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

#381

Post by Mr.Man » Wed May 22, 2013 3:14 pm

zm maps dont need scripts, ze doesnt either, but that would be pretty boring. ze without a script would become a straight forward, no defence line run. It isnt really fun, its all just based on f.e.a.r. (fuck everything and run)

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

#382

Post by fr blood » Wed May 22, 2013 3:16 pm

I can just tell you to learn how to use scripts, because with it you can do anything in Doom 2 ;)

And in my side, with there scripts I'm making something never spawned on a ZM maps, not to change the balance, just for fun.
I'll give information later.
Last edited by fr blood on Wed May 22, 2013 3:17 pm, edited 1 time in total.

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

#383

Post by Jambus » Wed May 22, 2013 6:10 pm

Well, at this point I should study some ACS scripting :p
Then make a map

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

#384

Post by Stiff » Wed May 22, 2013 6:40 pm

If ZE? yes
If ZM? no

Cuz, ZE uses resists endroomchecks etc etc etc wich is all acs scripting work... if you are a fail acs scripter (like me first) i would do ZM

derp that, im 5 secs too late with my message lol
Last edited by Stiff on Wed May 22, 2013 6:40 pm, edited 1 time in total.

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

#385

Post by ibm5155 » Thu May 23, 2013 1:15 am

Well here´re some statistics:
ACS use on maps

Code: Select all

m.name use acs   total lines
ZM01:   yes          87
ZM02    yes          19
ZM03    yes          64
ZM04    yes          118
ZM05    yes          90
ZM06    yes          672
ZM07    yes          86 (there´s some comments at the end i didn´t include it)
ZM08    yes          46
ZM09    yes          2030 O_O
ZM13    yes          151
ZM15    yes          44
ZE01     yes         116
ZE02     yes         117
ZE03     yes         136
ZE04     yes         167
ZE05     yes         158
ZE06     yes         265
ZE07     yes         210
ZE08     yes         150
ZE09     yes         209
ZE10     yes         115
ZE11     yes         219
ZE12     yes         150
ZE13     yes         294
ZE15     yes         783
ZE16     yes         259
ZE18     yes         292
ZE19     yes         595
ZE20     yes         366
ZE25     yes         657
ZE30     yes         135
So you really need to learn acs? not really, you could learn the basic, and we´re can help you with acs scripts too :)
Last edited by ibm5155 on Thu May 23, 2013 1:16 am, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#386

Post by Jambus » Thu May 23, 2013 8:13 am

Well, there would be needed very much help. Because I don't really know ANYTHING about it! xD;;

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

#387

Post by Stiff » Thu May 23, 2013 1:04 pm

new ze25 UPDATE

Previous one isn't released yet but i dont care! here is newest version for incoming testpack.

- fixed ~7 spots where you can get stuck
- More chanche that elevator goes UP
- Reworked some missing / misaligned textures
- Cleaned up script dialog, it was a mess *_*
- Avoided telefrag in the chute
- Some secrets are anti zombied
- Removed a ladder in da sky
- Lol explosion when elevator reached destination

http://sickedwick.net/uploader/files/stiffZE25v10.wad

I am still trying to make the telefrag chanche at the begin ZERO... but it is very very less now!

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

#388

Post by ibm5155 » Thu May 23, 2013 7:14 pm

It shouldn´t be hard to do a telefrag zero script :)

EDIT:I did a code that should avoid telefrag to teleport all :) (not tested, but 80% it´ll work :p)

Code: Select all

int teleport_tid=10;//first teleport
int max_teleport_tid=20;//there´ll be 20 teleports for players...
int monster_test_tid=9;//temporary tid to see if the monster was spawed
int a_place_that_it_ll_be_noone_there_to_block=21;//hmm, maybe a high place near the ceiling?
teleport_tid--;
do{
    teleport_tid++;
    spawnspot("zombieman",teleport_tid,monster_test_tid,0);
}while(thingcount(T_NONE,monster_test_tid)==0 && teleport_tid<max_teleport_tid);
thing_remove(monster_test_tid);
if(teleport_tid==max_teleport_tid){
    teleport(a_place_that_it_ll_be_noone_there_to_block,0,false);
}
else teleport(teleport_tid,0,false);
}
What does that script do? spawn a zombieman on the teleport place that´ll be teleported, if there´s a player on it, the game´ll not spawn the zombieman,... and when he found a place to teleport he remove the zombieman created and teleport you
Last edited by ibm5155 on Thu May 23, 2013 7:16 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#389

Post by Mr.Man » Thu May 23, 2013 7:46 pm

nice one stiff, and pretty obvious that you got max ibm xd
If i find out how to properly use doombuilder (gzdoom builder doesnt get accepted on my pc) i might make a zm map, or even a ze map if i get to understand the scripts

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

#390

Post by Stiff » Thu May 23, 2013 8:11 pm

Thanks lol but i wanna make a solution by myself (just purely to make myself better in acs)

I had an idea with a "Bool lolport[32];" and 32 teleport destinations lol, that everyone gets his own teleport... I will see

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

#391

Post by ibm5155 » Thu May 23, 2013 8:50 pm

Stiff wrote: Thanks lol but i wanna make a solution by myself (just purely to make myself better in acs)

I had an idea with a "Bool lolport[32];" and 32 teleport destinations lol, that everyone gets his own teleport... I will see
It´s ok then :)

I wanted the map to be dynamic, and that cost some acs lines '-'
Spoiler: ACS details (Open)
last beta:2373 lines
2207
166 lines of coment
147 lines to code helper
142 lines to see what´ll happen with your code
176 lines to select a random code
372 lines to all ravishing scripts (port a gzdoom monster is hard D:)
260 lines to all whiteface scripts
270 lines to all nedm scripts
110 lines to lava scripts
58 lines for generator script
45 lines for code display wall
147 lines to dev script (not executed online)
300 lines the rest xD
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#392

Post by fr blood » Fri May 24, 2013 7:11 pm

All that look like very good, and now I think it will be my turn to do something interesting, but my exams are coming so I can't put a date, I can already give to all you the concept of my future map. As I said this map is based on the old ZM14 I did.
So I've removed the old event ( when you go in hunter's room ) to replace it by others thing more funny.
The old hotel is now in a village with a jail, an armory, and all things that are supposed to be in a village.

The firts event is the weather it comes with time, it can be : nothing, rain ( with fog or with thunder ), cataclysm ( meteors )
And when we are unlucky, the night, and I can say, it wont be a good new.

The second event is a secret, I don't tell you how to active it, it opens they jail where one of 2 dangerous men in the jail has the chance to be free, so here are some details about them :
- The Kameleon, a very dangerous prisoner who can takes apparence of human or zombie to make you think he's an ally, and when he is close to you, he cuts you and you are forced to die ( as human ), he does 1000 damage per hit, so if you see a supposed player with a strange behavior, shot him, to make him force to teleport.
- Barney The Dinosaur, the leader of a big group of criminals, he won't do anything to you he is just trying to escape the map so after you open his jail you'll have some times to kill him. If you succes the killer has the choice to give item to everyone or only to him ( he can gets something very interesting by making the good choice ). If you fail it's simple, barney comesback in the map with his gang to kill all you, and an other secret is activate.

I hope the new scenario in a ZM map will makes you like it. And for finish I'll propose a new weapon for the gameplay "Napalm Rocket Launcher", Max Ammo 3, this weapon is for burn zombies like grenade but very more easily and it doesn't have an explosion radius that can make player jump everywhere, so don't worry about that, have a nice day.
Last edited by fr blood on Sat May 25, 2013 7:46 pm, edited 1 time in total.

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

#393

Post by Stiff » Fri May 24, 2013 7:58 pm

And for finish I'll propose a new weapon for the gameplay "Napalm Rocket Launcher"

Lol, did you made it anti zombie?

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

#394

Post by Mr.Man » Sat May 25, 2013 10:47 am

you should make it some sort of grenade launcher. Further range, bigger spread and damage. lasts longer, and contains grenades you pick up (or something). BTW, at ze25, next to the jacks at spawn, there is a ledge that leads to that area int he house. It has no use, does it?

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

#395

Post by fr blood » Sat May 25, 2013 1:00 pm

Stiff wrote: And for finish I'll propose a new weapon for the gameplay "Napalm Rocket Launcher"

Lol, did you made it anti zombie?
Of course, it shots only zombies, why ?

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

#396

Post by Stiff » Sat May 25, 2013 3:48 pm

Of course, it shots only zombies, why ?

Becouse some people fail in making it only for humans... like the weapon haves to check every time if you are a zombie... else when you have the weapon and you get infected... you still have it :D!


BTW, at ze25, next to the jacks at spawn, there is a ledge that leads to that area int he house. It has no use, does it?

NOPE :DDDD

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

#397

Post by fr blood » Sat May 25, 2013 6:24 pm

Don't worry about that, I'm not the best at mapping and ACS, but if it's for manipulate a Decorate file I'm very good at that.
And it's just a prototype, I know how it will be hard to implant it in this mod

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

#398

Post by Mr.Man » Sat May 25, 2013 8:33 pm

tomorrow im going to try to figure out doombuilder, and ill try to make a map lol.

BTW
Is there anybody having the old maps?? Like the old mountaine scape, water flood escape map and such? i liked those alot.

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

#399

Post by Xsnake » Sat May 25, 2013 9:31 pm

fr blood wrote:The firts event is the weather it comes with time, it can be : nothing, rain ( with fog or with thunder ), cataclysm ( meteors )
And when we are unlucky, the night, and I can say, it wont be a good new.
I like the idea of a random weather. It could be nice, as long as it's properly implemented (on both aesthetic/programming aspects).
fr blood wrote:The second event is a secret, I don't tell you how to active it, it opens they jail where one of 2 dangerous men in the jail has the chance to be free, so here are some details about them :
...
That doesn't sound very good to me. But feel free to try what you like. The worst you can get from me is a "no".
fr blood wrote:I hope the new scenario in a ZM map will makes you like it. And for finish I'll propose a new weapon for the gameplay "Napalm Rocket Launcher", Max Ammo 3, this weapon is for burn zombies like grenade but very more easily and it doesn't have an explosion radius that can make player jump everywhere, so don't worry about that, have a nice day.
Another new weapon ? I don't think we need one. I like to keep things simple, rather than having 100 different weapons that would confuse everybody.
I know I tolerated stiff's custom rifle, but this was more an exception than an actual need (there already is a chaingun). I'm considering removing it, actually.
But once again, feel free to experiment what you like. We will see if it's worth adding it to the map or not.


As for ZM09 and ZE25, I haven't checked your latest versions guys but I'm pretty sure there are still one rune or two in your maps. Get rid of them, thank you. :cool:

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

#400

Post by ibm5155 » Sat May 25, 2013 9:46 pm

Here is the latest link of zm09 (with no rune ^^) http://www.mediafire.com/download/gqnqc ... ption2.zip

and here the others maps
stiff zm25 and stiff post of zm25

There was a time that I thinked doinga weather effect on zm09, but I didn´t because It would not works because of the maplogic and It may be unplayable in some computers (maybe a clientside scripts...))
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Zombie Horde - ZM09 map update: [3/15/13]
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