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

#1201

Post by Mr.Man » Sat Nov 23, 2013 7:28 pm

As far as i remember, it was just the light that needed to be brighter. It also caused frequent crashes, but i still dont get why it would. It would be quite unique for a ZH map to crash though, so it must be major.

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

#1202

Post by Stiff » Sat Nov 23, 2013 7:50 pm

ZM19 is old, (not far after ZE19) and haven't been touched for 2 years.
It's kinda ugly and small, the secret is sad as hell. (1 room with 2 jacks and 1 ssg)
This map was also made in like 3 days.
The newest version of that map should be somewere on my computer, but I leave it for what it is... dead :D!

I have enough zh maps at the moment and I should focus on ZE14 and ZM14.
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

#1203

Post by fr blood » Sat Nov 23, 2013 8:33 pm

"The Dark" was one of my fav map when zh'server was full of unofficial mappack, you should rework on it, the music was good nothing need to be changed at this point.

As I can see, a lot of new maps are coming, actually I'm bored of zh, let's see if they'll make it more interresting.

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

#1204

Post by manuelspark » Sat Nov 23, 2013 9:23 pm

Dr.Robotnik wrote:
manuelspark wrote:
Vincent(PDP) wrote: XSnake, can't you add the map "ZE14 - The Dark" again? Me and my friends think it's a very good map. ;)

If you need a download:
http://www.mydoomsite.com/WADS/ZHOLD/Ze14v2.zip

And here's some other great old maps:
http://www.mydoomsite.com/WADS/ZHOLD/
<3
I thought no one liked ..so maybe check and will return someday ;)
But they liked the music or want another?

or not?...
It's been a while since those maps were played, and I do miss them. Hopefully, some of the maps will return someday.

As for the music in "The Dark", I thought it was appropriate. If you ever return to working on that map, you can keep the music as it is.

Moreover, I might create a map for this modification. For clarity, would it be all right if I create a Rats-styled map?
Rat's styled?What's that?better explain me xd
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)

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

#1205

Post by Xsnake » Sat Nov 23, 2013 9:38 pm

We'll see later about these old maps. But right now, there are enough updates to be released.

zh-mappack9b

• Nerfed the first resist in ZE11 : the platform now lowers after a certain amount of time to prevent camping.
• Added Rabbit's maps updates to ZM08, ZE16, ZE20 and ZM15.

Download

zh-testpack_r13

• New maps : ZM12, ZM14.
• Updated maps : ZE14, ZE17, ZE21, ZE25.

Download

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

#1206

Post by Mr.Man » Sat Nov 23, 2013 9:45 pm

And with the addon of vi- whait, what? You added ZM12? :razz:
Now i need to update that xD

Its not a problem though. But why isn't Vincent's map added?
That would be a big advantage IMO.

EDIT: i'm going to have to finish my update for ZM12 then and send them, because thats a pretty old version you have there.
I know 1 bug, which is that the energy drink grants immunity, which is fixed in this one :/

Next version will have...
[spoiler]-No logo? (you decide)
-less actors (for example no chain, i had no idea how to properly align when i mapped this)
-Less acs (i have alot of useless acs that i can also action)
-expansion and more detail (going to use alot more textures and such, also from canyon run)
-adding atleast 1 new actor (the rusty coin from Canyon Run) for the secret energy drink.
-Energy drink fix[/spoiler]

I guess i'll send KONAR6 a fix asap.
And Lyra, you can give it to Konar6 too, if its fully fixed and ready.
Last edited by Mr.Man on Sat Nov 23, 2013 10:00 pm, edited 1 time in total.

Lyra
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1207

Post by Lyra » Sat Nov 23, 2013 9:57 pm

Xsnake wrote: We'll see later about these old maps. But right now, there are enough updates to be released.

zh-mappack9b

• Nerfed the first resist in ZE11 : the platform now lowers after a certain amount of time to prevent camping.
• Added Rabbit's maps updates to ZM08, ZE16, ZE20 and ZM15.

Download

zh-testpack_r13

• New maps : ZM12, ZM14.
• Updated maps : ZE14, ZE17, ZE21, ZE25.

Download
What about my map? D:

Is that for the next testpack? :A

EDIT: @Mrman Well it technically is ready, but I thought it needed to be reviewed first for changes. I was kinda expecting that to happen before the testpack though being I posted it so long ago.

I guess it takes awhile?
Last edited by Lyra on Sat Nov 23, 2013 10:07 pm, edited 1 time in total.

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Kaminsky
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1208

Post by Kaminsky » Sun Nov 24, 2013 2:39 am

manuelspark wrote:
Dr.Robotnik wrote:
manuelspark wrote:
Vincent(PDP) wrote: XSnake, can't you add the map "ZE14 - The Dark" again? Me and my friends think it's a very good map. ;)

If you need a download:
http://www.mydoomsite.com/WADS/ZHOLD/Ze14v2.zip

And here's some other great old maps:
http://www.mydoomsite.com/WADS/ZHOLD/
<3
I thought no one liked ..so maybe check and will return someday ;)
But they liked the music or want another?

or not?...
It's been a while since those maps were played, and I do miss them. Hopefully, some of the maps will return someday.

As for the music in "The Dark", I thought it was appropriate. If you ever return to working on that map, you can keep the music as it is.

Moreover, I might create a map for this modification. For clarity, would it be all right if I create a Rats-styled map?
Rat's styled?What's that?better explain me xd
"Rat-Styled" maps are created in a way where the player's environment appears incredibly large, which in perspective, makes them feel miniscule like a rat, hence the name.

I was thinking on designing a map with that style, if any of you think it would be appropriate with Zombie Horde or not.
Last edited by Kaminsky on Sun Nov 24, 2013 2:41 am, edited 1 time in total.

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Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1209

Post by Vincent(PDP) » Sun Nov 24, 2013 9:46 am

Lyra wrote: What about my map? D:

Is that for the next testpack? :A

EDIT: @Mrman Well it technically is ready, but I thought it needed to be reviewed first for changes. I was kinda expecting that to happen before the testpack though being I posted it so long ago.

I guess it takes awhile?
Lyra, you cannot use a BFG in your map unless you/someone modifies it... The regular BFG is capable of hurting humans too, which is not good. They'll die even from the extra flash that can hit them when you shoot.
Ok XSnake another update of my map:
(PLAYERINFO not removed yet, i gotta find a way to get my super strong firegrenade working before i remove it. It burns twice as long, i think... :S)

http://www.mydoomsite.com/WADS/ZM10update20.zip
Last edited by Vincent(PDP) on Sun Nov 24, 2013 9:47 am, edited 1 time in total.
//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

Mr.Man
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1210

Post by Mr.Man » Sun Nov 24, 2013 9:49 am

I dont think you need playerinfo for a weapon...
And a new testpack usually takes a month.

EDIT: Shall i add rain on buried? I had it for canyon run too.
Last edited by Mr.Man on Sun Nov 24, 2013 9:50 am, edited 1 time in total.

Stiff
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1211

Post by Stiff » Sun Nov 24, 2013 1:17 pm

Mrman first you steal my weegee and music/sounds.
Now you also steal my decorations and idea's:

Image

What's coming next, my name?
Just make stuff by yourself.
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! (9b / r13) 11/23/13

#1212

Post by Mr.Man » Sun Nov 24, 2013 2:03 pm

What.
I clearly asked you like 3 months ago if i could use them.
Oh, and mb for not knowing you held copyright on weegee and the sounds.
I forgot you was the owner :razz:
Last edited by Mr.Man on Sun Nov 24, 2013 2:04 pm, edited 1 time in total.

Stiff
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1213

Post by Stiff » Sun Nov 24, 2013 2:13 pm

as long as I know you only asked that pion (whatever it is in english)
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! (9b / r13) 11/23/13

#1214

Post by Mr.Man » Sun Nov 24, 2013 2:46 pm

Pilon. And i know for sure i asked that too. But since you made the origional, do i need to remove that then? I was unaware.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1215

Post by Stiff » Sun Nov 24, 2013 4:00 pm

I see it through da fingers this time :p
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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Kaminsky
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1216

Post by Kaminsky » Sun Nov 24, 2013 4:01 pm

Mr.Man wrote: Pilon. And i know for sure i asked that too. But since you made the origional, do i need to remove that then? I was unaware.
"Pylon". Nonetheless, you could create a sprite of a pylon anyways because on maps such as "Jailbreak" which utilize them, you occasionally get stuck in them. As a result, you become vulnerable to any opponents, depending on whether you're a human or zombie.

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fr blood
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1217

Post by fr blood » Sun Nov 24, 2013 4:13 pm

Mr.man is a stoler. :razz:
Well, I didn't tested your maps online but they look like interesting.
I'm wating for the Mspark, Lyra and Vincent maps before starting a new one if I have the hope.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1218

Post by Stiff » Sun Nov 24, 2013 4:23 pm

Dr.Robotnik wrote:
Mr.Man wrote: Pilon. And i know for sure i asked that too. But since you made the origional, do i need to remove that then? I was unaware.
"Pylon". Nonetheless, you could create a sprite of a pylon anyways because on maps such as "Jailbreak" which utilize them, you occasionally get stuck in them. As a result, you become vulnerable to any opponents, depending on whether you're a human or zombie.


Just look were you walk lol

rabbit you mah change zm14 mapslotstatus at testpack if ya want

mapslots get very full btw
Last edited by Stiff on Sun Nov 24, 2013 4:26 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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Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1219

Post by Niiro Kitsune » Sun Nov 24, 2013 5:15 pm

Mr.Man wrote: ... And a new testpack usually takes a month...
And I just finished mine lol

*sigh* -_-
Last edited by Niiro Kitsune on Sun Nov 24, 2013 5:20 pm, edited 1 time in total.
[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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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1220

Post by EnsaladaDeTomate » Sun Nov 24, 2013 5:53 pm

Dr.Robotnik wrote:
manuelspark wrote:
Vincent(PDP) wrote: XSnake, can't you add the map "ZE14 - The Dark" again? Me and my friends think it's a very good map. ;)

If you need a download:
http://www.mydoomsite.com/WADS/ZHOLD/Ze14v2.zip

And here's some other great old maps:
http://www.mydoomsite.com/WADS/ZHOLD/
<3
I thought no one liked ..so maybe check and will return someday ;)
But they liked the music or want another?

or not?...
Aoni mansion - Aoni mansion - Aoni mansion!!!! <3

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