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 / r15) 01/11/2014

#1601

Post by Stiff » Fri Feb 07, 2014 5:59 pm

ZE27 Testversion 2 released, I will try to play this on a server next week and bring the testpack version.

http://static.[bad site]/wads/stiffze27bcv2.wad

Changelog:
- It takes 2 seconds longer before the zombie can get out of his room
- Resist 4 is 7 seconds lesser
- Made it easier to reach the right lever
- Removed scrolling ice
- Added crates by 4th resist
- Fixed teleporters < needs to be tested online
- Fixed weard rocktrapdeaths
- Added spewing lava in the endroom
- Added a second way to reach the end
- Puke 55 will turn off reflections, wich I don't prefer
- A print for the first one who reaches the end
- You have to place treasures before the last resist activates
- Added a shortcut at the waterfall at the beginning
- Fixed distance bug

EDIT: Server "V2! Zombie Horde ZE27 Testserver" is online.

EDIT 2:
Things I need to fix:
- Lowering rock lets server crash
- multiple homs
- Red skybox at the end
Last edited by Stiff on Fri Feb 07, 2014 6:25 pm, 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 / r15) 01/11/2014

#1602

Post by Fused » Fri Feb 07, 2014 11:30 pm

I will make a resource pack, holding my stuff, since there will be quite some changes. Since Buried will be replaced and redone, and the textures used in it are used in other maps, i would rather make one big pack, instead of organising everything.

Canyon Run... well... heh
I haven't been working on it alot, but i did quite alot today, what I would call alot...[/size]

EDIT: here is the first UNTESTED resource pack.
Later on i will send all latest versions of my maps, without the resources.

http://static.[bad site]/wads/fusedr ... packv1.wad

EDIT 2: Updated maps
http://static.[bad site]/wads/ze21finalv1.4.wad
http://static.[bad site]/wads/zm12finalv1c.wad
Spoiler: changelog (Open)
-removed the resources. Check my resource pack for them.
-all block points now teleport the zombie
-weegee button now on 3 different spots, only 1 opens.
-replaced the 3 monster statues. You were able to get on the second floor by jumping on them when gravity was gone.
__________________________________________________
resource update: fixed the errors. The pack is now usable.
Link updated.
Last edited by Fused on Sat Feb 08, 2014 2:14 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1603

Post by Xsnake » Sun Feb 09, 2014 5:00 pm

Alright folks. Here are the current testpack maps I think are ready for the mappack. There are also a couple of maps I'm unable to get an opinion on.

Ready :
• ZE14 (Jailbreak)
• ZE17 (The good, the bad and the ugly)
• ZE25 (Total Destruction PART 2)
• ZM11 (The island depot)

Unsure :
• ZE21 (Colossus)
• ZE26 (Scarlet's Castle)
• ZM09 (abandoned mines)
• ZM14 (Jailbreak PART 2)

Thoughts ?

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

#1604

Post by mr fiat » Sun Feb 09, 2014 6:33 pm

ZE17? are you serious? that is one of the worst maps in the testpack, it has SERRIOUS graphical and gameplay issues.
mainly being to extremely unfair for the zombies at the end, its too long and the end room timer is way too short.
(having resulted in many "mission failed" messages in the past)

other then that the other maps labeled "ready" are fairly decent, ZM09 is a fun map that gets clouded with poor balancing if IBM fixed those horribly unfair camp spots
and maybe some more detail it should be ready.

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

#1605

Post by Fused » Sun Feb 09, 2014 7:31 pm

mr fiat wrote: ZE17? are you serious?
This

I agree on ZE21 staying in the testpack a bit longer. I want to make sure no buggs appear after these updates.

@stiff: stuff like this should really be avoided...:
http://www.youtube.com/watch?v=-RIPVb-M6m0
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1606

Post by ibm5155 » Sun Feb 09, 2014 7:41 pm

I only know one op camp spot, you mean that there're more?
and detail more where? cus here I get 30fps in most areas, so I'm saving some gameplay xD
Last edited by ibm5155 on Sun Feb 09, 2014 7:41 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1607

Post by Stiff » Sun Feb 09, 2014 7:51 pm

@Fused that is fixed in new version, but this one is not online becouse it let the server crash.
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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 / r15) 01/11/2014

#1608

Post by Leonard » Sun Feb 09, 2014 7:52 pm

mr fiat wrote:that is one of the worst maps in the testpack, it has SERRIOUS graphical and gameplay issues.
While I agree about the graphical aspect of the map I think you are totally wrong about the gameplay. I enjoy playing that map and it is certainly not unfair and I have actually never seen any "mission failed".
As for the endroom timer just compare it to ze19 (EDIT: ze25 sorry stiff) when humans trap the zombies in the "chute". You have only like 5-7 secs to reach the end room and it means you're pretty much dead at that point..

And zm09 would be much more balanced if all that "whiteface" "ravinshing" and "soulsphere" stuff were removed
Last edited by Leonard on Sun Feb 09, 2014 8:07 pm, edited 1 time in total.
[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?
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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
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<Dusk> and we do so incrementally
[/spoiler]

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

#1609

Post by Stiff » Sun Feb 09, 2014 8:06 pm

@leonard that's ze25, and i did that becouse the endroom.is hard to defend, wich makes it 50% winchanche for zombies and 50% winchanche for humans, second of all zombies can also take the elevator if they are doing good.

EDIT:

If there are going new maps into the testpack, than this would be my order (1=best):

1. ZE22 "CityScape" - Manuelspark
2. ZM10 apparent Vincent map
3. ZM11 Walkerrr's map
4. ZE23 "Byelomorye Dam" -Niiro Kitsune
5. ZE18 "N/A" -Lyra

I didn't play these (yet):
ZE24 "N/A" - Manuelspark !!!WIP!!!*
ZE28 "CityScape" - Fused & SpaceMarine !!!WIP!!!*
ZE29 "Canyon Run" - Mr.Fused !!!WIP!!!*

ZE27 is still in progress.
Last edited by Stiff on Sun Feb 09, 2014 9:09 pm, 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 / r15) 01/11/2014

#1610

Post by Vincent(PDP) » Mon Feb 10, 2014 12:07 am

Xsnake wrote: I'd like to have some feedback about ZM11 (The island depot). I didn't have the opportunity to try it out yet.
I know that you have lots to do XSnake, but i really would like a review of ZM10. I know i still haven't decorated some areas :cuteface:

But i just need to know if there's any more than that.
Here's a video by the way, were i show all ZM10 secrets:
Spoiler: ZM10 secrets (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

And now IF you've sent me a review or something about it, i haven't seen it and would you please refer me to it?

Thank you.

ZM10 Download: http://www.mydoomsite.com/WADS/ZM10.wad

Or this: http://www.mydoomsite.com/WADS/ZM10update26.zip
I don't know which is the latest one.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1611

Post by Eandrave » Tue Feb 11, 2014 4:30 pm

Hi, I made a map ZM18 the fist version 1.1 Here is the link : http://www.mediafire.com/download/2z087 ... 18v1.1.wad
Enjoy :razz:
Last edited by Eandrave on Tue Feb 11, 2014 4:31 pm, edited 1 time in total.

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

#1612

Post by Vincent(PDP) » Tue Feb 11, 2014 11:56 pm

Riben wrote: Hi, I made a map ZM18 the fist version 1.1 Here is the link : http://www.mediafire.com/download/2z087 ... 18v1.1.wad
Enjoy :razz:
Why didn't you send them the link to My DOOM site instead? You kept nagging on me to upload it.

Mirror link: http://www.mydoomsite.com/WADS/zm18v1.1.wad
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1613

Post by Fused » Wed Feb 12, 2014 7:22 pm

Updated the resource pack. Not fully sure what i added or not, but the 5mb right now is for Colossus, Buried and Canyon Run.

http://static.[bad site]/wads/fusedr ... packv1.wad
Spoiler: changelog (Open)
-added GLOW to MAGMA
-included Canyon Run resources
-included 2 music files i wont use anytime soon, but i liked them, and they arent big.
-included MAPINFO for Buried 2 and Minecraft (although i would rather make a Colossus 2)
-added floor sounds in TERRAIN

EDIT: reposting both maps
http://static.[bad site]/wads/ze21finalv1.4.wad
http://static.[bad site]/wads/zm12finalv1c.wad
Last edited by Fused on Wed Feb 12, 2014 7:24 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1614

Post by manuelspark » Fri Feb 14, 2014 11:52 pm

Where is my map xsnake :c?
Stiff wrote: If there are going new maps into the testpack, than this would be my order (1=best):

1. ZE22 "CityScape" - Manuelspark

I didn't play these (yet):
ZE24 "The Dark" - Manuelspark !!!WIP!!!*
Thanks xD
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 / r15) 01/11/2014

#1615

Post by Kokiri » Sat Feb 15, 2014 3:07 am

Vincent(PDP) wrote:
Xsnake wrote: I'd like to have some feedback about ZM11 (The island depot). I didn't have the opportunity to try it out yet.
I know that you have lots to do XSnake, but i really would like a review of ZM10. I know i still haven't decorated some areas :cuteface:

But i just need to know if there's any more than that.
Here's a video by the way, were i show all ZM10 secrets:
Spoiler: ZM10 secrets (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

And now IF you've sent me a review or something about it, i haven't seen it and would you please refer me to it?

Thank you.

ZM10 Download: http://www.mydoomsite.com/WADS/ZM10.wad

Or this: http://www.mydoomsite.com/WADS/ZM10update26.zip
I don't know which is the latest one.
I really want to play on this map after watching that video :D

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

#1616

Post by Stiff » Sat Feb 15, 2014 12:08 pm

manuelspark wrote: Where is my map xsnake :c?
Stiff wrote: If there are going new maps into the testpack, than this would be my order (1=best):

1. ZE22 "CityScape" - Manuelspark

I didn't play these (yet):
ZE24 "The Dark" - Manuelspark !!!WIP!!!*
Thanks xD
Well your cityscape map is the same qua gameplay as my ze19, ze25 and ze14.
Lots of running, wich I like.
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

#1617

Post by Fused » Sat Feb 15, 2014 12:26 pm

Canyon Run will be done either today or tomorrow. I did not add the experiment yet, because i rather have this added before the next pack. Xsnake, if there was a plan on adding it earlier, could you wait another day please?
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1618

Post by Vincent(PDP) » Sun Feb 16, 2014 1:34 am

Riben, I've already told you: If you're going to write anything in my chat you're NOT allowed to write 'mydoomsite.com' in the 'Homepage' box.
Last edited by Vincent(PDP) on Sun Feb 16, 2014 1:34 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1619

Post by Fused » Mon Feb 17, 2014 5:08 pm

I promised to release a version of Canyon Run yesterday, which didnt work out because i didnt have time.
Its not finished yet, but it's playable. If you run into problems, report them anyway, i might not have noticed them.
http://static.[bad site]/wads/ze29alphav0.9.wad

Also a new resource pack, which DOESNT support Buried, because i removed the water.
I will have to add that later maybe, or change it from buried.
http://static.[bad site]/wads/fusedr ... packv1.wad
Spoiler: to do list (Open)
-32 player spawns
-remove homs
-proper ending
-end room expansion
-experiment
-balance
EDIT: The resource pack in the link now supports Buried again. I also added 1 thing, which is a teleport sound for the experiment.
Last edited by Fused on Mon Feb 17, 2014 8:57 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1620

Post by ESTAR » Tue Feb 18, 2014 12:51 pm

Hey, Deluxe and I wanna make a ZM and probably a future ZE map, can we?
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