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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r6)

#581

Post by ibm5155 » Wed Jul 10, 2013 6:29 pm

U have more free than me '-' anyway, since the next testpack not come, I´ll fix the nedm with something "user friendly"
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)

#582

Post by MazterQyoun-ae » Wed Jul 10, 2013 6:34 pm

ibm5155 wrote: So my map should be playable in an 10 years intel gma and a voodoo 2 like? D::
Yes. If Zan can run with OpenGL on it, your map will too. It'll have 1-2 FPS or less, but who cares, it'll work. If that is required, set the "Recommended Hardware" for whole mappack. Setting it for each map:
1. Makes absolutely no sense.
2. Makes people look through all this stuff when they could look at just one.
3. Won't make servers skip certain maps if someone connected odesn't have the needed hardware.
HI

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

#583

Post by ibm5155 » Wed Jul 10, 2013 6:43 pm

Well it´s not 1-2fps, like on the netbook, it got the lowest if I remember 14, but it was just two specific spots that got a fps lower than 30 :s
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)

#584

Post by Klofkac » Wed Jul 10, 2013 7:05 pm

ibm5155 wrote: "compressed"
Sorry to say, but when I opened the wad, this is what I got in "Scripts" lump:

Code: Select all

^Y		#tp{ !#~v#p||t#$
s@?VE 4@>>6?E E96:C 4@56]
x7 :E H2D 92C5 E@ HC:E6 :E D9@F=5 36 92C5 E@ C625]
Y^
R:?4=F56 QK4@>>@?]24DQ
R:>A@CE Q+|vp|t]24DQ
R:>A@CE Qu&}r%x~}]pr$Q
R567:?6 !{p*t#0%xs e__
R567:?6 $!p(}0{p'p _
R567:?6 $!p(}0{p'p0$~&}s `
R567:?6 ~!t}v{0!{p*t# `
R567:?6 $~u%(p#t0!{p*t# _
R567:?6 %wt|t0|&$xr _
R567:?6 #p'x$wx}v0|&$xr `
R567:?6 {p$%0w&|p}0|&$xr a
R567:?6 }ts|0|&$xr b
R567:?6 $~&{$!wt#t0|&$xr  c
R567:?6 #p'x$wx}v `
R567:?6 (wx%t0uprt a
R567:?6 $~&{0$!wt#t b
R567:?6 24E:G6 ECF6

:?E D64C6E,`_.[D6=64E65j
:?E E6=60I[E6=60J[E6=60K[E6=6024E:G6l_j
:?E FD6C089@F=24E:G6D@F?5l_j
:?E FD6C089@F=:?G:D:3=6l_j^^G2C:2G6= 72=2 D6 6DE2 :?G:D:G6= @F ?2@
:?E FD6C089@F=:?G:D:3=64@F?El_j^^4@?E2 E6>A@ BF6 6DE2 :?G:D:G6=
:?E FD6C0:?G:D:3=6l_j
:?E @FE0:?G:D:3=6l_j^^H96? E96 >@?DE6C 2EE24< :E 24E:G6 E9:D 7F?4E:@? E@ 8@ 324< E@ =:76
:?E D@F?50E@A=2Jl_j^^`k\:?G:D:3=6 D@F?5[ _k\G:D:3=6 D@F?5
:?E E:>6C0vw~&{l_j^^ux{%t# %wt %x|t %~ qt x}'x$xq{t
:?E D4C:AE0E6DEl_j^^$w~( xu str~#p%t rp{{ts %wt $tt $r#x!%$
:?E 89@F=0:?GE6DEl_j
:?E DEF4<0E6DEl_j
:?E 56Gl_j
:?E 89@F=092E6l_j
:?E |FD:40!=2J65l_j^^>2:? >FD:4 \m _[ C2:D9:?8 >FD:4 \m `[ =2DE 9F>2? \m a[ ?65> \m b[ 89@F= \mc
:?E H62E96Cl_j
:?E 86?6C2E@C`l`[86?6C2E@Caj
:?E H62E96C0BF2=:EJl_j
3@@= C2:?0D@F?5lECF6j
:?E  C2:?0BF2=:EJl_j
:?E  C2:?056E2:=l_j
:?E D@F=DA96C6052>286la]_j

:?E FD650E:5D,`_.lLch[d_[d`[da[dh[ea[eb[ee[``c[``eNj
D4C:AE ` @A6?L^^|px} $r#x!%
    :?E 86E@FElup{$tj    
    :?E :l_j
    H9:=6W:klhXL
(first 50 lines are shown.)
It really looks like you have used the compression algorithm on it.
Last edited by Klofkac on Wed Jul 10, 2013 7:06 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#585

Post by Mr.Man » Wed Jul 10, 2013 8:02 pm

Some of todays work. The thirth picture is a actor i added. I also got a rusty barrel.
http://postimg.org/image/o1ncfyefn/f530c937/
http://postimg.org/image/j7lhpb9dj/9871f80d/
http://postimg.org/image/gta6zyejn/bd876ef6/
I might aswell recolour the fountain to make it more like "lava".
BIG SPOILER:
[spoiler]i got them from deathrun v10[/spoiler]

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

#586

Post by Mr.Man » Fri Jul 12, 2013 9:38 am

VOTE NAO
what do you guys think about buried as a zm map AND ze map?? I think it'll look very neat ;D

EDIT: Did Vincent PDP ask if his map could have map number ZM10? since i went to use it and nobody complained, and vincent never showed. He said he used it a long time, even though it was labeled ze21.
Last edited by Mr.Man on Fri Jul 12, 2013 7:46 pm, edited 1 time in total.

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

#587

Post by Xsnake » Fri Jul 12, 2013 7:12 pm

Mr. Man, please use the edit function instead of making multiple posts. That's annoying. Besides, you should stop posting if you have nothing to say. I dont want this topic to turn into some irc channel.

Klofkac wrote: [spoiler="Off topic]Double posts, double posts everywhere! Can't you just use edit?
EDIT: Wait, even a triple post :o[/spoiler]
ibm5155 wrote: ZM09

-"Compressed" the scripts in 2k of lines of code
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: 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)
What about AMD computers? [sarcasm]Or is the map made in a way AMD computers cannot handle it?[/sarcasm]
I agree with Klofkac here. Nobody cares about the number of code lines or the specs needed to play the map. You should stop taking these things too seriously and focus on the map more.

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

#588

Post by fr blood » Sat Jul 13, 2013 9:10 pm

Hi all, I'm was working in ZE36, when I saw the post from Xsnake, so I removed the nyan cat and replaced it by corrup event, if you found all the switches, at end you'll be able to active it, it's simple when it's activated a blood ruby spawn somewhere near to the end, the first team that found it will corrup the criminels and make them kill the other team.

All is done I just need a script that teleport only human and kill them, and the same for zombie please.

Edit : Oh and here some screenshoot for ZE36 :

[spoiler]Image

Image

Image

Image[/spoiler]
Last edited by fr blood on Sat Jul 13, 2013 9:21 pm, edited 1 time in total.

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

#589

Post by Mr.Man » Sun Jul 14, 2013 10:33 am

fr blood wrote: All is done I just need a script that teleport only human and kill them, and the same for zombie please.
something close to:
{
check_inventory (if zombiemaker=true)
teleport_nofog(Tag,BLABLA);
else;
teleport_nofog(moreBLABLA);
}

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

#590

Post by ibm5155 » Sun Jul 14, 2013 3:05 pm

Ok found a potential big problem on ze11 (hmm the virtual scape) the virtual barrels, hmm, isn´t more there D: (like if someone removed the decorate of it) the problem, no more barrels, instead there´s a <!> symbol, and you can´t jump ip on it (and that´s a bad thing since many parts you need the barrel to pass to the next area)
[spoiler]Image[/spoiler]
Also for zm09, I don´t want to make things rage, it was just a comparative '-', about the 1,5k lines of code left, I was just fixing the all the scripts,with that I avoided some bugs and lowered like 1 to 10kb of net traffic (That could result in lag or even a crash on zandronum)...

For now, I´ll fix the gameplay, I think there isnt so many things now to fix...
Also I want some criticizes, to know what you guys thing I should do/fix, for now, I'll work more on the next map, since I think zm09 is enough about stuff...

EDIT:On the same server, I played the same map offline and for some reason the barrels were there :O
Last edited by ibm5155 on Sun Jul 14, 2013 3:10 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!

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

#591

Post by Esum » Sun Jul 14, 2013 4:52 pm

Mr.Man wrote: EDIT: Did Vincent PDP ask if his map could have map number ZM10? since i went to use it and nobody complained, and vincent never showed. He said he used it a long time, even though it was labeled ze21.
Vincent PDP has used ZE21 wich was already taken...
You should check the most used wad repositories and look for a ZM10 wad if you don't see any and nobody complains about that i guess you can keep ZM10 as the number of your next map.
Speaking about ZE21, the 1st one, not Vincent's one (wich you can find in zh-testpack1a.pk3 the first testpack, it is currently hard to find) someone (if not me) should consider trying to work a bit on this map (unless its author is not dead...?). I think it could be a good funny one and maybe others agree too.
Last edited by Esum on Fri Jul 19, 2013 3:28 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#592

Post by Mr.Man » Sun Jul 14, 2013 5:21 pm

Esum wrote: Vincent PDP has used ZE21 wich was already taken...
You should check the most used wad repositories and look for a ZM10 wad if you don't see any and nobody complains about that i guess you can keep ZM10 as the number of your next map.
Speaking about ZE21, the 1st one, not Vincent's one (wich you can find in zh-testpack1a.pk3 the first testpack, it is currently hard to find) someone (if not me) should consider trying to work a bit on this map (unless its author is not dead...?). I think it could be a good funny one and maybe others agree too.
i see vincent do weird things these days. He's makign a ze21/27 map (not sure) that is also about a city escape, which will probably look alot like mSpark's. It's also pretty poor detailed, and its also quite alot like ze25. Since he suddenly changed parksolan to ZM10, he claimes the mapnumber his, even though i came with it a while ago already. I guess we'll see who's first? :L

UPDATED ZE31
I have send the map to rabbitlord, and he has asked for some things in his review. I have followed the most, and ze31 has quite some changes...
[spoiler]-at spawn, the rocks at resist 1 and crushed car has increased. There is also a wooden structure at the small lake.
-the secret switches dont teleport anymore
-closing the waterpool will make it raise less higher, and slower (to prevent suicide)
-after second resist, the is another hole to get to the switch, the 2 other decontermination doors are also added
-After jumping into the big hole, the cave you land into is detailed alot more.
-There is now a parkour-ish road to the secret ending. It now also counts as a secret.
-The dynamite resist is now easier to find. I have already placed the dynamite and i added a dynamic light to show the spot.[/spoiler]

i will now spend my time on ZM10 (i'm having alot of time tomorrow)

EDIT: here is a link, go figure the secrets
http://static.[bad site]/wads/ze31v1.1a.wad
Last edited by Mr.Man on Sun Jul 14, 2013 7:02 pm, edited 1 time in total.

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

#593

Post by Vincent(PDP) » Mon Jul 15, 2013 10:36 am

I'm Working on my map called ZM10 - Parkskolan. It's actually built from IRL. I'll fix bad textures and stuff before i release it. :biggrin:

The map has 2 modes: Day and night.

Because of it's size, the map is 9 minutes long instead of 7.

Download Link:
http://www.mydoomsite.com/WADS/ZM10.wad
Last edited by Vincent(PDP) on Mon Jul 15, 2013 10:37 am, edited 1 time in total.
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Spoiler: (Open)
Doom Writer
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Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
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RE: Zombie HORDE - The mappack project! (8a / r6)

#594

Post by Stiff » Mon Jul 15, 2013 10:37 am

Okay, Xsnake asked me to use HIS ze25 version.

He removed something like 80% >_> from all the items or changed them into firebombs. Well I got new versions...

- 1 BAR (from the 3 wich were already in Xsnake version) is moved to another location
- 1 Jacksgun (the only jacksgun in Xsnake version) is moved to another location
- Changed 1 firebomb at the beginning in a supershotgun (becouse there wasn't a supershotgun in my map anymore) but i also removed an extra firebomb for that.
- Moved 2 firebombs to another location

I also found the next script in your version:

Code: Select all

Script 35 UNLOADING
{
	for(int i=0; i <3 2; i++)
		if(CheckActorInventory(600+i, "AutomaticRifle"))
			TakeActorInventory(600+i, "AutomaticRifle", 999);
}
I don't think this script is nessisary, since the AutomaticRifle is nerved.
The AutomaticRifle got a relative low damage compared with the sniper and a relative low kickback compared with the supershotgun. So in fact the AutomaticRifle is fine.
I guess you still don't want me to remove the code, sad for you i did :p .

I saw that the weegee worked properly in this version, it only got kinda less HP. I raised the hp in the next version and the killtime is smaller. Soooooo the changelog:

- Changed items
- Removed script
- Made weegee more OP
- Changed weegee kill time to 1 minute

I didn't saw any bugs, wich made me happy.

ZE25: http://sickedwick.net/uploader/files/stiffZE25v12.wad


I also got a new ze19 version, not many changes.

- Humans don't have to worry that there is an idiot camping zombie before the exit of the tube
- Tram detailled

ZE19: http://sickedwick.net/uploader/files/ze19stiff12.wad
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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

#595

Post by Mr.Man » Tue Jul 16, 2013 6:16 am

might want to consider removing all secrets then, since theyre useless. That might prevent people from trying too. To vincent, since your apparently done with your map, i guess you're the one having ZM10. Ill see what map number is available then, but i wanted my zm map to become pretty low in the map numbers (because of a map i make after this that i want to come after)
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RE: Zombie HORDE - The mappack project! (8a / r6)

#596

Post by fr blood » Tue Jul 16, 2013 9:39 am

Hi, here is a new version of ZE17, I think it will be the last ( other versions will be only for more details, and for xsnake requests ).
So what is new here ?
- The secret envent only open a door and gives some items.
- The way after the first resist is more easy to traverse.
- The other way that open when you seal the fisrt cave is more easy to traverse.
- Now in the big place, there are some terrain to protect zombies againt sniper at very long range.
- At the end the resist was increased to let more players come to the end.
- All the stuck place are now fixed, you can't be stucked anymore when you are jumping on boxes at the end.

My ZE36 is at 50%, and I think it will be time to rename it as ZE26 if it's free, I'll try to finish it this day. :D
Last edited by fr blood on Tue Jul 16, 2013 9:41 am, edited 1 time in total.

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

#597

Post by Mr.Man » Wed Jul 17, 2013 9:23 am

here is zm12 so far. (zm10 but i gave it a different number)

Whats new in this wad?
-4 actors, a lava fountain,rusty barrel, chain and lantern
chain: its the shipchain that was already implented, but it needed to be an actor to work for me.
latern: its the same latern as we had before, but with more frames. This is because 1 frame doesnt add. With 3 i was able to add it into gldefs.

4 sounds:
MrMlava: a customized lava sound from ibm, its lower and stretched
cave 1,2&3: These are water dropping noices in the cave.

http://static.[bad site]/wads/zm12.wad
Last edited by Mr.Man on Wed Jul 17, 2013 9:24 am, edited 1 time in total.

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

#598

Post by Vincent(PDP) » Wed Jul 17, 2013 1:54 pm

Mr.Man wrote: might want to consider removing all secrets then, since theyre useless. That might prevent people from trying too. To vincent, since your apparently done with your map, i guess you're the one having ZM10. Ill see what map number is available then, but i wanted my zm map to become pretty low in the map numbers (because of a map i make after this that i want to come after)
___
There is a reason.
Heh... Well, i actually called it ZM10 in the beginning... But later i wanted it to be an Escape map, which were a bad idea... And because ZM10 still wasn't used i renamed it back to that again. :razz:
Last edited by Vincent(PDP) on Wed Jul 17, 2013 1:55 pm, edited 1 time in total.
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- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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

#599

Post by fr blood » Wed Jul 17, 2013 4:10 pm

I think leapstone need to be removed in the next map, because it makes you able to come at so much spots where aombie can do anything. I've put a leapstone in my map, and I added a script that remove the leapstone when you come at the safe place, I think Xsnake need to does a global script like the Automaticrifle for the leapstone, because it's so cheated >:0

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

#600

Post by Klofkac » Wed Jul 17, 2013 4:26 pm

I have to disagree with you, Blood. The leapstone was made a secret in the Castlevania map, where you needed to carry the gold over map and survive as a human, making it more difficult because of Vimana's map (You can die in it). Zombies have high jump, humans can use only this.
When you decided to keep the leap stone over maps, you would keep only one from the three you get. I think this is enough nerfed.
And so I think it is not a good idea to use the map specific item in other maps, unless you want to make a secret related to keeping that one stone from Castlevania map over several maps into yours where you have to use it (as rabbit lord added this once in his map, but removed it later).

Also, I have found some spots, where one can get stuck in your map, most notably crates in the village.
Spoiler: Like this (Open)
Image
Last edited by Klofkac on Wed Jul 17, 2013 4:48 pm, edited 1 time in total.
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