Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
The thing is, Zandronum is not supporting truecolour transparency too well. On software, it will be opaque and paletted. On OpenGL it may work but I have experiences it is quite resource heavy.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Hey guys, Mr.toast and I are working on a ZM Map. (are slots full ??) It takes place in 3 places (Storage, Hell, and a Bio Lab) connected by portals. The portals are not too well decorated, so you won't experience FPS problems. I'd like to know if we can continue work on this and if yes, I will post some screenies soon.
"I want to learn French. Hope I'm taught how to gif French kiss."
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Hi, I make a new version of ZM18 v1.2 Here is the link : http://www.mediafire.com/download/pw9op ... 18v1.2.wad
Enjoy guys
Enjoy guys

Last edited by Eandrave on Fri Feb 28, 2014 4:32 pm, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Map reviews (by ibm)
map vers, author,description,situation
ZM18 - v1.2,Riben:You map sounds cool, and it's big, but, it feels a bit void outside (not many things, just some [3 or 5] camp spots) and inside you could use more details, it can be better, and for now, it wouldn't fit testpack, but, your map isn't bad, it's just not ready to be played on testpack ,requiring edit
zm29 - beta 1.0,fused:your map is cool, but, some areas are not as detailed as others, the map itself is good, and just a tip, make that last counter offline or it'll eat alot of server bandwidth , one last thing, make both files only one, there's no need for two separated wads :p, ready for testpack
zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
zm12 - finalv1c,fused:i can't say it's good or bad, i don't know exactly xd, but you should make that jack gun harder to get,already on testpack
ZE23 - v8,Niiro Kitsune:broken map link,can't test
ZE19 - ?,albertoop123:broken map link, can't test
ZM09 - beta 1.4,ibm5155:it needs more details outside, even if there're enough sectors to camp, it needs to balance the ghouls to not spawn every map (to be tested on this new version, since I lowered the changes to appear ghouls),the map never ends equal, everytime it happens a different thing, and some areas the detailing are really good, also the red sector area should be brighter, ready for testpack
ZM11- ?(testpack-15),Walkerrr:The map is great, the music fits the map, the sectors are detail balanced (each sector is on the same level of detailing), the map is a bit laggy in some areas, and I think the only thing this map could have is a bit less barrels,,talready on estpack 15
ZM14 - V5,Stiff:Hmm this one is hard, it's not bad, but it's not yet good, for now it only need to fix the exploit of barrel bridges on the water
,already on testpack 15
ZE21 - v1.3,fused:the only thing I think it could change is the secret ending from stiff to another one,talready on estpack 15
ZE17 - v2,blood:it's cool, fun, but,LAAAAAAAAAAAAAAAAAAAAAG, already on testpack 15
ZE19 - final, stiff:The map itself is good, BUT, there're two gameplay problens, first:you can stuck zombies on the first block, staying on the top of that grid (this could be fixed making a instakill flag when it's going up, so noone would block it), second, there's still a problem at the end of the map that players are not teleported to the right boat and stay on the old one, i know it's bad but, you could kill people if they're on the wrong boat
, already on mappack
And here ends ibm's map evaluation
map vers, author,description,situation
ZM18 - v1.2,Riben:You map sounds cool, and it's big, but, it feels a bit void outside (not many things, just some [3 or 5] camp spots) and inside you could use more details, it can be better, and for now, it wouldn't fit testpack, but, your map isn't bad, it's just not ready to be played on testpack ,requiring edit
zm29 - beta 1.0,fused:your map is cool, but, some areas are not as detailed as others, the map itself is good, and just a tip, make that last counter offline or it'll eat alot of server bandwidth , one last thing, make both files only one, there's no need for two separated wads :p, ready for testpack
zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
zm12 - finalv1c,fused:i can't say it's good or bad, i don't know exactly xd, but you should make that jack gun harder to get,already on testpack
ZE23 - v8,Niiro Kitsune:broken map link,can't test
ZE19 - ?,albertoop123:broken map link, can't test
ZM09 - beta 1.4,ibm5155:it needs more details outside, even if there're enough sectors to camp, it needs to balance the ghouls to not spawn every map (to be tested on this new version, since I lowered the changes to appear ghouls),the map never ends equal, everytime it happens a different thing, and some areas the detailing are really good, also the red sector area should be brighter, ready for testpack
ZM11- ?(testpack-15),Walkerrr:The map is great, the music fits the map, the sectors are detail balanced (each sector is on the same level of detailing), the map is a bit laggy in some areas, and I think the only thing this map could have is a bit less barrels,,talready on estpack 15
ZM14 - V5,Stiff:Hmm this one is hard, it's not bad, but it's not yet good, for now it only need to fix the exploit of barrel bridges on the water

ZE21 - v1.3,fused:the only thing I think it could change is the secret ending from stiff to another one,talready on estpack 15
ZE17 - v2,blood:it's cool, fun, but,LAAAAAAAAAAAAAAAAAAAAAG, already on testpack 15
ZE19 - final, stiff:The map itself is good, BUT, there're two gameplay problens, first:you can stuck zombies on the first block, staying on the top of that grid (this could be fixed making a instakill flag when it's going up, so noone would block it), second, there's still a problem at the end of the map that players are not teleported to the right boat and stay on the old one, i know it's bad but, you could kill people if they're on the wrong boat

And here ends ibm's map evaluation
Last edited by ibm5155 on Fri Feb 28, 2014 5:48 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<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
Link has been fixed, you can take a look at it now if you still want to, thxibm5155 wrote: Map reviews (by ibm)
map vers, author,description,situation
ZE23 - v8,Niiro Kitsune:broken map link,can't test
EDIT: *sigh* I'm actually working on v09, even though I said I wouldn't unless it was given time on the testpack...

Last edited by Niiro Kitsune on Fri Feb 28, 2014 7:04 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
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I actually wanted to tell you guys i went to change weegee, so you're a tat too early ibm.
Expect a screenie in half an hour.
EDIT: close enough...
[spoiler]
[/spoiler]
Expect a screenie in half an hour.
EDIT: close enough...
[spoiler]

Last edited by Fused on Fri Feb 28, 2014 8:19 pm, edited 1 time in total.
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
You're the first one i've heard getting that error. Are you using the latest testpack n' shit?ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run

Btw try ZM10.wad instead of ZM10update26...
http://www.mydoomsite.com/WADS/ZM10.wad
Or try an earlier version
http://www.mydoomsite.com/WADS/ZM10update25.zip
Update 26 works for me, WADs in order are:
skulltag_actors_1-1-1.pk3
skulltag_data_126.pk3
zh-beta27.pk3
zh-beta27_fix2.wad
zh-mappack9b.pk3
zh-testpack_r15.pk3
NewTextColours1_170.pk3
ConnectSound.wad
ZM10update26.wad
Last edited by Vincent(PDP) on Sat Mar 01, 2014 12:43 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Yes, tried testing using the "latest testpack n' shit".Vincent(PDP) wrote:You're the first one i've heard getting that error. Are you using the latest testpack n' shit?ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run![]()
EDIT: worked after deleting the decorate but found myself with less than 20 fps.
Last edited by Rabbit lord on Sat Mar 01, 2014 1:08 am, edited 1 time in total.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Odd, it works fine for me whatsoever. I did get a few fps drops, but that was most likely my pc just starting up.
Unimportant maps aside
I finished the update to Colossus. I'll stop saying it's the final update, because it never seems to be.
[spoiler]-weegee replaced
-nukes and quakes when ending executes
-Bunker doesnt have a 3d floor roof anymore, fixing the terrible hom
-Colossus gives a big quake
-removed the comets
-Secret ending kills the activator
-secret ending switch replaced by 3 random opening switches spread over the map
-Some 3d slope was raised at the bunker, is now lowered.
-replaced wgmoon and d_weegee with d_shmr (both still available)
-added a shadow mario sprite
-added fencing above the bunker entrance. I was probably too nooby to find out how to do that when i made it.
-Windows at spawn have reduced alpha again.
FYI, This is not some mario i came up with, but an actual villain. This has been asked alot to me already...
(also, yes, that music part in the video is WGMOON
)[/spoiler]
http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/fusedr ... packv1.wad
Unimportant maps aside

I finished the update to Colossus. I'll stop saying it's the final update, because it never seems to be.
[spoiler]-weegee replaced
-nukes and quakes when ending executes
-Bunker doesnt have a 3d floor roof anymore, fixing the terrible hom
-Colossus gives a big quake
-removed the comets
-Secret ending kills the activator
-secret ending switch replaced by 3 random opening switches spread over the map
-Some 3d slope was raised at the bunker, is now lowered.
-replaced wgmoon and d_weegee with d_shmr (both still available)
-added a shadow mario sprite
-added fencing above the bunker entrance. I was probably too nooby to find out how to do that when i made it.
-Windows at spawn have reduced alpha again.
FYI, This is not some mario i came up with, but an actual villain. This has been asked alot to me already...
(also, yes, that music part in the video is WGMOON

http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/fusedr ... packv1.wad
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
How come it's suddenly not working to youRabbit lord wrote:Yes, tried testing using the "latest testpack n' shit".Vincent(PDP) wrote:You're the first one i've heard getting that error. Are you using the latest testpack n' shit?ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run![]()
EDIT: worked after deleting the decorate but found myself with less than 20 fps.

I just installed a new PC and downloaded it and it still works... :S
Xsnake does ZM10 work to you?
Btw Rabbit, what version of Zandronum are you using?
I am aware of the FPS drops though, but i think they're unfixable.
I'll have a look at the DECORATE and see if i can find what causes you guys' problem...
Last edited by Vincent(PDP) on Sat Mar 01, 2014 10:10 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Script error, "ZM10.wad:ZM10ITE2" line 278:Vincent(PDP) wrote:How come it's suddenly not working to youRabbit lord wrote:Yes, tried testing using the "latest testpack n' shit".Vincent(PDP) wrote:You're the first one i've heard getting that error. Are you using the latest testpack n' shit?ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run![]()
EDIT: worked after deleting the decorate but found myself with less than 20 fps.![]()
I just installed a new PC and downloaded it and it still works... :S
Xsnake does ZM10 work to you?
Btw Rabbit, what version of Zandronum are you using?
I am aware of the FPS drops though, but i think they're unfixable.
I'll have a look at the DECORATE and see if i can find what causes you guys' problem...
Parent type 'FlareDisco' not found in FlareDisco2
Tried to register class 'BloodSplash' more than once.
Execution could not continue.
1 errors while parsing DECORATE scripts
:p
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Could you guys ever care to provide at least screenshot of your work? Not everyone here can download the wad and play it (looking at forums from school PC / phone, perharps?), or have will to clog up HDD/SSD space with single map 10 MB wads.
And posts in style "Hello this is my map, link" are pretty annoying because they do not tell anything about the map you have created without having to download and play it again.
And posts in style "Hello this is my map, link" are pretty annoying because they do not tell anything about the map you have created without having to download and play it again.
Last edited by Klofkac on Mon Mar 03, 2014 8:28 am, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I'd say providing information about the map too.
For example, here is something for canyon run:
For example, here is something for canyon run:
Mapinfo: ZE29 - Canyon Run by Fused
Map size: 4.208 kb (excluded resources - added in fusedresourcepackv1.wad)
Type: Escape map
resist: 5 resists + 1 mini resist (cargolift of 10 seconds)
total play time: around 7 minutes (UNTESTED)
extra items/secrets: No secret items, 1 secret ending (which isn't added yet)
theme: Canyons and caves
Specials: Very dynamic + 1 voice acted scene at final resist
Known problems: possible lag at magma particle-spawning sectors + health scarcity.
Spoiler: screenshots (Open)
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
v09, or whatever =P
[spoiler]changelog:
-filesize: 5.634MB
*included 2 faux items
*added white lighting effect
*extended most secret ending areas
*deleted elevated table
*removed super-secret ending (and resources) altogether -_-
*adjusted resist times
*introduced new door texture
*made secret end harder to activate
*created new easter egg[/spoiler]
EDIT:
v v v v v v
[spoiler]changelog:
-filesize: 5.634MB
*included 2 faux items
*added white lighting effect
*extended most secret ending areas
*deleted elevated table
*removed super-secret ending (and resources) altogether -_-
*adjusted resist times
*introduced new door texture
*made secret end harder to activate
*created new easter egg[/spoiler]
EDIT:
I'm guessing I'm included in the "you guys"... so screens are now available in my sigKlofkac wrote: Could you guys ever care to provide at least screenshot of your work? Not everyone here can download the wad and play it (looking at forums from school PC / phone, perharps?), or have will to clog up HDD/SSD space with single map 10 MB wads.
v v v v v v
Last edited by Niiro Kitsune on Mon Mar 03, 2014 9:32 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
Niiro, your map seems empty... too empty and pretty generic. I recomend you to learn at least some basic detailing features (specially in walls).
I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.
Banned for cheating at DoomBuilder.
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I agree the map could be detailed more, but it has already been seen by a large number of ZH players and overall they have expressed to me that they want to see it in the testpack (as is, obviously). Both xsnake and rabbitlord have seen it and really the only things they asked me to change had to do with gameplay/mechanics and not visuals. Truthfully, this map is the first serious doom map I have completely "finished," and I am honestly very satisfied with the way it came out. I'm not saying I won't improve it anymore, I would just rather see it get some play time on a server before I spend more time working on it. I don't think that's unreasonable, considering I have already changed quite a bit as xsnake advised me to.Guardsoul wrote: Niiro, your map seems empty... too empty and pretty generic. I recomend you to learn at least some basic detailing features (specially in walls).
(EDIT) Also, not to say anyone here is wrong, but I don't believe visuals make or break a map. If you ask me, maps that play well regardless of their scenery are better than maps that look very detailed but aren't enjoyable. I'd rather play some of the original xsnake maps that were very simple visually but felt fun than some of the new maps coming out that are extremely nice to look at but are painfully boring to play. If you think about things like I do, consider this: If someone wanted their map to look simple, would that automatically mean their map was bad?
Last edited by Niiro Kitsune on Mon Mar 03, 2014 10:56 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
These are nice. Hopefully the map won't be too laggy.Fused wrote:Spoiler: screenshots (Open)
The map could sure use a few more details, but in that particular case, I don't find it shocking. I think it's alright for a testpack trial.Guardsoul wrote: Niiro, your map seems empty... too empty and pretty generic. I recomend you to learn at least some basic detailing features (specially in walls).
EDIT, regarding the next testpack update :
IBM, did you get rid of the in-game tutorial ? As for your map statistics, I'm not entirely against it. But you better implement something right or not implement anything at all. Your implementation looks silly to me, for several reasons. Why would you use clientside cvars ? You can just use arrays. Also what I mentionned last time. Since it takes several tics for the server to send the stats values to the client, it means you press the key and the stats show up two seconds later ? Ah, come on... Also, you did not handle possible divisions by zero in your code. Alright, I strongly suggest you get rid of that feature too.
Fused, what is the latest Colosus version ?
Stiff, are these the latest versions of your maps ? ZE14STIFFPV5, stiffZE25v23, ZM14stiffV5.
Last edited by Xsnake on Mon Mar 03, 2014 4:40 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
http://static.[bad site]/wads/fusedr ... packv1.wad
http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/zm12finalv1c.wad
http://static.[bad site]/wads/ze29betav1.0.wad
Can people maybe try out ZE29 for themselves? I use a pc with good cards that process anything really well, and settings that make doom quite bright. I'm not sure if there are laggs spots/very dark spots.
I only used brightness 110-128 and 90 for under 3d floors inside brightness 110 sectors.
http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/zm12finalv1c.wad
http://static.[bad site]/wads/ze29betav1.0.wad
Can people maybe try out ZE29 for themselves? I use a pc with good cards that process anything really well, and settings that make doom quite bright. I'm not sure if there are laggs spots/very dark spots.
I only used brightness 110-128 and 90 for under 3d floors inside brightness 110 sectors.
Last edited by Fused on Mon Mar 03, 2014 4:59 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
ZM12 is still here ? I thought you agreed it's quite bad and should be removed.Fused wrote: http://static.[bad site]/wads/fusedr ... packv1.wad
http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/zm12finalv1c.wad
http://static.[bad site]/wads/ze29betav1.0.wad
Can people maybe try out ZE29 for themselves? I use a pc with good cards that process anything really well, and settings that make doom quite bright. I'm not sure if there are laggs spots/very dark spots.
I only used brightness 110-128 and 90 for under 3d floors inside brightness 110 sectors.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Yes i did. I will use ZM12 for Minecraft then.