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 / r8) 08/10/13

#721

Post by ibm5155 » Sun Aug 18, 2013 7:04 pm

Mr.Man wrote: Luckily, tgk is the only guy that knows how to do that.
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 :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Klofkac
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#722

Post by Klofkac » Sun Aug 18, 2013 7:11 pm

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)
Image
Image
Learn to map properly, Blood.
Last edited by Klofkac on Sun Aug 18, 2013 7:15 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

#723

Post by Leonard » Sun Aug 18, 2013 9:53 pm

Klofkac wrote:Learn to map properly, Blood.
These things happens to everyone.. Nothing to do with mapping skills. There's even a stuck-spot in ze30.
[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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#724

Post by ibm5155 » Sun Aug 18, 2013 10:14 pm

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)
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">

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

#725

Post by Klofkac » Sun Aug 18, 2013 10:15 pm

Leonard wrote: These things happens to everyone.. Nothing to do with mapping skills. There's even a stuck-spot in ze30.
Why didn't you report the stuck spot before?
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.
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Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#726

Post by Mr.Man » Mon Aug 19, 2013 6:04 am

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

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

#727

Post by Vincent(PDP) » Mon Aug 19, 2013 5:13 pm

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)
Image
Image
Learn to map properly, Blood.
I also got stuck there, and i told him... *lol*
//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.
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manuelspark
 
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#728

Post by manuelspark » Tue Aug 20, 2013 3:15 am

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
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)

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

#729

Post by Guardsoul » Tue Aug 20, 2013 11:25 am

New screenshot about my map. I have finally chosed a number for it: ZM17 - "Aurora Emitter" (Hope it´s aviable :redface: ). Progress: 55% (more than a half :D!)
Spoiler: Images (Open)
OMG, a switch!!
Image

Layout, almost 3500 sectors
Image

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

#730

Post by Klofkac » Tue Aug 20, 2013 11:58 am

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)
You are an awful example of what other players think about most ZH players. Without people like you ZH would not have such bad reputation.
No offense.
Last edited by Klofkac on Tue Aug 20, 2013 3:55 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#731

Post by mr fiat » Tue Aug 20, 2013 4:33 pm

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)
You are an awful example of what other players think about most ZH players. Without people like you ZH would not have such bad reputation.
No offense.
this, thats all.

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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#732

Post by ibm5155 » Tue Aug 20, 2013 4:49 pm

mr fiat wrote:
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)
You are an awful example of what other players think about most ZH players. Without people like you ZH would not have such bad reputation.
No offense.
this, thats all.
Rofl

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">

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

#733

Post by Guardsoul » Wed Aug 21, 2013 11:10 am

ibm5155 wrote: wow, guard, your screenshot from the 2d view looks like a pain elemental using a quake 1 gun :O
Lel, lets see if with those new screenies is still the same :P. Progress: 70%
Spoiler: More Images (Open)
Afraid from the dark?
Image

Armory entrance, protected by a forcefield
Image

Layout (Reaching the 4000 sectors :eek: )
Image
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:
Image

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

#734

Post by Lollipop » Wed Aug 21, 2013 12:02 pm

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

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

#735

Post by Mr.Man » Wed Aug 21, 2013 2:08 pm

not going to be suprised if your map becomes 10 mb .-.

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

#736

Post by ibm5155 » Wed Aug 21, 2013 4:22 pm

Mr.Man wrote: not going to be suprised if your map becomes 10 mb .-.
I really don´t care about the size since I have a "good" internet.
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!

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

#737

Post by Klofkac » Wed Aug 21, 2013 4:34 pm

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...
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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#738

Post by ibm5155 » Wed Aug 21, 2013 5:18 pm

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...
Well, UDMF have your advantages and disadvantages :).
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!

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

#739

Post by Lollipop » Thu Aug 22, 2013 6:04 am

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

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

#740

Post by Mr.Man » Thu Aug 22, 2013 9:50 am

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 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.

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.

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