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

#1641

Post by Klofkac » Tue Feb 25, 2014 3:00 pm

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

#1642

Post by uggi121 » Fri Feb 28, 2014 9:05 am

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

#1643

Post by Eandrave » Fri Feb 28, 2014 4:32 pm

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 :razz:
Last edited by Eandrave on Fri Feb 28, 2014 4:32 pm, edited 1 time in total.

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

#1644

Post by ibm5155 » Fri Feb 28, 2014 5:34 pm

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 :lol: ,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 :twisted: , already on mappack

And here ends ibm's map evaluation
Last edited by ibm5155 on Fri Feb 28, 2014 5:48 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1645

Post by Niiro Kitsune » Fri Feb 28, 2014 6:57 pm

ibm5155 wrote: Map reviews (by ibm)
map vers, author,description,situation

ZE23 - v8,Niiro Kitsune:broken map link,can't test
Link has been fixed, you can take a look at it now if you still want to, thx

EDIT: *sigh* I'm actually working on v09, even though I said I wouldn't unless it was given time on the testpack... Image
Last edited by Niiro Kitsune on Fri Feb 28, 2014 7:04 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1646

Post by Fused » Fri Feb 28, 2014 7:44 pm

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]Image[/spoiler]
Last edited by Fused on Fri Feb 28, 2014 8:19 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1647

Post by Vincent(PDP) » Sat Mar 01, 2014 12:39 am

ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
You're the first one i've heard getting that error. Are you using the latest testpack n' shit? :biggrin:

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

#1648

Post by Rabbit lord » Sat Mar 01, 2014 1:07 am

Vincent(PDP) wrote:
ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
You're the first one i've heard getting that error. Are you using the latest testpack n' shit? :biggrin:
Yes, tried testing using the "latest testpack n' shit".

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.

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

#1649

Post by Fused » Sat Mar 01, 2014 9:58 am

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 :razz:
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 :razz: )[/spoiler]

http://static.[bad site]/wads/ze21finalv1.5.wad
http://static.[bad site]/wads/fusedr ... packv1.wad
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1650

Post by Vincent(PDP) » Sat Mar 01, 2014 10:07 am

Rabbit lord wrote:
Vincent(PDP) wrote:
ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
You're the first one i've heard getting that error. Are you using the latest testpack n' shit? :biggrin:
Yes, tried testing using the "latest testpack n' shit".

EDIT: worked after deleting the decorate but found myself with less than 20 fps.
How come it's suddenly not working to you ???
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.
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My projects:
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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
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1651

Post by Kokiri » Sat Mar 01, 2014 12:42 pm

Vincent(PDP) wrote:
Rabbit lord wrote:
Vincent(PDP) wrote:
ibm5155 wrote: zm10 - v26,vincent:1 errors while parsing DECORATE scripts,error can't run
You're the first one i've heard getting that error. Are you using the latest testpack n' shit? :biggrin:
Yes, tried testing using the "latest testpack n' shit".

EDIT: worked after deleting the decorate but found myself with less than 20 fps.
How come it's suddenly not working to you ???
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...
Script error, "ZM10.wad:ZM10ITE2" line 278:
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

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

#1652

Post by Klofkac » Mon Mar 03, 2014 8:19 am

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.
Last edited by Klofkac on Mon Mar 03, 2014 8:28 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1653

Post by Fused » Mon Mar 03, 2014 9:11 am

I'd say providing information about the map too.
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.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1654

Post by Niiro Kitsune » Mon Mar 03, 2014 9:30 am

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:
Klofkac 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.
I'm guessing I'm included in the "you guys"... so screens are now available in my sig

v v v v v v
Last edited by Niiro Kitsune on Mon Mar 03, 2014 9:32 am, edited 1 time in total.
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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

#1655

Post by Guardsoul » Mon Mar 03, 2014 9:35 am

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

#1656

Post by Niiro Kitsune » Mon Mar 03, 2014 9:56 am

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).
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.

(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.
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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

#1657

Post by Xsnake » Mon Mar 03, 2014 4:06 pm

Fused wrote:
Spoiler: screenshots (Open)
Image
Image
Image
Image
Image
Image
Image
These are nice. Hopefully the map won't be too laggy.
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).
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.

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.

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

#1658

Post by Fused » Mon Mar 03, 2014 4:58 pm

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.
Last edited by Fused on Mon Mar 03, 2014 4:59 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1659

Post by Xsnake » Mon Mar 03, 2014 6:22 pm

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.
ZM12 is still here ? I thought you agreed it's quite bad and should be removed.

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

#1660

Post by Fused » Mon Mar 03, 2014 6:32 pm

Yes i did. I will use ZM12 for Minecraft then.
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