You make some very good points, thanks for explaining it this way. I'll take this into consideration when I update my map.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
Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
[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
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
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
@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.
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.
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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
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">
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">
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
@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
Map Size:
ZIPPED = 8,9 MB
UNZIPPED = 11,2 MB
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
Map Size:
ZIPPED = 8,9 MB
UNZIPPED = 11,2 MB
- Niiro Kitsune
- Forum Regular
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
......*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...
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
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
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
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I'm sure it is the decorative fire actors being spammed by the meteors.Fused wrote:not sure if this is zh related.
[spoiler][/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
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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)?
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
Spoiler: Me in a nutshell (Open)Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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..
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][/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
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
New update:
http://www.mydoomsite.com/WADS/ZM10update26.zip
Changelog:
- Bug fixes.
- Started decorating the buildings with roofs.
http://www.mydoomsite.com/WADS/ZM10update26.zip
Changelog:
- Bug fixes.
- Started decorating the buildings with roofs.
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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
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
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
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
- Sean
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I'm going to try and make my own ZE map for Zombie Horde, wish me luck!
<capodecima> i dont say any more word without my loyer jenova
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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)
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)
- Sean
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Yeah.
I only come for ZE maps, I find ZM ones boring.
I only come for ZE maps, I find ZM ones boring.
<capodecima> i dont say any more word without my loyer jenova
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
If this is true, I don't think ZH is the game for you... >_>CoffeeScripter wrote: Yeah.
I only come for ZE maps, I find ZM ones boring.
[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
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
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I hope you're not barney the dinosaur (well, he was brazilian, but, you may fake your location at forum...)
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">
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">
- mr fiat
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
barney the dinausaur already has a froum account not sure if its the same one tho.ibm5155 wrote: I hope you're not barney the dinosaur (well, he was brazilian, but, you may fake your location at forum...)
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
funny discovery:
map ze19
summon ravishing
have fun :D
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!
<this post is proof of "Decline">
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">
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Hahaha! Broken, but fun ;)ibm5155 wrote: funny discovery:
map ze19
summon ravishing
have fun :D
[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
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
Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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]
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
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.
I had a problem with it, which involves portals. Pretty much a big fov causes this:
[spoiler]
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)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.