Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Stiff
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1241

Post by Stiff » Thu Nov 28, 2013 7:36 pm

ZM14 UPDATE

I'm happy to see that it has almost no bugs/glitches and that it is good balanced. I also heard some good and positive reviews, and some usefull reviews about small things wich could be better. Thanks guys that will help me alot.

There are some changes, but most of the changes are small things:

- Fixed bright wood
- Tried to reduce some lag at a lagspot
- Made lots of windows impassable so people cannot camp in it
- Removed 2 trees wich made an impossible campspot
- It's possible to get over the Boxcompany door
- Made Music louder, now it was too quiet
- Some windows where extremely dark, fixed it
- Added an extra hiding place
- Raised some televisions wich were stuck in the ground
- Fixed laboratorytextures
- Blocked OP campspot by pipe factory
- There was a playerstart at the box secret, now I moved the playerstart to another location
- Made glass block bullets
- Made a small hiding place in a ventilation shaft
- Made the hedge in the water longer so a human can camp on it
- Nerfed a camp/spawn spot in the supermarket with some wood
- An OP hiding place in the library has been nerved becouse the jump is too hard for some people

http://sickedwick.net/uploader/files/ZM14stiffV3.wad

I don't think the area will get larger in updates, becouse the size it's now is great. It will probably only be bug fixes, detail & maybe some nerved spots. :)

YES THE FIRE WILL STAY RED :P!


ZE14:

There will be a new ZE14 version later... I didn't look very specific to that yet. The only things wich are planned are:
- Bigger PUKE 55 0 notice
- Totally different endroom


ZE25:

No update, this version is good for now.
There are (as long as I know) no big bugs/glitches and the gameplay is good. :)
Last edited by Stiff on Thu Nov 28, 2013 7:41 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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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1242

Post by Mr.Man » Thu Nov 28, 2013 7:44 pm

Exactly 24 hours and no responce. I guess i'll just add it.

@stiff: is that box spot nerfed? the railing is the ultimate spot to shoot zombies from.
also, add a door D:
Last edited by Mr.Man on Thu Nov 28, 2013 7:44 pm, edited 1 time in total.

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

#1243

Post by Stiff » Thu Nov 28, 2013 7:47 pm

Nope, It's easier than you think. (just jump from the containers at the humans on the rail)
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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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1244

Post by ibm5155 » Thu Nov 28, 2013 8:27 pm

Yes it's xsnake mod, so he should decide if he remove or put a map on his mod...
Noone was asked to make zh maps, we wanted to make maps by our own account.

And I know people may like some old maps that was removed, but I agree with some things like, for most of people must be playable on that map...
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1245

Post by fr blood » Thu Nov 28, 2013 8:29 pm

Is that your last map stiff ? Or you will make Total Destruction Part 3, we already tested it a long time ago and I really liked it.

Edit : I've actually an old ZE map that I didn't finished his number was ZE22 but I think it's already used, so I'll see the free slots numbers and try to finish it.

You already know that my Detail skill isn't good, the map concept is based in a journey with a boat, I'm trying to make funny map thats players will like ( or not :hmm: ).

@ Stiff as I said before on the game can I use you boat or not ? I'll need three boats, two are already done.
Last edited by fr blood on Thu Nov 28, 2013 8:34 pm, edited 1 time in total.

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

#1246

Post by Mr.Man » Thu Nov 28, 2013 8:31 pm

fr blood wrote: Is that your last map stiff ? Or you will make Total Destruction Part 3, we already tested it a long time ago and I really liked it.
He said he finished everything but the end room. Some bug or something. I guess it takes another 4 months for the endroom to be fixed :l

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

#1247

Post by Stiff » Thu Nov 28, 2013 8:33 pm

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

#1248

Post by Mr.Man » Thu Nov 28, 2013 8:34 pm

Pls just give it to me *.*
Im bored anyway.
Screw the StiffRule

I shall give it meteors, rain, mist, experiment, smiledog, upside down stalagmites... and lagg.
Last edited by Mr.Man on Thu Nov 28, 2013 8:36 pm, edited 1 time in total.

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

#1249

Post by Stiff » Thu Nov 28, 2013 8:40 pm

I shall give it meteors, rain, mist, experiment, smiledog, upside down stalagmites... and lagg.

Okay I will never give it to you, lol
Nope, it's stiffproperty. Just like the whole destruction/jailbreak series.
(Not that I was planning a Jailbreak Part 3)

Total destruction part 3 is just ...
- old
- long
- brings nothing special
- not that detailled
- ...
- old :D

etc, I can spice it up but I think I leave it dead.
And If im going to spice it up I will do that when some of my maps are out of the testpack and inside the mappack, becouse like 50% of the testpack are stiffmaps :I
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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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1250

Post by Mr.Man » Thu Nov 28, 2013 8:45 pm

Stiff wrote: old
old
old
old
old

old?

old.

long
old
old
ass
old
*waits 6 months*
-Hey, wanna test my new map?-
*after 4 months*
-its old-

Also, td 1 is long too, and old.
pls just finish it, its fun. just finish the heli i did for you before.
which i made, hue. I did shit on your map, hue

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

#1251

Post by Stiff » Thu Nov 28, 2013 9:10 pm

it wasnt new when we tested it.
it exist for like 1,5year

blood you can use my boat, a little bit of stiff in ur map
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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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1252

Post by fr blood » Thu Nov 28, 2013 9:50 pm

Stiff wrote: And If im going to spice it up I will do that when some of my maps are out of the testpack and inside the mappack, becouse like 50% of the testpack are stiffmaps :I
GuardSoul's maps didn't take more than 2 weeks to be added in testpack and the rules said that a map will be added if more than 50% of players and Xsnake like it, actually the testpack is starting to be really big, Xsnake I know that you don't have enought free time but your opinion is needed on testpack maps. And if you can't do it RabbitLord could, after all you said that he is the second leader of this project.

@Mr.Man I tested your ZM map and it was nice, good job.
Last edited by fr blood on Fri Nov 29, 2013 8:48 am, edited 1 time in total.

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

#1253

Post by Mr.Man » Sat Nov 30, 2013 7:44 pm

Here is one of the final updates.
http://static.[bad site]/wads/zm12v2.3.wad

changelog:
[spoiler]-removed/reduced lagg outside
-new music
-energy drink requires a coin
-added a rusty coin
-better detail
-fixed acs
-removed 1 of the big holes
-removed thunder
-added sky (i think? i think previous version had it too, but it didnt show up)[/spoiler]

The coin will spawn on 1 of the total 5 spots. you only need 1 coin for the vent.

I went past the 8 mb :/
But i might be able to fix this, but this requires time. I might do this tomorrow. I think its alot of unneccesary linedefs (i made really smooth sectors back when i started this)

i did not increase the round timer to 10 minutes, because if i use that code, it doesnt recognice
#define player_tid 600
for some reason. i will look into that.

EDIT: dont try this map with the latest testpack, because various actors will fuck up. Thats because i changed the number of it. use testpack 12 instead
Last edited by Mr.Man on Sun Dec 01, 2013 10:10 am, edited 1 time in total.

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

#1254

Post by fr blood » Sun Dec 01, 2013 7:10 pm

If no one I against that I would like continue Dr.Doctor's project about Castle Vania, the 1st map was great, and we all wanted a 2nd part but we all now that it will never come from Dr.Doctor.
This map will be a nice challenge for me to raise my detail skill, there will be only a fire crystal in the map, nothing more ( medikits, grenades, ...).
And my question is do I have to use the same music that the part 1 ?

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

#1255

Post by Rabbit lord » Sun Dec 01, 2013 8:19 pm

fr blood wrote: If no one I against that I would like continue Dr.Doctor's project about Castle Vania, the 1st map was great, and we all wanted a 2nd part but we all now that it will never come from Dr.Doctor.
This map will be a nice challenge for me to raise my detail skill, there will be only a fire crystal in the map, nothing more ( medikits, grenades, ...).
And my question is do I have to use the same music that the part 1 ?
I'm all for mappers challenging themselves but I don't know about making a direct sequel to Dr. Doctor's map. There was talk of a possible return for Dr. Doctor a while back but I wasn't given any details of it. Actually, as you said, it's a good map and as such it doesn't really need a continuation but I'm guessing it'd be alright to make a Castlevania map of your own, just not as a direct sequel to Dr. Doctor's (so no prt2 or anything of the like). And no, using the same music would make the map feel repetitive and stale (for me anyway). Go ahead and use new music that's not MB++.

This is, of course, unless Xsnake and/or Dr. Doctor give permission (for a Castlevania themed map or continuation) :V

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

#1256

Post by Lyra » Sun Dec 01, 2013 9:06 pm

Rabbit lord wrote:
fr blood wrote: If no one I against that I would like continue Dr.Doctor's project about Castle Vania, the 1st map was great, and we all wanted a 2nd part but we all now that it will never come from Dr.Doctor.
This map will be a nice challenge for me to raise my detail skill, there will be only a fire crystal in the map, nothing more ( medikits, grenades, ...).
And my question is do I have to use the same music that the part 1 ?
I'm all for mappers challenging themselves but I don't know about making a direct sequel to Dr. Doctor's map. There was talk of a possible return for Dr. Doctor a while back but I wasn't given any details of it. Actually, as you said, it's a good map and as such it doesn't really need a continuation but I'm guessing it'd be alright to make a Castlevania map of your own, just not as a direct sequel to Dr. Doctor's (so no prt2 or anything of the like). And no, using the same music would make the map feel repetitive and stale (for me anyway). Go ahead and use new music that's not MB++.

This is, of course, unless Xsnake and/or Dr. Doctor give permission (for a Castlevania themed map or continuation) :V
Probably a noob question, but who was Drdoctor exactly?

[spoiler]Also, how long does it usually take you guys to get around to reviewing maps and adding them to the testpack? :S[/spoiler]

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

#1257

Post by bazzoka » Sun Dec 01, 2013 9:26 pm

Lyra wrote: Also, how long does it usually take you guys to get around to reviewing maps and adding them to the testpack? :S
hummmm... let me think...

5 Years to review it.
1000000 Days to consider whether to put in to testpack or some were else.
1 Second to shove it up to trash bin cause of bfg in it.

Now aside rude talking that may have insulted you in that case i am sorry, but seriously BFG still is too over powered for zombies to handle especially wen you just feed ammo to players.
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

#1258

Post by Xsnake » Sun Dec 01, 2013 9:27 pm

Mr.Man wrote:i did not increase the round timer to 10 minutes, because if i use that code, it doesnt recognice
#define player_tid 600
for some reason. i will look into that.
The timer isn't meant to be modified for certain maps. Just leave it as it is. Plus, 10 mins would be much too long IMO.
fr blood wrote:I would like continue Dr.Doctor's project about Castle Vania
Nah.

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

#1259

Post by fr blood » Sun Dec 01, 2013 9:36 pm

Your answer was very quick, and without any argue like always from a certain time, I don't have any idea for another maps they are already all used, I think the limit started to be rushed.

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

#1260

Post by ibm5155 » Sun Dec 01, 2013 10:05 pm

No, don't change player time, i did it before with my map (increase a bit the time if there was many people) BUT, if xsnake change the zh code or someone add a path (like smooth weapons and others for zh) the acs script from the map will break...
it doesn't recognize the define because it was already defined on the .acs file where the timer is stored (I think :s)

Hey xsnake, can I make a "button", like the server statistic, but it would call a specific map configuration (or maybe a global one).
The maps that doesn't have a configuration would just show a "no settings for this map" or would show a generic menu for every map...
Last edited by ibm5155 on Sun Dec 01, 2013 10:06 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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