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

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

#1261

Post by Xsnake » Mon Dec 02, 2013 12:21 am

fr blood wrote: 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.
Let me elaborate then. DrDoctor's mapping and decorate skills are brillant. Yours are just average. I don't want his Castlevania map to have some shitty sequel nobody would be satisfied of. There is no way I'm letting you ruin such a good map theme. I hope my answer is long enough for you that time.
ibm5155 wrote: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...
I have to say I dislike the idea of having a behaviour like this. When I updated ZM01 some months ago, I had to remove the good-looking portals because they were causing too much fps drops to most people. I could possibly have figured something out to leave the players the choice, like you did on your map, but I prefered to not do so. IMO, things should be kept as simple as possible, even if that implies a map will be less beautiful than what it could have been.

Now I understand you want to make nice atmopshere for your maps without harming those whose computers cannot handle such a level of details/effects. However, I always thought puking a certain script to access the level effects settings was fine, especially when the number of levels that use this system is 2 out of approx. 35 maps. Besides, making these two maps use the same script number for the settings is a good idea.

As a conclusion, please keep the "puke" system to access level settings.

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

#1262

Post by fr blood » Mon Dec 02, 2013 4:56 am

Xsnake wrote: Let me elaborate then. DrDoctor's mapping and decorate skills are brillant. Yours are just average. I don't want his Castlevania map to have some shitty sequel nobody would be satisfied of. There is no way I'm letting you ruin such a good map theme. I hope my answer is long enough for you that time.
Finally ! After that I'm forced to be agree nothing is wrong in what you said. Then the last idea I have is to finish the map with boats ( no items in it ).

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

#1263

Post by Mr.Man » Mon Dec 02, 2013 6:27 am

Where did you see that he`d come back?
It looks like you wait for quite some months now.

I also agreed that prequels should be done by himself. You`re levels blood contain a lot of... copied areas...

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

#1264

Post by Stiff » Mon Dec 02, 2013 3:26 pm

Blood: It would be indeed silly if someone else make a part 2 than the maker of part 1 himself (conclusion: Mr.man never gets TD3 :P) Btw you can also try to detail your map, they're fun but if they are rightly detailed they can also be sexy. By the way, maybe DrDoctor already have a part 2 but never released it... I dunno.

Lyra: Who is DrDoctor? Not a bad question. He made ZM06 (uboamap), wich was quiet boring the first version (and laggy). But than there came an update including uboa and stuff, than it became very populair. (2010?) Than he made ZE11 & ZE12, wich where populair becouse it was non-linear (all Xsnake maps were Linear, the only non-linear map at that time was KGSGS his strangelands V1 map, wich I prefer before the new one) and becouse they were original. That's all I know, I never contacted him or whatever.

Xsnake: I prefer performance before lag. If a map is unplayable due the lag, I get more annoyed than a good playable map wich is ugly. The ZM01 update looked good but I cannot enjoy it with 20FPS.

Mr.Man: You can glitch ZM12 teleporter with chairs, just saying.

MSpark: I'm busy with ya map

Stiff: Gonna try to fix ZE19 tram again, wish me luck.
Last edited by Stiff on Mon Dec 02, 2013 3:45 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

#1265

Post by ibm5155 » Mon Dec 02, 2013 3:44 pm

Did DrDoctor disapeared after the skulltag forum got disabled or it was before something?
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1266

Post by Mr.Man » Mon Dec 02, 2013 5:37 pm

Stiff wrote: Mr.Man: You can glitch ZM12 teleporter with chairs, just saying.
Seems impossible to add cosmetic things with this community around .-.
TGK also found out.

i guess ill just remove it, and fix the lava pool in the cave. it still has water color in it.

But really, where did you get that he comes back? Seems never for me.
EDIT:

http://www.youtube.com/watch?v=GUULf70Un_U
i will use this for a future map probably, i love this *.*
Last edited by Mr.Man on Mon Dec 02, 2013 6:03 pm, 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

#1267

Post by fr blood » Mon Dec 02, 2013 7:04 pm

After I started my new Ze map, it's was an old map that I did a long time ago when we all started to add our own maps on GV server with Xsnake's approbation, actually the map is already finish, but I did it with my old skill on ZH, and actually it will be an horor to put this on the server.

So I'll rework on the entire map, a lot of things are needed.

ZE27 - The Great Journey Part-1

Edit : I'm not really good to make new stuff, so I'll get a look on others ZH map to find some inspiration. ( don't worry I'll take anything from your maps ).
Last edited by fr blood on Mon Dec 02, 2013 7:26 pm, edited 1 time in total.

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

#1268

Post by mr fiat » Mon Dec 02, 2013 7:29 pm

fr blood wrote: After I started my new Ze map, it's was an old map that I did a long time ago when we all started to add our own maps on GV server with Xsnake's approbation, actually the map is already finish, but I did it with my old skill on ZH, and actually it will be an horor to put this on the server.

So I'll rework on the entire map, a lot of things are needed.

ZE27 - The Great Journey Part-1

Edit : I'm not really good to make new stuff, so I'll get a look on others ZH map to find some inspiration. ( don't worry I'll take anything from your maps ).
erm how about fixing your existing map(s) to be a actualy good and playable before you even think of making another one?

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

#1269

Post by Stiff » Mon Dec 02, 2013 9:28 pm

i noticed that making ze maps is more populair.

how to make zm maps populair cuz this is the first time i made a zm map and i enjoyed it alot
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

#1270

Post by fr blood » Tue Dec 03, 2013 4:42 am

mr fiat wrote: erm how about fixing your existing map(s) to be a actualy good and playable before you even think of making another one?
I don't see what need to be fixed, and that's is because you give me no detail in what you are saying, they are already "playable" and I can't say by myself that they are "good", but I already saw players said that and some others like you saying not, without giving me any argue on what to work to make it better, so please on your next post be more serious. ZE17 & ZE26 are close to the "laggy map" if I make it very detailed it will be a "laggy map" and with that you would like me to make what ZH isn't supposed to be.
Last edited by fr blood on Tue Dec 03, 2013 8:03 am, edited 1 time in total.

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

#1271

Post by Mr.Man » Tue Dec 03, 2013 5:24 am

fr blood wrote: I don't what need to be fixed.
yeah i said "explain what needs a fix because everything is fine." a minute after he posted that, but i decided to remove it.

i guess he is just a...
SLOWPOKE OF THE YEAR

Edit @blood: The last area with the 2 final resists are very laggy for my software-only-handling pc. Mind removing some floors?
Last edited by Mr.Man on Tue Dec 03, 2013 5:26 am, edited 1 time in total.

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

#1272

Post by fr blood » Tue Dec 03, 2013 8:06 am

No I supposed that he has a problem with me, but if he doesn't stop I'll report him, because as it write in the rules, in this part of the forum players that don't like others have to don't show their conflict at public.
Or he is just a child idk.

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

#1273

Post by mr fiat » Tue Dec 03, 2013 10:34 am

gues some people dont like it when people dont like their maps, but dont worry i have a ZH review in the works and i wil cover most if not all maps in the core and mappack.

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

#1274

Post by Mr.Man » Tue Dec 03, 2013 12:12 pm

mr fiat wrote: gues some people dont like it when people dont like their maps, but dont worry i have a ZH review in the works and i wil cover most if not all maps in the core and mappack.
Oh, now its about liking a map? i thought the map had problems, not a bad reputation.

If you make a review about the mod, it better be good. I dont need a raging kid telling who he likes or not.

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

#1275

Post by Rabbit lord » Tue Dec 03, 2013 12:47 pm

Mr.Man wrote: If you make a review about the mod, it better be good. I dont need a raging kid telling who he likes or not.
It doesn't have to be good. It's his review, not like its a verified news source. I had my reviews sitting in draft hell for a while now so I'd like to see what he says.

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

#1276

Post by Stiff » Tue Dec 03, 2013 1:37 pm

Well I had lots of reviews, and I'm sure if I never HAD reviews that ZE19 and ZE25 would look very different.
So I'm quiet curious to the car his review.

Ofcorse it's possible that he dislikes some maps, but even that info can be very usefull if he explains properly what he don't like.

Blood: He may have an opinion about your maps, right? I also said that I don't really like your ZM maps. But I also agree that he should tell more specific why he don't like your maps.
Last edited by Stiff on Tue Dec 03, 2013 1:40 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

#1277

Post by Niiro Kitsune » Tue Dec 03, 2013 4:01 pm

I think it needs to be said that it's very possible to dislike a map even if it was made extremely well. There could be a small (or large) number of things players may not enjoy in a certain map, but that doesn't mean the quality of the map is garbage.

I know no one is disputing opinion versus quality, but I just felt like I would chime in...
[quote=Niiro Kitsune]HOLA NACHO![/quote]
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~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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~ ZM19 - Chemical Facility for Zombie Horde (28%)
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ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1278

Post by ibm5155 » Tue Dec 03, 2013 4:21 pm

Also, Mr.Man, do not copy my army man map idea... (just to put it registered here)
Also, do the review mr.fiat :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1279

Post by Mr.Man » Tue Dec 03, 2013 4:45 pm

Lol i wont. I was thinking of a shrinked level too a while ago.

@review
He wont review it properly, he will probably flip everything off. I know him longer then today.


EDIT:
Rabbit lord wrote: It doesn't have to be good. It's his review, not like its a verified news source. I had my reviews sitting in draft hell for a while now so I'd like to see what he says.
I actually mean a well looked through review. By reading his negative awnser i feel like it becomes hate.
Last edited by Mr.Man on Tue Dec 03, 2013 4:47 pm, edited 1 time in total.

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

#1280

Post by Klofkac » Tue Dec 03, 2013 5:27 pm

Mr.Man wrote: If you make a review about the mod, it better be good. I dont need a raging kid telling who he likes or not.
Dude, look at your attitude. Chill out. You sound more kiddish than Fiat who is over eighteen years old[/size]...
Anyway, reviews will never be completely objective. I was thinking about writting one earlier, but I lost overall interest in ZH. Still I am looking forward reading yours, Fiat.
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