Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
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RE: Zombie HORDE - The mappack project!
hi
Here are my two unfinished maps.
I felt they were not very good (shit maps zm16 is good i think )
http://sickedwick.net/uploader/files/Msnotcomplete.rar
xD
Here are my two unfinished maps.
I felt they were not very good (shit maps zm16 is good i think )
http://sickedwick.net/uploader/files/Msnotcomplete.rar
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)
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)
RE: Zombie HORDE - The mappack project!
ZM13 is now on iddqd server!!
Added some stuff I forgot and.. what are you waiting for? Go play!
Added some stuff I forgot and.. what are you waiting for? Go play!
- ibm5155
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RE: Zombie HORDE - The mappack project!
:DVimana wrote: ZM13 is now on iddqd server!!
Added some stuff I forgot and.. what are you waiting for? Go play!
You should also upload to the grandvoid server (not to best ever server because you have some problem with your players start)
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">
RE: Zombie HORDE - The mappack project!
Hello there >.>
Just stopping by to say I absolutely love Neewbie's title ^-^!
I don't make maps or anything like that but I play them a lot and I may give some thoughts here sometime in the future...
Just stopping by to say I absolutely love Neewbie's title ^-^!
I don't make maps or anything like that but I play them a lot and I may give some thoughts here sometime in the future...
RE: Zombie HORDE - The mappack project!
The new maps have took life from this mod. The maplist just isn't enjoyable anymore. Mspark (particularly): why you insist on making maps that for the most part are just full of oblong shaped sectors including boring long hallways from your whacky ideas of building's interior layout is beyond me. Why not just work on one map to a "good" finish instead of filling the already big enough maplist with sheer crap.
Another mystery is how grandvoid has had these maps hosted for so long...
Rabbit: Sorry I didn't give ideas for Mountain Escape after giving it criticism, but it's much better now.
Another mystery is how grandvoid has had these maps hosted for so long...
Rabbit: Sorry I didn't give ideas for Mountain Escape after giving it criticism, but it's much better now.
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RE: Zombie HORDE - The mappack project!
massacrebosco wrote: Does anyone remember this ZE map ?
It's called "Total Destruction Part2" by Stiff.
[spoiler]
[/spoiler]
This map hasn't been played for a long time. Do you miss it![]()
yeyeyeyeye D:Rabbit lord wrote: ^ Probably because Stiff never gave it to Konar6? I was wondering about this one, didn't really miss it to be honest. I tended not to like these maps because of the custom weapons that made it very difficult for zombies to make certain jumps (a good example is in the second screenshot massacre posted). I didn't think it was a bad map, and wouldn't mind seeing it on the server, but it has the same nitpicks as stiff's first map.
Btw, the weapon well... it is removed.
Its already removed for like a year.
It was already removed last version when it was ON the server (year ago

Changed it a little, fix and stuff.
Why i never added it, i just never thought about it :p .
Once i'll ask konar to add it but for now...
Link: http://sickedwick.net/uploader/files/stiffZE25v1.wad
Origional mapslot is ZE95 becouse i didnt know wich mapslot is free, but meh its ZE25 now if someone dont like this pm.
Theme: Weegee :D
If you play it / test it , send the bugs you see please thanks!
Oke something else:
There is on GV UK server a map (zm10 i thought) with only some


Mostly i dont want to dissapoint somebody's map but ... sorry this is just too!
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RE: Zombie HORDE - The mappack project!
ZM10 is a remake of the Ao Oni (Blue Demon) mansion from the rpg game. Aside from it's accuracy to the game it is way to easy for zombies to trap humans in rooms and infect them. If the map was edited to cater to the gameplay (more paths out of certain rooms, less invisible walls by the stairs) I believe it could become a decent map.
@Vimana: I enjoy playing this map. Would like to see it expanded some more. That said I believe this spot may turn into a problem.
[spoiler]
[/spoiler]
It's far too difficult for zombies to go against this amount of players at this spot. Maybe add to/extend the paths a bit?
@Vimana: I enjoy playing this map. Would like to see it expanded some more. That said I believe this spot may turn into a problem.
[spoiler]

It's far too difficult for zombies to go against this amount of players at this spot. Maybe add to/extend the paths a bit?
Last edited by Rabbit lord on Wed Mar 13, 2013 9:28 pm, edited 1 time in total.
*Invasion of the Imps [03/19/13]
- ibm5155
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RE: Zombie HORDE - The mappack project!
Well do like me (or not)
create two ways to go there :D
Well Here´s a betatest of the zm09 beta 7.0
Well what´s new/fixes.
[spoiler]-FIXED:this bug
-ADD:Ravishing will talk with players (it should talk with the chaced player but i think it´s impocible to do =/)
-MODIFIED:when someone do the code, it´ll show the name of the guy who pressed the last switch.
-ADD:A big display that show your code.
-ADD:A new place, that could require the generator on for stop flicker.
-EDITED:Shoulsphere (or pacman how some people talk :V ) code [does zandronum suport brightmap?]
-ADD:A easter egg :D
-MODIFIED:when the lava flood the lights inside the cave´ll turn off.
-REPAIRED:some unaligned textures[/spoiler]
What need to be done to the final beta 7.0
-Large outside and inside area
-Fix the secondary door should close when the lava come.
-Detail more some areas
What I must test.
-Online with players if ravishing can change the player names (i think it doesn´t work with bots online :s)
Here ´s the download link that you can download for test the betamap :D
create two ways to go there :D
Well Here´s a betatest of the zm09 beta 7.0
Well what´s new/fixes.
[spoiler]-FIXED:this bug
-ADD:Ravishing will talk with players (it should talk with the chaced player but i think it´s impocible to do =/)
-MODIFIED:when someone do the code, it´ll show the name of the guy who pressed the last switch.
-ADD:A big display that show your code.
-ADD:A new place, that could require the generator on for stop flicker.
-EDITED:Shoulsphere (or pacman how some people talk :V ) code [does zandronum suport brightmap?]
-ADD:A easter egg :D
-MODIFIED:when the lava flood the lights inside the cave´ll turn off.
-REPAIRED:some unaligned textures[/spoiler]
What need to be done to the final beta 7.0
-Large outside and inside area
-Fix the secondary door should close when the lava come.
-Detail more some areas
What I must test.
-Online with players if ravishing can change the player names (i think it doesn´t work with bots online :s)
Here ´s the download link that you can download for test the betamap :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">
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RE: Zombie HORDE - The mappack project!
@ibm5155 Lol i were the one who started to call him pac-man, everyone started to call it that way too!
Well, im not a mapper, but, yeah what some ppl said here, some mappers are prefering quantity instead of quality. I mean, the true scent of ZH relays in maps like Dr.doctor's one (hospital), or ibm5155, and a lot of more great mappers... I just say that try to put more effort in maps, it can be fun, its a game, but please, I dont enjoy playing in BORING MAPS... Players like to explore, get involved in the map, im not talking by myself. But anyways, i want to encourage all mappers to keep their job, you are making a great job :D
That said, ill try to upload some screenshots i took for some bugs. ;)
Well, im not a mapper, but, yeah what some ppl said here, some mappers are prefering quantity instead of quality. I mean, the true scent of ZH relays in maps like Dr.doctor's one (hospital), or ibm5155, and a lot of more great mappers... I just say that try to put more effort in maps, it can be fun, its a game, but please, I dont enjoy playing in BORING MAPS... Players like to explore, get involved in the map, im not talking by myself. But anyways, i want to encourage all mappers to keep their job, you are making a great job :D
That said, ill try to upload some screenshots i took for some bugs. ;)
Last edited by ESTAR on Fri Mar 08, 2013 12:58 am, edited 1 time in total.

- ibm5155
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RE: Zombie HORDE - The mappack project!
ok so, here´s a bigger 7.0 version xD:http://www.sickedwick.net/uploader/file ... eta7.0.pk7
From betatest to here what changed:
-New areas
-wrong english word D: (finded -> found) [thanks estar lol]
-wad size from 18mb to 13mb without lose nothing
-I should be missing something more :s
well enjoy the spoiler of the map evolution
[spoiler]
BETA1:
BETA2:
BETA3:
BETA4:
BETA5:
BETA5.2:
BETA6:
BETA6.7:
BETA7:
[/spoiler]
From betatest to here what changed:
-New areas
-wrong english word D: (finded -> found) [thanks estar lol]
-wad size from 18mb to 13mb without lose nothing
-I should be missing something more :s
well enjoy the spoiler of the map evolution
[spoiler]
BETA1:

BETA2:

BETA3:

BETA4:

BETA5:

BETA5.2:

BETA6:

BETA6.7:

BETA7:

[/spoiler]
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">
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RE: Zombie HORDE - The mappack project!
Lol ibm
Ze19:
First version (6 januari 2012):
http://postimage.org/image/w53noiw1d/full/
Last version (In progress):
http://postimage.org/image/qi7ar1tip/full/
Last version got,
8517 more Vertices
10567 more Linedefs
19109 more Sidedefs
2255 more Sectors
626 lesser Things
Than first version
There were lots of versions from this map.
(Millions of bugfixes and expandings)
But also lots of specials, like a winterversion i thought and xrgman's cinema version lol.
Ze19:
First version (6 januari 2012):
http://postimage.org/image/w53noiw1d/full/
Last version (In progress):
http://postimage.org/image/qi7ar1tip/full/
Last version got,
8517 more Vertices
10567 more Linedefs
19109 more Sidedefs
2255 more Sectors
626 lesser Things
Than first version
There were lots of versions from this map.
(Millions of bugfixes and expandings)
But also lots of specials, like a winterversion i thought and xrgman's cinema version lol.
- ibm5155
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RE: Zombie HORDE - The mappack project!
Today I saw buildings dancing on grandvoid :D
and two cats D:
fuu i found a "bug" -> (mapper noobing)
The nedm cats and the mensage should be hudmensagebold not hudmensage >.>
EDIT
SCRENSHOOOOOOOOTS
[spoiler]


[/spoiler]
and two cats D:
fuu i found a "bug" -> (mapper noobing)
The nedm cats and the mensage should be hudmensagebold not hudmensage >.>
EDIT
SCRENSHOOOOOOOOTS
[spoiler]


[/spoiler]
Last edited by ibm5155 on Sun Mar 10, 2013 9:43 pm, edited 1 time in total.
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">
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RE: Zombie HORDE - The mappack project!
Updates, yeah.
ZE19:
- Firemine fixed
> Can have 5 in inventory MAX
> Zombies Finally Burn when they hit the firemine Fire
> Takes a couple of Seconds before it detonates
> Wont stay forever, Fire will turn off out of itself after a minute ~
> Spawns 5 fire spark after detonating
> When zombie walks over a fire spark the fire spark will disappear
> Added Sounds
> Added (working) Dynamic lights
- Expanded area (Secret and more)
- Reduced lag a little bit and some more mapping detail
- Resist amounts are longer
- Various bug fixes
Link: http://sickedwick.net/uploader/files/ze19stiff9.wad
ZE25 (ZE95):
- Inventory items fixed
> Dynamic lights
> Some Sounds changed or added
> Script bugs etc...
- Mapping detail
- Lesser dynamic lightning wich reduces lag
- added a secret
- Removed another secret
- Tube edge bug fixed
- Changed powersupply count font
Link: http://sickedwick.net/uploader/files/stiffZE25v2.wad
Any questions or suggestions?
Pm me or place here!
ZE19:
- Firemine fixed
> Can have 5 in inventory MAX
> Zombies Finally Burn when they hit the firemine Fire
> Takes a couple of Seconds before it detonates
> Wont stay forever, Fire will turn off out of itself after a minute ~
> Spawns 5 fire spark after detonating
> When zombie walks over a fire spark the fire spark will disappear
> Added Sounds
> Added (working) Dynamic lights
- Expanded area (Secret and more)
- Reduced lag a little bit and some more mapping detail
- Resist amounts are longer
- Various bug fixes
Link: http://sickedwick.net/uploader/files/ze19stiff9.wad
ZE25 (ZE95):
- Inventory items fixed
> Dynamic lights
> Some Sounds changed or added
> Script bugs etc...
- Mapping detail
- Lesser dynamic lightning wich reduces lag
- added a secret
- Removed another secret
- Tube edge bug fixed
- Changed powersupply count font
Link: http://sickedwick.net/uploader/files/stiffZE25v2.wad
Any questions or suggestions?
Pm me or place here!
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RE: Zombie HORDE - The mappack project!
All right, I tried to scourge through the countless uncredited wads and came up with a roughly made up maplist. So here's what I have.
Current Mappers:
Xsnake, Dr. Doctor, Rabbit lord, Mytis, Kgsws, Bazzoka, The Game King, Stiff, Mspark, Ibm5155, Vimana, Blood.
Here is the current GV server maplist, to the best of my knowledge mind you.
/* ZOMBIE MAPS */
--==Core Maps==--
ZM01 - ZM05 - Xsnake
--==Non-Core Maps==--
map ZM06 "Hell's Pass Hospital" - Dr. Doctor
map ZM07 "Virtual" - Xsnake
map ZM08 "Badlands" - Mytis & Rabbitlord
map ZM09 "Abandoned mines" - Ibm5155 < NEW
map ZM10 "Excavation Area Part 1" - Bazzoka & Rabbitlord < NEW
map ZM11 "SomePlace" - MSpark < NEW
map ZM12
map ZM13 "Cliffside Settlement" - Vimana < NEW
map ZM14 "Old Wood Hotel" - Blood < NEW
map ZM15 "The City" - Rabbitlord
map ZM16
...
map ZM27 "Minecraft" - MSpark < NEW
(would like to see lower numbers used)
/* ESCAPE MAPS */
--==Core Maps==--
ZE01 - ZE10 - Xsnake
--==Non-Core Maps==--
map ZE11 "Virtual escape" - Xsnake
map ZE12 "Menouthis" - DrDoctor
map ZE13 "Castlevania Part I" - DrDoctor
map ZE14 "The Dark" - Mspark < NEW
map ZE15 "Runaway" - Rabbitlord
map ZE16 "Mountain Escape" - Rabbitlord
map ZE17 "Mystic Forest" - Blood < NEW
map ZE18 "Abandoned UAC Facility" - The Game King < NEW
map ZE19 "Total Destruction" - Stijfje (Stiff) < NEW
map ZE20 "Strangeland" - Kgsws & remixed by Xsnake
map ZE21 "CityScape" - Mspark < NEW
map ZE22 "Abyss" - Rabbit lord < NEW
map ZE23
map ZE24
map ZE25 "Total Destruction PART 2" - Stiff < NEW
Hopefully I got everyone on this. If your're making a new map just make sure you're not using a taken mapnumber :D
Current Mappers:
Xsnake, Dr. Doctor, Rabbit lord, Mytis, Kgsws, Bazzoka, The Game King, Stiff, Mspark, Ibm5155, Vimana, Blood.
Here is the current GV server maplist, to the best of my knowledge mind you.
/* ZOMBIE MAPS */
--==Core Maps==--
ZM01 - ZM05 - Xsnake
--==Non-Core Maps==--
map ZM06 "Hell's Pass Hospital" - Dr. Doctor
map ZM07 "Virtual" - Xsnake
map ZM08 "Badlands" - Mytis & Rabbitlord
map ZM09 "Abandoned mines" - Ibm5155 < NEW
map ZM10 "Excavation Area Part 1" - Bazzoka & Rabbitlord < NEW
map ZM11 "SomePlace" - MSpark < NEW
map ZM12
map ZM13 "Cliffside Settlement" - Vimana < NEW
map ZM14 "Old Wood Hotel" - Blood < NEW
map ZM15 "The City" - Rabbitlord
map ZM16
...
map ZM27 "Minecraft" - MSpark < NEW
(would like to see lower numbers used)
/* ESCAPE MAPS */
--==Core Maps==--
ZE01 - ZE10 - Xsnake
--==Non-Core Maps==--
map ZE11 "Virtual escape" - Xsnake
map ZE12 "Menouthis" - DrDoctor
map ZE13 "Castlevania Part I" - DrDoctor
map ZE14 "The Dark" - Mspark < NEW
map ZE15 "Runaway" - Rabbitlord
map ZE16 "Mountain Escape" - Rabbitlord
map ZE17 "Mystic Forest" - Blood < NEW
map ZE18 "Abandoned UAC Facility" - The Game King < NEW
map ZE19 "Total Destruction" - Stijfje (Stiff) < NEW
map ZE20 "Strangeland" - Kgsws & remixed by Xsnake
map ZE21 "CityScape" - Mspark < NEW
map ZE22 "Abyss" - Rabbit lord < NEW
map ZE23
map ZE24
map ZE25 "Total Destruction PART 2" - Stiff < NEW
Hopefully I got everyone on this. If your're making a new map just make sure you're not using a taken mapnumber :D
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project!
Hey Rabbitlord
What this map ze22 "Abyss" ?
Because this map not in zombie horde :)
Give me link of this map plz
What this map ze22 "Abyss" ?
Because this map not in zombie horde :)
Give me link of this map plz
Last edited by Guys818-Mor on Wed Mar 27, 2013 5:08 pm, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project!
For some reason I could ony download it when i entered on the website http://www.upurload.com/ and clicked on the "Where have we been hiding? Check here. :)"Guys818-Mor wrote: Hello everyone !
I've made this map, It still beta, but here is the link.
http://upurload.com/dl/?n=10142
Well I´ll test it.
By the way, you should use zm12 because zm11 is being used by mspark on the "SomePlace" map :)
EDIT:
well it´s better than the last version, but there´s two things that it´s requiring there
1)A bigger outside area
2)Repair some textures that are not aligned
But I have to admit, it´s much better than the first map that I downloaded from you :D
Last edited by ibm5155 on Mon Mar 11, 2013 11:30 pm, edited 1 time in total.
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">
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RE: Zombie HORDE - The mappack project!
Okay I posted a maplist, so now it's time for my criticism! Dun dun dun
Please note that this is entirely opinionated
Here we go. Oh, I already sent a PM to the mappers about the "Ghoul" type enemies so I won't post it again but it's something to think about.
ZM09 "Abandoned mines" - Ibm5155 +++
There's a few things I'd like to point out from this one. I feel that the map as too many "dead end" paths. The best example is the caverns themselves. Sure, you have the blue key door but you have to get it first and it doesn't help that you have zombies after you along with the ravishing (if active). Most of the spots in this map feel like they're made for group camping. Which is fine but gets tougher when you're alone. There are also a few uber campspots like the nukage/barrel spot that's difficult even if you have 6+ zombies. There's also the generator, while it has an amazing script, it's hard for zombies to make the jump to it while being chainspammed in that small space. I do like the fact that this Ravishing can attack camping players but most of the time he just follows the zombies (since they're the one that get close to it). I would say a major expansion (not remake) could be an option. Make the paths bigger to the cave areas (64x64 paths aren't fun to dodge zombies in) and possibly separate the small clutter buildings away from the caverns to allow more room to evade whatever may be chasing you.
I said this before but if anyone wants me to I'll go ahead and make changes to their maps if they want.
ZM10 "Excavation Area Part 1" - Bazzoka & rabbitlord <>
Terrible, terrible map. It's not even released ! It'll be a while before it is anyway.
ZM11 "SomePlace" - MSpark ++
Hmm, where to start on this one. First I feel that this map is still too large and linear (for a ZM map that's something). This map would benefit if it was cut down in size and made use of the rooms it has. Rearrange it a bit. Actually, if you find a way to add height variations to the map it may play better. I think that because most of the level is flat it seems huge and it's a mundane task to go back and forth searching for that last human. For the campspots, there honestly is only one good spot that I know of. Everything else is luck if you don't get infected. Oh and an exploit at the shed, make those impassable lines if you don't intend players to get on the walls.
ZM13 "Cliffside Settlement" - Vimana +++++
Honestly I was surprised when I first played this map. The music was nice, the detail was there, and just all the different spots you can use for camping made this map feel really fluid. As someone who loves to toy with zombies I expecially love maps that allow me to be chased by zombies and I'm able to just flow through the map and suddenly end up on the entirely opposite side loosing the zombies in the process (my definition of "fluid"). The only complaint I have aside from that one spot (which can still prove to be a problem) is that there isn't more D:
ZM14 "Old Wood Hotel" - Blood ++
I feel this map can be revamped into something better. Not to be harsh, but I feel that this map can be changed to into something of an indoor+outdoor map (like a combination of croft manor and ghost town). The camp spots that are visible aren't many in number and the best ones are easily overrun. There's also a lot of copy paste here as well, and those vent paths are boring due to their excessive length. Maybe choose one half of the map to revamp?
//offtopic
I was also never a fan of the vendor merchants just standing there, I'm like zombies are going to infect you and you want to sell medikits!? but I digress.
ZM27 "Minecraft" - MSpark ++++
Very, very gpu intensive map. Had high frames in the caverns, but whenever I looked toward the trees my fps dropped to around 20~30FPS from my capped 60 (lol vsync being enabled even though it says it's off)
I said it before but I feel this map is too levelled. Make any new minecraft map (hopefully it's a mountainous biome) and you'll see the terrain how varied it is. Here are a few problems with the map that I can point out. There are some players that can get atop of the trees and be safe the whole round, Super shotgun well can be trolled, the "Coming Soon" needs to be just print and not printbold, certain lines need to be set to impassable because tree hoppers can reach them, and finally the water in the caves needs to be raised to allow players out of their watery coffins (it's not even that way in MC). Other than those I'd like to see more variation in this map.
ZE14 "The Dark" - Mspark +
This is probably the first map that dropped my expectations after each resist. Mainly because it's forest theme, or whatever it was going for, kept changing after each resist. I originally intended to make a full post on all the issues but I'll see if I can fit it all here. The first resist (the forest to the slow door opening [I'm counting this as a resist]) is perfect the way it is, all but the zombie spawn. Possibly have the initial zombie have to travel down the road instead of being held back by an impassable line? The inside of the mansion is where it gets bad. It's a small room with not much evading room to avoid zombies while still trying to make it to the resist door, the stone stairs could preferably be sloped to a decent degree, the water/sewer paths are bad due to the restricted movement it has on the players (oceanic escape had platforms to be used to get across quicker and the flooded areas had enough room to "jump" over the water to avoid being dragged down). Going with what theme this map has, the city area should be more like dollet escape with the building actually making you feel like you're in a city. Here they just look like they're there. The final spaceship, resist, is very bland. There's no place for humans to defend at all, judging from the size of the room. This map could be reworked but it'll be a lot of work.
ZE16 "Mountain Escape" - Rabbitlord<>
I'd rather be making an update if I can list what's wrong in my own maps ;P
Thanks Stiff for the feedback. I'll see if I can work on the resist times.
ZE17 "Mystic Forest" - Blood ++
er, um, well, it's interesting? All right, that aside. The tree's hit boxes are HUGE I practically thought that you had impassable lines (you do have quite a few and they're annoying) everywhere and this is not a good thing, mind you. The resist walls raise too high and put zombies with even high jump at a disadvantage (due to those impassable lines that are there). The map is full of those raise pillars, lower pillars, and giant empty rooms. The music is good and matched with what theme you have but the map feels repetitive.
ZE18 "Abandoned UAC Facility" - The Game King ++++
King has been working on an update for some time now. I'll post my crit* when it's released.
ZE19 "Total Destruction" - Stijfje (Stiff) ++++
Same things I've been saying for a while now, add more teleports to avoid telefrag, not a fan of the custom weaps, so on and so fourth. BUT, I would like to see the secondary path from the tram have a timer and have it be a lot shorter than what it is. Maybe expand it as well to allow what humans that get trapped there to have some chance of survival. Oh, I think that the 100+ second resist is a tad excessive I wouldn't push anything over a 60 seconds IMO.
ZE21 "CityScape" - Mspark ++++
This honestly wasn't a bad map. I liked this one, it seems like it needs a few cosmetic changes and it'll be good to go.
ZE22 "Abyss" - Rabbit lord
I'm currently remaking this map (not that it was finished) because I wanted to take a different approach on it's theme.
ZE25 "Total Destruction PART 2" - Stiff ++++
I haven't played this one in a while to give a proper review, from what I remember though is that it was a good map, a bit full of some joke stuff but fun nonetheless.
Please note that this is entirely opinionated
Here we go. Oh, I already sent a PM to the mappers about the "Ghoul" type enemies so I won't post it again but it's something to think about.
ZM09 "Abandoned mines" - Ibm5155 +++
There's a few things I'd like to point out from this one. I feel that the map as too many "dead end" paths. The best example is the caverns themselves. Sure, you have the blue key door but you have to get it first and it doesn't help that you have zombies after you along with the ravishing (if active). Most of the spots in this map feel like they're made for group camping. Which is fine but gets tougher when you're alone. There are also a few uber campspots like the nukage/barrel spot that's difficult even if you have 6+ zombies. There's also the generator, while it has an amazing script, it's hard for zombies to make the jump to it while being chainspammed in that small space. I do like the fact that this Ravishing can attack camping players but most of the time he just follows the zombies (since they're the one that get close to it). I would say a major expansion (not remake) could be an option. Make the paths bigger to the cave areas (64x64 paths aren't fun to dodge zombies in) and possibly separate the small clutter buildings away from the caverns to allow more room to evade whatever may be chasing you.
I said this before but if anyone wants me to I'll go ahead and make changes to their maps if they want.
ZM10 "Excavation Area Part 1" - Bazzoka & rabbitlord <>
Terrible, terrible map. It's not even released ! It'll be a while before it is anyway.
ZM11 "SomePlace" - MSpark ++
Hmm, where to start on this one. First I feel that this map is still too large and linear (for a ZM map that's something). This map would benefit if it was cut down in size and made use of the rooms it has. Rearrange it a bit. Actually, if you find a way to add height variations to the map it may play better. I think that because most of the level is flat it seems huge and it's a mundane task to go back and forth searching for that last human. For the campspots, there honestly is only one good spot that I know of. Everything else is luck if you don't get infected. Oh and an exploit at the shed, make those impassable lines if you don't intend players to get on the walls.
ZM13 "Cliffside Settlement" - Vimana +++++
Honestly I was surprised when I first played this map. The music was nice, the detail was there, and just all the different spots you can use for camping made this map feel really fluid. As someone who loves to toy with zombies I expecially love maps that allow me to be chased by zombies and I'm able to just flow through the map and suddenly end up on the entirely opposite side loosing the zombies in the process (my definition of "fluid"). The only complaint I have aside from that one spot (which can still prove to be a problem) is that there isn't more D:
ZM14 "Old Wood Hotel" - Blood ++
I feel this map can be revamped into something better. Not to be harsh, but I feel that this map can be changed to into something of an indoor+outdoor map (like a combination of croft manor and ghost town). The camp spots that are visible aren't many in number and the best ones are easily overrun. There's also a lot of copy paste here as well, and those vent paths are boring due to their excessive length. Maybe choose one half of the map to revamp?
//offtopic
I was also never a fan of the vendor merchants just standing there, I'm like zombies are going to infect you and you want to sell medikits!? but I digress.
ZM27 "Minecraft" - MSpark ++++
Very, very gpu intensive map. Had high frames in the caverns, but whenever I looked toward the trees my fps dropped to around 20~30FPS from my capped 60 (lol vsync being enabled even though it says it's off)
I said it before but I feel this map is too levelled. Make any new minecraft map (hopefully it's a mountainous biome) and you'll see the terrain how varied it is. Here are a few problems with the map that I can point out. There are some players that can get atop of the trees and be safe the whole round, Super shotgun well can be trolled, the "Coming Soon" needs to be just print and not printbold, certain lines need to be set to impassable because tree hoppers can reach them, and finally the water in the caves needs to be raised to allow players out of their watery coffins (it's not even that way in MC). Other than those I'd like to see more variation in this map.
ZE14 "The Dark" - Mspark +
This is probably the first map that dropped my expectations after each resist. Mainly because it's forest theme, or whatever it was going for, kept changing after each resist. I originally intended to make a full post on all the issues but I'll see if I can fit it all here. The first resist (the forest to the slow door opening [I'm counting this as a resist]) is perfect the way it is, all but the zombie spawn. Possibly have the initial zombie have to travel down the road instead of being held back by an impassable line? The inside of the mansion is where it gets bad. It's a small room with not much evading room to avoid zombies while still trying to make it to the resist door, the stone stairs could preferably be sloped to a decent degree, the water/sewer paths are bad due to the restricted movement it has on the players (oceanic escape had platforms to be used to get across quicker and the flooded areas had enough room to "jump" over the water to avoid being dragged down). Going with what theme this map has, the city area should be more like dollet escape with the building actually making you feel like you're in a city. Here they just look like they're there. The final spaceship, resist, is very bland. There's no place for humans to defend at all, judging from the size of the room. This map could be reworked but it'll be a lot of work.
ZE16 "Mountain Escape" - Rabbitlord<>
I'd rather be making an update if I can list what's wrong in my own maps ;P
Thanks Stiff for the feedback. I'll see if I can work on the resist times.
ZE17 "Mystic Forest" - Blood ++
er, um, well, it's interesting? All right, that aside. The tree's hit boxes are HUGE I practically thought that you had impassable lines (you do have quite a few and they're annoying) everywhere and this is not a good thing, mind you. The resist walls raise too high and put zombies with even high jump at a disadvantage (due to those impassable lines that are there). The map is full of those raise pillars, lower pillars, and giant empty rooms. The music is good and matched with what theme you have but the map feels repetitive.
ZE18 "Abandoned UAC Facility" - The Game King ++++
King has been working on an update for some time now. I'll post my crit* when it's released.
ZE19 "Total Destruction" - Stijfje (Stiff) ++++
Same things I've been saying for a while now, add more teleports to avoid telefrag, not a fan of the custom weaps, so on and so fourth. BUT, I would like to see the secondary path from the tram have a timer and have it be a lot shorter than what it is. Maybe expand it as well to allow what humans that get trapped there to have some chance of survival. Oh, I think that the 100+ second resist is a tad excessive I wouldn't push anything over a 60 seconds IMO.
ZE21 "CityScape" - Mspark ++++
This honestly wasn't a bad map. I liked this one, it seems like it needs a few cosmetic changes and it'll be good to go.
ZE22 "Abyss" - Rabbit lord
I'm currently remaking this map (not that it was finished) because I wanted to take a different approach on it's theme.
ZE25 "Total Destruction PART 2" - Stiff ++++
I haven't played this one in a while to give a proper review, from what I remember though is that it was a good map, a bit full of some joke stuff but fun nonetheless.
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project!
Ibm5155 you test my map zm12
But dont test ze24 because its beta, wait to give you link of ze24 full
ok to get ze24 full now, go to page15 ;)
But dont test ze24 because its beta, wait to give you link of ze24 full
ok to get ze24 full now, go to page15 ;)
Last edited by Guys818-Mor on Wed Mar 27, 2013 8:58 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project!
Alright lads,
I haven't read all the posts I've missed but I have a few comments to make :
First of all, it's nice to see more and more people are making their own maps. Some new stuff I've seen is good.
Rabbit is making a lot of efforts to give mappers advice/criticism about their creations. That's a good thing. If you're not a very experienced mapper, you should listen to what he says.
However, ever since I allowed everyone to get their map(s) hosted directly, I have the feeling the server has become a complete mess. I should have expected that since making testpacks was a way for me to "filter" the bad stuff so it wouldn't get hosted online.
So, I guess we'll go back to this system sooner or later
Now, about the new maps I've seen :
Some general comments first :
• 10 Mo musics : fucking no. I will tolerate 1-2 Mo of music per map MAX.
• Most maps I've seen are too poorly detailed. I'm not asking for a fantastic level of details, but some decent detailing is required.
• We all like DrDoctor's Uboa. But trying to reproduce ZM06's mechanisms isn't, IMO, a good idea.
• More generally, adding monsters/ghouls to your map isn't good at all.
Maps specific comments :
• ZM09 "Abandoned mines" : needs more details. Please do not release a new version of your map each time you make a new sector. Take the time to make something good and complete before releasing anything.
• ZM11 "SomePlace" : nah.
• ZM13 "Cliffside Settlement" : I haven't spent too much time on it but what I've seen is good.
• ZM14 "Old Wood Hotel" : No.
• ZM27 "Minecraft" : Great idea, poor gameplay.
• ZE14 "The Dark" : Nope. The ZE14 number was, btw, reserved to DrDoctor.
• ZE17 "Mystic Forest" : great map idea but I dislike it.
• ZE18 "Abandoned UAC Facility" : I haven't seen the latest version(s), but it's good.
• ZE19 "Total Destruction" : Included in next mappack.
• ZE21 "CityScape" : I would say it's your only decent map, manuel. I think you're trying to work on too many different things at once. You should focus on one single map and make it great. As for the map, it needs textures alignments and a skybox fix. Otherwise, not a bad map.
• ZE25 "Total Destruction PART 2" : From what I remember, it was a great map. Perhaps mappack worthy if all the *unnecessary* stuff was removed (trollface, etc).
That's all for now. You should expect a release soon.
I haven't read all the posts I've missed but I have a few comments to make :
First of all, it's nice to see more and more people are making their own maps. Some new stuff I've seen is good.

Rabbit is making a lot of efforts to give mappers advice/criticism about their creations. That's a good thing. If you're not a very experienced mapper, you should listen to what he says.
However, ever since I allowed everyone to get their map(s) hosted directly, I have the feeling the server has become a complete mess. I should have expected that since making testpacks was a way for me to "filter" the bad stuff so it wouldn't get hosted online.
So, I guess we'll go back to this system sooner or later

Now, about the new maps I've seen :
Some general comments first :
• 10 Mo musics : fucking no. I will tolerate 1-2 Mo of music per map MAX.
• Most maps I've seen are too poorly detailed. I'm not asking for a fantastic level of details, but some decent detailing is required.
• We all like DrDoctor's Uboa. But trying to reproduce ZM06's mechanisms isn't, IMO, a good idea.
• More generally, adding monsters/ghouls to your map isn't good at all.
Maps specific comments :
• ZM09 "Abandoned mines" : needs more details. Please do not release a new version of your map each time you make a new sector. Take the time to make something good and complete before releasing anything.
• ZM11 "SomePlace" : nah.
• ZM13 "Cliffside Settlement" : I haven't spent too much time on it but what I've seen is good.
• ZM14 "Old Wood Hotel" : No.
• ZM27 "Minecraft" : Great idea, poor gameplay.
• ZE14 "The Dark" : Nope. The ZE14 number was, btw, reserved to DrDoctor.
• ZE17 "Mystic Forest" : great map idea but I dislike it.
• ZE18 "Abandoned UAC Facility" : I haven't seen the latest version(s), but it's good.
• ZE19 "Total Destruction" : Included in next mappack.
• ZE21 "CityScape" : I would say it's your only decent map, manuel. I think you're trying to work on too many different things at once. You should focus on one single map and make it great. As for the map, it needs textures alignments and a skybox fix. Otherwise, not a bad map.
• ZE25 "Total Destruction PART 2" : From what I remember, it was a great map. Perhaps mappack worthy if all the *unnecessary* stuff was removed (trollface, etc).
That's all for now. You should expect a release soon.

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RE: Zombie HORDE - The mappack project!
Well, i already gave my opinion to rabbit in PM.
But...
ZE25 "Total Destruction PART 2" : From what I remember, it was a great map. Perhaps mappack worthy if all the *unnecessary* stuff was removed (trollface, etc).
Thanks, but I WONT REMOVE TROLLFACE >:D
I removed other unnesissary stuff but, not the trollface D: .
I made that one with a friend and it haves special meanings for us, lol.
And he should be happy if that map gets in mappack.
Yes, i removed giant trollface in building by 2th resist... but made posters from it.
Just for the map detail it looks fun.
Xzneekz general comments are totally true, i seriously hate all uboa copies.
• Most maps I've seen are too poorly detailed. I'm not asking for a fantastic level of details, but some decent detailing is required.
+
ZM11 "SomePlace"
=
A very good example!!! :D
This map reminds me about the game "isle of the dead" (http://www.youtube.com/watch?v=aniKB-NyEMA)
Wich sux!
I see there is a gate between ZE21 (cityscape) and my map ZE25 (Total destruction part 2), i have to rework my mapslot? Sorry i dont exactly know wich mapslot is in use and wich not.
But...
ZE25 "Total Destruction PART 2" : From what I remember, it was a great map. Perhaps mappack worthy if all the *unnecessary* stuff was removed (trollface, etc).
Thanks, but I WONT REMOVE TROLLFACE >:D
I removed other unnesissary stuff but, not the trollface D: .
I made that one with a friend and it haves special meanings for us, lol.
And he should be happy if that map gets in mappack.
Yes, i removed giant trollface in building by 2th resist... but made posters from it.
Just for the map detail it looks fun.
Xzneekz general comments are totally true, i seriously hate all uboa copies.
• Most maps I've seen are too poorly detailed. I'm not asking for a fantastic level of details, but some decent detailing is required.
+
ZM11 "SomePlace"
=
A very good example!!! :D
This map reminds me about the game "isle of the dead" (http://www.youtube.com/watch?v=aniKB-NyEMA)
Wich sux!
I see there is a gate between ZE21 (cityscape) and my map ZE25 (Total destruction part 2), i have to rework my mapslot? Sorry i dont exactly know wich mapslot is in use and wich not.
Last edited by Stiff on Tue Mar 12, 2013 9:00 pm, edited 1 time in total.