Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#481

Post by Mr.Man » Sun Jun 16, 2013 1:32 pm

oh thanks, gonna make a really dificult suicideshit somewhere then xD

btw, incase you wonder what music it is, type this in console: changemus d_turbo
;D

xrgman
 
Posts: 43
Joined: Mon Feb 25, 2013 12:04 pm
Location: about 1,4 KM away from stiff

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

#482

Post by xrgman » Sun Jun 16, 2013 2:34 pm

Loool turbooo

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#483

Post by Stiff » Sun Jun 16, 2013 3:29 pm

Not D_nitro :p?

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

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

#484

Post by Xsnake » Sun Jun 16, 2013 4:24 pm

Mr.Man wrote: oh thanks, gonna make a really dificult suicideshit somewhere then xD

btw, incase you wonder what music it is, type this in console: changemus d_turbo
;D
xrgman wrote: Loool turbooo
Stiff wrote: Not D_nitro :p?
You do realize this isn't IRC, don't you ? That's enough unnecessary posts. If more come, I'll talk to a forum mod.

Mr.Man, I suggest you work on your map more, talk less.

elmo
 
Posts: 56
Joined: Fri Aug 10, 2012 2:58 pm

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

#485

Post by elmo » Sun Jun 16, 2013 4:33 pm

this mod is cool
I haz a gun

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#486

Post by Mr.Man » Sun Jun 16, 2013 5:35 pm

no worries, second resist coming up. the easter egg now has a script to make the sky and moon become various colors. i made a second jacks gun spot and i'm about to detail the canyon walls some more.

edit 1: xsnake, is it alright if i add a flaregun? just a add-on to shoot flares further and faster. If yes, can anybody help me with it? i never done this before.
Last edited by Mr.Man on Mon Jun 17, 2013 10:26 am, edited 1 time in total.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

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

#487

Post by fr blood » Mon Jun 17, 2013 2:43 pm

Mr.Man wrote: edit 1: xsnake, is it alright if i add a flaregun? just a add-on to shoot flares further and faster. If yes, can anybody help me with it? i never done this before.
If you want, I can do all weapons you'll need, the decorate is my best area.
Give me only the sprites or let me chose then, and I do the rest.
Last edited by fr blood on Tue Jun 18, 2013 4:30 pm, edited 1 time in total.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#488

Post by Mr.Man » Mon Jun 17, 2013 3:41 pm

Well i was thinking of the flaregun of zero tolerance (key 0 i believe). and if you shoot, i wanted (or close to it) that it made the sound of the jacks gun, and between that the flare throw sound. Maybe if possible make it do damage on direct impact to a zombie, and even a anchievement (something like: MULTIFUNCTIONAL! kill a zombie with a flaregun.) Also want it shoot the flare faster and further then usual. If any of these can't, inform me then.

Edit 1: anybody know how to make a no-fog teleport with script without having to hit the ground?
Last edited by Mr.Man on Mon Jun 17, 2013 4:41 pm, edited 1 time in total.

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

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

#489

Post by fr blood » Mon Jun 17, 2013 4:41 pm

Mr.Man wrote: Well i was thinking of the flaregun of zero tolerance (key 0 i believe). and if you shoot, i wanted (or close to it) that it made the sound of the jacks gun, and between that the flare throw sound. Maybe if possible make it do damage on direct impact to a zombie, and even a anchievement (something like: MULTIFUNCTIONAL! kill a zombie with a flaregun.) Also want it shoot the flare faster and further then usual. If any of these can't, inform me then.
I'm able to do all you said, the only problem is the achievement, because it need to make modification on Zombie horde acs files, and I'm not allowed to do that.
And for zero tolerance, it's a wad for Zandro ? An another game ?
I need more information for sprites, in my view I think a weapon from realm 667 will be better, and for the sound, it's not a problem.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#490

Post by Mr.Man » Mon Jun 17, 2013 4:43 pm

it should be playable for zandronum. The full weapon of the wad would be ok, just the sound modification, need anything else?

Edward-san
Developer
Posts: 382
Joined: Fri May 25, 2012 8:14 pm

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

#491

Post by Edward-san » Mon Jun 17, 2013 5:21 pm

Hi people. Did you guys try the mod with the latest zandronum beta build?
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.

xrgman
 
Posts: 43
Joined: Mon Feb 25, 2013 12:04 pm
Location: about 1,4 KM away from stiff

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

#492

Post by xrgman » Mon Jun 17, 2013 6:03 pm

Xsnake wrote:
You do realize this isn't IRC, don't you ? That's enough unnecessary posts. If more come, I'll talk to a forum mod.

Mr.Man, I suggest you work on your map more, talk less.
who's the bad boy now :D!

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#493

Post by Mr.Man » Mon Jun 17, 2013 6:11 pm

Edward-san wrote: Hi people. Did you guys try the mod with the latest zandronum beta build?
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.
pm xsnake about it, he's the developer after all.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#494

Post by ibm5155 » Mon Jun 17, 2013 7:19 pm

neither being the developer we can test if our maps and others works ^^ hmm I have tested on 1.1 but i dont think it´s the latest of the latest :s
Also:
zm09 news: Thanks to doomero, I could find problematic scripts online, they were eating too much internet traphic (around 40kb), and it´s weird because they were simple (for somehow i couldn´t see the ravishing core script use of data, I don´t know if it´s too big or another thing, but at least the 3 other scripts from ravishing use +- 80 bits per second (also there´re some zombie horde using alot of data, i think it´s 900 or 901)
I´ll see if there´re wet the wierd bug with lava when the mission failed... (And I´ll release the "new" zm09 update soon:B)
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">

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#495

Post by Mr.Man » Tue Jun 18, 2013 7:24 am

what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

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

#496

Post by mr fiat » Tue Jun 18, 2013 10:02 am

Mr.Man wrote: what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S
just the number after playerstart 8 and beyond til you have 32 playerstarts(4005 to 4028),
but realy you should use IRC for these kinds of questions.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#497

Post by Mr.Man » Tue Jun 18, 2013 11:59 am

mr fiat wrote:
Mr.Man wrote: what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S
just the number after playerstart 8 and beyond til you have 32 playerstarts(4005 to 4028),
but realy you should use IRC for these kinds of questions.
yeah well, if nobody is online on irc that i know of, then how should i. I waited an hour on irc for an awnser , so...

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

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

#498

Post by ZzZombo » Tue Jun 18, 2013 12:13 pm

So you didn't wait for me to awake? Ffs...

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#499

Post by Stiff » Tue Jun 18, 2013 3:50 pm

Screenstiffs from "Escape from jail" (or whatever) :

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

Status: 8% done


DYNAMIC LIGHTS?

Yup, i used them ways too less in previous maps. (probably becouse it gives lags)!


RANDOM?

That's a big role in this map, there will be alot of different ways to END the map or to BEGIN the map or whatever.
Last edited by Stiff on Tue Jun 18, 2013 3:54 pm, edited 1 time in total.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#500

Post by Mr.Man » Tue Jun 18, 2013 4:13 pm

Well mine is taking his shape too, and i got a bit of a video about it:
http://www.youtube.com/watch?v=x-rDtaGZfLs
The video doesnt containt he music i use for it, this is the music i use:
http://www.youtube.com/watch?v=FRK9Rq8xbW4

Serieusly, you guys make mine look noob o.o
I'll try to detail every single thing i can detail, lol
Last edited by Mr.Man on Tue Jun 18, 2013 4:17 pm, edited 1 time in total.

Post Reply