Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- 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)
ZM09 BETA 8.6 :D Link Here:http://www.mediafire.com/download/bkxyi ... eta8.6.pk3
-Monsters more inteligent.
-Much less net traffic used
-The places looks more like more abandoned over years
-"Compressed" the scripts in 2k of lines of code
-Nedm disabled (while I don´t make it work to disable who dislike it)
-Red key much more harder to be found, since it may let the map harder for humans or zombies
-(white face and ravishing don´t attack more zombies, Since the wrong code´ll be good for zombies and a right code ´ll be bad for they)
-Reduced the amount of dynamic lights outside without lowerig the size and quality of it (increasing 10-20 fps here)
-Energy generators now affect how the lights work (1 generator workin = normal light, 2 generators workin = a bit more light in some places and no flicker lights in others 0 generators workin = well... )
EDIT:I´ll replace nedm with another easter egg :)
EDIT 2: system required to play zm09 (tested)
[spoiler]Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)
System tested:
Intel atom 1,6GHz, intel gma 900, 1GB ram (playable on software, opengl it lags alot on some spots)
Intel core i7 2,6GHz, intel hd 3000, 4gb ram (playable on opengl on most of parts with more than 30fps)
intel pentium 3GHz sb, intel hd 1000, 2gb ram (playable on opengl)
Since the map is playable on software and fine on low end gpus it´ll be playable for almost all people (may not for 10 years computers)
Also another new mods test on the atom setting
zm13:playable on software (lags on opengl since it´s an open map)
zm14:Unplayable on both opengl and software
ze19: not playable on opengl
ze25:Playable on opengl (lags in some parts)
ze30:playable on opengl (just lags on the last part)
ze31:playable on opengl (just some lags in some parts)
ze32:Smooth on opengl
Singe intel gma 900 sucks as a gpu (doesn´t run doom 3 and even some 2002 games) all the maps are well done and will run on most computers (exept zm14 that I can´t run without lag D:)[/spoiler]
-Monsters more inteligent.
-Much less net traffic used
-The places looks more like more abandoned over years
-"Compressed" the scripts in 2k of lines of code
-Nedm disabled (while I don´t make it work to disable who dislike it)
-Red key much more harder to be found, since it may let the map harder for humans or zombies
-(white face and ravishing don´t attack more zombies, Since the wrong code´ll be good for zombies and a right code ´ll be bad for they)
-Reduced the amount of dynamic lights outside without lowerig the size and quality of it (increasing 10-20 fps here)
-Energy generators now affect how the lights work (1 generator workin = normal light, 2 generators workin = a bit more light in some places and no flicker lights in others 0 generators workin = well... )
EDIT:I´ll replace nedm with another easter egg :)
EDIT 2: system required to play zm09 (tested)
[spoiler]Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)
System tested:
Intel atom 1,6GHz, intel gma 900, 1GB ram (playable on software, opengl it lags alot on some spots)
Intel core i7 2,6GHz, intel hd 3000, 4gb ram (playable on opengl on most of parts with more than 30fps)
intel pentium 3GHz sb, intel hd 1000, 2gb ram (playable on opengl)
Since the map is playable on software and fine on low end gpus it´ll be playable for almost all people (may not for 10 years computers)
Also another new mods test on the atom setting
zm13:playable on software (lags on opengl since it´s an open map)
zm14:Unplayable on both opengl and software
ze19: not playable on opengl
ze25:Playable on opengl (lags in some parts)
ze30:playable on opengl (just lags on the last part)
ze31:playable on opengl (just some lags in some parts)
ze32:Smooth on opengl
Singe intel gma 900 sucks as a gpu (doesn´t run doom 3 and even some 2002 games) all the maps are well done and will run on most computers (exept zm14 that I can´t run without lag D:)[/spoiler]
Last edited by ibm5155 on Sun Jul 07, 2013 11:52 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">
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Zombie HORDE - The mappack project! (8a / r6)
http://static.[bad site]/wads/flaregunv2c.wadMr.Man wrote:meh you can make it fit for zombie horde, but i wont add it anymore. I think its nto really nessecary.ForrestMarkX wrote: MrMan, want me to do the FlareGun? All I'd need is sprites
But then, try it:
http://static.[bad site]/wads/flaregunv1c.wad
There you go
Last edited by ForrestMarkX on Sun Jul 07, 2013 10:09 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
well, i was actually wondering if you just fix it for zombie horde, as in:
zombies dont keep it
flare also stops in multiplayer when showing the color.
:V
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Zombie HORDE - The mappack project! (8a / r6)
The zombie part I can easily do, the other I didn't understand a single word ofMr.Man wrote:well, i was actually wondering if you just fix it for zombie horde, as in:
zombies dont keep it
flare also stops in multiplayer when showing the color.
:V
RE: Zombie HORDE - The mappack project! (8a / r6)
you shoot the gun, and after a moment a color pops up. When it does, it should stop flying and drop down slowly. This happens in singleplayer, but doesnt in multiplayer. I dunno why.ForrestMarkX wrote: The zombie part I can easily do, the other I didn't understand a single word of
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Zombie HORDE - The mappack project! (8a / r6)
Here http://static.[bad site]/wads/flaregunv3c.wadMr.Man wrote:you shoot the gun, and after a moment a color pops up. When it does, it should stop flying and drop down slowly. This happens in singleplayer, but doesnt in multiplayer. I dunno why.ForrestMarkX wrote: The zombie part I can easily do, the other I didn't understand a single word of
This version is fixed so that zombies and people using the handgun can't use it
RE: Zombie HORDE - The mappack project! (8a / r6)
I changed my map number into ZE24 due to Xsnake request.
I also added some dynamic lights and details.
Wad: ze24v3f.wad
EDIT: New verion added a TERRAIN lump and fixed a telefrag abuse.
I also added some dynamic lights and details.
Wad: ze24v3f.wad
EDIT: New verion added a TERRAIN lump and fixed a telefrag abuse.
Last edited by Esum on Fri Jul 19, 2013 3:28 pm, edited 1 time in total.
I'm currently unavailable.
All my projects are delayed :D
All my projects are delayed :D
RE: Zombie HORDE - The mappack project! (8a / r6)
since i didnt start on zm10 at all, i dont have screenshots. I am able to tell you how it will be like though. I will implent lots of holes that lead to areas. I will make caved in houses, normal houses, and houses that are turned and all those. I'll try to add secret keys that lead to new area's. I'll also add custom textures, if i manage to implent those (i havent really been able too yet). There will also be an outside area, that is surrounded by lava. The lava will not instakill due to abuse by the zombies.
RE: Zombie HORDE - The mappack project! (8a / r6)
For those who want to see a video of that tower (i think) blood talked about, i made one. Since i still dont know how to directly post it (utter nub), ill give the link:
http://www.youtube.com/watch?v=cPgHtLK1Lr0
http://www.youtube.com/watch?v=cPgHtLK1Lr0
RE: Zombie HORDE - The mappack project! (8a / r6)
forrestMarkx, are you also good with adding textures and actors? because i had some things that fittet my level, and it looked really nice to have it.
Small update: i got a nice logo for my map (got it of google, and changed it with gimp a bit) that fades in when you start the map.
Small update: i got a nice logo for my map (got it of google, and changed it with gimp a bit) that fades in when you start the map.
Last edited by Mr.Man on Tue Jul 09, 2013 5:54 pm, edited 1 time in total.
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Zombie HORDE - The mappack project! (8a / r6)
I know how to add actors but textures I'm unsureMr.Man wrote: forrestMarkx, are you also good with adding textures and actors? because i had some things that fittet my level, and it looked really nice to have it.
Small update: i got a nice logo for my map (got it of google, and changed it with gimp a bit) that fades in when you start the map.
RE: Zombie HORDE - The mappack project! (8a / r6)
Ok well, that doesnt matter, the actors was what i gave most about. I had a barrel of 1 sprite and a fountain of 4. I was wondering if you could add that, because when i did he never tent to recognise it. Dont mind the logo thats in it, i might use that as a texture though.ForrestMarkX wrote: I know how to add actors but textures I'm unsure
http://static.[bad site]/wads/zm10.wad
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Zombie HORDE - The mappack project! (8a / r6)
Here you go, I added them into the center of the map for you check if they work correctlyMr.Man wrote:Ok well, that doesnt matter, the actors was what i gave most about. I had a barrel of 1 sprite and a fountain of 4. I was wondering if you could add that, because when i did he never tent to recognise it. Dont mind the logo thats in it, i might use that as a texture though.ForrestMarkX wrote: I know how to add actors but textures I'm unsure
http://static.[bad site]/wads/zm10.wad
https://dl.dropboxusercontent.com/u/52828637/zm10.wad
RE: Zombie HORDE - The mappack project! (8a / r6)
Awesome, thanks.ForrestMarkX wrote: Here you go, I added them into the center of the map for you check if they work correctly
https://dl.dropboxusercontent.com/u/52828637/zm10.wad
Last edited by Mr.Man on Wed Jul 10, 2013 7:33 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
Here is a screenie of the logo and a bit of the map so far:
http://postimg.org/image/xbcfz997p/
http://postimg.org/image/xbcfz997p/
RE: Zombie HORDE - The mappack project! (8a / r6)
[spoiler="Off topic]Double posts, double posts everywhere! Can't you just use edit?
EDIT: Wait, even a triple post :o[/spoiler]
No more NEDM?

It was the best thing to troll :\
Anyways, why don't you make a NET script that disables NEDM clientside?
You can also use KEYCONF to make it bindable...
Or client side CVar? Something like zh_nonedm 1 would not even let NEDM start at all...
EDIT: Wait, even a triple post :o[/spoiler]
Why did you use a compression algorithm? Nobody can read it now and help you finding bugs in the code. Also, Did you even optimize the ACS code itself, or JUST compressed?ibm5155 wrote: ZM09
-"Compressed" the scripts in 2k of lines of code
ibm5155 wrote: ZM09
-Nedm disabled (while I don´t make it work to disable who dislike it)
No more NEDM?

It was the best thing to troll :\
Anyways, why don't you make a NET script that disables NEDM clientside?
You can also use KEYCONF to make it bindable...
Or client side CVar? Something like zh_nonedm 1 would not even let NEDM start at all...
What about AMD computers? [sarcasm]Or is the map made in a way AMD computers cannot handle it?[/sarcasm]ibm5155 wrote: EDIT 2: system required to play zm09 (tested)
Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)
Last edited by Klofkac on Wed Jul 10, 2013 5:30 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
- MazterQyoun-ae
- Posts: 58
- Joined: Mon Jun 04, 2012 5:39 am
- Location: Russia
RE: Zombie HORDE - The mappack project! (8a / r6)
System requirements for a MAP?ibm5155 wrote: Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)

Just facepalm, I don't have anything else to say after reading this.
As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL.
Last edited by MazterQyoun-ae on Wed Jul 10, 2013 5:28 pm, edited 1 time in total.
HI
RE: Zombie HORDE - The mappack project! (8a / r6)
Brazilians got lot's of spare time.Mazter[Qyoun-ae] wrote:
System requirements for a MAP?![]()
Just facepalm, I don't have anything else to say after reading this.
As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL.
But not every level is lagg free on zombie horde.
- 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)
Well resuming
"Did you even optimize the ACS code itself, or JUST compressed?"
Yes I optimized, that´s how it "compressed"like, 3000 lines of code are now 1400
"No more NEDM?"
For now yes, I still want to fix it, but I want to enable/disable on another way, now when nedm is actived (I´ll modify the rainfall script to enable/disable it, also I´ll make that menu easier to acess...
"What about AMD computers? "
I don´t have an amd computer to test =/
"System requirements for a MAP?"
I was just testing the stuff on all the systems that I could use it , my map is like most of all ingame, Since I tryed to let the map playable even on a ultra low end machine, I don´t have something lower than a geforce 8600 to test so I put that.
"As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL."
So my map should be playable in an 10 years intel gma and a voodoo 2 like? D::
But I ensure that my map is much less hardware eater than the minecraft map on zh
"Did you even optimize the ACS code itself, or JUST compressed?"
Yes I optimized, that´s how it "compressed"like, 3000 lines of code are now 1400
"No more NEDM?"
For now yes, I still want to fix it, but I want to enable/disable on another way, now when nedm is actived (I´ll modify the rainfall script to enable/disable it, also I´ll make that menu easier to acess...
"What about AMD computers? "
I don´t have an amd computer to test =/
"System requirements for a MAP?"
I was just testing the stuff on all the systems that I could use it , my map is like most of all ingame, Since I tryed to let the map playable even on a ultra low end machine, I don´t have something lower than a geforce 8600 to test so I put that.
"As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL."
So my map should be playable in an 10 years intel gma and a voodoo 2 like? D::
But I ensure that my map is much less hardware eater than the minecraft map on zh
Last edited by ibm5155 on Wed Jul 10, 2013 6:24 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 / r6)
"Brazilians have a lot of spare time."
Damn straight.
__
You forgot that
Damn straight.
__
You forgot that