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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Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1481

Post by Niiro Kitsune » Sun Jan 12, 2014 5:42 pm

Untitled wrote: It depends. Generally speaking, you can get away with a difficult resist on the first resist, since there`s only one zombie, and potentially 15 humans (but I generally only play at 16+ players - where two start zombies can really ruin a few maps. It`s not too bad, for the most part), but the last resist has to be the easiest to defend, since at that point there will be more zombies and less humans to defend them. This is a problem I've seen with several ZE maps. They're one-sided; either humans lock the start zombie down (and thus the map is almost certainly lost once two start zombies are selected at 16+ players), or the zombies just run forward and the humans can do nothing.

Another thing: imagine playing your map at 25-30 players, where there's two start zombies. The amount of grenades you get doesn't scale up, so that means that zombies can get an effectively free reign of the map.

Yet another problem with using the whole grenades and player skill as defense is that the zombies can get smart. What if the zombies decide to ignore the players and just run forward, getting to the final resist before the humans do? And this point, you're screwed (since once zombies are in the final resist, you're doomed).

Remember: one smart zombie can infect 3 people, but one smart human might kill, what, one zombie?

Maps that have final resist problems at really high player counts include:
ZE04
ZE06
ZE12
ZE15
ZE18
ZE20
ZE25
You make some very good points, thanks for explaining it this way. I'll take this into consideration when I update my map.
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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 / r15) 01/11/2014

#1482

Post by Fused » Mon Jan 13, 2014 8:44 pm

@Xsnake
While scrolling through the sounds, i have found a sound that appears as z_sound6. While listening to it, i dont recognise it.
It appears this is some unused zombie taunt, is that a mistake? If not, i guess i'll use it in canyon run as a spawn sound.

EDIT: almost forgot to mention that people complain about staying in the passed map on map change. I'm not sure if this is a general bug or just zombie horde, so i'm not putting it on the tracker.

EDIT2: another problem, on zm11 this time. Not major, but i'm afraid he misused the teleports. Because i constantly see teleport_fog in the sky, which is probably because people that fall into the water get teleported around a bit.
Last edited by Fused on Mon Jan 13, 2014 9:16 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1483

Post by ibm5155 » Mon Jan 13, 2014 10:30 pm

Fused wrote: EDIT: almost forgot to mention that people complain about staying in the passed map on map change. I'm not sure if this is a general bug or just zombie horde, so i'm not putting it on the tracker.

yes, this is happening to me alot now and idk the why, it's not a specific map, and it wasn't happening before (maybe because before I didn't stay spectating too many times...)
but it only stay on the map if I'm doing something like pressing the talk button, menu...
I think I have more than 3 recordings with this problem
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1484

Post by Vincent(PDP) » Mon Jan 13, 2014 11:41 pm

@Xsnake
Can you make a review of my map please?
I've decorated a little bit in a few more places on ZM10. And I've removed all unneccecary stuff that i can find.

(Sorry for nagging about this so much, but i really want to get finished with my map):
Which areas are the last one's i need to decorate? If you can send me some pictured of them that would be thankful. I know one area... That's a classroom with a wooden floor and a cameratexture-window.

Is there anything else that i need to fix before it can be included in ZH?

Download: http://www.mydoomsite.com/WADS/ZM10update25.zip

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ZIPPED = 8,9 MB
UNZIPPED = 11,2 MB
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1485

Post by Niiro Kitsune » Tue Jan 14, 2014 9:57 pm

......*sigh* I haven't changed much in terms of the resists, but here's an update >_>


changelog v06-

*removed ALL exploding barrels... -_-
*deleted SSG and marine/script... -_-
*extended area between 1st and 2nd resist
*improved water sectors
*added satellite decoration
*eliminated 2 unneeded scripts
*provided more grenades at final resist
*changed zombie spawn


EDIT: v07 in progress...
Last edited by Niiro Kitsune on Wed Jan 15, 2014 7:49 am, 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 / r15) 01/11/2014

#1486

Post by Fused » Tue Jan 14, 2014 9:58 pm

Alright another problem, again not sure if this is zh related. It seems like people lagg out on the map ze20 due to packet loss.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1487

Post by Leonard » Tue Jan 14, 2014 11:10 pm

Fused wrote:not sure if this is zh related.
I'm sure it is the decorative fire actors being spammed by the meteors.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1488

Post by Untitled » Wed Jan 15, 2014 3:13 am

You sure those don't have +NOINTERACTION and/or +CLIENTSIDEONLY (though if it's lagging out the client and not server that's not gonna help)?
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<Untitled> So today I found out that stupidity is nested fractally
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1489

Post by Leonard » Wed Jan 15, 2014 12:37 pm

I recall the "zh-smoothweapons" addon having horrible lag issues in ze20 because better fire particles were implemented..
I think you are right the fire decorative actor uses clientsideonly but as far as I remember ze20 always worked well unless you spectated and went outside where you could see the fire and there you got horrible fps lag.
Nothing changed in ze20 regarding this but zandronum 1.2 is pretty recent. I think the clientside flag was somehow broken. I can only see that honestly..
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1490

Post by Vincent(PDP) » Thu Jan 16, 2014 11:35 am

New update:
http://www.mydoomsite.com/WADS/ZM10update26.zip

Changelog:
- Bug fixes.
- Started decorating the buildings with roofs.
//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

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1491

Post by Niiro Kitsune » Sat Jan 18, 2014 8:30 am

Updated to v07


changelog-

*added LOTS of visual "stuff" to secret areas
*changed some text
*included green particle fountains
*fixed skybox
*rigged a █████ item
*disguised secret jax even more
*modified water sector height near dam
Last edited by Niiro Kitsune on Sat Jan 18, 2014 5:07 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 / r15) 01/11/2014

#1492

Post by Sean » Sun Jan 19, 2014 5:23 pm

I'm going to try and make my own ZE map for Zombie Horde, wish me luck!
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1493

Post by Stiff » Sun Jan 19, 2014 6:22 pm

Werent you that guy in the zh server today
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 / r15) 01/11/2014

#1494

Post by Sean » Sun Jan 19, 2014 6:25 pm

Yeah.

I only come for ZE maps, I find ZM ones boring.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1495

Post by Niiro Kitsune » Sun Jan 19, 2014 6:29 pm

CoffeeScripter wrote: Yeah.

I only come for ZE maps, I find ZM ones boring.
If this is true, I don't think ZH is the game for you... >_>
[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 / r15) 01/11/2014

#1496

Post by ibm5155 » Sun Jan 19, 2014 7:42 pm

I hope you're not barney the dinosaur (well, he was brazilian, but, you may fake your location at forum...)
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1497

Post by mr fiat » Sun Jan 19, 2014 9:52 pm

ibm5155 wrote: I hope you're not barney the dinosaur (well, he was brazilian, but, you may fake your location at forum...)
barney the dinausaur already has a froum account not sure if its the same one tho.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1498

Post by ibm5155 » Sun Jan 19, 2014 10:15 pm

funny discovery:
map ze19
summon ravishing
have fun :D
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!

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1499

Post by Niiro Kitsune » Mon Jan 20, 2014 2:26 am

ibm5155 wrote: funny discovery:
map ze19
summon ravishing
have fun :D
Hahaha! Broken, but fun ;)
[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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Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1500

Post by Fused » Mon Jan 20, 2014 7:58 am

I havent been saying much about Cayon Run again, but it's still being worked on.

I had a problem with it, which involves portals. Pretty much a big fov causes this:
[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]

I fixed this by placing a fan instead.

@stiff incase Total Destruction 3 will be finished sometime, the best way to fix the 3d lift from blocking is to make the blockable ceiling a crusher with speed 1. I did this too with the cargolift. Anything else wont work.

EDIT: Buried hopefully final update
Spoiler: changelog (Open)
-changed newstalagmite to newstalagmite2 and in reverse. Had alot of confusion myself with this
-fixed MONI, you were able to pick it up as zombie.
EDIT: i simply had to make it a CUSTOMINVENTORY, instead of INVENTORY...
-renamed MONI to MONIspawn.
-made MONI, which is pretty much an INVENTORY item needed to make it fully work
-removed lantern 2. I dont see a proper point in it anymore.
-gave MONIspawn a doomednum
-fixed the teleporter. I indeed forgot to add the setlineblocking to make it accesible again.
-fixed the barrel bug. For some reason the zh barrels had a weird physic, causing it to make it possible to block a teleporter
-fixed a spot where you were able to get stuck. (i used stalagmites to jump on, but i forgot the new ones had a greater height).
-triet to align as much textures as possible.
-the cave stalagmites block less, which was quite an issue.
-vent for the energy drink cannot be used by zombies
-jacks gun is a bit harder
http://static.[bad site]/wads/zm12finalv1b.wad

Please report any bugs. If there arent any bugs, i suppose this map could be added to the mappack. Everything i know of is fixed.
Last edited by Fused on Mon Jan 20, 2014 11:37 am, edited 1 time in total.
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