Nop, I know how to do it rofl (also rabbit too) I used this to get "only survivor" I droped 5 zombies on that thing rofl, too bad there was a camper zombie at the end of the map =/ if not i could won :DMr.Man wrote: Luckily, tgk is the only guy that knows how to do that.
Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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 / r8) 08/10/13
To everyone, to avoid the bug like the lift in TGK map (which can do alot more players than just TGK) is adding tagwait after the floor raise/lower/whatever...
Edit: Found yet another spot where one can get stuck in ZE17.
Edit: Found yet another spot where one can get stuck in ZE17.
Spoiler: The spot (Open)Learn to map properly, Blood.
Last edited by Klofkac on Sun Aug 18, 2013 7:15 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
These things happens to everyone.. Nothing to do with mapping skills. There's even a stuck-spot in ze30.Klofkac wrote:Learn to map properly, Blood.
[spoiler][/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
- ibm5155
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- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Rofl, I got stucked there oneday, I think I've missed to talk with blood :s.
And ye, tagwait fix that bug (and on ze30 case, it can break the game xD)
And ye, tagwait fix that bug (and on ze30 case, it can break the game xD)
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 / r8) 08/10/13
Why didn't you report the stuck spot before?Leonard wrote: These things happens to everyone.. Nothing to do with mapping skills. There's even a stuck-spot in ze30.
And I wouldn't say that if it was the only spot. It was actually the third spot I found. (First two were already reported and fixed)
Last edited by Klofkac on Sun Aug 18, 2013 10:18 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Well, if buried has any spots where you can get stuck, be sure to tell. Or just any spot that is hard to escape (there are quite some narrow spots).
Also, Screenay:
http://postimg.org/image/wdj3bdphx/
So far i only got the building on the other side finished, because i mostly worked on the stuff in the distance. I bet Stiff is gonna lol at this picture :L
Also, Screenay:
http://postimg.org/image/wdj3bdphx/
So far i only got the building on the other side finished, because i mostly worked on the stuff in the distance. I bet Stiff is gonna lol at this picture :L
- Vincent(PDP)
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- Contact:
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
I also got stuck there, and i told him... *lol*Klofkac wrote: To everyone, to avoid the bug like the lift in TGK map (which can do alot more players than just TGK) is adding tagwait after the floor raise/lower/whatever...
Edit: Found yet another spot where one can get stuck in ZE17.Spoiler: The spot (Open)Learn to map properly, Blood.
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Hey guys
U can put music that combine for ze maps..i have conflict with the music xD pls pls pls pls pls pls
tha<nks
U can put music that combine for ze maps..i have conflict with the music xD pls pls pls pls pls pls
tha<nks
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
New screenshot about my map. I have finally chosed a number for it: ZM17 - "Aurora Emitter" (Hope it´s aviable
). Progress: 55% (more than a half :D!)

Spoiler: Images (Open)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Soul, looks like is alot of unneccesary sectors you can join for making map smaller and less laggy. Otherwise, your map looks very nice, better than some other in testpack.
Also, mspark, learn to speak! We cannot understand your weird question.
Also, mspark, learn to speak! We cannot understand your weird question.
Spoiler: don't read this unless you want to hear very rough critism (Open)
Last edited by Klofkac on Tue Aug 20, 2013 3:55 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
- mr fiat
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
this, thats all.Klofkac wrote: Soul, looks like is alot of unneccesary sectors you can join for making map smaller and less laggy. Otherwise, your map looks very nice, better than some other in testpack.
Also, mspark, learn to speak! We cannot understand your weird question.Spoiler: don't read this unless you want to hear very rough critism (Open)
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Roflmr fiat wrote:this, thats all.Klofkac wrote: Soul, looks like is alot of unneccesary sectors you can join for making map smaller and less laggy. Otherwise, your map looks very nice, better than some other in testpack.
Also, mspark, learn to speak! We cannot understand your weird question.Spoiler: don't read this unless you want to hear very rough critism (Open)
and wow, guard, your screenshot from the 2d view looks like a pain elemental using a quake 1 gun :O
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 / r8) 08/10/13
Lel, lets see if with those new screenies is still the same :P. Progress: 70%ibm5155 wrote: wow, guard, your screenshot from the 2d view looks like a pain elemental using a quake 1 gun :O
Spoiler: More Images (Open)Now, in order to deactivate the forcefild that protects the armory you must destroy 4 energy cores that will be hidden in the whole map (NOT ONLY IN THE BASE!). With alll of them out of game the base will be without energy so... ligths will be off >:D (no ghouls or monsters, just darkness and some scary noises).
Image of the energy core:

RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Make them spawn at random locations, will make it more entertaining to search for them :3
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
not going to be suprised if your map becomes 10 mb .-.
- ibm5155
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- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
I really don´t care about the size since I have a "good" internet.Mr.Man wrote: not going to be suprised if your map becomes 10 mb .-.
but if the size went bigger then 10mb is better you have something good :p
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 / r8) 08/10/13
Most of the testpack PK3 sizes are custom sprites, music and sounds. At least hexen format maps do not have more than 1 MB. UDMF... that is worse...
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
- ibm5155
- Addicted to Zandronum
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- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Well, UDMF have your advantages and disadvantages :).Klofkac wrote: Most of the testpack PK3 sizes are custom sprites, music and sounds. At least hexen format maps do not have more than 1 MB. UDMF... that is worse...
At least it´s easy to compress, ex:4mb map uncompressed -> 600kb compressed
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 / r8) 08/10/13
How do you compress a map? Do you mean simply just throwing it into a pk3? Or is there a neat trick?
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
I think you just get winrar (its free), right click on your wad file and press compress (it should have that small winrar logo next to it). Ibm's map went to 8mb when its 10mb i think :p. Thats why the testpack and such is pk3, its compressed. So if you want to check whats inside it, you need to unpack it.Lollipop wrote: How do you compress a map? Do you mean simply just throwing it into a pk3? Or is there a neat trick?
I also have a video of my map. Its a bit laggy atm, but i'll remove that. Its mostly the trees at spawn.
http://www.youtube.com/watch?v=5FMxUyPST0g
EDIT: spawn has been redone and retextured. I removed most of the trees and i made the spawn alot closer to the slopes that you decent from. The zombies now spawn into mud, slowing them down, instead of the trees. The map is also decreased in size by 1.4 mb. It is now 5 mb, alot less that i expected to have by now.
Last edited by Mr.Man on Thu Aug 22, 2013 1:00 pm, edited 1 time in total.