Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Rabbit lord
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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#41

Post by Rabbit lord » Mon Dec 31, 2012 6:26 pm

^make sure you're using the zh sources. Download them and make sure the files are in the same folder the map is in. Link is in the first page if not l, I'll post a link later.
Last edited by Rabbit lord on Mon Dec 31, 2012 7:42 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#42

Post by manuelspark » Mon Dec 31, 2012 6:41 pm

We need the map pack project :D

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#43

Post by ZzZombo » Mon Dec 31, 2012 9:26 pm

We need an alive developer.
>Xsnake inactivity.

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#44

Post by Albertoop » Mon Dec 31, 2012 9:54 pm

Rabbitlord can do?

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#45

Post by Neewbie » Tue Jan 01, 2013 2:28 am

Im sure a lots of people here would develope this mod but we still need the permition of xsnake

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#46

Post by Rabbit lord » Tue Jan 01, 2013 6:08 am

Albertoop wrote: Rabbitlord can do?
As newbie said we'll need permission from Xsnake. I sent him a pm regarding a new map pack so I'll wait and see if he replies.

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#47

Post by Jigsaw » Wed Jan 02, 2013 4:49 pm

Source download link expired :\

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#48

Post by Rabbit lord » Wed Jan 02, 2013 5:14 pm

Here you go, here are the ZH sources. Make sure these are put into the same folder as your map.

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#49

Post by Albertoop » Sun Jan 06, 2013 2:58 am

[quote="manuelspark"]
Here the new links
[updted]Zm17v2: http://www.mediafire.com/?nj24922ba1844lu

Ze21v1: http://www.mediafire.com/?fv1cc6dw7b8bpp9

[updated]Msresourcesv1: http://www.mediafire.com/?6dp3hvk7j38ez15

Dat maps
Last edited by Albertoop on Tue Jan 08, 2013 1:34 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#50

Post by Xsnake » Fri Jan 11, 2013 5:44 pm

Bêta 26
Spoiler: Old changes (Open)
• Added a ragequit announcer when the last zombie disconnects. [Klofkac]
• Kgsws's fire crystal and DrDoctor's holy cross have been added to the official wad.
• Reworked the bonus items probabilities. Also, the fire crystal and the holy cross can now be given that way (with a low probability, though).
• Added unusuals (like in TF2).
Spoiler: New changes (Open)
Gameplay changes :

• Fixed a typo in bonus items messages.
• Added a few more swipe textures when you get infected. They look darker and more realistic now.
Their position on the screen is randomized (they used to appear in the middle of it).
• The cure now makes humans immune to infection, but they will take ~30 dmg per scratch.
As a consequence, the "Relapse" Achievement now becomes "Scratch a human that got cured".
• Afk players will now be forced to spectate. The cvar zh_afk_cleanup_time can be used for that purpose. Setting it to -1 will disable the feature. It cannot be lower than 5 secs.
Note : are considered as Afks players that haven't moved since the map started. So if they move by getting shot, they won't be forced to spectate. Also, initial zombies won't got moved to spectators.
• New cvar "zh_disableunusuals". Set it to "1" to disable unusuals.
• Added a command to give everyone a bonus item in the admin panel.
• The health given to other zombies will now depend on the infector's (current hp)/(initial hp) ratio.
The hp value will evolve linearly between 750 and 1500 for escape maps, 1000 and 2000 for ZM maps.
Let's take an example to make it clear : on an escape map, a player that gets infected by a zombie that is low
on HP will receive ~750 hp - by a zombie that has full health ~ 1500 hp.
The health given to initial zombies remains unchanged.
• Added a deep breathing sound at the end of panic mode.
• Unusual changes : replaced the "Golden bullets" unusual with a new unusual : "Mini-Arsenal".
Replaced "Thousand of hearts" with "Steaming". Reworked the "Spark Particles" unusual.
• The last human's heart beats sound will now be played regardless of the amount of time left on ZM maps. (before : 60secs)
• The chaingun wasn't cooling down while unselected. Fixed.
• Everyone will be awarded with a bonus item when the server reaches more than 30 players (as suggested by Klofkac) (both ZM and ZE).
• Added a new special flare : the disco flare (3.125% probability, just like the Black flare).
• Changed the radio behaviour : it will now change the current level's music (there won't be any lag that way). There is a 5 seconds cooldown
before the music can be changed again. The clients can disable the radio effect by typing "toggleradio" in console or by binding a key to in
in the controls. Note that you don't need to disable the radio on every map change : the value is stored locally once and for all.
Press alt-fire to select a song, press fire to play it. The music changes won't affect spectators.
• Added a new song to the radio : Smoke on the water - Deep Purple
• The unusuals heigh in the air is fixed for zombies.
• Implemented serversided statistics (see screenshot below). These stats will be saved between maps and (hopefully) between server resets.
Bind a key in the controls to display them. Note that the stats are transmitted once per map to the clients, upon request (the first time you press the key).
The displaying itself is clientsided. This was done in an effort the reduce the net traffic.
It's possible to reset the stats with the remote console (for an admin). Type "puke 777" for that. This feature is completely experimental.

Map changes :

• Fixed an exploit in ze10.
• Nerfed the camps in ZM02 and ZM03.
• In ZE03, leaving the boat after the final explosion will instant kill.
• In ZE05, people can no longer jump on the high spots near start. Made the lift a little faster. Made the last area a bit easier to defend.

Quick recap of zh custom variables (serverside):

• "zh_afk_cleanup_time" default : 25, min : 5, disabled : -1
• "zh_disablesprint" default : false
• "zh_disablebonus" default : false
"• zh_disableunusuals" default : false


Statistics

Spoiler: Statistics illustration (Open)
Image

• Human/zombie ragequits : Number of times the game has ended due to last human/zombie leaving the game.
• Full server : Number of games that got played with more than 30 players.
• Lethal Scratches : Number of times an human got killed by a zombie.
• Unused items : Number of items that have been awarded and that were lost (because the owner died/left or was already carrying a bonus item).

Download link

Sickedwick

mappack6b

I will make a separate topic when I have the time to.
Spoiler: Changes (Open)
• Touched ZM07 a tad. Removed the jail. This map will need further rework anyway.
• Fixed a misspelled word in kgs's map.
• Linearized ZE12 (this needs testing).

Download link

Sickedwick

Wads order

skulltag_data + actors
zh-beta26.wad
zh-mappack6a.pk3
zh-mappack6a_to_6b.pk3

Please let me know if there is any bug with the new features. :exclaim:

Edit : The sources will be available soon enough.

Edit 2 : Btw, I dont know how this map auto-restart everytime the main zombie disconnects script is implemented, but the map auto-restart should be turned off since it breaks the game everytime.

This needs to be hosted with zh-beta26-hotfix1 in order to fix the afk feature.
Last edited by Xsnake on Tue Jan 15, 2013 4:59 pm, edited 1 time in total.

evo
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RE: Zombie HORDE - BETA 25 PLUS 2 (Sources available)

#51

Post by evo » Fri Jan 11, 2013 5:44 pm

Awesome.

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RE: Zombie HORDE - BETA 26

#52

Post by mr fiat » Fri Jan 11, 2013 6:05 pm

and then I thought it died just for xsnake to shut me up :) I hope more unfair exploits in maps will be fixed in the future

Rabbit lord
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RE: Zombie HORDE - BETA 26

#53

Post by Rabbit lord » Fri Jan 11, 2013 7:24 pm

Glad to see you back (again :P) I made an update to my city map which is currently in gv. I'll wait till you make the map pack topic for the other maps that are in progress.

Cruduxy
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RE: Zombie HORDE - BETA 26

#54

Post by Cruduxy » Fri Jan 11, 2013 7:46 pm

How does the afk script work because it forced me to spect whenever I stop to chat
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RE: Zombie HORDE - BETA 26

#55

Post by Xsnake » Fri Jan 11, 2013 7:53 pm

Cruduxy wrote: How does the afk script work because it forced me to spect whenever I stop to chat
As soon as you've moved since the map has (re)started, you're considered as not-afk and you shouldn't be moved to spectators.

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RE: Zombie HORDE - BETA 26

#56

Post by ZzZombo » Fri Jan 11, 2013 8:24 pm

While you are here, can't you look at some fixes I made?
http://zandronum.com/forum/showthread.php?tid=755

Cruduxy
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RE: Zombie HORDE - BETA 26

#57

Post by Cruduxy » Fri Jan 11, 2013 8:26 pm

Xsnake wrote:
Cruduxy wrote: How does the afk script work because it forced me to spect whenever I stop to chat
As soon as you've moved since the map has (re)started, you're considered as not-afk and you shouldn't be moved to spectators.
I think it resets upon getting infected or something like that because it again forced spect me mid-game when I was chatting
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RE: Zombie HORDE - BETA 26

#58

Post by Xsnake » Fri Jan 11, 2013 9:06 pm

Cruduxy wrote:
Xsnake wrote:
Cruduxy wrote: How does the afk script work because it forced me to spect whenever I stop to chat
As soon as you've moved since the map has (re)started, you're considered as not-afk and you shouldn't be moved to spectators.
I think it resets upon getting infected or something like that because it again forced spect me mid-game when I was chatting
I'd be curious to know in what circumstances this happened.
1) Was it on an online server?
1b) If online, how much ping did you have?
2) Were there any bot in the game?
3) Did you change the map via the "changemap" rcon command before this happened?
4) On what map did that happen ?

Thx for your help.

ZzZombo wrote: While you are here, can't you look at some fixes I made?
http://zandronum.com/forum/showthread.php?tid=755
I'll have a look.

evo
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RE: Zombie HORDE - BETA 26

#59

Post by evo » Fri Jan 11, 2013 9:15 pm

The newfangled weapons wad kinda sucked. weapons were far too loud and annoying, the shrapnel effect looked cheap and annoying, the new sniper looked like a weird toy of some kind (though the scope was alright), and the chaingun was shit on so bad it was obsolete in-game. slower firing, and quicker overheat... Let's not see this creep in. Also, shit that gives zombies alt-attacks and other horrible additions (remember "that's total zombie horde"?) can die in a fire.



Maps:

zm01: On the Roofs - Very boring, Really needs an overhaul.

zm02: Ghost Town - I understand why it is not one of the most desired. It's one of my favourites though, mainly because I have a unique spot to run to rather than the orgy-fest on the walls. The map has been updated in b26 to make the walls much less of a safe haven. Now the map just needs a few more interesting options that actually give humans a chance in surviving. Perhaps a third floor on some of the buildings at the bottom of the map, or some underground paths.

zm03: Snowy Town Panic - Similar sentiments as zm02. There are some nice places to go to if you don't want to add to the gym lamefest, but you just don't have a chance with everybody else going to the gym. A couple of new or reworked areas would be nice. The path running behind the gym (including that small building) is very boring as is. idk, some reworked areas might be better.

zm04: Croft Manor - Very good one, not too much to say. The majority of players camp the balcony as it's very safe, so it would be nice to see an area added to the map that could rival the balcony's popularity.

zm05: Croft Manor II - Boring. Even the races for both jack's guns don't feel exciting. I'd rather see a fresh map than another map of the same theme.

zm06: Hell's Pass Hospital - It's fun to race for jack's gun and it's a relief to get a shocking change of theme after playing both manors. However the game-play can get a bit boring when you're waiting for a zombie to show in a vent. another area like the baby room that's exclusive only via vent would be cool, just to keep things spiced up. Perhaps also make heaven send you to a playable area instead of just killing.

zm07: Virtual - Never really liked this one. As of b26 there is only one area you can go to if you want to hold out there for a long time. The popular area (high stack of boxes in the corner) has underwent a reduction. It definitely doesn't win awards in either version.

zm08: Badlands - I had high hopes for this. I liked the theme before the map was finished. Now it's pretty boring to play.

zm15: The City - I liked Rabbit's first map, but this is pretty bland to play. I understand that it is being reworked so we'll see.

zm23: A piece of vile shit that should never have been added - No.

ze01: Jurassic - Can play very well. The first resist point is far too harsh for initial zombies and results in the map being over before it really starts. I'd also recommend adding a difficult narrow path to the chopper that goes over the water. Something fun to run/jump to and defend. Perhaps a couple of rocky ledges.

ze02: Paradise Island - Another great one. Human-camp at the first resist sucks though. Perhaps some slopes leading upwards as a secondary scaling route could be added (like the slopes leading to volcano).

ze03: Caribbean - Another nice one. however, it's a bit cramped and confined as you progress from the first resist up until the ship. The start area can be very frustrating if you're ready to strafe-run to get jack's gun but cretins going at 10km/s spawn in front of you and crush your soul.

ze04: Back to the Present - Yet another nice one. The starting points are a little boring though. Some nice jumping stones of something could add some fun before the first resist. Humans could use them for camp so a "secondary way" could be revealed after x seconds allowing the zombie to break free to progress too. Perhaps if the start areas also seal after time to prevent campers remaining there it would help the map to progress. Just an idea. Other than that, it's decent.

ze05: Bombing Mission - Nice one, the areas at the start are no longer reachable. Novice humans always ruined the rest of the map by wanting to camp there, leaving the "bridge defense force" weak. The map normally plays fair for humans up until the end, it's nice that the last area has had a couple of modifications to try to keep the previously inevitable infect-rape at bay.

ze06: Shinra HQ - It's still good. Nothing really to change I guess, or I can't think of anything useful.

ze07: Extraction Point OK, the submarine. Sadly, there are far too many idiots playing this mod / Zan. Humans still go into the "ZOMBIE TRAP ROOM" as its called when the door closes. How fucking dense can these cretins get. It rarely has any benefit to lock yourself in a tiny space that opens up in time for zombies to be camping outside. We tried free will here and it just never works. Well, I requested that this be fixed this by making the trap room inaccessible or deadly to humans. Sadly, such a fix is not in b26. The rest of the map is alright-ish, perhaps the final area is far too easy to defend. Another portal to the side or back of the safety room would be welcomed, forcing humans to defend both points, and allowing zombies more options to try to invade. I have seen successful invasions before but it's quite rare, or only possible when half the team is already infected due to idiots and submarines trap rooms.

ze08: Rocket Base - Fairly boring, the second resist always fucks humans over. However, humans can still go on to win even with a hefty infection rate. It's just not so fun at the 2nd resist. Some improvement here like a longer bridge, or some defense bars would be cool.

ze09: Oceanic Coffin - Good map, it's just that...
A) people are still so incredibly dense and without desire to actually learn anything from playing the map over and over that they still think they can jump up to the ledge of second resist area from the water and not the crate behind it. This causes hell for those trying to jump from the crates to safety, and blocks those in the safe zone from shooting and defending temporarily. However for some reason this map seems to be zombie AFK heaven as zimbas are rarely even close to humans by this point, lol.
B) The force field defense nearly always gets activated too early by trolls or dumbasses. Seriously, block the switches with a sector that lowers only after a certain point, like 10 seconds after the bars from 2nd resist raise.
The rest of the map is fine I guess. Still quite fun. :)

ze10: Dollet Escape - It's alright, but the final areas are a bitch to defend. You're screwed at this point if there are 3 zombas or more, usually. They'll infect easily because the final resist before the ship is cramped, and the ship itself is difficult to defend, and offers no hope of camping on once a zombie is up on the deck too.

ze11: Strangeland - Horrible, horrible map; Somehow still remaining in the rotation. Never have I seen a good game on here. Humans slow the game down so much by tree-camping, BECAUSE THERE'S NOWHERE WORTH GOING IF YOU PLAY THIS MAP "PROPERLY". The underground area is so boringly designed, it's just two short and thin passages that meet a thin door to a thin area that humans must defend if they make it there. Lame.

ze12: Menouthis - In b25 this was alright, but there was a clear problem with camping snipers stalling the game a bit, diluting the chances of humanity surviving anyway by being behind the zombies when they reach the inner pyramid areas. Problem is, zombies could easily camp up at the top of the pyramid and let humans do all the work to open it, then be the first ones in, so... Anyway in b26 snake attempted to make the map linear, thus ending sniper-rape (and perhaps easing performance strain on average computers now that there's less shit to render). It looks good but I have voiced my dislike of areas that are impassible without an obvious clue like a barrier texture. Hope it plays well.

ze13: Castlevania - It's an alright one. A lot of work went into it and it looks very nice. However, the first resist is such a huge bore. After that, you've got a great thing - humans have to split up if they want to work together here. It's like the Egypt map, only there's not four frigging points to branch off to. Well, it can be a bit cramped and VERY difficult to survive to the end as a human. Could do with some little tweaks to help humans, but maybe the new zombie-infect-humans health scaling thing in b26 will help a lot in maps that have such problems for humans.

ze15: Runaway - It's good. A little on the lengthy side, but worth playing for sure. I'm really not a fan of the elevator leading down to the first "final" area. It makes life much easier for zombies. The elevator should be a one-time only deal, with the entrance to it sealing after use.

ze16: Mountain Escape - Meh. Short map, the huge slope at the end really sucks for humans or zombies. I don't really enjoy playing this one.

ze18: Abandoned UAC Facility - Kinda sucks. Could be good, but instead mimics the tech-style appearance of other maps instead of having its own unique feeling. Add to that how bland and square shaped all these areas in the map are. As I say, with some creative mapping style and texturing, it could be good.

ze19: Total Destruction - It's a big effort, I'd say it's too long. The music is fun up until a point when you quickly become annoyed by it. The map takes too long to complete and could benefit from cleaning some areas up or taking out a resist. I'd like to see it stay but be improved.

ze20: Strangeland II - Because the first map plays so great. Well, this map is better, but the final area is a direct copy and paste, heh. I still think play-ability lacks a lot, I mean we're just running on flat ground. There's an area of houses that humans can camp on, but soon the zombies are out of their FOV and moving on through the map. After the first resist area opens up we have some small crates to defend That's it, very tricky to defend. So tricky it's rare that anybody tries to. Meh.

There you are, some harsh criticisms. Sorry, it's just my honest two cents. If I could do better then I would, but I can't. Mapping isn't for me.

Cruduxy
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RE: Zombie HORDE - BETA 26

#60

Post by Cruduxy » Fri Jan 11, 2013 9:34 pm

It was an online server at the start of carribbean.. I was talking at start after moving a bit and main zombie came and infected me.. I continued talking then ran toward humans.. just before I got one I was forced to spectate

Edit : We are playing online again and it happens randomly at many maps!
Last edited by Cruduxy on Fri Jan 11, 2013 11:32 pm, edited 1 time in total.
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