Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Correction, this is number 1000, post count fucked up :L
Idk what you mean, the map is probably balanced. Well have to see ingame.
ZM10 is looking nice and detailed. I got alot of ideas and inspiration now, i just need to add hiding spots. Does anyone know how to increase the game timer? i think ill need that.
Idk what you mean, the map is probably balanced. Well have to see ingame.
ZM10 is looking nice and detailed. I got alot of ideas and inspiration now, i just need to add hiding spots. Does anyone know how to increase the game timer? i think ill need that.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Here is an update for ZM16, I understood that to see Marcus's text online, the script should have the "clientside" function.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Here is an update for ZE26.
- Added secret end at right.
Edit : Thats Make a lot of maps to see Xsnake and Rabbit.
If I remeber there are : ZE14, ZE21, ZM14, ZM16 and ZE25.
Tell me if I forget something.
- Added secret end at right.
Edit : Thats Make a lot of maps to see Xsnake and Rabbit.
If I remeber there are : ZE14, ZE21, ZM14, ZM16 and ZE25.
Tell me if I forget something.
Last edited by fr blood on Sun Oct 20, 2013 3:01 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
ZM12, Buried. But i might make more out of that, and less "Whitedog" or whatever its called. Anyhow, rabbit doesnt seem not to be responding at all, even though we gave fixes on our maps.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Sorry, I've had irl stuff to attend to and everytime I get to test a map it seems like an update for the maps are released :/ It's also a hassle for me to have to check every third post for an updated version so my review is spot on.
Haven't tested buried aside from that one time, and your space map may need work. Like some extra defendable spots and such. Give me more time and I'll Pm or post a proper review.
Play testing the colossus and blood's town map as a first experience was nice. enjoyed them both, but they can still be worked on.
Haven't tested buried aside from that one time, and your space map may need work. Like some extra defendable spots and such. Give me more time and I'll Pm or post a proper review.
Play testing the colossus and blood's town map as a first experience was nice. enjoyed them both, but they can still be worked on.
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
And ze14 - Jailbreak ? D: I don't update that before this version is inside the testpack.
But it's okay if you are busy, It's not very nesisary that you test it.
But it's okay if you are busy, It's not very nesisary that you test it.
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 / r11) 10/05/13
I'm also busy these days. We will see if we can release a new testpack this week.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Its quite some maps that needs review. Those of forrest and ZM12, buried.Xsnake wrote: I'm also busy these days. We will see if we can release a new testpack this week.
Latest version is ZM12v2.1.wad and ze21finalv1.wad
Last edited by Mr.Man on Mon Oct 21, 2013 3:18 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Here are a lots of updates, hopping these ones will be the last.
I tried to balance the two ZE maps, and for the ZM can't say because I never tested it on GV serv.
ZE17
- You can now see the criminals that found your first hidding house.
- Added a treasure somewhere.
- To respect the theme of the map, 3 players can become the ugly, the bad, and the good ( it's only a title ).
ZE26
- Zombie way under water will take more time to lower.
- I hope the cave teleporter is now fixed, no more telefrag ...
- Balanced the teleporters at the secret end at left.
ZM16
- Fixed Marcus.
- Fixed the bugged door.
ZM14
- The map is a little more smaller.
- The crazy weather is a more hard to active.
I tried to balance the two ZE maps, and for the ZM can't say because I never tested it on GV serv.
ZE17
- You can now see the criminals that found your first hidding house.
- Added a treasure somewhere.
- To respect the theme of the map, 3 players can become the ugly, the bad, and the good ( it's only a title ).
ZE26
- Zombie way under water will take more time to lower.
- I hope the cave teleporter is now fixed, no more telefrag ...
- Balanced the teleporters at the secret end at left.
ZM16
- Fixed Marcus.
- Fixed the bugged door.
ZM14
- The map is a little more smaller.
- The crazy weather is a more hard to active.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
You give too many fixes dude... lol
Well since you two are very inactive i'm wondering if i could make a pk3 holding all new maps, for konar. If it sucks, he can remove this. Is this alright? all these maps will rock zombie horde.
Well since you two are very inactive i'm wondering if i could make a pk3 holding all new maps, for konar. If it sucks, he can remove this. Is this alright? all these maps will rock zombie horde.
Last edited by Mr.Man on Wed Oct 23, 2013 1:09 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
If you do that I really hope that ZM14 won't lag for some people in GV.Mr.Man wrote: You give too many fixes dude... lol
Well since you two are very inactive i'm wondering if i could make a pk3 holding all new maps, for konar. If it sucks, he can remove this. Is this alright? all these maps will rock zombie horde.

Hopping that these updates will be my last work in Zombie-Horde, after that I'll just try to give opinion about all maps to make them better.
Last edited by fr blood on Wed Oct 23, 2013 2:30 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
you better do not, cuz xsnake made testpacks for this reason.
Before testpacks were made everyone just gave his map to konar (including me ehe) wich ended into a mess, becouse lots of bad maps were added too.
Before testpacks were made everyone just gave his map to konar (including me ehe) wich ended into a mess, becouse lots of bad maps were added too.
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 / r11) 10/05/13
Yes, but i wanted to make a second testpack. You see that these maps dont get reviewed at all, so why not test them in the servers itself?
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
The map list was ...... very long ! There were more than 30 maps !Stiff wrote: you better do not, cuz xsnake made testpacks for this reason.
Before testpacks were made everyone just gave his map to konar (including me ehe) wich ended into a mess, becouse lots of bad maps were added too.
Do someone remember the Aoni Mansion, this one was too funny.

RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Alright, a new testpack will be out tomorrow.
I will check those maps (let me know if I forget any) : ZE14, 17, 21, 25, 26 & ZM14, 16
I will check those maps (let me know if I forget any) : ZE14, 17, 21, 25, 26 & ZM14, 16
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Nah I think you forget nothing.Xsnake wrote: Alright, a new testpack will be out tomorrow.
I will check those maps (let me know if I forget any) : ZE14, 17, 21, 25, 26 & ZM14, 16
Maybe Mrman's ZM12 ?
Good luck with all that work.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Yes my ZM12 is finished too, but it has some unneccesary extra stuff. You can look at it and add it, its not a problem.
EDIT: Here is a version of my new map SunBurn Island, its far from unfinished. I added quite some custom things, including 2 actors from ZM12. What do you guys think?
http://static.[bad site]/wads/zm10.wad
EDIT2: WOW GG, this thread has the most replies, rofl
EDIT: Here is a version of my new map SunBurn Island, its far from unfinished. I added quite some custom things, including 2 actors from ZM12. What do you guys think?
http://static.[bad site]/wads/zm10.wad
EDIT2: WOW GG, this thread has the most replies, rofl
Last edited by Mr.Man on Thu Oct 24, 2013 11:00 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
I don't want to sound harsh, but am I the only one who dislikes ZM14 and ZM16 ?
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
ZM14 is really nice if it didnt lagg. It just needs alot less 3d floors. Which one is ZM16? The laboratory? If yes, its real nice, but we already have maps like this, so i get what you mean. Its real nice though.
What about my maps? :p
What about my maps? :p