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

#461

Post by ForrestMarkX » Wed Jun 12, 2013 4:54 pm

fr blood wrote:
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.
It happens on both the server with smooth weapons and the server with just the default. It usually happens with alot of players (Around 15 to 16) but this could of been due to me using the hotfix1 wad and not the fix2 wad. If it happens again I will defiantly come back and tell.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#462

Post by ibm5155 » Wed Jun 12, 2013 5:32 pm

well it´s weird i played the BE server and i didn´t see no crash (even on ze17 i played 3 or 5 times that map online)
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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)

#463

Post by ForrestMarkX » Wed Jun 12, 2013 5:43 pm

ibm5155 wrote: well it´s weird i played the BE server and i didn´t see no crash (even on ze17 i played 3 or 5 times that map online)
Hmm weird it probably was most likely that I didn't use the fix2 wad then

Here is the smooth weapons mod if anyone could see if they can find a problem in there that could cause it, cause I can't really find anything in it that would cause it

http://static.[bad site]/wads/zh_smooth_weps_v10.pk3
Last edited by ForrestMarkX on Wed Jun 12, 2013 6:06 pm, edited 1 time in total.
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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#464

Post by fr blood » Wed Jun 12, 2013 6:44 pm

Very very strange, I'm gonna see if something is missing.

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

#465

Post by Mr.Man » Fri Jun 14, 2013 1:14 pm

ZE31: Canyon Run - Mr.Man & IBM5155. Thats all im going to say right now ;P

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

#466

Post by Stiff » Fri Jun 14, 2013 7:25 pm

I am bored so...
I'm going to make a new map too i think, becouse i have an idea in my head.
I think the title will be "Total prison destruction... or Escape from jail or WHATEVER" :D!
Something with prison ^ DUH, becouse i have a whole idea in my head.
Expect a screenshot in some days.

YES IT WILL BE AN ESCAPE MAP!

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

#467

Post by ibm5155 » Fri Jun 14, 2013 7:35 pm

I´m going to do another map (ze) I wanted to use a city explosion survival, but there´re so many city maps, but I have another nice idea ^^
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">

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

#468

Post by Mr.Man » Fri Jun 14, 2013 7:58 pm

Stiff wrote: I am bored so...
I'm going to make a new map too i think, becouse i have an idea in my head.
I think the title will be "Total prison destruction... or Escape from jail or WHATEVER" :D!
Something with prison ^ DUH, becouse i have a whole idea in my head.
Expect a screenshot in some days.

YES IT WILL BE AN ESCAPE MAP!
It ain't a Stiff map if it doesn't have destruction! lol. I'm going to work on my level for now and ill make a video instead on monday.

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

#469

Post by Stiff » Fri Jun 14, 2013 7:59 pm

It ain't a Stiff map if it doesn't have destruction! lol. I'm going to work on my level for now and ill make a video instead on monday.

I made a new decorate actor named STIFFEXPLOSION i will try to use as many as possible hehehehe (this isn't a joke)

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

#470

Post by fr blood » Fri Jun 14, 2013 8:07 pm

You are all looking motivated, it's a good new.
In my side, I'm going to finish ZM14, and make an update for ZE17, hehe with all that map, how much times it will take to complete the map rotation on Granvoid's servers ?
Last edited by fr blood on Fri Jun 14, 2013 10:13 pm, edited 1 time in total.

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

#471

Post by Mr.Man » Sat Jun 15, 2013 7:04 am

Yeah blood, always wanted to start something like this :P
Going to update you guys a bit, i'm going to use 2 types iof music: D_NFS & D_Turok. If you want em, links below this post. Basicly, i used IBM's skybox and changed it up a bit, by makign the stars move very slowly, causing them to sparkle. Also moved the moon a bit. One question though. What is the script to changemusic? And the oen to stop music? Because after the last resist, i want turok2 to come up.

NFS (Need For Speed)
http://www.youtube.com/watch?v=FRK9Rq8xbW4
Turok:
http://www.youtube.com/watch?v=Qm8EKHPFU4U
Last edited by Mr.Man on Sat Jun 15, 2013 7:41 am, edited 1 time in total.

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

#472

Post by Stiff » Sat Jun 15, 2013 8:15 am

As long as i know there is no stopmus command, but you can use the ACS code: Music_Change("MusicName",255);
But you could stop the music by using: Music_Change("D_NULL",255);

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

#473

Post by Mr.Man » Sat Jun 15, 2013 10:16 am

thanks alot stiff, might aswell start the area for the last resist. Don't need to worry about that command anymore then.
Last edited by Mr.Man on Sat Jun 15, 2013 10:17 am, edited 1 time in total.

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

#474

Post by fr blood » Sat Jun 15, 2013 11:00 am

My exams come the next week, I was only able to do an update for ZE17.

The new things :
- Added more details.
- Fixed the way with boxes where you can be trapped.
- Players who fall in the water can now survive one or two times.
- Added some arrow for lost dudes.
- Added a new way to go to the end.
- The third resist can be actived from the other way.

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

#475

Post by Mr.Man » Sat Jun 15, 2013 12:31 pm

Another quick edit. I'm going to add 5 secret switches on my map, and if you press all 5, a nice easter egg will appear. A small hint for the easter egg: almost every dutch and german teenagers know the song ;P

edit 1: oh and stiff, i bet you know what i mean xD
DONT YOU DARE SAYING IT >:O

edit 2: mkay, just completed all secret switches and it works perfect! also made my first ever no fog scripted teleport, lol.
Last edited by Mr.Man on Sun Jun 16, 2013 6:36 am, edited 1 time in total.

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

#476

Post by Stiff » Sat Jun 15, 2013 4:44 pm

1. fuck gangnamstyle
2. new kids
3. kuikentje piep :D
4. anouk ofcorse
5. the penguindance

one of these?:D

Btw fr blood, my opinion about your map ZE16:

its fun and very various, when i saw the giant bridge area i tought: eeeeeeeeh but these were fun too (race with other people untill the end). Only the endresist is very less! And the detail is not really fantastic.

Sooooo:

+ fun theme
+ lots of funny run parts and great defendable resists
+ very fun and great fitting music
+ fun secrets and at good places
+ good variation of mapstructure (open areas, caves, water, the town)
+ fun ending when you fail
- detail is abit... less
- small resist at end

status: good and fun map
Last edited by Stiff on Sat Jun 15, 2013 5:14 pm, edited 1 time in total.

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

#477

Post by fr blood » Sat Jun 15, 2013 5:59 pm

Stiff wrote: Btw fr blood, my opinion about your map ZE16:

its fun and very various, when i saw the giant bridge area i tought: eeeeeeeeh but these were fun too (race with other people untill the end). Only the endresist is very less! And the detail is not really fantastic.

Sooooo:

+ fun theme
+ lots of funny run parts and great defendable resists
+ very fun and great fitting music
+ fun secrets and at good places
+ good variation of mapstructure (open areas, caves, water, the town)
+ fun ending when you fail
- detail is abit... less
- small resist at end

status: good and fun map
Yeah thx for the comment, I need more criticisms to make better maps, I know the details aren't the best, but with the time after my exmams, I'll take the time ( something like 1 or 2 hours ) to make a better work.
And for the small resist at end, it doesn't take a long time, because I tried to make a coordination with the music and the funny scene. I think if zombies want to win the map, they need to be op at the begining, because it's very hard to make comeback at the end. And I think I'll add a shortcut to make them come more easily to the hidding place.

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

#478

Post by Stiff » Sat Jun 15, 2013 6:01 pm

hmm well i tought the first time that the whole house was the end room

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

#479

Post by Mr.Man » Sun Jun 16, 2013 6:35 am

Stiff wrote: 1. fuck gangnamstyle
2. new kids
3. kuikentje piep :D
4. anouk ofcorse
5. the penguindance

one of these?:D
one of those stiff xD
go figure out which one it is and how to get it :P
http://www.mediafire.com/download/r3c99 ... wad_BETA_4

BTW, i might add a flaregun if i figure out how to do it :P
instead of throwing it as an item, shoot one as ammo! :D

edit 1: jacks gun placed ontop of the waterfall. the waterfall is impassable and you will have to climb 2 tight slopes to reacht it. As soon as somebody makes it ontop, the waterfall will be climbable to prevent most of the camping.
Last edited by Mr.Man on Sun Jun 16, 2013 6:37 am, edited 1 time in total.

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

#480

Post by Stiff » Sun Jun 16, 2013 8:07 am

if it was one of these i am pretty sure wich one lol

mr. man i give you permission to me item stuff for your map!
(in the tab stijfjes stuff from your thinglist in doombuilder)

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