Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1721

Post by Xsnake » Sun Mar 30, 2014 11:04 am

See ? That wasn't so complicated to show your good faith by releasing the sources. :rolleyes:

Back to the topic, I will update the testpack with stiff's Lava temple and Niiro's map once IBM's update is ready aswell.

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1722

Post by Vincent(PDP) » Sun Mar 30, 2014 11:21 am

Xsnake wrote: See ? That wasn't so complicated to show your good faith by releasing the sources. :rolleyes:
:razz:

Well, now i have two questions:
1. Do you want me to change the admin menu design, to not make it look like yours?
2. About the achievement library, can i use the display code or not? If you would like to think about it, that's okay... It's not a hurry. :)

Guess I'll have to release my source code public after all :smile:
Last edited by Vincent(PDP) on Sun Mar 30, 2014 11:22 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1723

Post by Xsnake » Sun Mar 30, 2014 12:16 pm

1. No need to.
2. As mentioned in the text file, anyone is free to use or modify parts of my code as long as they keep things credited.

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1724

Post by ibm5155 » Sun Mar 30, 2014 1:00 pm

Uhh , ok, i finished yo test all new stuff, no bug abusing, ...
since i want to see lavatemple too im gonna wakeup, drink my coffe, eat some bread, turn on the comp and upload it...
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1725

Post by Fused » Sun Mar 30, 2014 1:17 pm

I guess i will drop off Canyon Run like it is so far for the testpack.
http://static.[bad site]/wads/ze29betav1.1.wad
Spoiler: Changelog: Canyon Run (Open)
NOTE: a changelog is also added into the wad itself.
This changelog is directly copied from the wad changelog.

- Replaced script 21 (inform about the final resist) with a bulletproof window message (experiment)
- Made 2 linedefs at spawn impassable that allowed the player to get out of the map otherwise
- Fixed some misplaced textures
- Placed an arrow sign close to the first resist to avoid players from circling back.
- Moved a rock after the first resist to allow more room, which caused alot of blocking in the past.
- Made the second resist smaller to get more players to defent the climbing part.
- Hole you need to jump in after second resist doesn't use teleport_insector anymore.
- Thirth resist is easier to defent and to reach.
- Door in decontermination room redetailed.
- Print message when opening decontermination doors changed to hudmessagebold.
- Fourth resist blocks the player until the hallway collapsed.
- End room detailed more.
- Finished a part of the secret ending.
And also some minor changes to the resource pack
http://static.[bad site]/wads/fusedresourcepack.wad
Spoiler: Changelog: Fused Resource Pack (Open)
- Once again redone D_MOON. It was a real earrape this time and i didn't notice.
- Added 4 different cards for Experiment.
- Added 1 texture for Experiment.
EDIT:
Note that i probably forgot a few changes, because i changed alot before writing it down. Also note that the Experiment is unfinished and impossible to reach (The 4 cards are not placed yet).
Last edited by Fused on Sun Mar 30, 2014 1:23 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1726

Post by ibm5155 » Sun Mar 30, 2014 1:32 pm

FINAL EDIT:
Ok, I found another bug :v (but this time I didn't edited that area D:) a walkable mid texture was marked as false...
Here is it, ZM09 beta v1.5 hotfix 3 I hope there're no more bugs on it D:
Last edited by ibm5155 on Sun Mar 30, 2014 2:13 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1727

Post by Xsnake » Sun Mar 30, 2014 2:41 pm

zh-testpack_r17

• Added ZE27.
• Updated ZM09, ZE23 and ZE29.

Download Link

Maplist change : +ZE27

I was quite impressed by that Lava Temple map. Congrats.
Niiro, I had to change a few DoomedNums in your decorate due to conflicts with DrDoctor's ceiling bulbs. Please use the version inside the .pk3 as a base for future modifications so I dont have to redo it.
IBM, there is a script lump in your wad right after the TERRAIN lump. I guess you placed it here by accident ?

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1728

Post by ibm5155 » Sun Mar 30, 2014 2:45 pm

(facepalm), well, it's an old script, it's not even loaded by the map, and it uses rot17 (i think) encrypt...
Well, you can delete it or not, I'll since it'll eat 57kb of space xD
EDIT:well, at least you almost got my latest map update at time xD
Last edited by ibm5155 on Sun Mar 30, 2014 2:56 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1729

Post by Niiro Kitsune » Sun Mar 30, 2014 2:47 pm

Xsnake wrote: Niiro, I had to change a few DoomedNums in your decorate due to conflicts with DrDoctor's ceiling bulbs. Please use the version inside the .pk3 as a base for future modifications so I dont have to redo it.
Sure thing, thanks for letting me know =)

EDIT: FUCK! I'm such a retard Image I put stuff under my OPEN script when they should have been under my ENTER script and now they don't work... I already fixed it and uploaded it (in my sig) but I guess I'll have to wait until my next update to see it in the server =/ shit, I'm stupid...
Last edited by Niiro Kitsune on Sun Mar 30, 2014 4:03 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! (10 / r17) 03/30/2014

#1730

Post by Vincent(PDP) » Sun Mar 30, 2014 3:05 pm

Xsnake wrote: 1. No need to.
2. As mentioned in the text file, anyone is free to use or modify parts of my code as long as they keep things credited.
Thanks :)

Oh and one more thing, I'm gonna take some time this week to fix the last on ZM10.
//Visual Vincent ( Vincent (PDP) )
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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.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1731

Post by Stiff » Sun Mar 30, 2014 7:40 pm

Xsnake wrote: I was quite impressed by that Lava Temple map. Congrats.
Thanks alot, I hope the players will like it too.

Everyone may tell his opinion here (or PM) about ZE27!
I'm not able to get on my computer untill friday, so it will take awhile untill there is a next update. But i'll try to check forums once a day (Wi-Fi), so opinions will be usefull, reported errors and bugs will be putted in a textfile on my phone. (What I regulary do, but than on pc)

EDIT: Need reviews
Last edited by Stiff on Sat Apr 12, 2014 11:28 am, edited 1 time in total.
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! (10 / r17) 03/30/2014

#1732

Post by Niiro Kitsune » Tue Apr 01, 2014 9:57 pm

Found a bug in ZE27
Spoiler: video (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

EDIT:

Also, one in ZM15
Spoiler: pic (Open)
Image
Last edited by Niiro Kitsune on Wed Apr 02, 2014 5:03 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! (10 / r17) 03/30/2014

#1733

Post by Guardsoul » Wed Apr 02, 2014 5:26 am

That one in ZM15 was done on purpose. When rabbit released his map his comment was "Leaveing the flying wood in the sky forever".
I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1734

Post by Vincent(PDP) » Fri Apr 04, 2014 7:37 pm

Fegelein wrote: I Have 2 Maps Of Zombie Horde Zm10Update18 And Zm16Final2
What do you mean you have 2 maps?
That you made them or that you like them.
Last edited by Vincent(PDP) on Fri Apr 04, 2014 7:41 pm, edited 1 time in total.
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Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1735

Post by Vincent(PDP) » Fri Apr 04, 2014 7:45 pm

Fegelein wrote: Vicent I Like Your Map Of Parkskolan
Thanks :D

But the latest update is update26, just telling :)
http://www.mydoomsite.com/WADS/ZM10update26.zip
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Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1736

Post by Vincent(PDP) » Fri Apr 04, 2014 7:53 pm

Fegelein wrote: Vincent keep it up you are doing good things =D
Thanks! I am currently working on update27 ;)
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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.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1737

Post by Niiro Kitsune » Fri Apr 04, 2014 11:32 pm

ZE23 UPDATE ZOMG!!!
Spoiler: changelog (Open)
v12-
*delayed one SetThingSpecial command
*created DB "signature"
*deleted unneeded vertices
*provided more grenades and medkits
*made jax a bit easier to get
*included decoration barriers in second area
*added railing to dam area
*expanded ssg area
*fixed some HudMessage issues (hopefully)
*removed one slope in the endroom
*corrected "bugged linedefs" in spawn sector
Last edited by Niiro Kitsune on Mon Apr 28, 2014 5:03 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

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1738

Post by Stiff » Sat Apr 19, 2014 11:49 am

Xsnake please DON'T expect a ze14/zm14/ze19/ze25/ze27 version soon.

My pc is plagued with bluescreens and crashes the last 2 weeks and won't stay turned on for more than a hour.
It is very risky to use Doombuilder within this hour, becouse I have bad experience with maps wich totally crashed after a pc crash.
Every bluescreen gives a different error code, so it is hard to solve.
When it's solved I will work on new mapversions, but I cannot say how long it will take untill my pc is fixed.
I also promise a new ZE19 version once, becouse this one haven't been updated for a long while.
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! (10 / r17) 03/30/2014

#1739

Post by Lollipop » Sat Apr 19, 2014 4:13 pm

put al your things on a safe place and wipe your computer and reinstall windows, that should make it work, and if it start spazing as soon as you plug your files back, you know you got an infective virus and you shouldn't upload anything for others sake in case the file should be infected. I know it might be overreacting, but I rather want to be safe than sorry, concidering that the worst case scenario would be that the file unmiraculously should end up hosted on grandvoid.
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are you getting uncomfortable jap
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1740

Post by Vincent(PDP) » Sun Apr 20, 2014 1:01 am

I've had a bad PC that also had lots of Bluescreens. It isn't necessarily viruses. But i agree that it's better to be safe than sorry. Though i don't really think that so many viruses would infect .WAD files, since there are more common, useful files than the .WAD's.
//Visual Vincent ( Vincent (PDP) )
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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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