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 / r7) 07/20/13

#701

Post by ibm5155 » Fri Aug 09, 2013 7:09 pm

Ok I did a mistake :s
The wad will not work only if the textures file be upper to animdefs file.
Should I upload a fix for that?
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">

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Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#702

Post by Vincent(PDP) » Fri Aug 09, 2013 9:48 pm

Xsnake wrote: I barely have enough time to take care of my maps and the mappack updates. I really can't help you with this. Sorry.

Rabbit : Will your update be ready by Sunday ?
Okay. :(
But can i use a little bit of your Code from the ZH Achievements? I just want to use the Code for showing the achievements in pages... -And if you allow me: I'll make sure that your name is listed in the credits :3.

And one more thing:
I noticed that the Achievements actually do get saved, but not for yourself if you're Hosting the server... If anyone have a solution, please Contact me...
Last edited by Vincent(PDP) on Fri Aug 09, 2013 9:52 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- 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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#703

Post by ibm5155 » Sat Aug 10, 2013 2:03 pm

Just to know
Spoiler: Does that build looks good? (Open)
Image
Also

Should I upload a fix for ZM09 (It just require a simple slade3 edit (put 'textures' file upper to 'animdefs')?

EDIT: zexx screenshots (maybe 10 or 2% done)
[spoiler]Image
Image
Image[/spoiler]
Last edited by ibm5155 on Sat Aug 10, 2013 2:09 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">

Xsnake
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#704

Post by Xsnake » Sat Aug 10, 2013 8:39 pm

zh-testpack_r8

Contains :
• Updates for ZM09
• Updates for ZE19
• Updates for ZE17

Download link

Blood, I haven't included your other maps yet. I need more time to look into them. I spent most of my free time on ZM05 lately.

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

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#705

Post by Rabbit lord » Sat Aug 10, 2013 9:15 pm

Xsnake wrote: Rabbit : Will your update be ready by Sunday ?
Not likely, There's still quite a few things I want to do before I release it.

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#706

Post by Stiff » Sun Aug 11, 2013 10:39 pm

Maybe I got an idea for archievements...

(examples):

Pick up the red key in ZE19 (I need a keycard)
Activate 100 powersupplies in total at ZE25 (energyeater)
Find the book at ZM04 (interresting geography)
Press nyan cat at ZM15 (nya)
Find the hidden jacksgun at ZE16 (sherlock)
Activate the 2th resist at back to the present map (over 9000 seconds)
Pick up jacksgun at pirates of carribean map (arrrr captain)
Press the elevator is not working button in ZM01 (It seems to be broken)
Enter a 100% correct code at ZM15 (lucky bastard)
Be the first one who enters the village in ZE17 (home sweet home)
Jump in the water at ZE20 (wet clothes)
Spill 250 flares (lets light it up)
Trow a black flare (well thats useless)
Get trapped in ZE19 (FUUUUUUUU)
Call the chopper at ZE01 (Come to us, we have cookies)
Pick up 500 money at ZE12 (Big spender)
Get the cross in ZE13 (Castlevania nostalgy)

Lots of examples from kinda fun archievements ;p
Last edited by Stiff on Sun Aug 11, 2013 10:56 pm, 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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Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#707

Post by Vincent(PDP) » Sun Aug 11, 2013 11:39 pm

Stiff wrote: Maybe I got an idea for archievements...

(examples):

Pick up the red key in ZE19 (I need a keycard)
Activate 100 powersupplies in total at ZE25 (energyeater)
Find the book at ZM04 (interresting geography)
Press nyan cat at ZM15 (nya)
Find the hidden jacksgun at ZE16 (sherlock)
Activate the 2th resist at back to the present map (over 9000 seconds)
Pick up jacksgun at pirates of carribean map (arrrr captain)
Press the elevator is not working button in ZM01 (It seems to be broken)
Enter a 100% correct code at ZM15 (lucky bastard)
Be the first one who enters the village in ZE17 (home sweet home)
Jump in the water at ZE20 (wet clothes)
Spill 250 flares (lets light it up)
Trow a black flare (well thats useless)
Get trapped in ZE19 (FUUUUUUUU)
Call the chopper at ZE01 (Come to us, we have cookies)
Pick up 500 money at ZE12 (Big spender)
Get the cross in ZE13 (Castlevania nostalgy)

Lots of examples from kinda fun archievements ;p
You seem to like Achievements, Stiff... Would you like to help me with some ideas for My achievement mod for the regular Doom? ;)

The current Achievements are:
"Imp Killer - Kill 50 Imps"
"Imp Slainer - Kill 200 Imps"
"Zombie Killer - Kill 150 Zombiemans"
"Frenemy - Kill another Player" (Friend Player :P)
"Going Pro - Kill a Cyberdemon with Super Shotgun"
"Hard to Kill - Survive 10 maps without dying" (I know... Same as Xsnake's)

Download available here:
http://www.mydoomsite.com/WADS/AchievementsDOOM2.pk3


*Thank you :)*
//Visual Vincent ( Vincent (PDP) )
- 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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#708

Post by ibm5155 » Mon Aug 12, 2013 12:59 am

Stiff wrote: Maybe I got an idea for archievements...

(examples):

...
"code expert", found the right code on zm09 (online with no display code help)
"get out white face",win zm09 as human when white face is actived (it´s hard since he kill more than uboa D:, and maybe make it only actived if he was summoned with 5 or more minutes left)

hmm
"healing the zombies", kill 3 zombies with holly cross on a single map.

Well that´s all that I have in mind, also, I need to fix a problem on display code, for some reason it´s not working online (i didn´t even touch the code of it :s)
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">

doomwolf555
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#709

Post by doomwolf555 » Mon Aug 12, 2013 6:15 am

Energy drink should activate the panic effect without dropping weapons not reload them-_-

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#710

Post by Stiff » Mon Aug 12, 2013 9:01 am

Enter a 100% correct code at ZM15 ...

Ehem I ment ZM09
But I can understand that archievements on testpackmaps ain't a good idea yet
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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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#711

Post by Leonard » Mon Aug 12, 2013 11:27 am

doomwolf555 wrote: Energy drink should activate the panic effect without dropping weapons not reload them-_-
A good idea would be an effect similar to the ragerun, reload/firing faster but it wouldn't last forever.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#712

Post by Mr.Man » Mon Aug 12, 2013 4:02 pm

................
Canyon Run?

I mean, its been approved quite some weeks ago, and i clearly gave alot of links :l

Small update on canyon run:
http://static.[bad site]/wads/ze31v1.3b.wad
-removed a random explosion happening.
-experiment was possible to be activated from below >.<
- placed an brightness arrow at the collapsing hallway

the ze31v1.3a on bestever was actually outdated. I remember it didnt having the resist working and stuff
Last edited by Mr.Man on Tue Aug 13, 2013 7:39 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#713

Post by ibm5155 » Tue Aug 13, 2013 11:27 pm

ZM09 high quality music pack launched

DOWNLOAD:HEREhttp://www.mediafire.com/download/qgz65 ... SOUNDS.zip
this pack have all the musics that was heavy compressed and some sound effects with better quality.

How to use:

easy way:
1)drag the wad file inside skins folder

hard way:
1)edit the test pack with a wad editor
2)replace all the data inside zm09 with the high quality sounds/music
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">

moravectomaswolf
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#714

Post by moravectomaswolf » Wed Aug 14, 2013 7:02 pm

Where switch to activate nyancat in ze15?

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#715

Post by Rabbit lord » Wed Aug 14, 2013 7:27 pm

In ZE15, Runaway, there's two ways to activate Nyan event. The first is a random event that can occur with the secret ending (music and images) while the other is just a normal switch that makes the Nyan gif appear.

Here is a vid of the secrets here (the nyan switch isn't here).
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#716

Post by Mr.Man » Fri Aug 16, 2013 4:12 pm

BURIED BETA RELEASED!

well, i pushed myself back to buried once again, because i really wanted to finish this.
I'm not going to spoil anything. The sky is black because of an unfixable hom bug. Looks fine for me though.
The map got quite some secrets, and the automap is BLANK.

http://static.[bad site]/wads/zm12v1.0.wad

EDIT: it got alot of ways and paths to escape zombies, thats why there arent alot of spots.
Last edited by Mr.Man on Fri Aug 16, 2013 10:05 pm, edited 1 time in total.

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#717

Post by Leonard » Sun Aug 18, 2013 3:27 pm

The Game King has told me numerous times that he won't finish his map, ZE18.
Is his map going to be in the mappack or it will stay in the test pack forever ?
I asked if I could finish it for him, he said no, so I don't know if he want his map to be finished by anyone..
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#718

Post by Mr.Man » Sun Aug 18, 2013 5:21 pm

Leonard wrote: The Game King has told me numerous times that he won't finish his map, ZE18.
Is his map going to be in the mappack or it will stay in the test pack forever ?
I asked if I could finish it for him, he said no, so I don't know if he want his map to be finished by anyone..
The only thing that needs to be fixed, that i know of, is that glitch where the lift lowers ALOT into the ground, causing to stuck people. Luckily, tgk is the only guy that knows how to do that.

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Guardsoul
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#719

Post by Guardsoul » Sun Aug 18, 2013 5:46 pm

Winter is coming!! Progress: 45% (Too many days of lazyness).
Spoiler: Images (Open)
Image

Reaching the caves :surprised:
Image

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#720

Post by Leonard » Sun Aug 18, 2013 5:47 pm

Mr.Man wrote:The only thing that needs to be fixed, that i know of, is..
Well he also told me himself that it wasn't finished and that it lacked details, that's why I asked him if he wanted me to finish it.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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