Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (8a / r4)
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)
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.
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.
RE: Zombie HORDE - The mappack project! (8a / r4)
Well, at this point I should study some ACS scripting :p
Then make a map
Then make a map
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RE: Zombie HORDE - The mappack project! (8a / r4)
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
that, im 5 secs too late with my message lol
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

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)
Well here´re some statistics:
ACS use on maps
So you really need to learn acs? not really, you could learn the basic, and we´re can help you with acs scripts too :)
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
Last edited by ibm5155 on Thu May 23, 2013 1:16 am, 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)
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)
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!
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)
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)
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
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);
}
Last edited by ibm5155 on Thu May 23, 2013 7:16 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)
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
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)
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
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)
It´s ok then :)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
I wanted the map to be dynamic, and that cost some acs lines '-'
Spoiler: ACS details (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">
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RE: Zombie HORDE - The mappack project! (8a / r4)
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.
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)
And for finish I'll propose a new weapon for the gameplay "Napalm Rocket Launcher"
Lol, did you made it anti zombie?
Lol, did you made it anti zombie?
RE: Zombie HORDE - The mappack project! (8a / r4)
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)
Of course, it shots only zombies, why ?Stiff wrote: 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)
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
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)
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
And it's just a prototype, I know how it will be hard to implant it in this mod
RE: Zombie HORDE - The mappack project! (8a / r4)
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.
BTW
Is there anybody having the old maps?? Like the old mountaine scape, water flood escape map and such? i liked those alot.
RE: Zombie HORDE - The mappack project! (8a / r4)
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 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.
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: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 :
...
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.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.
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.

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