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! (8a / r4)

#361

Post by ibm5155 » Wed May 15, 2013 6:19 pm

While I was testing my mod, I discovered on the new version that someway I deleted one script line that in a rare situation would be a pain for players D:

DOWNLOAD LINK:http://www.mediafire.com/?gefdme047bdyvmy
what´s fixed:
-Removed an extra music that I didn´t used/removed
-Fixed wf speed (the script only did he faster, now he can back to run slow...)

EDIT:---------------------------------------------------------------
-Removed spread :s (I didn´t know it couldn´t use spread :s but, it´s removed)
link neww:zm09 beta 8.3 no spread

On the future I plan to edit the entering to the mines (delete the area and create a new one) and edit some areas (simple sectors on the middle of detailed ones...)
Last edited by ibm5155 on Sat May 18, 2013 3:09 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! (8a / r4)

#362

Post by Xsnake » Sat May 18, 2013 2:44 pm

I think I already mentioned it, but I dont want to see any rune (rage, spread...) from ST in ZH maps.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#363

Post by fr blood » Sat May 18, 2013 3:14 pm

Does someone have a better thing than doombuilder 2, to see directly 3d floors without lauching the game for example.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#364

Post by Guardsoul » Sat May 18, 2013 3:26 pm

There is a patch that allows you to see them in the editor: http://svn.drdteam.org/doombuilder2/
Watch this video to configure it

[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]

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RE: Zombie HORDE - The mappack project! (8a / r4)

#365

Post by fr blood » Sat May 18, 2013 4:30 pm

Guardsoul wrote: There is a patch that allows you to see them in the editor: http://svn.drdteam.org/doombuilder2/
Watch this video to configure it

[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
Thx more, But I have a little problem, I don't know if it's from my country but the link doesn't work for me, are you able to upload it somewhere ( like in mediafire ) if you got time please, have a nice day :)
Last edited by fr blood on Sat May 18, 2013 4:43 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#366

Post by ibm5155 » Sat May 18, 2013 8:01 pm

I use gzdoom builder,there´re some better things than doom builder :) (see dynamic lights and 3d floors and 3d models on 3d view,...)
http://forum.zdoom.org/viewtopic.php?t=32392
[spoiler]Image[/spoiler]

EDIT:------------------------------------------------------------
yeah finaly I got a nice free time do rework that entry cave.
download link:ZM09 BETA 8.3
I hope people like it :B, and also I disabled ravishing mensages...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#367

Post by Mr.Man » Sun May 19, 2013 11:19 am

Complete different argument starting now. Why do you guys remove maps (from rotation)? I mean, zm01 is not in the rotation in grandvoid, and its a good map. Zombie Horde would probably be alot more fun with the old maps, or is there a reason behind it?

And thanks ibm for the building program, had problems with doombuilder 2 too.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#368

Post by fr blood » Sun May 19, 2013 12:00 pm

Ok it works for me too, thx alot, and now let's finish this map.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#369

Post by Xsnake » Sun May 19, 2013 3:13 pm

Mr.Man wrote: Complete different argument starting now. Why do you guys remove maps (from rotation)? I mean, zm01 is not in the rotation in grandvoid, and its a good map. Zombie Horde would probably be alot more fun with the old maps, or is there a reason behind it?
The problem is that not everybody thinks ZM01 is a good map. Since this was the very first map I have worked on for this project, I find it pretty bad compared to what I'm capable of now. Same for ZM02 (even though it's still in the rotation).

I asked Konar to remove ZM01 from the rotation until I release an updated and improved version of it. I don't know when that will happen.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#370

Post by ibm5155 » Sun May 19, 2013 4:01 pm

ZM02 is a good map, I just think there´s two problens
1)You can see all the map in most of places (doom is not good for big open areas even more detailed)
2)The scenary looks cool, but I only see people in two places of it (this happen on my map too, some people prefer to be on places that are harder to be infected).

I don´t know if I´m right but there wasn´t another version of zm01? (i think it was one that you could enter on the sewer)

off:does DrDoctor are alive on zandronum forum?
Last edited by ibm5155 on Sun May 19, 2013 4:05 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">

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RE: Zombie HORDE - The mappack project! (8a / r4)

#371

Post by Mr.Man » Sun May 19, 2013 7:05 pm

ibm5155 wrote: ZM02 is a good map, I just think there´s two problens
1)You can see all the map in most of places (doom is not good for big open areas even more detailed)
2)The scenary looks cool, but I only see people in two places of it (this happen on my map too, some people prefer to be on places that are harder to be infected).

I don´t know if I´m right but there wasn´t another version of zm01? (i think it was one that you could enter on the sewer)

off:does DrDoctor are alive on zandronum forum?
Dunno, but if he is, let's ask him for a Castlevania part 2

Apparently that gzdoombuilder got alot of unbalanced stuff, and i'm unable to keep it on my pc without my virus scanner erasing it. Are you sure its safe?
Xsnake wrote:
The problem is that not everybody thinks ZM01 is a good map. Since this was the very first map I have worked on for this project, I find it pretty bad compared to what I'm capable of now. Same for ZM02 (even though it's still in the rotation).

I asked Konar to remove ZM01 from the rotation until I release an updated and improved version of it. I don't know when that will happen.
The game contains alot of blank and boring maps, for example badlands is boring and very cheatey. Its not much of a deal, except its great camp spot. That thing should really be fixed by the way. Throughtout the year of 2011 and 2012 i've seen great maps come and go. I've seen maps getting updated wich shoulnt have been updated at all, or maybe should have kept as a new map, like mountain escape. I really liked the layout of the old one, and it should have been backed up.
Last edited by Mr.Man on Sun May 19, 2013 7:14 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#372

Post by ibm5155 » Sun May 19, 2013 8:34 pm

I re downloaded and it´s clean as the sky (no, a bad joke =/)
Spoiler: prints &_& (Open)
Image

Image
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#373

Post by Mr.Man » Mon May 20, 2013 5:37 am

ibm5155 wrote: I re downloaded and it´s clean as the sky (no, a bad joke =/)
You're not having any problems with it? hold on, ill try to mislead or disable the scanner then

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RE: Zombie HORDE - The mappack project! (8a / r4)

#374

Post by fr blood » Mon May 20, 2013 8:07 am

Yes they were many interesting maps before, Xsnake said the true we can't add map as we want in a server that isn't our.
I think the author of these maps need to come here, i really want to play againt in that funny maps like "dark" , the map with grunt, and others ...

In my side, I think my map will be finish these day if I've the time, I'll give the link later.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#375

Post by Guardsoul » Mon May 20, 2013 9:52 am

Post also some screenshots to see how is that coming.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#376

Post by Mr.Man » Mon May 20, 2013 1:46 pm

fr blood wrote: Yes they were many interesting maps before, Xsnake said the true we can't add map as we want in a server that isn't our.
I think the author of these maps need to come here, i really want to play againt in that funny maps like "dark" , the map with grunt, and others ...

In my side, I think my map will be finish these day if I've the time, I'll give the link later.
Yeah, thats another map i ment, the one with the nyans walkign over the whole map right? its dark and scary, and yet very fun.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#377

Post by fr blood » Mon May 20, 2013 4:44 pm

Finally I didn't found the enought time to finish it today, and if I do it quickly, the details will be to medium, so I'm gonna finish it the next weekend.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#378

Post by Guardsoul » Mon May 20, 2013 5:08 pm

Speed is not always a good freind at mapping. We preffer a well designed map with a good gameplay later than something horrible now. Take all the time that you need to finish it but dont take it too long.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#379

Post by Jambus » Wed May 22, 2013 10:48 am

Guys, I wanted to ask: but knowing ACS scripts it's really needed?
Because I'D LOVE to make a map for ZH, but I don't know how to make ACS scripts.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#380

Post by Guardsoul » Wed May 22, 2013 1:23 pm

Well, most of features that ZH uses requires a little bit of knowledge about scripting like decreasing counters, some pretty cool special effects and also tell the mod what kind of map is yours (a ZM or a ZE). So I would say: yes.

Tip: Maps that doesnt use almost no scripts are ZM maps.

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