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

#1161

Post by Mr.Man » Wed Nov 20, 2013 5:34 am

Fuzzball wrote: 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!
I got IBM for that, but thanks for the help. I expect others to need help anyway. (30mb wav music, gg)

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

#1162

Post by Stiff » Wed Nov 20, 2013 8:03 pm

NEW MAP: ZM14 - Jailbreak part 2

You can't run away forever for the cops, now you have to hide (blah blah bullshitstory)

(plz change maplist like this: ze14 > zm14)[/align]

- ZM MAP
- Contains 2 hard to find bonusses: 1 Circulator & 1 Itembox
- +5000 sectors
- Citythemed (Like always)
- No acs used
- Great new soundtrack

Known bugs:

- ZTele doesn't work, I have no idea why becouse I placed a Teleport Thing with TAG 500

Link: http://sickedwick.net/uploader/files/ZM14stiffV1.wad

Screenshot (3520x1200 - http://i.imgur.com/5E70vap.jpg ):
[Spoiler]
Image
[/spoiler]

Other mapinfo:
[Spoiler]
Mapname: Stijfje - Jailbreak part 2
Mapformat: Skulltag - Doom in UDMF
Filesize: 7,66MB
New textures: STIFFP01 - 04
New musicfile: D_STIFFZ (backgroundmusic)
Fallingdamage on this map is ENABLED
[/Spoiler]
Last edited by Stiff on Wed Nov 20, 2013 8:46 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

#1163

Post by fr blood » Wed Nov 20, 2013 8:13 pm

Stiff wrote: Known bugs:
- ZTele doesn't work, I have no idea why becouse I placed a Teleport Thing with TAG 500
Look if the teleporter isn't Deactivate, or if it spawns at all skills.

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

#1164

Post by Klofkac » Wed Nov 20, 2013 10:34 pm

For music, compressing to the least quality OGG... is stupid and sounds horrible. Why nobody tries to lower sample rate to 22050 without further compression? It saves a lot of filesize too (halving samplerate should theoretically halve the filesize), and it sounds better.
Last edited by Klofkac on Wed Nov 20, 2013 10:35 pm, edited 1 time in total.
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Mr.Man
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1165

Post by Mr.Man » Thu Nov 21, 2013 6:38 am

Did the mankini billbord work out? xD

Oh, and the tag for z-tele needs to be 501. Xsnake mistaken in his tut i guess. I had the same with ZM12.
Last edited by Mr.Man on Thu Nov 21, 2013 6:39 am, edited 1 time in total.

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

#1166

Post by Stiff » Thu Nov 21, 2013 7:23 am

music quality bad? ze14/19/25 music is converted to the same quality and I never heard someone complaining about that.

Mrman read your pm properly
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)

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

#1167

Post by Mr.Man » Thu Nov 21, 2013 12:32 pm

Music is fine, just loud as fuck D: !
And yes, i read my pm's properly.

EDIT: ninja'ing Xsnake v v v
Last edited by Mr.Man on Thu Nov 21, 2013 3:21 pm, edited 1 time in total.

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

#1168

Post by Xsnake » Thu Nov 21, 2013 3:22 pm

Mr.Man wrote:Oh, and the tag for z-tele needs to be 501. Xsnake mistaken in his tut i guess. I had the same with ZM12.
Right. Tag has to be 501. I'll fix my first post.
Stiff wrote:- Contains 2 hard to find bonusses: 1 Circulator & 1 Itembox
I suppose you mean bonuses only the map creator will be able to find. :lol:

As for the map itself, I find the atmosphere pretty poor. I'm almost tempted to say it has no atmosphere at all, unlike the escape version. Some dynamic lights / light variations would help make the map more alive, I think. And I have to agree with Klofkac regarding the music. Although my ears could tolerate ZE19 and ZE25's musics, I definitely dislike this track. It's just my opinion, though. You can keep it as it is.
Vincent(PDP) wrote: 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
The first point is that your wad contains decorate actors that have the same name than those in the core wad (i.e zh-beta27.wad). As a result, your actors would override those from the core. I guess (and hope) you did that by mistake. For instance, the "PLAYER" lump inside your wad has nothing to do here. Before going further, I suggest you clean that stuff. Remove everything that has to be removed and we'll see.

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

#1169

Post by Stiff » Thu Nov 21, 2013 3:43 pm

the problem is when I'm going to add dynamic lights: lag
But I can fix that with a "Dynamic light remove code" wich is also included in ZE14.
The music... well that its loud is becouse of my ogg converter, mp3 file is ways more sillent. I'm scared I cannot fix that.
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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Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1170

Post by Vincent(PDP) » Thu Nov 21, 2013 5:42 pm

Xsnake wrote: The first point is that your wad contains decorate actors that have the same name than those in the core wad (i.e zh-beta27.wad). As a result, your actors would override those from the core. I guess (and hope) you did that by mistake. For instance, the "PLAYER" lump inside your wad has nothing to do here. Before going further, I suggest you clean that stuff. Remove everything that has to be removed and we'll see.
I've missed some actors by mistake, yes :)
And yea, I'll remove the player lump :D!
//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

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

#1171

Post by Lyra » Thu Nov 21, 2013 7:21 pm

Did a quick update to my map: www.sickedwick.net/uploader/files/ZE18-_Lyra_-V1.1.wad
  • The songs are now in OGG format, and are significantly smaller in size.
  • BFG is now set up for ZH (Thanks to the wad Bazzoka gave me)
  • A couple small changes in detail
I'm still waiting for a review though so I can make all the serious changes that need to be made. :S

Also, how would I be able to change the color of the BFG ball?

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

#1172

Post by Mr.Man » Thu Nov 21, 2013 7:42 pm

By using TINT in slade i guess.

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

#1173

Post by Fuzzball » Thu Nov 21, 2013 8:26 pm

A random point- the castlevania map- can there PLEASE be something done about that black water patch near the escape route? It's impossible to see where you're going and even then trying to navigate using the automap is still just as hard..
HEY YOU! Want more colours in your arsenal?
HERE YOU GO!

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

#1174

Post by Mr.Man » Thu Nov 21, 2013 8:32 pm

B-But then you change something in the map! The map has NEVER gotten any updates D: !
But yeah, i agree. But after going thru it once, you know where to go right? You can automap too.

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

#1175

Post by Rabbit lord » Thu Nov 21, 2013 9:41 pm

^Actually it was updated, once. There was a bug that allowed players to spectate and cancel the resist since the scripts didn't have "setactivator(-1)". It was fixed while after it's initial release though.

On another note, I finished with my updates and am sending them off.

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

#1176

Post by manuelspark » Fri Nov 22, 2013 1:25 am

What`s slots for ZE are available?
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

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

#1177

Post by Rabbit lord » Fri Nov 22, 2013 1:30 am

Check my sig, or second post, for the available slots.

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

#1178

Post by manuelspark » Fri Nov 22, 2013 1:36 am

Ok thanks I'll take ze18(before ze21 but reworked) but i need music for ze maps :s like dubstep or i dont know
Last edited by manuelspark on Fri Nov 22, 2013 1:37 am, edited 1 time in total.
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

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

#1179

Post by Lyra » Fri Nov 22, 2013 3:19 am

manuelspark wrote: Ok thanks I'll take ze18(before ze21 but reworked) but i need music for ze maps :s like dubstep or i dont know
Sorry but my map is already going to be ZE18 xD

I think ZE22 is available though.

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

#1180

Post by fr blood » Fri Nov 22, 2013 4:41 am

manuelspark wrote: Ok thanks I'll take ze18(before ze21 but reworked) but i need music for ze maps :s like dubstep or i dont know
Oh manuelspark you are finally back, nice to see that.

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