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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1901

Post by fr blood » Thu Jan 22, 2015 3:03 pm

Riben wrote: I'm working in my map zm24, here is some screenshots : http://imgur.com/LeJwfBa,rLZhpiM,EUQbvH ... ,paMsykP#0
Good luck with your map, there is another topic for the tespack, you should post your screen on this one.

Eandrave
New User
Posts: 8
Joined: Thu Feb 06, 2014 8:04 pm

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1902

Post by Eandrave » Thu Jan 22, 2015 3:33 pm

Ok thanks.

Camiel
New User
Posts: 7
Joined: Wed Feb 05, 2014 1:30 pm
Location: Netherlands

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1903

Post by Camiel » Fri Jan 23, 2015 4:08 pm

Im not a regular poster at zandronum so im lucky i remeber my password lol. but i gotta ask, this Bagel Horde is all temporary right?

User avatar
Sean
IRC Operator
Posts: 978
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Clan: Zandronum
Clan Tag: [Za]
Contact:

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1904

Post by Sean » Fri Jan 23, 2015 4:47 pm

Camiel wrote: Im not a regular poster at zandronum so im lucky i remeber my password lol. but i gotta ask, this Bagel Horde is all temporary right?
What do you mean 'temporary'?
Bagel Horde's going to stay until people start to realise it's pretty much immature.
<capodecima> i dont say any more word without my loyer jenova

Camiel
New User
Posts: 7
Joined: Wed Feb 05, 2014 1:30 pm
Location: Netherlands

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1905

Post by Camiel » Fri Jan 23, 2015 5:18 pm

Yeah, i kinda hope people actually do realise that. i meant with temporary that i was hoping it was more like a joke that will pass away.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1906

Post by fr blood » Sat Jan 24, 2015 8:20 am

There is 2 way to make people stop playing bagel horde:
. with the time it'll start to be boring(or it's already for some people).
. by making zombie horde, or another addon of this project, more interesting(but this won't happen because Xsnake isn't working on it anymore).

User avatar
Polsom
New User
Posts: 13
Joined: Wed Nov 26, 2014 10:44 am

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1907

Post by Polsom » Sat Jan 24, 2015 11:06 am

Im going to be perfectly honest, (i find) bagel horde is a much better implementation of zombie horde. I am in no way biased by the addon as i come from originally playing stock zombie horde, but the features such as what you receive in crates and generally just how basic it all is makes for a much better experience. Sure i can see why most think its a joke but to be honest its pretty cool, and the fact that most of it doesn't come from usual crappy 4chan reddit based crap that circulates social media makes it much more of a select joke scenario.
But don't take my word for it, if people get sick of they will and it will die. But as it stands now i can wait in an empty server for 10 ish minutes and within 20 have a half full server.

Pwnzor
New User
Posts: 3
Joined: Thu Jan 31, 2013 2:22 am
Location: New Jersey

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1908

Post by Pwnzor » Sat Jan 24, 2015 7:55 pm

Bagel Horde I think is played more for the higher number of items than for the bagels. It was funny for a while but going back and playing ZH sometimes makes you realize wow zombies are 10 times cooler and bagels are just some stupid fucking circle that honks. Perhaps either ZH gets more items like in BH or BH just changes back to zombies and keep most of the items?
Personally, I don't like more items. It becomes a nooby spam fest when everyone has several items each game for free. There can be new items but they should be earned the old way, 2 kills or 5 infects. Maybe a random one at the end of the game sometimes. Also, having diabeetus as such a common item is ridiculous. Alpha bagels are killed often times completely skipping a map before it gets played. It is useless, the same thing as the cross, which is supposed to be a very rare item due to its incredibly powerful nature.
I also have some opinions to lodge on the new levels and changed old ones, but I'll save that for another day and perhaps a different thread...

User avatar
Fused
Contributor
Posts: 681
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1909

Post by Fused » Sat Jan 24, 2015 8:36 pm

I'm fine with Bagel Horde taking over as long as it revives ZH in a way. But damn, this mod has some serious issues. I mean, the three major things that should really be removed are the beetus crates, that nuke item thing and those potatoes.
perhaps the beetus crates could replace bonus items on a map, but beetus should really avoid making the mod give those every minute. The potatoes should also be removed or nerfed since that thing is more of a troll item than an anti-camp item.
My mods
Image Image

My socials
Image Image

User avatar
Niiro Kitsune
Forum Regular
Posts: 269
Joined: Tue Oct 29, 2013 8:03 pm
Location: Texas, USA
Contact:

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1910

Post by Niiro Kitsune » Sat Jan 24, 2015 10:21 pm

I agree with Pwnzor on the whole item thing. That's the main reason I even get on the BH servers, but stupid items aside I much prefer ZH.

Fused also makes a good point: the items are given out way too often, and from my own individual opinion, I can't stand the radio items. They're annoying as fuck.
[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

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1911

Post by ibm5155 » Sat Jan 24, 2015 10:22 pm

Dont remove beetus crates
Dont remove beetus nuke
Dont remove potatoes.

If you remove that, you kill bagel horde
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">

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1912

Post by Vincent(PDP) » Sun Jan 25, 2015 8:14 pm

ibm5155 wrote: Dont remove beetus crates
Dont remove beetus nuke
Dont remove potatoes.

If you remove that, you kill bagel horde
Kill Bagel Horde -> Revives ZH
ZH revived -> Everyone's back to the coolest mod ever! :D

[spoiler]Image[/spoiler]
Last edited by Vincent(PDP) on Sun Jan 25, 2015 8:15 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

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

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1913

Post by fr blood » Mon Jan 26, 2015 4:58 am

There are actually 2 guys working on 2 different Bagel Horde, so this addon won't stop being updated for a long time.
If you want ZH to come back you'll have to edit Xsnake's files WARNING ACCES DENIED !

Edit: Or make a better/simpler addon.
Last edited by fr blood on Mon Jan 26, 2015 4:58 am, edited 1 time in total.

Untitled
Forum Regular
Posts: 519
Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1914

Post by Untitled » Mon Jan 26, 2015 4:43 pm

I think what it comes down to is rule of updates - the masses are on the lookout for the newest stuff.

It's why, say, TerminusEst13 has a smaller but more dedicated following - his stuff is objectively really cool (samsara, demonsteele, push), but he isn't constantly updating things, so his following fluctuates - if he updated samsara again, it'd dominate servers for a bit.

It's why on developmental periods samsarahold can get popular - I go through alpha versions very fast, so people are like "oh cool new stuff what's changed", and join purely because it's new.

That's the first factor for while BH gets so much attention. If we wanted to, we could revive zombie horde - simply by updating to add new stuff, then people are like "new stuff", so that's cool.

The second reason, is a bit more complicated than that.

If you have doomseeker, open it up, and arrange servers by player count.

Notice that players are never evenly distributed among the populated servers - some servers get more popular than others, usually by a large margin.

Notice that what mod is at the top often fluctuates - it's been samsarahold once or twice, push has been up there, BH, AoW, past SNS's and FNFs, and so on.

I call it the rule of player attraction - many players don't care about the content so much as that they see lots of other players already on the server, and join purely based on that. I'm not gonna lie, I'm super guilty of it myself - that's why I started playing ZH in the first place; lots of people were playing it. And since that server's got more people, more players who look at doomseeker see it and go "Hey, look! All these people are on that server! Must be something fun!" and join in, which encourages more people to do so, and so on and so forth.
Last edited by Untitled on Mon Jan 26, 2015 4:45 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

mifu
Retired Staff / Community Team Member
Posts: 1075
Joined: Tue May 29, 2012 10:34 am
Location: Aussie Land
Clan: Demon RiderZ

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1915

Post by mifu » Tue Jan 27, 2015 12:15 am

I gota be quite frank. Zombie horde was popular and I found it fun for a bit. After a while it gets boring and I started to hate it.

The thing that got me even playing again was a variant of this known as Bagel Horde because it is so stupid, it makes it fun. I think Bagel Horde is better then the original Zombie Horde due to the fact it is just plain stupid and funny. It's the most fun I had on zombie horde in a long time.

If ZH got a decent upgrade though, Id imagine the real thing would be back on track. (though I dislike that Zombie Horde: Enhanced stuff, I don't see why classes needed to be added so)
Last edited by mifu on Tue Jan 27, 2015 3:44 am, edited 1 time in total.
Image

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1916

Post by fr blood » Thu Jan 29, 2015 5:36 pm

Well at the begining I was thinking that Bagel Horde would be interesting, reviving Zombie Horde in a point, but now after playing a several time I started to understand why Xsnake didn't want use to add more items on our map(and I'm sure that he didn't saw what how his project turned :v: ).

Actually people get too much time the beetus crate, and a lot of times you get op bonus like diabetus, jacksguns, quadshotgun,... the problem with that new items is that some of them change the gameplay too much by one-shooting the alpha bagel.

Seeing people saying "LOL"/"XD" when it happens make no sense for me, it was of course funny on Zombie Horde because of the lack of items whitch made alpha zombie very hard to kill, but now this happens too much time, and with time that start to annoye me(and I'm not alone).

If the makers of BH are reading this message I think that they should review the gameplay, by nerfing some weapons and making beetus crate more harder to get(by killing bagels/infecting humans).

That's my new view that I get after playing this night.

Pwnzor
New User
Posts: 3
Joined: Thu Jan 31, 2013 2:22 am
Location: New Jersey

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1917

Post by Pwnzor » Thu Feb 05, 2015 9:37 pm

Beetus Crates being only from 5 infects/2 kills is the most important thing that needs changing. If we won't go back to Zombie Horde and must deal with stupid bagel shit, we should at least have good gameplay!! And classes in BH? NOPE! GTFO! New weapons are cool but the classes are pointless. It seems we all agree on most of these points, unfortunately the people who can do something about it don't seem to be around..?

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1918

Post by manuelspark » Sun Feb 08, 2015 5:27 pm

Hi, my intention is create a map amnesia style but for some reason my brain is dry and I can´t think anything :S
Someone would give me an idea, environment, inspiration, etc?
Thanks
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)

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1919

Post by fr blood » Sun Feb 08, 2015 9:39 pm

Just listen some music and then you'll find inspiration, and by the way please use the new testpack topic, thanks.

User avatar
Fused
Contributor
Posts: 681
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1920

Post by Fused » Fri Apr 10, 2015 7:31 am

I would just like to point out that on the map 'Back to the Future', there is a teleport glitch as a zombie. At the end, at the train section, you can teleport for some reason if you manage to run all the way to the front wall as a zombie. You will teleport out of bounds, close to the map border. This doesn't work for humans though. This is definitely 2.0 related.
Last edited by Fused on Sat Apr 18, 2015 9:52 pm, edited 1 time in total.
My mods
Image Image

My socials
Image Image

Post Reply