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

#1141

Post by Mr.Man » Mon Nov 18, 2013 6:13 pm

Nah you can have it... Or we can race who's first? :p
even though mine is 8% done xD

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

#1142

Post by Rabbit lord » Mon Nov 18, 2013 6:15 pm

ZEXX "Abyss" is currently dropped. I didn't have the time and my ideas for it were rather bland. Although I may revive it if I get inspiration.
Remember to check my signature for open slots.

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

#1143

Post by Mr.Man » Mon Nov 18, 2013 6:19 pm

Well i dont want my maps to come after eachother, so i was wondering if i could be very last.

What i mean is, make ze30 ze28, and let mine be ze30. That way we have some different maps first.
Last edited by Mr.Man on Mon Nov 18, 2013 6:20 pm, edited 1 time in total.

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

#1144

Post by Niiro Kitsune » Mon Nov 18, 2013 6:27 pm

Once I finish, I'll change my map number to a lower one, no worries ^^
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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

#1145

Post by Mr.Man » Mon Nov 18, 2013 6:35 pm

Just wondering, what happened to http://zandronum.com/forum/showthread.p ... 6#pid30797?
it looks great.

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

#1146

Post by Rabbit lord » Mon Nov 18, 2013 6:43 pm

Mr.Man wrote: ... and let mine be ze30. That way we have some different maps first.
ZE30 is already used by Guardsoul's map. Check my sig for the available slots.

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

#1147

Post by Mr.Man » Mon Nov 18, 2013 7:01 pm

Mr.Man wrote: What i mean is, make ze30 ze28.
I know the map slots well.

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

#1148

Post by Rabbit lord » Mon Nov 18, 2013 7:16 pm

Don't see the reason for that, if we wanted to we could just change the server rotation to have newer maps first.

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

#1149

Post by Mr.Man » Mon Nov 18, 2013 7:20 pm

That i wanted to talk about too, because half of the server leaves after ZE30, because the oldest, and most boring, maps come. Maybe xsnake should redo it, like with ZM01.

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

#1150

Post by Niiro Kitsune » Mon Nov 18, 2013 8:48 pm

I have to disagree with Mr. Man on this one, simple =/= boring
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



私はアメリカで生まれた

この世界のままにしておくと、それは思ったほど怖いではない

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

#1151

Post by Xsnake » Mon Nov 18, 2013 9:10 pm

Stiff, it seems there are 2 circulators, one jacks, one bonus item and one ssg (spawned via ACS) on your ZE14. Why don't you add some more ? I think 5 isn't enough. :sarcasm:

@Niiro Kitsune : Hi and welcome. Posting some screenshots of your map wouldn't hurt if you want some feedback on it. :cool:

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

#1152

Post by Stiff » Mon Nov 18, 2013 9:59 pm

oh cmon

if you dont trust me than just remove the ssg code (its not used and is in progress)

compared with zm09 my map hasnt that much stuff

also the circulators and jack is hard to get, and if you dont watch out you die while trying to get the bonusitem
Last edited by Stiff on Mon Nov 18, 2013 10:01 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)

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

#1153

Post by Grimace » Mon Nov 18, 2013 10:04 pm

Last edited by Grimace on Mon Nov 18, 2013 10:05 pm, edited 1 time in total.

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

#1154

Post by fr blood » Tue Nov 19, 2013 4:41 am

Thanks but, do we really need that ? I think no one asked for this request. :neutral:
Last edited by fr blood on Tue Nov 19, 2013 4:41 am, edited 1 time in total.

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

#1155

Post by Mr.Man » Tue Nov 19, 2013 5:42 am

We already have them, and like i commented, the musics dont even ahve their origional name.
And i see atleast 2 that have copyright, so inb4 this channel closed.
Spoiler: otherwise this was such a big post X3 --- info about resist 2 :/ (Open)
I just finished resist 2. Basicly you find an end to the canyon, but you find out there is something beneath it. You find armed explosives and agree to blow up the ground to find out what's below it.

The resist is pretty much you staring at explosives from a camp spot. After the counter the handle of the detonator goes down and all explosives explode rapidly. Then the whole ground lowers, causing a big hole.

WHAT I HAD IN MIND FOR LATER
After the big hole i wanted to start on the "secretcouplings/switches" for experiment. I also wanted to make the whole cave familiar to the old canyon run. I will also try to add some awesome features and old things from the outside of the old canyon run.

I just need to add the "actor hits floor" actors int he hole to make it work, thats why i have 3d floors too by the way, standing on those dont affect the actors.
Xsnake or RabbitLord.
Could either one of you two take a look at My level? I have added some custom stuff and i wonder if its alright if i use them. I wouln't like to find out when i finished the map, and used all of it alot.

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

#1156

Post by Stiff » Tue Nov 19, 2013 1:36 pm

http://sickedwick.net/uploader/files/ZE14STIFFPV4.1.wad

- Changed box in firebomb
- SSG script is an argument now

Happy?
Last edited by Stiff on Tue Nov 19, 2013 1:37 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)

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

#1157

Post by fr blood » Tue Nov 19, 2013 1:55 pm

Stiff wrote: http://sickedwick.net/uploader/files/ZE14STIFFPV4.1.wad

- Changed box in firebomb
- SSG script is an argument now

Happy?
Nope, I wanted 10 Jacksgun + 10 SSG + 10 Holy Cross + 10 Fire Crystal + 10 ... in your map. :cool:

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

#1158

Post by Vincent(PDP) » Tue Nov 19, 2013 2:39 pm

XSnake, I wan't to know which areas need more decorations. I'm only aware of one
And i still don't understand your first point.

The others are fixed now. New file size = 11 MB
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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

#1159

Post by Grimace » Tue Nov 19, 2013 8:01 pm

(blood)

na but i have fun

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

#1160

Post by Fuzzball » Wed Nov 20, 2013 2:16 am

I am offering some support btw- maybe with cutting down some music file sizes, optimizing and the like- can get some looping tracks properly looping too if that helps cut down file sizes!
HEY YOU! Want more colours in your arsenal?
HERE YOU GO!

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