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! (7a)

#281

Post by ibm5155 » Sun Mar 24, 2013 2:54 pm

Lol I think you put an outdated version :s
This was the last version xD:http://www.mediafire.com/?2magpbh4yp86e0p
and it was all inside a single wad.

I think it´s the version that I only reduced the music size :s

I don´t know what should be the name but here´s the testpack with the right version :s http://www.mediafire.com/?umco9ih9kdg9v4o
Last edited by ibm5155 on Sun Mar 24, 2013 3:03 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! (7a)

#282

Post by Stiff » Sun Mar 24, 2013 3:54 pm

I also got some updates:

ZE19 (mappack) :

http://sickedwick.net/uploader/files/ze19stiff10.wad

- Changed lots of areas / Fixed areas and some new areas
- Now 33% that window for BAR opens (first 20%)
- Inventoryitems fix
- Tram & Boat human-registering-technique changed
- Reduced Firebomb dynamic lightning

ZE25 (testpack) :

http://sickedwick.net/uploader/files/stiffZE25v4.wad

- Removed inventoryitems
- Fixed chute
- Endroom human-registering-technique changed
- Crane added (Detail by second resist)

... Ew, i see i am a little too late with my ZE25 update :s
Last edited by Stiff on Sun Mar 24, 2013 3:59 pm, edited 1 time in total.

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

#283

Post by ibm5155 » Sun Mar 24, 2013 5:59 pm

ZE25:p_startscript unknown script 31
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)

#284

Post by Stiff » Sun Mar 24, 2013 7:43 pm

:|

Ah that doesnt really care, script 31 was a secret count but was removed...
Once ill remove these lines or add a script 31 with no commands inside.
But it isnt really nessisary that i make a whole fix for this :s .
Last edited by Stiff on Sun Mar 24, 2013 7:45 pm, edited 1 time in total.

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

#285

Post by Guardsoul » Mon Mar 25, 2013 10:15 am

Ok guys, after the public testing of my map I saw a bunch of issues that makes it a zombie friendly map:

- At the entrance zombies could get humans very quickly in the lifts
- In outdoors zone there werent enough camping spots and zombies could catch humans through several ways
- The third resist time it was too long
- There was a problem with forcefield (some textures didnt appear)

Now, these are my fixes:

- Zombies will appear some far away from humans (I did the zombie cave a bit longer and with a little delay)
- Humans now can climb to the wall at the beggining
- The second lift is now bigger and I have also removed a linedef that could troll humans
- Added an alternative way to reach the sewers
- Added some raising bars at the end of the sewers (little switch at left hand after exiting sewers: 15 seconds)
- Removed one of the ways that zombies could use to catch humans at outdoors zone
- Added a new camping spot for humans at outdoors (turn right after exiting the sewers)
- Fixed the forcefield script (now should work well)
- Nerfed third resist time to 25 from 30

Link: http://www.mediafire.com/?bzkff961l6a6j5k

Ill be waiting your comments.
Last edited by Guardsoul on Mon Mar 25, 2013 10:16 am, edited 1 time in total.

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

#286

Post by agaures » Mon Mar 25, 2013 7:09 pm

Not bad guardsoul, i really like the stronghold look ( you should join my stronghold mappack project :P ). although there was a couple issues like this around the place like this:
[spoiler]Image[/spoiler]
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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

#287

Post by ibm5155 » Mon Mar 25, 2013 10:28 pm

Hmm about the bug that sometimes happen when the lava flood, it´s fixed on the newest version :)

Download Link:http://www.mediafire.com/?2magpbh4yp86e0p
And a video of the new version (you can see some differences comparing to the zm09 on testpack2)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
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)

#288

Post by Guys818-Mor » Tue Mar 26, 2013 10:47 pm

Hello everyone !
I've made this maps, zm12 "CityofDark" and ze24 "EscapefromMc"
this maps full now, here links :

zm12betav1.1 : http://upurload.com/dl/?n=10228
ze24v1 : http://upurload.com/dl/?n=10229

when you test my maps, plz add in testpack4
Enjoy ;)
Last edited by Guys818-Mor on Fri Apr 05, 2013 8:27 pm, edited 1 time in total.

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

#289

Post by MrTrololosh » Sat Mar 30, 2013 6:36 pm

Hi there, guys.
I was playing Zombie Horde on GV recently, you may seen me under "Mr.Chair" nick.

So i promised to make some new maps and i started working on one today. But i runned in to a little problem. I think, i should ask here for a tip.
ZH resources...yes, it looks well. Should (Or even can i?) use resources from the ZH wad (like textures and, of course, things) in my map?
Can my map contain some new resources (textures and music) with it?

I'm not a newbie mapper, but i never mapped for that great project. I'll try make it good enough.
Thanks.

P.S Sorry for my bad English...I'm a Russian actually.

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

#290

Post by ibm5155 » Sat Mar 30, 2013 6:49 pm

Yes you can use new resources.
Just a recomendation, your map+new files should be equal or less than 10mb, hmm you can use others users resources into your moap (from zh maps)

EDIT:no, it´s 4MB the limit, or a bit more if you have something good/different.

If you have problem with music size, use audacity save it in ogg on low quality in mono.
Last edited by ibm5155 on Sat Mar 30, 2013 10:10 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)

#291

Post by Rabbit lord » Sat Mar 30, 2013 7:17 pm

You may use the resources included in the zh-beta and the current map pack. I'd highly suggest against adding any other custom resources aside from your maps music (which is limited to at least two tracks). I'm looking forward to the new maps :D

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

#292

Post by Xsnake » Sat Mar 30, 2013 9:25 pm

Rabbit said it all, I guess.
The number of songs isn't the real problem. It's more the size of the wad that matters to me. 4MB (zipped) should really be the maximum, unless the map is worth it.

Alright, so for next week's testpack we have so far :
• an update of zm09
• Guardsoul's updated ze30

What about the others ? Do you guys have updated versions of your maps ? (ZM13, ZE18)

Regarding the mappack, we will also release a little fix wad. I took care of the exploit on ze11 (hopefully). Rabbit, if you have updates/fixes too, drop me a PM :smile:

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

#293

Post by The Game King » Sat Mar 30, 2013 9:47 pm

Xsnake wrote: What about the others ? Do you guys have updated versions of your maps ? (ZM13, ZE18)
I'm still working on my map, but it's only half-complete and I intend to improve every single area in the map before updating it. If you'd like, I could give you a copy of what's done through PM.

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

#294

Post by Stiff » Sat Mar 30, 2013 9:54 pm

Xsnake:
What about the others ? Do you guys have updated versions of your maps ? (ZM13, ZE18)



What about this:
Stiff wrote: I also got some updates:

ZE25 (testpack) :

http://sickedwick.net/uploader/files/stiffZE25v4.wad

- Removed inventoryitems (trollitems for Xsnake)
- Fixed chute
- Endroom human-registering-technique changed
- Crane added (Detail by second resist)

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

#295

Post by ibm5155 » Sat Mar 30, 2013 10:03 pm

Here´s the UPDATE download link:http://www.mediafire.com/?2magpbh4yp86e0p
ibm5155 wrote: I only sended the map nothing more xD (fix 1mb and the full mod 4mb xD)

NEW MAP!!! (UPDATE 3/22/2013)

Well Here´s beta 7.2 It´s more detailed, I could fix some mistakes.
-remove unused things
-Reduce even more the size
-Expand cave areas
-Expand outside areas.
-Detail more the caves
-Detail more outside
-I should complete it more if I remember something more xD
-DEV (expanded script 18 functions [it´s more for admins/DEVS])

DOWNLOAD LINK:http://www.mediafire.com/?2magpbh4yp86e0p

I hope now it´s 100% ok :D, reviews are welcome...

http://www.youtube.com/watch?v=XIHhXRcb ... e=youtu.be
EDIT:Guys818-Mor I don´t know if it´s only with me, but when I click on the upurload links it show the 404 error, but whe I refresh it, I get the right link O_o
EIDT2:FOR FUTURE REVIEW...
Last edited by ibm5155 on Sat Mar 30, 2013 10:06 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)

#296

Post by Guardsoul » Sat Mar 30, 2013 10:05 pm

Xsnake wrote: Rabbit said it all, I guess.
The number of songs isn't the real problem. It's more the size of the wad that matters to me. 4MB (zipped) should really be the maximum, unless the map is worth it.

Alright, so for next week's testpack we have so far :
• an update of zm09
• Guardsoul's updated ze30

What about the others ? Do you guys have updated versions of your maps ? (ZM13, ZE18)

Regarding the mappack, we will also release a little fix wad. I took care of the exploit on ze11 (hopefully). Rabbit, if you have updates/fixes too, drop me a PM :smile:
Im working on a new update of my map (this one is deeper than others), I hope it will be finished for tomorrow.

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

#297

Post by Xsnake » Sun Mar 31, 2013 12:27 pm

The Game King wrote: I'm still working on my map, but it's only half-complete and I intend to improve every single area in the map before updating it. If you'd like, I could give you a copy of what's done through PM.
Lets wait for it to be complete, I guess. :cool:
Guardsoul wrote: Im working on a new update of my map (this one is deeper than others), I hope it will be finished for tomorrow.
If you're not done today, we will wait until tomorrow before releasing next week's testpack.

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

#298

Post by Guardsoul » Sun Mar 31, 2013 2:36 pm

Here it is the final varsion of my map: http://www.mediafire.com/?h6etosaa5m2b7ql

I could post here all changes that I have made but I want it to be a surprise :P.

Just a little hint: Now there are 2 ways to reach the exit.

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

#299

Post by Xsnake » Sun Mar 31, 2013 3:59 pm

Nice changes, Guardsoul. :smile: I'm sure it will play alot better now.
Your map is in next week's testpack and, if everything goes well, I'll include it in the mappack next week.

zh-testpack_r3

Contains :
• ZM09 by ibm (updated)
• ZM13 by Vimana
• ZE18 by TGK
• ZE25 by stiff (new)
• ZE30 by Guardsoul (updated)

Download link

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RE: Zombie HORDE - The mappack project! (7a / r3)

#300

Post by ibm5155 » Sun Mar 31, 2013 10:16 pm

I don´t know if ZM09 is done, I would like to complete it if there´s something more that you think it´s required to do...
I know that there´s alot of ZE maps but I plan to do a new one when ZM09 is completed :) (only new music,textures and a different way of a ZE map)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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