Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r4)
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...)
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]
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! (8a / r4)
I think I already mentioned it, but I dont want to see any rune (rage, spread...) from ST in ZH maps.
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r4)
Does someone have a better thing than doombuilder 2, to see directly 3d floors without lauching the game for example.
RE: Zombie HORDE - The mappack project! (8a / r4)
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]
Watch this video to configure it
[spoiler]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r4)
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 :)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]The [video] tag is deprecated, please use the [media] tag[/spoiler]
Last edited by fr blood on Sat May 18, 2013 4:43 pm, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r4)
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]
[/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...
http://forum.zdoom.org/viewtopic.php?t=32392
[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]
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! (8a / r4)
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.
And thanks ibm for the building program, had problems with doombuilder 2 too.
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r4)
Ok it works for me too, thx alot, and now let's finish this map.
RE: Zombie HORDE - The mappack project! (8a / r4)
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).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?
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.
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r4)
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?
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">
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! (8a / r4)
Dunno, but if he is, let's ask him for a Castlevania part 2ibm5155 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?
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?
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.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.
Last edited by Mr.Man on Sun May 19, 2013 7:14 pm, edited 1 time in total.
- ibm5155
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- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
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RE: Zombie HORDE - The mappack project! (8a / r4)
I re downloaded and it´s clean as the sky (no, a bad joke =/)
Spoiler: prints &_& (Open)
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! (8a / r4)
You're not having any problems with it? hold on, ill try to mislead or disable the scanner thenibm5155 wrote: I re downloaded and it´s clean as the sky (no, a bad joke =/)
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r4)
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.
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.
RE: Zombie HORDE - The mappack project! (8a / r4)
Post also some screenshots to see how is that coming.
RE: Zombie HORDE - The mappack project! (8a / r4)
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.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.
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r4)
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.
RE: Zombie HORDE - The mappack project! (8a / r4)
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.
RE: Zombie HORDE - The mappack project! (8a / r4)
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.
Because I'D LOVE to make a map for ZH, but I don't know how to make ACS scripts.
RE: Zombie HORDE - The mappack project! (8a / r4)
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.
Tip: Maps that doesnt use almost no scripts are ZM maps.