Also, if there's any new mappers who need help on their scripts/detail, I can take a look at their maps if they want (just don't expect me to do everything ;P). Just send me a PM with the link.

/me goes back in topic to review bugs...

The Game King
New User
Posts: 5
Joined: Sat Sep 22, 2012 9:54 am

RE: Zombie HORDE - The mappack project!

#114

Post by The Game King » Sun Feb 03, 2013 1:20 am

Rabbit lord wrote:
Neewbie wrote: You ?
Are you talking about this ZM15 exploit?
Spoiler: Neewbie wrote - A suggestion for zm15: just remove this or make it accessible by zombies or else it's going to piss off everyone including me (Open)
Image
Already fixed it. Just doing some other small edits and then I'll send it to the server. Wanted to wait till I finished the other maps but I'll send it instead.

I do recall someone saying there was an HOM on runaway but I can't seem to find it :/
The HOM is over here, marked by the green line:

[spoiler]Image[/spoiler]

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#115

Post by Rabbit lord » Sun Feb 03, 2013 2:40 am

^ Thanks, I'll fix this and send a small update to the server.

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - The mappack project!

#116

Post by Xsnake » Sun Feb 03, 2013 10:33 am

I will take care of ZE12.

We will release a new map pack update soon :)

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

ZM09 TESTPACK AND HIGH QUALITY MUSIC PACK

#117

Post by ibm5155 » Sun Feb 03, 2013 2:40 pm

IBM5155 mappack - [09/14/15]
Spoiler: The map updates log, only read if you really want to know what changed on each version (Open)
/V1.64
-No more pots in rainfall :(
-ZM09 Menu Reworked
-Ravishing code reworked (still in beta and may have some bugs)
-White Face code reworked (still in beta and may have some bugs)
-New music [secret]

/.V1.61
-ADD: improved camp spot on the box area on the cave
-EDITED: maze increased
-EDITED: a window on the bathroom that you can look "outside"
-EDITED: rainfall script remade
-ADD: debug scripts back \o/

/.V1.5.3
-ADD:Database system to check how is the map going.
-Something more that I can't remember right now '-'

/.FINAL VERSION 1
-FIXED:Beta strings to Final Strings
-ADD:some granades at an outside campspot
-REMOVED:debug scripts and prints
-ADD:Some Help at console
-EDITED:script 48 strings

/.BETA8.71/
-FIXED:One spawn spot outside the map
-ADD:ZM09 menu (not 100% working on this version)
-MODIFIED:NEDM code is fixed, but it´s much more harder to active it.
-MODIFIED:White face dead mensage.
/.BETA8.8/
-TO BE DONE

/.BETA8.7/
-ADD:Piano room
-ADD:Library room
-ADD:Destroyed room

/.BETA8.6/
-MODIFIED:Monsters more inteligent.
-MODIFIED:Much less net traffic used
-MODIFIED:The places looks more like more abandoned over years
-MODIFIED:"Compressed" the scripts in 2k of lines of code
-REMOVED:Nedm disabled (while I don´t make it work to disable who dislike it)
-MODIFIEDRed key much more harder to be found
-ADD:Monsters ai are modified (white face and ravishing only kills humans, and sou sphere does more damage on zombies)
-REMOVED:Reduced the amount of dynamic lights outside without lowerig the size and quality of it (increasing 10-20 fps here)
-ADD:Energy generators now affect how the lights work

/.BETA8.5/
-ADD: two new rooms to the third floor.
-MODIFIED:Fixed some scripts.
-MODIFIED:Anormal things are now rare to happen (unless the code is 0% right)
-ADD: new secret area/objects

/.BETA8.4/
-ADD:New musics (less file size)
-ADD:New weather effect
-MODIFIED: Some areas reworked...

/.BETA8.3/
-REMOVED:Unused musics
-MODIFIED:White face speed
-ADD: tiles in some wood houses
-MODIFIED:Fixed some scripts
-ADD: Code Helper
-MODIFIED:Light more the map
-ADD: other things that can happen if the code is 100%
-MODIFIED: Fixed NEDM (now players can disable it)

/.BETA8.2/
-MODIFIED:Slopes Fixed
-ADD:One more usable room on third floor of red house/mansion
-MODIFIED:The big wood house now is little and easier to go there
-MODIFIED: Software render scripts incremented
-MODIFIED: White Face Fix
-MODIFIED:Ravishing sounds edited
-MODIFIED:Ghouldemon/Soulsphere sounds edited
-MODIFIED:both generators were recreated
-ADD:More details(windows) on red house/mansion
-REMOVED: outside big boxes
-MODIFIED: Outside minor edits
-MODIFIED: Fixed telefrags (before a mistake it was 11 players spawn spots, now it´s 64 :D )
-MODIFIED:+5, +10 and even +20fps gain in some areas
-ADD:People can active desactive nedm and cats when they want (do the combo:jump+crouch+fire) [it failed]
-MODIFIED:Fixed Problem when lava + ravishing come at the same time and scripts crashed
-MODIFIED:Fixed wrong music when you see white face
-MODIFIED:Fixed, old last human music back
-ADD: new effects when dead by white face


/.BETA8.1/
-MODIFIED:Detailing more the cave
-ADD:Make an experimental script to be playable some parts for software users and don´t affect the opengl players gameplay.
-MODIFIED:Fixed many unaligned textures (at least I think I fixed all :D

/.BETA8/
NO DOCUMENTS ABOUT WHAT CHANGED =/

/.BETA7.3/
NO DOCUMENTS ABOUT WHAT CHANGED =/

/.BETA7.2/
-REMOVED: remove unused things
-MODIFIED: Reduce even more the size
-ADD: Expand cave areas
-ADD: Expand outside areas.
-MODIFIED: Detail more the caves
-MODIFIED: Detail more outside
-ADD DEV script (puke 18)

/.BETA7.1/
-TO BE TESTED:everyone now should read the same mensage with the same player
-Filesize reduced even more.
-FIXED:everyone now can see the nedm easter egg.
-FIXED:nedm code is now clientside (server ll love it)

/.BETA7.0/
-FIXED:when the door close it didn´t kill the player then it would be a great camp spot (I really didn´t see someone on it online)
-ADD:Ravishing will talk with players (it should talk with the chaced player but i think it´s impocible to do =/)
-MODIFIED:when someone do the code, it´ll show the name of the guy who pressed the last switch.
-ADD:A big display that show your code.
-ADD:A new place, that could require the generator on for stop flicker.
-EDITED:Shoulsphere (or pacman how some people talk ) code [does zandronum suport brightmap?]
-ADD:An easter egg
-MODIFIED:when the lava flood the lights inside the cave´ll turn off.
-REPAIRED:some unaligned textures

/.BETA6.7/
-Ravishing code is now 100% fixed (no more crashes \o/
-Add secret end (and a new ghoul)
-Fixed some places on map that players get stuck or wasnt bead by lava
-Add new areas
-Edited some old areas
-"ravishing camera" removed (people not deadh was entering on that state and not the death one O_o)
-DEV: puke 18 ´ll show the right code for everyone now
======
/.BETA6./
======
-Add a new secret area with the switch code (a good area :) )
-Ravishing now don´t have more hurt (it was crashing the code)
-Ravishing now can get out from places when he´s stucked
-Ravishing can kill now people on little 3D floors
-more details on the house
-fixed a wrong tag that could kill people even if the lava isn´t there (it´s rare)
-add a maze for a second secret :D
-add a large area with a little wood house
-more details to the cave
-large the outside area
Spoiler: to be done (Open)
-Fix:monster ghouls script sometimes looks like it broke, must investigate it... (Must test if the new decorate code fixed it
Spoiler: ZM09 map information. (UPDATED 07-24-2013) (Open)

-The switch code can select 24 random codes, and when you hit more right parts you´ll receive something better, or sometimes not.
--0% of the code right
1)The cave´ll be flooded by lava.
1)Ravishing have 80% chance to get summoned
2)Spawn the white face
--25% of the code right
The code activator´ll receive an item.
Ravishing have 80% chance to get summoned.
--50% of the code right, two pocibilities
1)Ravishing have 50% chance to get summoned
1)A higher area outside could be acessed.
or
2)A door inside the house´ll open with two jacks inside.
2)Ravishing´ll not come.
--100% of the code right.
1)A passage near the switch code´ll open, with two jacks inside and a hard area to be acessed by zombies
2)All the secrets areas will be opened.
3)Everyone will win an item.

There´s a winery key that could be spawed in 3 places. (UPDATED [07-24-2013])
1)the maze.
2)up the generator.
3)on a hole near the generator
4)on the nuke area.
5)inside the blue key door on the house
It´s not a winery but it´ll open a closet inside a bedroom that have a super shotgun and you could enter on the red sector.

When the lava came, some areas of the cave aren´t affected, then the only way to acess this parts are with a special door that´ll be unlocked when the lava came

How to active nedm secret: (UPDATED [07-24-2013])
1) do the right code outside (you can time alot of times) (the code are 123456, 654321, 111666, 666111)
2)when all the switches be actived a mensage´ll apear and a little button´ll appear on a sector inside the blue key door and near to the display/switch code.
3)hit 50 times and the wall´ll close the switch, then you need to find the second button on the hole of the switch and hit 50 times more.
4)If the button wall close, you did all right and you just need to wait.
Spoiler: Older versions for download (Open)
ZOMBIE HORDE ZM09 HIGH QUALITY MUSIC PACK
CLICK HERE TO DOWNLOAD
How to install:drag the wad file into skins folder
Last edited by ibm5155 on Mon Oct 26, 2015 8:54 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#118

Post by ibm5155 » Sun Feb 03, 2013 5:06 pm

wow full server today D: ( i loved the item xD but some bugs happened xD)
[spoiler]Image
Image
Image
Image
Image
Image
Image
Image <--(note, i was spectator, and don´t know how i get infected and the game end[/spoiler]

And I discovered the problem with ravishing not going insivible, with many hits, he tryed to go to alpha state but in less then one tic he went to pain state lol.
Well this is the relatory of the funny and bug things that i saw...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - The mappack project!

#119

Post by Xsnake » Sun Feb 03, 2013 7:10 pm

Indeed, there is a mistake in the fullserver code. I'll fix that.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#120

Post by ibm5155 » Mon Feb 04, 2013 8:48 pm

ZM09 beta6 fix one launched

what´s the news
[spoiler]-Add a new secret area with the switch code (a good area :) )
-Add a new secret that require a key to open it
-Ravishing now don´t have more hurt (it was crashing the code)
-Ravishing now can get out from places when he´s stucked
-Ravishing can kill now people on little 3D floors
-more details on the house
-fixed a wrong tag that could kill people even if the lava isn´t there (it´s rare)
-add a maze
-add a large area with a little wood house
-more details to the cave
-large the outside area[/spoiler]
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Post Reply