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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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1381

Post by Stiff » Mon Dec 30, 2013 9:46 am

I think he ment a place near the endroom of ZE25, but I fixed that in the newest testpack.
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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 / r14) 12/28/13

#1382

Post by Fused » Tue Dec 31, 2013 11:08 am

It seems i have made some mistakes with my level, so here is an (probably) final update.

http://static.[bad site]/wads/zm12finalv1.wad
Spoiler: changelog (Open)
-the secret rusty coin cannot be picked up by zombies. It also makes its KACHING sound i added before.
-updating textures to canyon run's textures. That way i save some kb.
-updating sprites to canyon run stuff. Also saves kb.
-turned MRMTELE to ogg. Also renamed.
-removed MRMLAVA
-reconverted d_cave, saving 1.5 MB !!
-removed rain, i think this saves alot of hate.
-removed the 2 bugs reported + the blue lava color and lava sound in the water.
-fixed the skybox, it didnt pop up in multiplayer.
-polydoor cannot be blocked anymore
-the 2 slammers outside updated.

EDIT: more fixes.
-the teleport sound wasnt quite right
-made the MONI (for energy drink) easier to find with markers.
-removed 1 jacksgun, it was really easy to get.

EDIT: final update to ze21, fixing the final problems in the level.

http://static.[bad site]/wads/ze21finalv1.3.wad
Spoiler: changelog (Open)
-new zombie spawns
-some message were hudmessage instead of hudmessagebold
-fixed an unnessecary blocking line
-the block points didnt always block zombies because of the speed increase caused by the gravity.
-added a new automatic block point.
-converted wgmoon to ogg
-reconverted D_MOON, added more of the number, lowered the tones and added some bass.
Happy new year everyone!

EDIT: how does the new collosus music sound for you guys? It sounds great to me, but spacemarine told me it was a bit weird.

EDIT 2: Zm12 updated a bit more, changelog updated.
Last edited by Fused on Wed Jan 01, 2014 11:09 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1383

Post by manuelspark » Fri Jan 03, 2014 1:57 am

My map Ze22: Cityscape
http://sickedwick.net/uploader/files/ZEscape22v3.wad

i dont know if is on the server i have not played
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 / r14) 12/28/13

#1384

Post by Fused » Fri Jan 03, 2014 11:52 am

I'm having a colorfull mind at the moment, so allow me to drop some idea's here.
I have 3 things i would like to make, it's your choise which one.
It will be a ZM map whatsoever. I will make it after i finished Canyon Run + an invasion map i promised.

-Nuked city (i got an awesome skybox for that + i'm good with darkness for both renderers).
-Minecraft (i found an amazing resource pack with minecraft textures including grass, glowstone etc. (POSSIBLE GPU EATER)).
-Snow world (an snow map with barely visibility. IMO we need another zm snow map).

My choise myself would be a minecraft map. Are you still working on yours, mspark?
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1385

Post by ibm5155 » Fri Jan 03, 2014 12:19 pm

snow? meh, zm09 is full of random things, but I could adapt the rainfall settings for it :D
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1386

Post by SpaceMarine » Fri Jan 03, 2014 2:27 pm

manuelspark wrote: My map Ze22: Cityscape
http://sickedwick.net/uploader/files/ZEscape22v3.wad
What? ZE28 is also CityScape. Is it okay or should I change the name?
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1387

Post by Kaminsky » Fri Jan 03, 2014 4:14 pm

Fused wrote: I'm having a colorfull mind at the moment, so allow me to drop some idea's here.
I have 3 things i would like to make, it's your choise which one.
It will be a ZM map whatsoever. I will make it after i finished Canyon Run + an invasion map i promised.

-Nuked city (i got an awesome skybox for that + i'm good with darkness for both renderers).
-Minecraft (i found an amazing resource pack with minecraft textures including grass, glowstone etc. (POSSIBLE GPU EATER)).
-Snow world (an snow map with barely visibility. IMO we need another zm snow map).

My choise myself would be a minecraft map. Are you still working on yours, mspark?
In my opinion, creating a post-apocalyptic (Nuked City) map would be great. The setting of the map would effectively evoke a dark atmosphere that fits Zombie Horde. On the other hand, a snow-themed map is a good idea as well.

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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1388

Post by Niiro Kitsune » Fri Jan 03, 2014 4:48 pm

I agree with Robotnik: the idea of a nuked city is very appealing and I think, if done well, has a good amount of potential. But I also think we do need a good revamp on snow maps for ZH.
[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 / r14) 12/28/13

#1389

Post by fr blood » Fri Jan 03, 2014 4:50 pm

I've an Idea about a volcanic map theme, but I'm actually updating ZE17.
Aftet that I'll try to finish my new ZE map, and maybe make a little update for ZE26.

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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1390

Post by ibm5155 » Fri Jan 03, 2014 7:04 pm

ZM16 log: (still in alpha 0.03)
-Dynamic weather working (like the minecraft day to night system)
-Blink effect added
-Map finished (on paper), ingame it's 25% done
-No ghouls/special guns planed for it
-It's not a short map as first zm09 was xD
-Some textures have high quality (so it'll eat some mb D:)

Also It'll not be a generic zm map, people can just camp, but they'll not survive for 3 or more minutes, because the night is comming and for survive, people will need to turn on the generators to make energy for the lamps light up, there'll be only 3 generators and 3 gasoline tanks to make it work, the gasoline spots will not be hard to find as redkey on zm09 is xD...

Beta link soon :D (in max 1 month to come)

EDIT
Spoiler: screenshots :D (Open)
Image
Image
Image
Image
Image
Image
Last edited by ibm5155 on Fri Jan 03, 2014 7:26 pm, edited 1 time in total.
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 / r14) 12/28/13

#1391

Post by Stiff » Fri Jan 03, 2014 7:13 pm

ZM14 UPDATE:

V5:
- Fixed hom in car
- Barrels cannot get out of the Box compagny anymore
- Made a small and easy campspot by the little houses
- Made a small cinema entrance
- Made a ventilation shaft wich makes the cinema entrance, garage, supermarket & helicopter spot
- Made a small room next to the helicopter spot, I also moved the box to here
- Humans teleport at another location when falling into the water

Link: http://sickedwick.net/uploader/files/ZM14stiffV5.wad

This is the final ZM14 version, so please put it in the mappack if possible.
The ZE25 version inside testpack 14 is also the final ZE25 version, so please put that in the mappack too.
If there is something that have to be changed before they can get into the mappack, please tell.
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 / r14) 12/28/13

#1392

Post by Fused » Fri Jan 03, 2014 7:18 pm

Alright, nuke map it is. I also thought about making one of those anyway, since mspark had a minecraft map already.
The current setup for the map is already very far, i got an idea, awesome skybox, and fitting textures. Lets say Canyon Run will be done in 1 week, when i work hard. This will probably not happen, so lets say around 3 weeks.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1393

Post by SlowSheep » Fri Jan 03, 2014 7:59 pm

Fused wrote: Alright, nuke map it is. I also thought about making one of those anyway, since mspark had a minecraft map already.
The current setup for the map is already very far, i got an idea, awesome skybox, and fitting textures. Lets say Canyon Run will be done in 1 week, when i work hard. This will probably not happen, so lets say around 3 weeks.
I have to signal a weird bug in ZE29 , the map you are currently working on . At the fourth "Wait for" nothing happens , and you are trappped in there forever
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1394

Post by Niiro Kitsune » Fri Jan 03, 2014 8:32 pm

@ibm- those ideas of yours for zm16 sound promising, can't wait to see more screens =)

@all- here's another update of ze23, this is the last one I anticipate I will have to do (for now), and of course feedback is always appreciated


v04 changelog:
*replaced ANOTHER music file
*improved final resist failsafe
*removed several exploding barrels
*changed sky to skybox
*balanced map to benefit humans slightly more
*aligned misaligned textures >.>
*made miscellaneous visual improvements


EDIT: current file size is approx 8.1mb, not sure if too big... =/
Last edited by Niiro Kitsune on Fri Jan 03, 2014 8:49 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 / r14) 12/28/13

#1395

Post by Fused » Fri Jan 03, 2014 8:43 pm

ShelterScratch wrote: I have to signal a weird bug in ZE29 , the map you are currently working on . At the fourth "Wait for" nothing happens , and you are trappped in there forever
[spoiler]Image
Image
Image[/spoiler]

Die.
SpaceMarine wrote: What? ZE28 is also CityScape. Is it okay or should I change the name?
name it CityScape 2 - Fused & spassfag
Last edited by Fused on Fri Jan 03, 2014 9:01 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1396

Post by manuelspark » Sat Jan 04, 2014 1:18 am

SpaceMarine wrote:
manuelspark wrote: My map Ze22: Cityscape
http://sickedwick.net/uploader/files/ZEscape22v3.wad
What? ZE28 is also CityScape. Is it okay or should I change the name?
My map was the first :c



-------------------
Someone has textures of minecraft ?
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 / r14) 12/28/13

#1397

Post by SpaceMarine » Sat Jan 04, 2014 6:51 am

Fused wrote:
name it CityScape 2 - Fused & spassfag
Fek uff
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1398

Post by Fused » Sat Jan 04, 2014 8:56 am

manuelspark wrote: Someone has textures of minecraft ?
Aww man i wanted to ask you if you had them... I know somebody who does, but i doubt she'll give it, since it was for a zdaemon project of her. I could ask, just dont think too much.

EDIT: isnt your minecraft map/ mc resource pack in a map/test-pack?
Last edited by Fused on Sat Jan 04, 2014 8:57 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1399

Post by Stiff » Sat Jan 04, 2014 11:24 am

His minecraft textures are not in his mc resource pack (checked it)

EDIT: I cannot find the map in my wadfolder, wich is weard becouse I never removed a wad in the 4,5 years I have my pc and I'm sure I played that minecraftmap.

EDIT2: The mapname was ZM27 right?
Last edited by Stiff on Sat Jan 04, 2014 11:37 am, edited 1 time in total.
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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 / r14) 12/28/13

#1400

Post by ibm5155 » Sat Jan 04, 2014 6:12 pm

There's a minecraft tc for doom (with a download link) also I did a minecraft dm map with minecraft textures, I may have they too...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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