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

#1221

Post by fr blood » Sun Nov 24, 2013 5:58 pm

EnsaladaDeTomate wrote: Aoni mansion - Aoni mansion - Aoni mansion!!!! <3
Dat map ? It's more worse than ZM17, doors everywhere, no way ...

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

#1222

Post by Lyra » Sun Nov 24, 2013 6:02 pm

Vincent(PDP) wrote:
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.
I fixed that already with the wad bazzoka gave me lol. The damage is also decreased (Only around 200 each shot)

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

#1223

Post by manuelspark » Sun Nov 24, 2013 6:20 pm

EnsaladaDeTomate 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?...
Aoni mansion - Aoni mansion - Aoni mansion!!!! <3
?
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)

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

#1224

Post by fr blood » Sun Nov 24, 2013 6:22 pm

Lyra wrote: I fixed that already with the wad bazzoka gave me lol. The damage is also decreased (Only around 200 each shot)
But a BFG on ZH, Lyra a lot of players criticize everything on new maps, if they see a BFG this mod will lost of his credibility, I really don't think thats a good idea.

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

#1225

Post by Rabbit lord » Sun Nov 24, 2013 6:25 pm

Ao Oni mansion was kinda bad. It looked like a TC of Ao Oni that was ported to ZH by throwing the zmgame.acs to it. Also Kitsune, pm me your map so I may see it as well.

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

#1226

Post by Mr.Man » Sun Nov 24, 2013 6:28 pm

Oh god, you have a VERY old version of buried added there. I added a custom sky very early. Doesnt matter though, the next version will be a big makeover.

@rabbit, you forgot Fused on ZM12 and its fused, not mr.fused :razz:

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

#1227

Post by Niiro Kitsune » Sun Nov 24, 2013 6:30 pm

fr blood wrote:
Lyra wrote: I fixed that already with the wad bazzoka gave me lol. The damage is also decreased (Only around 200 each shot)
But a BFG on ZH, Lyra a lot of players criticize everything on new maps, if they see a BFG this mod will lost of his credibility, I really don't think thats a good idea.
This. Soooooo this.

@Rabbit: pm incoming
Last edited by Niiro Kitsune on Sun Nov 24, 2013 6:30 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



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! (9b / r13) 11/23/13

#1228

Post by Rabbit lord » Sun Nov 24, 2013 6:39 pm

@Niiro: Alright I'll take a look at it when I get to my comp.
Mr.Man wrote: @rabbit, you forgot Fused on ZM12 and its fused, not mr.fused :razz:
I did that to remember they were both you.

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

#1229

Post by Mr.Man » Sun Nov 24, 2013 7:53 pm

offtopic: I got the new pc, but now both the internet and sounds wont work out -__-
ontopic: so it might take 2 days untill i can map for an update. In the meantime report any possible bugs except the drink.

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

#1230

Post by fr blood » Sun Nov 24, 2013 8:03 pm

Don't forget to join the #zh-dev channel on IRC if you need help.

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

#1231

Post by Mr.Man » Sun Nov 24, 2013 8:04 pm

^
It contains a thing called konar

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

#1232

Post by bazzoka » Sun Nov 24, 2013 10:06 pm

fr blood wrote:
Lyra wrote: I fixed that already with the wad bazzoka gave me lol. The damage is also decreased (Only around 200 each shot)
But a BFG on ZH, Lyra a lot of players criticize everything on new maps, if they see a BFG this mod will lost of his credibility, I really don't think thats a good idea.
I have to agree whit 'bloody' guy, if you keep it there only to taunt people then yea it is fine(and by taunting i mean it has to be unreachable).

That a side there is a code to projectile
[spoiler]ACTOR fekyBFGBall
{
Game Doom
SpawnID 128
Radius 13
Height 8
Speed 25
Damage 500 //Projectile HAS to deal direct hit to sqeez down zombie's health by damage's amount.
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
DamageType "Hum" //Main Damage type use on almost all ZH weapons. Expect nade it uses "FireG" property.
DeathSound "weapons/bfgx"
Obituary "$OB_MPBFG_BOOM"
States
{
Spawn:
BFS1 AB 4 Bright
Loop
Death:
BFE1 AB 8 Bright
BFE1 C 8 Bright A_Explode(125,300,0,150) //this deals expanding damage (Damage, Radius, i have no idea, radius were '125' damage keeps it's power)
//a_bfgspray("Hum", 40, 15) Just doesn't work.
BFE1 DEF 8 Bright
Stop
}
}[/spoiler]

I hope i will never have to work on this 'actor' again cause i have other plans any way.
You can say good bye to your thread. Cause i am killing it.

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

#1233

Post by Mr.Man » Mon Nov 25, 2013 5:24 am

Just wondering. Why even bother adding it to the level. Why would you? Just make a map and thats it.

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

#1234

Post by manuelspark » Mon Nov 25, 2013 11:05 pm

What happened to these maps?
[spoiler]map ZM10 "Excavation Area Part 1" - Bazzoka & Rabbitlord < NEW
map ZM14 "Old Wood Hotel" - Blood < NEW
map ZE17 "Mystic Forest" - Blood < NEW
map ZE18 "Abandoned UAC Facility" - The Game King < NEW
map ZE22 "Abyss" - Rabbit lord < NEW
.
.
.
.
map ZM27 "Minecraft" - MSpark < NEW
:O
I wish return the map minecraft but a new version 100% changed. I can`t think of anything and don`t have much time ¬¬:c[/spoiler]
Last edited by manuelspark on Mon Nov 25, 2013 11:06 pm, 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)

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ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1235

Post by ibm5155 » Tue Nov 26, 2013 12:29 am

manuelspark wrote: What happened to these maps?
[spoiler]:words:[/spoiler]
ZM10:The last time I talked with rabbit it was under construction and not done, I don't know how it's now
ZM14: Not everyone would be able to play it (it lags more than your minecraft map xD) also I think there was some problem with the bonus itens (jack guns,...)
ZE17:I really don't know the why (author wanted to remove :question: )
ZE18:He wanted to remove(TGK) also he didn't like that map, the only bug was a glitchy elevator that could let people to heaven xD (It's easy to fix but we can't touch others authors without permition so you know the end... :evil: )
ZE22:What was ze22? :hmm: (I can't remember now, :rolleyes: )

Also zm09 is ready, I didn't find any other bug, so I'll remove the debug scripts :) (and fix some strings that are with the wrong map version)...
So the time to ask to fix something or give opinions about the map is now :D

Also I'm making one zm map (was doing a ze first but I only got a cool start idea, not the rest of it D:) BUT, I'm not going to touch it til december (Final tests comming D:) also, I lost alot of time fixing one of my computers (one month actually), now things are more calm, so wait for a cool zm map :D (It's based on a cs map that I loved to play, I can't remember all the map structure since I don't play it more than 5 years (maybe 7), but I'm doing the best on making the skull of the map, then I'll detail it more :) , and another thing that I'll need is textures (I really can't copy paste doom/zh textures on this map, but I promisse that the mod/map ziper will not eat more than 10mb...

OFF:you may find some wrong words on this little text, I know there're some of them, but I'm tired and I need to sleep :wink: :lol: :rolleyes:
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">

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

#1236

Post by Mr.Man » Tue Nov 26, 2013 5:22 am

Ze22 was a WIP by rabbitlord, but he told me he quit it.
http://zandronum.com/forum/showthread.p ... 8#pid51618
Last edited by Mr.Man on Tue Nov 26, 2013 5:25 am, edited 1 time in total.

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

#1237

Post by fr blood » Tue Nov 26, 2013 7:57 am

You are wrong IBM, the old ZM14 wasn't laggy, it was the map with the hunter and his dogs, and it has been removed because Xsnake said "I don't like that", and it's the same for ZE17 "Mystic Forest", it has been removed by a "I don't like that", and with that you make me remember that I don't have to waste my time again by making an entire map for nothing.
Last edited by fr blood on Tue Nov 26, 2013 7:59 am, edited 1 time in total.

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

#1238

Post by manuelspark » Tue Nov 26, 2013 2:24 pm

fr blood wrote: You are wrong IBM, the old ZM14 wasn't laggy, it was the map with the hunter and his dogs, and it has been removed because Xsnake said "I don't like that", and it's the same for ZE17 "Mystic Forest", it has been removed by a "I don't like that", and with that you make me remember that I don't have to waste my time again by making an entire map for nothing.
LoL The people should decide that :/
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)

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

#1239

Post by Niiro Kitsune » Wed Nov 27, 2013 2:09 am

With all due respect, I agree with mspark that the maps should be shaped and selected around what the players enjoy. But at the same time, it IS xsnake's mod and he should kinda have some say in the incluson of maps
[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

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

#1240

Post by Mr.Man » Wed Nov 27, 2013 7:43 pm

I'm going through a major overhaul on the map. Since i added rain, and people are having trouble with the menu, i was wondering if i could add a key to acces the menu. With that bind you can acces both ZM12's and ZM09's menu, if done right. Is that alright?

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