
Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project!
Xsnake, how did that guy (a spectator) get a bonus item
Do you remember Torr asked you to open a ticket on the tracker if you manage to do so?

RE: Zombie HORDE - The mappack project!
Yeah, that's the small mistake I was talking about. The GiveInventory function is called whereas the world is the activator. As a result, everyone (spectators included) will receive the item.ZzZombo wrote: Xsnake, how did that guy (a spectator) get a bonus itemDo you remember Torr asked you to open a ticket on the tracker if you manage to do so?
Before opening a ticket on the tracker, I guess this needs to be reproduced on the latest build ?
RE: Zombie HORDE - The mappack project!
[quote=Xsnake]Before opening a ticket on the tracker, I guess this needs to be reproduced on the latest build ?[/quote]I doubt that, since ACS in Zandronum hasn't changed for a long time in regards of inventory handling neither the inventory system did.
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RE: Zombie HORDE - The mappack project!
Okay, so I went through the topic and here's what I've got so far as for bugs.
I've started working on ZE20 and fixed the tree stuck spot at the beginning of the map along with the other bugs here. Also I tried to change the endroom.
[spoiler]
[/spoiler]
Don't want to change it too much, but any suggestions on this?
Spoiler: Map bugs (Open)
I've started working on ZE20 and fixed the tree stuck spot at the beginning of the map along with the other bugs here. Also I tried to change the endroom.
[spoiler]

Don't want to change it too much, but any suggestions on this?
Last edited by Rabbit lord on Thu Feb 07, 2013 12:48 am, edited 1 time in total.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project!
I have 2 suggestions :
- Allow players to get flares when they have an unusual. There's no reason they cannot have it.
- Allow players to get Jack's gun even when they already have one.
For example, ZE21 and ZE23 have both one. We should be allowed to get those two, because if a player get both of them, he/she has deserved it, don't you think ?
Last thing I want to know : there is a third ship on ZE19, which seems to be more interesting than the second one after the nuke. Why not use it ?
For ZE20, I think it's good to change the end a little, like you did. But 3 barrels is too much then. The door may be totally impassable.
- Allow players to get flares when they have an unusual. There's no reason they cannot have it.
- Allow players to get Jack's gun even when they already have one.
For example, ZE21 and ZE23 have both one. We should be allowed to get those two, because if a player get both of them, he/she has deserved it, don't you think ?
Last thing I want to know : there is a third ship on ZE19, which seems to be more interesting than the second one after the nuke. Why not use it ?
For ZE20, I think it's good to change the end a little, like you did. But 3 barrels is too much then. The door may be totally impassable.
RE: Zombie HORDE - The mappack project!
1. There is a pretty much good reason: SPAM. Why do you even need them in bright (day-time) maps?Than wrote: I have 2 suggestions :
- Allow players to get flares when they have an unusual. There's no reason they cannot have it.
- Allow players to get Jack's gun even when they already have one.
For example, ZE21 and ZE23 have both one. We should be allowed to get those two, because if a player get both of them, he/she has deserved it, don't you think ?
Last thing I want to know : there is a third ship on ZE19, which seems to be more interesting than the second one after the nuke. Why not use it ?
For ZE20, I think it's good to change the end a little, like you did. But 3 barrels is too much then. The door may be totally impassable.
2. You can't pick another Jack's gun up because you would magically lose the second bullet loaded into it if you have one. But I have a pure Decorate workaround and AFAIR it was put into Usual addon, so it will be fixed in next official version, if Xsnake want to.
3. Stiff.
4. I think that ending is just too small in space. Expanding would be pretty nifty.
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RE: Zombie HORDE - The mappack project!
Alright, here's what I did so far for ZE20.
[spoiler]
[spoiler]
Code: Select all
+ Fixed getting stuck behind tree actors.
+ Added more pottery
+ Added the ability to exit the windows where dynamite is.
+ changed how the players are tagged in the safe zone. Using actor enters sector.
+ Expanded endroom.
Spoiler: Screenshots (Open)[/spoiler]
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project!
1. I even don't understand your response. (Spam ?ZzZombo wrote: 1. There is a pretty much good reason: SPAM. Why do you even need them in bright (day-time) maps?
2. You can't pick another Jack's gun up because you would magically lose the second bullet loaded into it if you have one. But I have a pure Decorate workaround and AFAIR it was put into Usual addon, so it will be fixed in next official version, if Xsnake want to.
3. Stiff.

What difference between players does the unusual ? I simply wanted to explain that, when you have an unusual, you don't begin with flares (exactly like when you have a Bonus Item not used yet, but it is temporary, unusuals aren't) in maps that have one (ZM02, ZM03 (Night mode), ZM04, ZM05...) or two (ZM17), and you can't take box of flares. Other players can. So, why this difference ?
2. I know, that's what I was sayin'.

I just think that you should be allowed to get more than 2 bullet for this gun if you manage to get several, two at least. (= 4 bullets) So, why only two ? One bullet and I had understood ("Jack's Gun", but 2 and only 2 I just don't get it, and that's why I do this proposal)
3. Stiff what ? He doesn't want ? It isn't ready ? Or is this a bug he hasn't fixed ?
Rabbit > I think this is much better. Prefer this to the actual version of the end.
Last edited by Than on Thu Feb 07, 2013 2:17 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project!
We're removing that map from future mappack releases to definitely replace it with ZE20 (its remix).Rabbit lord wrote: ZE11: The kill system doesn't work all the time.
Also, don't bother with ZM07. I turned it into an escape map (it will become the new ZE11). Hopefully we can release it soon.
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RE: Zombie HORDE - The mappack project!
=/ I need to rework on my monster :s I think the combination of 80% acs and 20%decorate don´t go well online =/
even more because the acs part is too complex, I just need a way to replace the counters inside the decorate (var integers...)
...
and other thing, what sucks on zm09?
even more because the acs part is too complex, I just need a way to replace the counters inside the decorate (var integers...)
...
and other thing, what sucks on zm09?
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
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RE: Zombie HORDE - The mappack project!
^ I may post more later, but for now I'd suggest having a timer 10-15 sec to get out of the cave before it floods.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project!
This map needs to be taken out of the rotation. It's completely bugged and makes the server crash, apparently. I suggest you rework it.manuelspark wrote: This is my new zombie escape map Ze23 : The dark
I want to know what you think of the map
http://sickedwick.net/uploader/files/ze23.zip
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RE: Zombie HORDE - The mappack project!
I never see a server crash on that map o_o
ahhh and here a big request for Ze23 fix the swimable 3D floor!!! this place
[spoiler]
[/spoiler]
is not wit the right size!!! so you can stuck there if you go down
edit:a sugestion why we don´t organize to request a map slot? like xsnake said, there´s the zm order map are 1,2,3,4,5,6,7,8,9,15,17,23,25? what about we select with mappers to change ex:17,23,23 to 10,11,12 ... ?
ahhh and here a big request for Ze23 fix the swimable 3D floor!!! this place
[spoiler]

is not wit the right size!!! so you can stuck there if you go down
edit:a sugestion why we don´t organize to request a map slot? like xsnake said, there´s the zm order map are 1,2,3,4,5,6,7,8,9,15,17,23,25? what about we select with mappers to change ex:17,23,23 to 10,11,12 ... ?
Last edited by ibm5155 on Fri Feb 08, 2013 8:24 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
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RE: Zombie HORDE - The mappack project!
Hey, thanks a lot, i tried the map today, it looks great! Only one suggestion, the song sounds a little bit disempowered, maybe more volume? Remember i have more songs if u want, use them loosely, and that goes to all mappers :DRabbit lord wrote: @ESTAR: I added your "Oriental Drum N Bass" soundtrack to Mountain Escape, plus it sounds amazing :3 just have to find a way to pace the map around it.
Again, rabbit that map update was awsome, i like the little bridge at end, looks challenging :P

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RE: Zombie HORDE - The mappack project!
@IBM5155: It'd be nice to see the available map numbers for new mappers, but then again we can always change the map number when (and if) it gets added to the map pack.
Last edited by Rabbit lord on Mon Feb 11, 2013 2:19 pm, edited 1 time in total.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project!
If I were to take out ZE11, I'd make it so the cataclysm music in that map is used in same cataclysm of ZE20 (because it's awesome), or at least keep the music so we can switch to it (in general, if a map is taken out of rotation, keep the music, as it's sometimes worth listening to).
Last edited by Untitled on Sun Feb 10, 2013 2:41 pm, edited 1 time in total.
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Spoiler: Me in a nutshell (Open)Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
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RE: Zombie HORDE - The mappack project!
Alright, I changed ZE20 again. Just made the halls in the end area leading to the door bigger. I will also add the music to this map as well.
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project!
Hey mspark. Since im on the zh server quite a lot i know which maps are liked and disliked and some of your maps are very disliked. I can see you put a lot of effort into the "the dark" map but many people feel it is way too long. I would suggest making it a bit shorter so people might like it more. The "midnight club" looks nothing like a club and is pretty much "hospital v2"(Did you really have to add an uboa picture?) and the map with Halo music gets quite a lot of stick. Id suggest maybe removing/re-working on it more so people could like it.
Just my 2 cents. Nothing personal or anything :)
Just my 2 cents. Nothing personal or anything :)
Last edited by HTG on Tue Feb 12, 2013 5:31 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project!
Hey thanks for ur postHTG wrote: Hey mspark. Since im on the zh server quite a lot i know which maps are liked and disliked and some of your maps are very disliked. I can see you put a lot of effort into the "the dark" map but many people feel it is way too long. I would suggest making it a bit shorter so people might like it more. The "midnight club" looks nothing like a club and is pretty much "hospital v2"(Did you really have to add an uboa picture?) and the map with Halo music gets quite a lot of stick. Id suggest maybe removing/re-working on it more so people could like it.
Just my 2 cents. Nothing personal or anything :)
1. zm17 "i don't know another name :/"
2. I do not see anything wrong with uboa while don't attack
3. I will try to shorten the map "the dark"
4. i don't understand about halo music map
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RE: Zombie HORDE - The mappack project!
Well ok the uboa thing isn't that much of a problem in the map. The halo map is just in general un-popular with most people in the server (what i meant is maybe you'll need to remove it/work on it). What i meant in general is you should try and work on these maps more, you seem to put a lot of effor into making them
Last edited by HTG on Tue Feb 12, 2013 7:13 pm, edited 1 time in total.