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.