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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ibm5155
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RE: Zombie HORDE - The mappack project!

#201

Post by ibm5155 » Tue Mar 12, 2013 10:55 pm

BIG SPOILER!!!
[spoiler]

Hmm thanks for the info :)
Well I´ll not have much time so I´ll not release many new updates for now...
Rabbit lord wrote: 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
Hmm may I let the code easier? or maybe I could let more rare to the dead ends happen.
Rabbit lord wrote: 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).
Hmm I think that the little blue door could stay all the time opened, and just close if the lava come.[/quote]
Rabbit lord wrote: Most of the spots in this map feel like they're made for group camping...
Yes that was the main idea, well about the alone camp spots I´m still thinking on some new areas...
and uber?

Well about the generator it was an experience, and what I saw, maximun 2 players on it, I thinked on doing a second way to go there but I don´t know if it would be better to just large the first place to go up.

Well about the ravishing and zombies I don´t know, normaly he go to kill the first one who he listen that attacked (on most of the case the humans),

"and possibly separate the small clutter buildings away from the caverns"
wow good idea, I´ll try that (and hope I could have the great framerate.

hmmm
Xsnake wrote: "10 Mo musics : fucking no. I will tolerate 1-2 Mo of music per map MAX."
my map have 6 musics D: and now I did my best for resize it (50% less space used by musics), if it´s still bad, could I go back to the old mids musics that I used?
Xsnake wrote: "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."
I know I could make a much more detailed map, I just hope it´ll not get the poor fps like my older mod D: http://i.imgur.com/Qpq6o.jpg
Xsnake wrote: "• 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."
Sorry Xsnake It´s my first time I´m doing a map for a big project :s and even the first time that I´m doing a multiplayer map lol (many updates was to fix bugs that was happening online and not offline)

[/spoiler]

Well next ZM09´ll much bigger, When ravishing appear All the map´ll be modified, I´ll try to resize even more the wad D: and I´ll do something more than when you wrong all the code it´s 100% the cave ll be flooded and 80% ravishing´ll apear, and much more clientside scripts (I´m starting to love it)...


the latest thing, wow i wrote alot O_O

EDIT:here´s the link of the latest zm09 version:http://www.mediafire.com/download.php?nvrl66jtc4wzc23, it´s not on the server because the changes were little like (Everyone should read the same type that ravishing done, you receive a bonuse if you right only one part of the code, nedm secret now shows for everyone [and it´s clientside {servers´ll love it}],removed unused parts of textures (and void spaces on sprites/textures),add a readme on it and all the file was compressed with 7z format (The difference from zip and 7z here was 1mb less on 7z))
Last edited by ibm5155 on Tue Mar 12, 2013 11:50 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Rabbit lord
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RE: Zombie HORDE - The mappack project!

#202

Post by Rabbit lord » Wed Mar 13, 2013 10:05 am

ibm5155 wrote: Hmm may I let the code easier? or maybe I could let more rare to the dead ends happen.
...
and uber?
Wasn't really talking about the code per say. More so the cave's layout itself has a few places that'll lead to a place where zombies can easily trap any humans that go there.

Also, Uber campspots are very hard/near impossible to reach as zombies (with certain players it can be impossible).

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RE: Zombie HORDE - The mappack project!

#203

Post by Guys818-Mor » Wed Mar 13, 2013 12:46 pm

ibm5155 wrote:
Guys818-Mor wrote: Hello everyone !
I've made this map, It still beta, but here is the link.
http://upurload.com/dl/?n=10142
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. :)"
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
OK, I've modified this map, I've updated a fixed some stuff, and also I've renamed it to ZM12, here is the new link : http://upurload.com/dl/?n=10166
Last edited by Guys818-Mor on Tue Mar 19, 2013 9:54 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#204

Post by Xsnake » Wed Mar 13, 2013 1:29 pm

ZH mappack 7a

• Minor changes and fixes in ZE12.
• Fixed the leapstone icon and gave it a bit more power.
• Kgs' Strangeland map is now definitely replaced with Strangeland 2 (the remix) (ZE20).
• In Strangeland 2, hopefully fixed some spots near trees in which players could get stuck.
• Replaced "Virtual" with "Virutal Escape" (now ZE11).
• New map : Total Destruction by stiff (ZE19).
• Imported Rabbit's maps updates (fixes on several maps).

Download link

Sickedwick

Files order

• Skulltag actors + data
• zh-beta26
• zh-beta26-fix2
• zh-mappack7a.pk3
• (zh-testpacks)

Testpacks

That's right. We're going back to testpacks. I dont want any more custom levels hosted on GV without Rabbit's or my approval.
Testpacks are some sort of "pre-mappack" online testing opportunities for mappack worthy maps. The maps aren't officially part of the mappack but they are given a chance to be tested online on Grandvoid for possible improvement/criticism.
Hopefully, we will release a new/updated testpack every week, depending on the mappers activity.
A map in the testpack will possibily get included in the official mappack depending on players opinion.
Example : Stiff's ze19 recently got included in the mappack.
To request a trial for your map in the testpack, you can post it in this thread or send Rabbit/I a PM (a PM is more likely to catch my attention, though).

A first testpack will be released by the end of the week.

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RE: Zombie HORDE - The mappack project! (7a)

#205

Post by Stiff » Wed Mar 13, 2013 4:36 pm

ZE25 in testpack? (http://sickedwick.net/uploader/files/stiffZE25v2.wad)

And... you didnt add newest version Xsnake :I (http://sickedwick.net/uploader/files/ze19stiff9.wad)
I guess the file in the wad is version 8... i dont think that is a really big problem.
Becouse version 7... had a very very big bug (only 1 person on endboat got teleported).
Here is a list of version 9 includings wich version 8 dont include:

- 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 little bug fixes

Sorry if i forgot to pm you :s
Last edited by Stiff on Wed Mar 13, 2013 5:10 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#206

Post by ibm5155 » Wed Mar 13, 2013 4:51 pm

Will have castlevania part 2 someday?
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (7a)

#207

Post by xrgman » Wed Mar 13, 2013 6:33 pm

ibm5155 wrote: Will have castlevania part 2 someday?
If someone makes a map with that name ye :P
But it's hardly doubtable that it will come from Drdoctor.

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RE: Zombie HORDE - The mappack project! (7a)

#208

Post by ibm5155 » Wed Mar 13, 2013 9:21 pm

Hmm what´re going to be the maps on the testpack?

edit about my map update...
Well i think that I only updated some mods for the big servers, most of the updates on that screenshots wasn´t officially released (on grandvoid if I remember he got only that versions:beta1, 3, 6, 6.6, 6.7, 7.0) I count on my folder more than 10 betas lol (I did a beta when a big problem was fixed or some area was done).
For now I´m doing the 7.1 version (I´ll do the 8.0 when I´m going to create new areas) 7.1 to 7.9 ´ll be for bug fixes and detailing...
Last edited by ibm5155 on Thu Mar 14, 2013 7:10 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (7a)

#209

Post by mr fiat » Wed Mar 13, 2013 9:29 pm

ibm5155 wrote: Hmm what´re going to be the maps on the testpack?
none of the mspark maps that's for sure. *edit* ok that's kinda mean but the maps do need allot more work he doesn't even bother with basic texture alignment.
Last edited by mr fiat on Wed Mar 13, 2013 9:30 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#210

Post by Neewbie » Fri Mar 15, 2013 4:07 pm

Xsnake wrote:ZE11 : "Virtual Escape" by Xsnake - new/update (experimental)

...

Suggestions or comments about the current mappack are of course appreciated.
Well I liked it but as i said earlier:
Neewbie wrote: ...but please, do change the annoying music and the overused skybox

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RE: Zombie HORDE - The mappack project! (7a)

#211

Post by ibm5155 » Fri Mar 15, 2013 6:13 pm

Neewbie wrote:
Xsnake wrote:ZE11 : "Virtual Escape" by Xsnake - new/update (experimental)

...

Suggestions or comments about the current mappack are of course appreciated.
Well I liked it but as i said earlier:
Neewbie wrote: ...but please, do change the annoying music and the overused skybox
manuelspark wrote: cool e.e You know you could change the virtual sky map c:
It´s not only with you neewbie, and lol, the same thing was requested on the first page xD.

Hmm what about a matrix like skybox? numbers going down, and maybe something more (like a big light on the top, bits flying)
On the downloading areas, maybe many bits projectiles could hit the area that was being downloaded and stop only when the download was completed...
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!

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RE: Zombie HORDE - The mappack project! (7a)

#212

Post by Vimana » Fri Mar 15, 2013 6:17 pm

Map update! It's better than previous version so it should be in testpack instead of that one.
http://www.sickedwick.net/uploader/files/zm13f2.wad

-stone building is blocked by wall until zombie(s) are selected because there has been mass infections there in few first seconds when map has started
-added some unnecessary detail
-few balance fixes: easier jump to waterfall route behind stone building, easier 2nd jump spot on destroyed building,
-expanded tiny little bit: tower (no interior yet) and some strange pond
-monsters in water (just when something was said about custom monsters):
They just float on surface to make water camping much harder and can be easily avoided by diving.

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RE: Zombie HORDE - The mappack project! (7a)

#213

Post by Xsnake » Fri Mar 15, 2013 6:29 pm

So far, we have in the testpack :
• stiffZE25v2
• tgkzemap_release3
• zm13f2

Post your requests before we release next week's testpack (likely tomorrow or on Sunday).

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RE: Zombie HORDE - The mappack project! (7a)

#214

Post by Neewbie » Fri Mar 15, 2013 6:35 pm

Xsnake wrote: So far, we have in the testpack :
• stiffZE25v2
• tgkzemap_release3
• zm13f2

Post your requests before we release next week's testpack (likely tomorrow or on Sunday).
Don't forget zm09. I love it and ibm made a lots of improvement since the first beta and i think his map deserve to be in the testpack

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RE: Zombie HORDE - The mappack project! (7a)

#215

Post by ibm5155 » Fri Mar 15, 2013 6:35 pm

A bad news and good :D

The bad, server crash =/

the good

it didnt restart from zm01 :D

And this time it wasn´t a random crash, it crashed during the changemap...
ChangeLog file

EDIT:Well, here´s the most updated zm09 file:LINK ON MEDIAFIRE


I did my best on the filesize reduce D: (down the music quality, remove unused files,and tried to cut the unused part from textures/sprites) and wow, I reduced almost 10mb O_O
I think on the future I´ll change the ravishing music to the original one (2mb less :D)

I would like to release it on a better status, but I don´t have the same free time as I had before =/

hmm just A data that I did of 09 map (38% of the filesize is the sprites part, 54% by the music, 8% by the textures, map, and sounds)

EDIT2: what about on the end when the virus mensage start to show it plays that sound:http://www.youtube.com/watch?v=wobUX_yGk0E and show the avast virus alert?
Last edited by ibm5155 on Fri Mar 15, 2013 9:27 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (7a)

#216

Post by Xsnake » Fri Mar 15, 2013 10:21 pm

Did it crash in the middle of ZE16 ? I experienced a crash there, right before the elevator started to lower.

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RE: Zombie HORDE - The mappack project! (7a)

#217

Post by ibm5155 » Fri Mar 15, 2013 11:05 pm

It crashed when the humans win on the rabbitlord zm15 map, on the time that ze12 was being loaded I got a fatal error...
I don´t know if it´s right but for me the grandvoid is crashing more then before D: (not a fatal error at least, I just got the server timeout, i put the reconnect command and tadah, everyone "crashed" and the map is zm01 O_o.

I don´t know if there´s something wrong with grandvoid zombie horde, but the only one (who run zombie horde mod) that I never seen crashing was the BE server.


edit:english mistakes repaired :s
Last edited by ibm5155 on Fri Mar 15, 2013 11:06 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!

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RE: Zombie HORDE - The mappack project! (7a)

#218

Post by Neewbie » Sat Mar 16, 2013 12:02 am

Crash issues like these may be fixed in zan 1.1

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RE: Zombie HORDE - The mappack project! (7a)

#219

Post by Cruduxy » Sat Mar 16, 2013 9:19 am

That still doesn't explain why addon doesnt crash -so far its like 2000 consective games without crash- I'll revise its source and see if one of the changes fixed them.
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RE: Zombie HORDE - The mappack project! (7a)

#220

Post by Stiff » Sat Mar 16, 2013 11:39 am

Once the server crashed like every 3 minutes, or than the server crashed and zm01 started again, some people joined and even not 10 seconds later it already crashed AGAIN! :D
Last edited by Stiff on Sat Mar 16, 2013 11:39 am, edited 1 time in total.

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