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

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

#1081

Post by Rabbit lord » Mon Nov 11, 2013 1:41 am

Both slots are currently available. The first link in my siginiture can show which slots are currently in use.

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

#1082

Post by Stiff » Mon Nov 11, 2013 2:01 pm

Little question, do I break ZH code when I give all players a new TID ?

Code: Select all

Script 5 ENTER
{
	Thing_ChangeTID(0, 1001 + PlayerNumber()); // This assigns the TID
}
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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

#1083

Post by Stiff » Mon Nov 11, 2013 2:26 pm

just a test
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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

#1084

Post by ZzZombo » Mon Nov 11, 2013 3:36 pm

Yes, it will break. Don't ask why, I'm lazy to explain.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1085

Post by fr blood » Mon Nov 11, 2013 4:44 pm

Because the basic ID of ZH are used for the script that say "player" has been infected by "player".

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

#1086

Post by Stiff » Mon Nov 11, 2013 5:22 pm

what are the standart TID's than?
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)

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

#1087

Post by fr blood » Mon Nov 11, 2013 7:19 pm

The basic id is from 600 if I'm not wrong.

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

#1088

Post by Lyra » Tue Nov 12, 2013 3:54 pm

Rabbit lord wrote: Both slots are currently available. The first link in my siginiture can show which slots are currently in use.
TY. The download for the map is right here: http://www.sickedwick.net/uploader/file ... _-V1.0.wad

All you need to do now is review it I guess. xD

Here's a few pics:

http://i.imgur.com/RSxCuXS.png

http://i.imgur.com/tXlLmIb.png

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

#1089

Post by Fused » Tue Nov 12, 2013 3:58 pm

That looks well made, but pretty small, because with high player count this will be difficult.
Also, are you sure its fitting for opengl too? it looks like you play in software.

Maybe make some extra obstacles and places to go on small areas, so that humans can hold off better too.

EDIT: im not sure if ZE18 is really available at this time, because the old "UAC Facility" is being redone.

EDIT 2: alright, i looked through your map real quick with slade, and i have a few things:
[spoiler]-the 2 music files HAVE TO decrease in size. MP3 is just too big. I would prefer converting it to OGG, and if possible cut it a bit. Also, why 2 songs?

-it appears in your scripts that you gain the ability for players to grab a BFG9000. If im right this will kill a zombie in 4-ish shots, 2 if an infected zombie. Unless you make a custom bfg firing with less damage, this wont be accepted, im sure of that.

-This is not a big problem, but it looks like you have some level info 2 times inside the wad. You probably made a mistake there.[/spoiler]
Last edited by Fused on Tue Nov 12, 2013 4:11 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1090

Post by Lyra » Tue Nov 12, 2013 4:12 pm

Fused wrote: That looks well made, but pretty small, because with high player count this will be difficult.
Also, are you sure its fitting for opengl too? it looks like you play in software.

Maybe make some extra obstacles and places to go on small areas, so that humans can hold off better too.

EDIT: im not sure if ZE18 is really available at this time, because the old "UAC Facility" is being redone.
I don't think it really fits for OpenGL because yes, I play in software lol.

Also where would I be able to make more obstacles? I guess I could maybe put boxes at Resist #1 but #2's defense is when the floor lowers, and the 3rd resist already has a big enough room and seemingly decent defense by the door.

I could change the map name to ZE22 the next update though if the other one is already taken. :S

Edit: The second song is turned on by a secret radio inside the map lol.

As for the BFG, the player would only have enough ammo for seven shots (Implying anyone actually manages to successfully get it. I made sure it was almost impossible xD)
Last edited by Lyra on Tue Nov 12, 2013 4:22 pm, edited 1 time in total.

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

#1091

Post by Fused » Tue Nov 12, 2013 4:13 pm

Well this is why we have testpacks, to see if its balanced and glitch-less. Also nvm EDIT 1, it appears i was too late at striping that away.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1092

Post by fr blood » Tue Nov 12, 2013 4:20 pm

Fatelord gave me your map before u sent it on this topic, this map is nice, it could replace the old ZE18, but there are a lot of things to fix as Mrman said.
Just play ZH and you'll that testpacks aren't only to see bugs/fair, I let you imagine how the server will be without that.

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

#1093

Post by Vincent(PDP) » Tue Nov 12, 2013 4:23 pm

XSnake i need that Review soon D:
Lyra wrote:
TY. The download for the map is right here: http://www.sickedwick.net/uploader/file ... _-V1.0.wad

All you need to do now is review it I guess. xD

Here's a few pics:

http://i.imgur.com/RSxCuXS.png

http://i.imgur.com/tXlLmIb.png
You probably would like to get rid of the shotguns, chainguns and the BFG. Because, yea, they can hurt humas too. Plus, the BFG is to OP.
Last edited by Vincent(PDP) on Tue Nov 12, 2013 4:32 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1094

Post by Fused » Tue Nov 12, 2013 4:59 pm

@LYRA
Look what Ibm5155 did for you :p
http://www.mediafire.com/download/p3f72 ... _music.zip

I bet this will help out alot
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1095

Post by Lyra » Tue Nov 12, 2013 5:15 pm

Fused wrote: @LYRA
Look what Ibm5155 did for you :p
http://www.mediafire.com/download/p3f72 ... _music.zip

I bet this will help out alot
Oh wow. I had just finished converting the first song too. xD TY Ibm I'll use this instead. :3

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

#1096

Post by bazzoka » Tue Nov 12, 2013 5:24 pm

Lyra wrote: As for the BFG, the player would only have enough ammo for seven shots (Implying anyone actually manages to successfully get it. I made sure it was almost impossible xD)
Oh hells blazes, zombie's can pick it up too, oh wait i have even better reason for it to be gone, it's a team killing machine only because BFG is a vanilla item and it ignores how are you on witch team you are on.

Working bfg:
https://www.dropbox.com/s/nthxonxdeq2oyp3/fakebfg.wad

Edit: oh man too late.
Last edited by bazzoka on Tue Nov 12, 2013 5:26 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1097

Post by Lyra » Tue Nov 12, 2013 5:27 pm

bazzoka wrote:
Lyra wrote: As for the BFG, the player would only have enough ammo for seven shots (Implying anyone actually manages to successfully get it. I made sure it was almost impossible xD)
Oh hells blazes, zombie's can pick it up too, oh wait i have even better reason for it to be gone, it's a team killing machine only because BFG is a vanilla item and it ignores how are you on witch team you are on.

Working bfg:
https://www.dropbox.com/s/nthxonxdeq2oyp3/fakebfg.wad
In the script I have where if Zombies pick it up they automatically drop it before they can use it. :S

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

#1098

Post by bazzoka » Tue Nov 12, 2013 5:32 pm

Lyra wrote: In the script I have where if Zombies pick it up they automatically drop it before they can use it. :S
Still it is annoying to be killed by a teammate that uses bfg.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1099

Post by Fused » Tue Nov 12, 2013 6:15 pm

The bfg is overpowered whatsoever. 7 shots? oh god gg zombies. I would advise either lowering damage or not use it at all.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1100

Post by bazzoka » Tue Nov 12, 2013 7:00 pm

Fused wrote: The bfg is overpowered whatsoever. 7 shots? oh god gg zombies. I would advise either lowering damage or not use it at all.
Nerfed aaaaaand nerfed.

oh and between watch out direct hit form that thing, it is nasty.

https://www.dropbox.com/s/lzgqn4g6v02cs ... dshine.wad
Last edited by bazzoka on Tue Nov 12, 2013 7:01 pm, edited 1 time in total.
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