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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mr.Man
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1061

Post by Mr.Man » Fri Nov 01, 2013 8:46 pm

Alright, have some screenies
Spoiler: start area (Open)
Image
Spoiler: after spawn (Open)
Image
Oh, and:
1. This is without rain.
2. This is before the actall spawn on the first canyon run (what i mean is that the part where you usually spawned still has to come).
Last edited by Mr.Man on Fri Nov 01, 2013 8:48 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1062

Post by Stiff » Sat Nov 02, 2013 12:14 pm

Updates:

ZE14:

- 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 to reach for zombies
- Second resist is harder for zombies
- Third resist is harder for zombies
- Hom fix
- Added dynamic lights
- Added a dynamic light remove script so people with brick pc's can play better (puke 55 0), I hope it works properly
- Puke 55 1 will place (most) of the dynamic lights back
- It takes a little longer before zombie can come out of his endroom
- Emergency door lasts 5 seconds longer
- Cookieposter is destroyable, wich is still useless
- Sconce in the water
- Cave is a little brighter
- Removed lasers

LINK REMOVED, SEE NEWER POST


ZE25:

- There was a very weard distance bug... The distance from the farrest from each other vertexes was too far. Zandronum couldn't handle this so a big area at the end of the map wasn't shootable. Weegee neither. This bug has been fixed by making that distance smaller.
- Fixed a spot where you could get stuck
- Fixed Forcefield barricade text
- SSG is reachable now, first it wasn't due a too high floor
- As I already said, weegee is fixed.

http://sickedwick.net/uploader/files/stiffZE25v21.wad
Last edited by Stiff on Thu Nov 07, 2013 3:09 pm, edited 1 time in total.
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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

#1063

Post by Vincent(PDP) » Mon Nov 04, 2013 8:11 am

Hi XSnake. Can you make a review of my map and then send your feedback to me? I am soon finished with it. I am still removing some secrets that is not needed.
Thank you!

Download link: http://www.mydoomsite.com/WADS/ZM10update16.zip

I posted a new update, the old one were ZM10update13.zip
Last edited by Vincent(PDP) on Thu Nov 07, 2013 8:46 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1064

Post by Mr.Man » Mon Nov 04, 2013 9:05 pm

Alright, how does this look?

http://static.[bad site]/wads/ze29alphav0.1.wad

I tried to detail it as good as possible, but in my opinnion i should detail it some more.
1st resist and whatever is past it is unfinished.
The rain is fully working, shall i add a menu?

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1065

Post by fr blood » Tue Nov 05, 2013 6:34 pm

Vincent(PDP) wrote: Hi XSnake. Can you make a review of my map and then send your feedback to me? I am soon finished with it. I am still removing some secrets that is not needed.
Thank you!

Download link: http://www.mydoomsite.com/WADS/ZM10update14.zip

I posted a new update, the old one were ZM10update13.zip
Vincent your map is nice hopping that will be in the next testpack, good luck.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1066

Post by Vincent(PDP) » Wed Nov 06, 2013 6:12 am

fr blood wrote: Vincent your map is nice hopping that will be in the next testpack, good luck.
Thank you Blood ;)

Btw. To activate secret ending on Scarlet's Castle. You don't jump into a black pit right? Because there's a person keep saying that just because Secret Ending got activated when he was Coop spying a player as a spectator and That player he jumped into a black pit of yours :/
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1067

Post by ForrestMarkX » Wed Nov 06, 2013 7:51 am

Vincent(PDP) wrote:
fr blood wrote: Vincent your map is nice hopping that will be in the next testpack, good luck.
Thank you Blood ;)

Btw. To activate secret ending on Scarlet's Castle. You don't jump into a black pit right? Because there's a person keep saying that just because Secret Ending got activated when he was Coop spying a player as a spectator and That player he jumped into a black pit of yours :/
Yes there's black pit with a ledge that can't be seen easily that you fall onto and hit a switch, I do not know which pit this is but my guess is somewhere near the end
Last edited by ForrestMarkX on Wed Nov 06, 2013 7:52 am, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1068

Post by fr blood » Wed Nov 06, 2013 4:50 pm

Of course and you'll need the blue and yellow key to active this secret.
Hey guys, here is a message from MrMan that can't post becose of suspension. He's referring to the testpack maplist and I think it's for you Xsnake. :rolleyes:
Spoiler: Mr.Man's message (Open)
Mr.Man wrote: I'm not going to ask how you came up with it, but you called me MrGirl... asshole.
Spoiler: And ... (Open)
Image
Last edited by fr blood on Wed Nov 06, 2013 5:36 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1069

Post by Stiff » Wed Nov 06, 2013 5:41 pm

wtf ?
Image

So Xsnake has humor?
Well that's new
Last edited by Stiff on Wed Nov 06, 2013 5:50 pm, edited 1 time in total.
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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

#1070

Post by ZzZombo » Thu Nov 07, 2013 4:20 am

So Stiff has Steam? Well...
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
#grandvoid funny stats

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1071

Post by SpaceMarine » Thu Nov 07, 2013 8:14 am

MrGirl? wat?
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1072

Post by Vincent(PDP) » Thu Nov 07, 2013 8:48 am

Another update :D
http://www.mydoomsite.com/WADS/ZM10update16.zip

Why is MrMan suspended?
Last edited by Vincent(PDP) on Thu Nov 07, 2013 8:48 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1073

Post by fr blood » Thu Nov 07, 2013 9:11 am

I think ZE18 should be back, TGK didn't said that he doesn't want his map on the serv, he just said that he won't fix the bug by himself.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1074

Post by Untitled » Thu Nov 07, 2013 12:16 pm

Untitled wrote: EDIT: Has anyone seen humans win Abandoned UAC Facility? Ever? There's no good places to shoot zombies off of, there's no way to prevent zombies from running forward and chasing down humans, and the last resist is basically impossible to defend. Someone should make that map more human friendly.
Yeah. I haven't seen ZE18 be won.

I've been one of the start zombies (remember, I only join at high player counts, where 2 start zombies are in play) in ZE18. It was exceptionally easy.

The third resist, for example. Humans never had a hope of defending that.
The Final Resist, you could shoot zombie off the crates, but the problem is the third resist means that the zombies will usually get a head-start and will get to the End Zone before the humans do, and even if they didn't, there's usually too many zombies to defend against at that point.
Last edited by Untitled on Thu Nov 07, 2013 12:16 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1075

Post by fr blood » Thu Nov 07, 2013 12:52 pm

Untitled wrote: Yeah. I haven't seen ZE18 be won.

I've been one of the start zombies (remember, I only join at high player counts, where 2 start zombies are in play) in ZE18. It was exceptionally easy.

The third resist, for example. Humans never had a hope of defending that.
The Final Resist, you could shoot zombie off the crates, but the problem is the third resist means that the zombies will usually get a head-start and will get to the End Zone before the humans do, and even if they didn't, there's usually too many zombies to defend against at that point.
That's true. Here is what I'm able to do for this map.

- Fixing elevator's bug.
- The first resist is ok. I'll just make the door take 3 seconds to close to make a lot of humans come at the safe place before the zombie joins the humans spot room.
- The second resist is more harder, something like a little forcefield ( 5 secs ) at the doors that active automaticly could be nice.
- The third resist is impossible, I'll move the crate that are behind it to the front of it to make it defendable.
- The last resist is impossible too, so my idea is to make the resist more longer with a long way between the third and last resist with a lot of things to help humans ( like crates, bridges, slope, ...).

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1076

Post by Stiff » Thu Nov 07, 2013 3:15 pm

ZE14 update:

Changelog:
- Bug and terrible hom fixed
Stiff wrote: Updates:

ZE14:

- 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 to reach for zombies
- Second resist is harder for zombies
- Third resist is harder for zombies
- Hom fix
- Added dynamic lights
- Added a dynamic light remove script so people with brick pc's can play better (puke 55 0), I hope it works properly
- Puke 55 1 will place (most) of the dynamic lights back
- It takes a little longer before zombie can come out of his endroom
- 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"

Circulator:

Custominventory, objects wich shoots fireballs in 8 directions.
After 4 shots he gets in a kinda long freezetime.
There is a delay between every shot.

Image

Something you don't like at the Circulator? Please tell here or PM.
Want to use the Circulator in your map? Pm me first.
Other info:
[spoiler]Decorate actors:
FakeCirculator 24115
Circulator
CirculatorFireBall

Following sounds are used (SNDINFO FILE):
CIRCULAT
CIRCULA2

Following sprites are used (Circulator):
CCLNA0 CCLNB0 CCLNC0 CCLND0
CCLFA0 CCLFB0 CCLFC0
CCLRA0 CCLRB0
CCLSA0 CCLSB0 CCLSC0 CCLSD0

Following sprites are used (CirculatorFireBall):
CCLZA0 CCLZB0 CCLZC0 CCLZD0
CCLXA0 CCLXB0 CCLXC0

Dynamic lights are used![/spoiler]

PLEASE DONT FORGET NEW ZE25 IN PREVIOUS POST
Last edited by Stiff on Thu Nov 07, 2013 3:28 pm, edited 1 time in total.
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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

#1077

Post by bazzoka » Sun Nov 10, 2013 5:19 pm

Rabbit you may want to send out your team of trained monkeys to fix this.

[spoiler]
Image[/spoiler]
Last edited by bazzoka on Mon Nov 11, 2013 8:28 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1078

Post by Rabbit lord » Sun Nov 10, 2013 7:18 pm

Okay, working on that. As for Strangelands endroom door, it has been fixed along with an additional entrance (finally). I'll get these up sometime soon.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1079

Post by Vincent(PDP) » Sun Nov 10, 2013 9:46 pm

Another map update (Usually bug fixes):
http://www.mydoomsite.com/WADS/ZM10update17.zip

:D
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1080

Post by Lyra » Mon Nov 11, 2013 1:30 am

Hey guys. I'm probably going to be uploading the map I've been working on soon, and I need to ask a quick question. Is ZE18 and ZE22 available?

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