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)

#441

Post by Xsnake » Mon Jun 10, 2013 5:39 pm

zh-testpack_r6

Contains :
• Fixes for ZM09
• Fixes for ZE19 & ZE25
• Blood's ZE17 - new

Download link

Wad order :

zh-beta
zh-mappack
zh-testpack

Maplist :
Add ZE17, remove ZM08.

Stiff, blood : use the wads in this testpack as a base for future modifications so I dont have to remake the changes I've made.
Guardsoul wrote: Maybe its time to start my new ZH map for one of the future testpacks:
Expect first screenshots in some days.
That's good news. :cool:

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RE: Zombie HORDE - The mappack project! (8a / r6)

#442

Post by Stiff » Mon Jun 10, 2013 7:36 pm

wich changes did you made than exactly?

(exept the decorate file)
Last edited by Stiff on Mon Jun 10, 2013 7:39 pm, edited 1 time in total.

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

#443

Post by Rabbit lord » Mon Jun 10, 2013 8:46 pm

Xsnake wrote: remove ZM08.
May I ask why? Sure, there's a few spots that can be near impossible for new players (which I can change really quickly). Other that that I haven't seen anyone really complain about this map.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#444

Post by ibm5155 » Mon Jun 10, 2013 9:27 pm

There´re two problens that I see on badlands
1)Not many good camp spots (the ones that have are op on some cases)
2)Not enough players spawn spot (I saw many times telefrags when there´re more then 24 players, and it´s worse on cases that the guy telefraged for somehow get the cure and cannot be more infected :x)
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 / r6)

#445

Post by Rabbit lord » Mon Jun 10, 2013 9:52 pm

ibm5155 wrote: There´re two problens that I see on badlands
1)Not many good camp spots (the ones that have are op on some cases)
2)Not enough players spawn spot (I saw many times telefrags when there´re more then 24 players, and it´s worse on cases that the guy telefraged for somehow get the cure and cannot be more infected :x)
Again, these issues are easily fixable. I feel that I get a lot more out of this map running around instead of camping. There are tons of different paths you can take to avoid zombies.
Last edited by Rabbit lord on Tue Jun 11, 2013 3:25 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#446

Post by ZzZombo » Tue Jun 11, 2013 3:11 am

Yea, don't remove Badlands!

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RE: Zombie HORDE - The mappack project! (8a / r6)

#447

Post by Mr.Man » Tue Jun 11, 2013 4:47 am

Badlands was really boring too though. Maybe update it a bit more so it becomes more spectacular. The level itself was nicely done, but very boring. If you mind you could give it to me, i got some time to make something out of it? :)

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RE: Zombie HORDE - The mappack project! (8a / r6)

#448

Post by Rabbit lord » Tue Jun 11, 2013 5:26 am

Mr.Man wrote: Maybe update it a bit more so it becomes more spectacular.
What do you mean by make it "spectacular"? by adding Special events? Ghouls? The only way I'd change to make it "fresh" is to expand it. That'd be difficult seeing how it was constructed but may be worth a try depending if it gets canned or not.
Last edited by Rabbit lord on Tue Jun 11, 2013 5:27 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#449

Post by fr blood » Tue Jun 11, 2013 7:24 am

I think this map just need some secrets, a key that open a way to get something interesting, and off course the only good camp spot is too op yeah, but there is many place where to hide, you aren't forced to camp.

And now I'm gonna speak about ZM09, ibm in your map I saw many times players who were camping on the top of a building, and without ghoul demon, ravishing, or white face in the map, it's just impossible to get them, you need do something, I don't know if it's a bug or not but it's very unbalanced.

And in mine I saw at the end place where you are blocked around the boxes if you fall, I'll fix it during the week, and add some more details.
Last edited by fr blood on Tue Jun 11, 2013 1:31 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#450

Post by Stiff » Tue Jun 11, 2013 10:37 am

Badlands, hmm...

- = Not good
+ = Good
~ = Idea

My opinion about badlands is:

- Less camps, everyone camps at 1 of the 2 mass camps (you know wich i mean)
- Less hiding spots (see next - )
- The map is ... small, wich makes it harder to hide becouse every spot is "well-known" if you understand what i mean
- That infectable bug is funny lol but a fix is better i think
+ Good fitting music
+ It's fun to run like a crazy-ass trough the map with 10 zombies after you
+ The random teleport gates are fun (good idea)
+ Detail... i think it looks fine, rocks rocks rocks but duh, that's the theme... so that's good

Overall: Mwah i don't hate it, it's is funny but it start to get bored fast!

And the idea's:

~ Mwah a secret or extra weapon is always fun but not nessisary ofcorse
~ More hiding spots and a bigger map < my biggest idea
~ (fr. blood > a key to open a special room) < thats always fun ofcorse... you dont have to place a special item or weapon there, only a OK campplace can be OK tough.

BUT WAIT, there ain't key's in badland right ??? INDEED
Maybe you can use a skull artifact as key or whatever, use your imagination

~ I already said rocks rocks rocks rocks (wich is good), but maybe you can do a little bit more with water... OR LAVA :D!
~ At the moment there are only some little caves, what about making a big cave (with campspots and stuff)

^ I hope this is usefull for you

( And by the way: Maybe i can help you with the map if you wan't rabbitlord ;) )
Last edited by Stiff on Tue Jun 11, 2013 10:49 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#451

Post by Lollipop » Tue Jun 11, 2013 11:47 am

what about a a rock that is special in some manner?... the theme is rocks :P
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Zombie HORDE - The mappack project! (8a / r6)

#452

Post by ibm5155 » Tue Jun 11, 2013 1:07 pm

a tree skulls if you have one you can unlock some rocks passages/camps, and if you have all the skulls you can open a camp spot that is on the middle of lava (like the one I did on zm09 when you find the right code, but less op :B)

This may do people not to be stoped on the map and make some people move (they want all the skulls)

EDIT:don´t use modern switches, but use levers and other things,strings,...

Hmm, does zm09 is enough good, or it need somethings more? (or rework something)
Last edited by ibm5155 on Tue Jun 11, 2013 1:09 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 / r6)

#453

Post by fr blood » Tue Jun 11, 2013 1:28 pm

ibm5155 wrote: Hmm, does zm09 is enough good, or it need somethings more? (or rework something)
I have nothing to say against :
- The maps disign, it's a very nice job.
- The ravishing, so op when he is invisible.
- The white face, always doing his job.

But I think the ghoul demon need something more, when he spawns in the maps, he is always focus on the same target, and if there are zombies everywhere he won't switch target until he is shooted by a humain, or hit by a zombie, I don't know if he already does that, but I think he needs be able to clear target, or teleport, because when he comes he is always near his spawnspot, I never saw him in the op camp spot at cave or in red place.

And what about that :
fr blood wrote: And now I'm gonna speak about ZM09, ibm in your map I saw many times players who were camping on the top of a building, and without ghoul demon, ravishing, or white face in the map, it's just impossible to get them, you need do something, I don't know if it's a bug or not but it's very unbalanced.
Last edited by fr blood on Tue Jun 11, 2013 1:30 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#454

Post by ibm5155 » Tue Jun 11, 2013 2:06 pm

but the big wood house was removed :B, well there´re another one but most of them are easy acessed (there´re one op but there´re almost no people on it) Hmm I think I need to rework on soulsphere, Like do some cool movments, spawn he inside the cave and not outside (and maybe damage only humans)
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!

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RE: Zombie HORDE - The mappack project! (8a / r6)

#455

Post by Xsnake » Tue Jun 11, 2013 3:58 pm

The idea was to remove Badlands from the rotation for a while, not from the mappack. The maplist is big enough now and since it's been in for a long time, I think we could have a break with it for one week or two.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#456

Post by Mr.Man » Tue Jun 11, 2013 4:23 pm

question, why doesnt grandvoid use the new mappack yet? best ever is using it right now. and maybe add ont hat smooth weapons wad, its really nice :P (MY OPPINION)

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RE: Zombie HORDE - The mappack project! (8a / r6)

#457

Post by xrgman » Tue Jun 11, 2013 7:53 pm

gaat nergens meer over dit! :L

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RE: Zombie HORDE - The mappack project! (8a / r6)

#458

Post by mr fiat » Tue Jun 11, 2013 8:51 pm

Mr.Man wrote: question, why doesnt grandvoid use the new mappack yet? best ever is using it right now. and maybe add ont hat smooth weapons wad, its really nice :P (MY OPPINION)
no no and a million times no. the smoothweapons is a nice idea but its executed horribly. the sniper is useless (shotgun deals more damage) the sg and cg have knockback something no doom weapon ever should have.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#459

Post by ForrestMarkX » Wed Jun 12, 2013 4:13 pm

Came here to say that Blood's ZE17 can crash the server at any time. Has happened to me more then twice on the server I host with it


mr fiat wrote:
Mr.Man wrote: question, why doesnt grandvoid use the new mappack yet? best ever is using it right now. and maybe add ont hat smooth weapons wad, its really nice :P (MY OPPINION)
no no and a million times no. the smoothweapons is a nice idea but its executed horribly. the sniper is useless (shotgun deals more damage) the sg and cg have knockback something no doom weapon ever should have.
What's funny about that the weapons in the smooth weapons pack are exactly the same as they are in the default version except they all have different sounds, added frames to the sprites, and new effects. Only way they could be different that I just now discovered could be I was using zh-beta26-hotfix1.wad and not zh-beta26-fix2.wad
Last edited by ForrestMarkX on Wed Jun 12, 2013 4:40 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#460

Post by fr blood » Wed Jun 12, 2013 4:48 pm

ForrestMarkX wrote: Came here to say that Blood's ZE17 can crash the server at any time. Has happened to me more then twice on the server I host with it

Interesting, you are the first one who I saw say that, a server that is crashing by the fault of a map. Xsnake did some changes in ZE17, so if there were bugs on scripts, he would saw that. Just tell what wads you put on the server, before tell things without any proofs.

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