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 / r6)

#601

Post by fr blood » Wed Jul 17, 2013 5:27 pm

Klofkac wrote: 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
It's already fixed -_-, in the next version. Don't forget this testpack is now old, because granvoid took a long time to add it in their servers.

So in my side I'll remove it when you finish the map, because it will be needed only to get some secrets. And I don't really want to spread the glitch with that thing.

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

#602

Post by Mr.Man » Wed Jul 17, 2013 7:44 pm

the leapstone should be carried with ALL charges, not just one. Rabbit should just fix that single spot, and he should also make a small ledge above the camp spot impassable, because i was able to get on it in spectate. To vincent, its no problem, i changed it to zm12. I dont really care what map number, as far as its int he middle of the maps (in my opinnion the most boring maps <.<)

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

#603

Post by Rabbit lord » Thu Jul 18, 2013 3:30 am

Leap stone if fine the way it is. It's a single use on any map other than castlevania map. I'd actually applaud if anyone can actually use it successfully without facing any desync issues and reach a good spot.

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

#604

Post by fr blood » Thu Jul 18, 2013 7:48 am

Hellow everybody, here it comes : ZE26
I tested it with some players to find some bugs, glitches, and know I think all is fixed.

And the others maps with more details and some bugs fixed :
ZE17 & ZM14.

( All criticisms are the welcome in all my maps, don't forget that please :3 ).
Last edited by fr blood on Thu Jul 18, 2013 10:59 am, edited 1 time in total.

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

#605

Post by Esum » Thu Jul 18, 2013 1:18 pm

It appeared that some scripts kept dying on my map so here is an update:
ZE24: ze24v3i.wad
Klofkac wrote: 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.
Btw I asked Konar6 to change the map order making Castlevania part 1 following directly Menouthis in the map list making the leapstone slightly easier to obtain.
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)

#606

Post by ibm5155 » Thu Jul 18, 2013 3:40 pm

ZM09 UPDATE http://www.mediafire.com/download/k2dfa ... ETA8.7.pk3
-Nedm back :D (and now it can be disable all the time with just one config change)
-Some new optional effects.
-NEDM code is now harder to active (there´s just 4 kind of codes to enable it)
-Rainfall and other settings can be set just one time and changed in other rounds (only when you´re on zm09 :) )
-Changed white face mensage (I think it´s better :s)

A big test today :D
What I founded good/bad
-The menus need more explanation about how to use it.
-Make another way to go to the first generator
-Make the redkey not too hard to be found (or should i let this way?)
-fix rainfall sound enable/disable option
-fix nedm active/disable (for some reason the logo doesnt disapear sometimes)
-fix the problem that it doesn´t store the zm09 settings.
-"fix" the barrel spawned to help zombies
-remove the extreme distance on setting (since i think noone will be able to run it D:)
-Make a video tutorial to active nedm :B

and some other bugs that are fixed on zandronum 1.1 :)
Last edited by ibm5155 on Thu Jul 18, 2013 8:58 pm, edited 1 time in total.
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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)

#607

Post by Mr.Man » Fri Jul 19, 2013 9:41 am

When will testpack r7 come out? if it takes long, then konar will add the new maps as a seperate into grandvoid servers.

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

#608

Post by Xsnake » Fri Jul 19, 2013 5:15 pm

Mr.Man wrote: When will testpack r7 come out? if it takes long, then konar will add the new maps as a seperate into grandvoid servers.
Some stuff needs to be fixed in the newest updates before a new pack can be released. Just remain patient.

EDIT
fr blood wrote: Hellow everybody, here it comes : ZE26
I tested it with some players to find some bugs, glitches, and know I think all is fixed.

And the others maps with more details and some bugs fixed :
ZE17 & ZM14.

( All criticisms are the welcome in all my maps, don't forget that please :3 ).
There are a few things I need to know about ZE17.
-What secret items did you put in it ? (ssg, jacksgun, crystal...)
-Basically, the secret room at the end (that requires all switched activation) contains 4 bonus items, is that right ?
ibm5155 wrote: ZM09 UPDATE http://www.mediafire.com/download/k2dfa ... ETA8.7.pk3
-Nedm back :D (and now it can be disable all the time with just one config change)
-Some new optional effects.
-NEDM code is now harder to active (there´s just 4 kind of codes to enable it)
-Rainfall and other settings can be set just one time and changed in other rounds (only when you´re on zm09 :) )
-Changed white face mensage (I think it´s better :s)

A big test today :D
What I founded good/bad
-The menus need more explanation about how to use it.
-Make another way to go to the first generator
-Make the redkey not too hard to be found (or should i let this way?)
-fix rainfall sound enable/disable option
-fix nedm active/disable (for some reason the logo doesnt disapear sometimes)
-fix the problem that it doesn´t store the zm09 settings.
-"fix" the barrel spawned to help zombies
-remove the extreme distance on setting (since i think noone will be able to run it D:)
-Make a video tutorial to active nedm :B

and some other bugs that are fixed on zandronum 1.1 :)
You really need to leave your ACS sources in the wad... I want to be able to check whats happening on the maps scripts, to make sure nobody does anything stupid in them.
Stiff wrote: ....
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
Looks like you forgot to mention that bonus item you added near the tram area. Maybe you thought I wouldn't check ? Just let me tell you that's a dangerous game you're playing here. If the testpacks releases are taking so long, it's mainly due to the fact I have to check everything myself again and again. And you just prooved once again that you cannot be trusted.

Besides, you should really learn what a bonus is. If I put dozens of bonuses in my maps, would you still call them bonuses ? Obviously not. I consider ZH bonuses are : SSG, Jacksgun, Cross, Crystal and the bonus item giver. And there really shouldn't be more than 2 bonuses per map.

As for the automaticrifle, I just have one question about it. What does it bring to the game ? Absolutely nothing, except a badly coded weapon that goes crazy when you try to fire whereas the magazine is empty.
Last edited by Xsnake on Fri Jul 19, 2013 7:24 pm, edited 1 time in total.

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

#609

Post by ibm5155 » Fri Jul 19, 2013 7:13 pm

Hmm ok then (there´s no exploint on it (^-^)
ZM09 Beta 8.71
also this link has some more fixes :D
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r6)

#610

Post by fr blood » Fri Jul 19, 2013 9:14 pm

Xsnake wrote:
Mr.Man wrote: When will testpack r7 come out? if it takes long, then konar will add the new maps as a seperate into grandvoid servers.
There are a few things I need to know about ZE17.
-What secret items did you put in it ? (ssg, jacksgun, crystal...)
-Basically, the secret room at the end (that requires all switched activation) contains 4 bonus items, is that right ?

Looks like you forgot to mention that bonus item you added near the tram area. Maybe you thought I wouldn't check ? Just let me tell you that's a dangerous game you're playing here. If the testpacks releases are taking so long, it's mainly due to the fact I have to check everything myself again and again. And you just prooved once again that you cannot be trusted.

Besides, you should really learn what a bonus is. If I put dozens of bonuses in my maps, would you still call them bonuses ? Obviously not. I consider ZH bonuses are : SSG, Jacksgun, Cross, Crystal and the bonus item giver. And there really shouldn't be more than 2 bonuses per map.

As for the automaticrifle, I just have one question about it. What does it bring to the game ? Absolutely nothing, except a badly coded weapon that goes crazy when you try to fire whereas the magazine is empty.
There are 1 SSG, 1 JacksGun, 1 FireCrystal and yes of course there were 4 bonus items, but I removed 2 of them in this new version of ZE17. I thought it will be hard to found the 12 switches, but I realized it was more easy that I thought.

I did some new things for ZE26, there are many secrets, 3 leapstone are in the maps, but there are removed when you rush the safe room, so you are forced to lose them if the map is finish, the leapstone is needed only to get some secrets like holy cross.
There are :
- 1 SGG ( leapstone is needed to get it ).
- At left : 1 Jacksgun + 1 Holy ( leapstone is needed to get it ).
- At right 1 Jacksgun + 1 Holy + 1 secret room that has 20% to open and it gives 1 ssg and 1 jacks ( I think random secrets is a good idea ).
- Many traps to make players with leapstone think there is a nice thing, but they will only find a grenade.

And for ZM14, I think there are nothing to change ( Mmm MrMan Crazy Weather ? :D ).
Last edited by fr blood on Fri Jul 19, 2013 9:17 pm, edited 1 time in total.

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

#611

Post by Xsnake » Fri Jul 19, 2013 9:41 pm

Well, a few comments :

IBM : Your map is getting better and nicer. So that's a good thing :smile: . However, I fear the combination to toggle the settings (crouch + use) might be annoying. Some people might activate it by accident.
Besides, I'm not keen on that customizable settings client side thing. It sure isn't bad, but I'd prefer to keep things as simple as possible. So that would probably have to change in the future. This can stay as it is for r7, though.

Blood : Rabbit was the first one to come out with the switches to activate idea (if I'm correct). Now, too many people want to use a similar mechanism on their map. I'd like to see something different on yours. The map would even be good with no special room at the end, considering you already have a couple of bonus items in your map. This will stay as it is for r7, but just like ZM09 it will have to be modified in the future.
Moreover, this is a detail but you should use the clientsided version of kgs's trees in areas that are unreachable. Since there are many, this might help reduce the bandwidth online upon map loading.

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

#612

Post by Klofkac » Fri Jul 19, 2013 9:44 pm

Why don't you create some kind of new secret item? It's still ssg, jacks, cross, etc... When playing throught testpacks map, almost all vanilla bonus items are not rare at all.
And I agree with XSnake. Having a lot of secrets is fun to find them at first, but after some time it just breaks gameplay.
I have sent a list of possible bonuses or secrets to main ZH thread.
Last edited by Klofkac on Fri Jul 19, 2013 9:47 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#613

Post by fr blood » Fri Jul 19, 2013 10:45 pm

Xsnake wrote: Well, a few comments :

Blood : Rabbit was the first one to come out with the switches to activate idea (if I'm correct). Now, too many people want to use a similar mechanism on their map. I'd like to see something different on yours. The map would even be good with no special room at the end, considering you already have a couple of bonus items in your map. This will stay as it is for r7, but just like ZM09 it will have to be modified in the future.
Moreover, this is a detail but you should use the clientsided version of kgs's trees in areas that are unreachable. Since there are many, this might help reduce the bandwidth online upon map loading.
Ok, it's now removed, ZE17.

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

#614

Post by Mr.Man » Sat Jul 20, 2013 7:48 am

To esum, i woulnt release your map yet if i was you. The texture of the window by ibm is glitchy different if we add your map, so you should remove that.

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

#615

Post by fr blood » Sat Jul 20, 2013 7:56 am

So for me, I think it's time to begin ZM20 "Laboratoty A-75", I think the number will change in the next times.

So what bonus will be in it ?
- Syringe ( In a secret room, it has 50% of chance to spawn ).
- 3 Generator, that spawn a random items :
.50% of chance to get a small item ( grenade, medikit, flare, ...).
.10% of chance to get a medium item ( jacksgun, ssg, bonus item ).
. 5 % of chanceto get a big item ( holy, fire crystal, ( automatic rifle ? ), ... ).
.35% of chance to spawn a little monster that will try to kill you ( it will be some monsters that like subject in a laboratory, and don't worry they are easy to kill ).
- A radio, you can't take it, it's just for decoration, it's close to a switch that turn on music for the map/
Last edited by fr blood on Sat Jul 20, 2013 8:08 am, edited 1 time in total.

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

#616

Post by Mr.Man » Sat Jul 20, 2013 8:41 am

Stiff wrote: BLABLABLA STIFFSHIT
ZE19: http://sickedwick.net/uploader/files/ze19stiff12.wad
There is a unknows linedef in your wad, and loading it a second time causes it to crash. Also, why is there a trollmine :(
i got caught by it on a baaaaaad moment >.<

EDIT: i picked up a machine gun in my server, and i didnt get it. i sued all normal wads + the new maps

Yes to that stiff
Last edited by Mr.Man on Sat Jul 20, 2013 9:28 am, edited 1 time in total.

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

#617

Post by Stiff » Sat Jul 20, 2013 9:26 am

Xsnake:
Looks like you forgot to mention that bonus item you added near the tram area. Maybe you thought I wouldn't check ? Just let me tell you that's a dangerous game you're playing here. If the testpacks releases are taking so long, it's mainly due to the fact I have to check everything myself again and again. And you just prooved once again that you cannot be trusted.

- No I didn't take your ze19 version, this is still my one becouse I already changed things in it before you came with the idea "please take my version from the mappack"


Xsnake:
As for the automaticrifle, I just have one question about it. What does it bring to the game ? Absolutely nothing, except a badly coded weapon that goes crazy when you try to fire whereas the magazine is empty.

- It's a bonusweapon, with a kinda ok kickback. Lets take for example the chaingun, when I play zh I seriously never use it. You can compare BAR with the chaingun, it's like some better version from it. Btw it isn't bad coded, but if I want to make the script perfect I need to edit the source codes from zh heh.


Xsnake:
Besides, you should really learn what a bonus is. If I put dozens of bonuses in my maps, would you still call them bonuses ? Obviously not. I consider ZH bonuses are : SSG, Jacksgun, Cross, Crystal and the bonus item giver. And there really shouldn't be more than 2 bonuses per map.

- Well, the items wich were in your version from ze25 were OK... I only changed it a little bit. But in fact there are (even less) items at the moment on that map. So you should not annoy you at ze25. Ze19 is another story but I already explained that I didn't use your version. Another thing, ze19 and 25 are giant maps (compared with the rest). It will NEVER happen that all items on all secret places will be picked up. Probably becouse 1% from all the players knows all places. And IF he want's to pick up everything he got lots of too less time. That's why there are more items in that map compared with others. Btw, I never placed a cross or firecrystal on my map.


Fr blood:
So for me, I think it's time to begin ZM20 "Laboratoty A-75", I think the number will change in the next times.

- Shouldn't you first wait untill the other maps are in the mappack?


Mrman:
There is a unknows linedef in your wad, and loading it a second time causes it to crash. Also, why is there a trollmine :(
i got caught by it on a baaaaaad moment >.<

- That unknown linedef was already inside the first version of ze19, and there were never problems with it on the server. Trollmine? You mean that one in the vent by the weaponshop? Btw, the mine don't troll... but the vent under it does.
Last edited by Stiff on Sat Jul 20, 2013 9:28 am, edited 1 time in total.
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)

#618

Post by Xsnake » Sat Jul 20, 2013 11:21 am

zh-testpack_r7

Contains :
• Fixes for ZM09
• Fixes for ZM13
• Fixes for ZE17
• Changes for ZE19 & ZE25

Download link

Same wads order than usual.

Testpack maplist : ZM09, ZM13, ZE17, ZE18, ZE25

Guardsoul, any progress on your ZM map ?

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

#619

Post by Mr.Man » Sat Jul 20, 2013 12:49 pm

wait, what about my map? i gave it to rabbit. There was also a zm14, ze32 and ze26

-link coming soon (this stuff takes a damn load of time)

The difference with this and 1.1c
-The HD rock by stiff is replaced by a less hd rock (the rock caused pc to crash upon my map, so now i reduced it)
- Second resist was dogeable
- collapsing hallway script used to end upon someone getting crushed, causing the elvel to be stuck. i made the wall blow up a seperate script.
Last edited by Mr.Man on Sat Jul 20, 2013 1:13 pm, edited 1 time in total.

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

#620

Post by fr blood » Sat Jul 20, 2013 12:53 pm

Stiff wrote: - Shouldn't you first wait untill the other maps are in the mappack?
Hum, yes it's true, it's because I've much free times.
Xsnake wrote: zh-testpack_r7

Contains :
• Fixes for ZM09
• Fixes for ZM13
• Fixes for ZE17
• Changes for ZE19 & ZE25

Download link

Same wads order than usual.

Testpack maplist : ZM09, ZM13, ZE17, ZE18, ZE25

Guardsoul, any progress on your ZM map ?
I've to see if zombies are able to win, because they always lose with the old version.

I hope no more upgrates will be needed for ZE17.
And for ZM14 and ZE26, can I know whats is needed to let it a chance to be in the next testpack. ( Your criticismes are the Welcome ).
Mr.Man wrote: wait, what about my map? i gave it to rabbit. There was also a zm14, ze32 and ze26

Hold on, let me upload mine
In my view I tested ZM14 online and it's lagging of course :/, something is needed like reducing the ceiling, and remove some actors.
For ZE26, for the time I don't see any problem ^^ ( Items ? ).
Last edited by fr blood on Sat Jul 20, 2013 12:57 pm, edited 1 time in total.

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