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 / r8) 08/10/13

#801

Post by ibm5155 » Tue Sep 03, 2013 1:47 pm

ZM09 updated :D (It must be the last update, since there isnt nothing more to be add/fix)
-Fixed zm09 configs are loaded when the map start (before it only load when you puke 48)
-Fixed whiteface/ravishing/soulsphere tracker scripts that were terminating.
-Fixed secret Display code was not showing the typed code.
-Modified: whiteface music back to original from request.
-Add: A new campspot outside (two easy ways to go there plus two harder way)
-Modified: number 6 of nedm code is much more easy to activate.
-Fixed:Debug was not showing the server side values
-Modified: There´re a "new" door that could be opened with the winery key
-hmm something more maybe :s.
DOWNLOAD LINK:CLICK HERE TO DOWNLOAD :ZM09

EDIT:
What about the mother zombie has like 10 or 5% more speed and high jump compared to the normal zombies?

or sometimes spam 2 zombies and some times one of it would be the tank from l4d (I have the sprites of it :D) it wouldn´t infect, but would kill the players, he could make dammage quakes and even punch they hehehe
Last edited by ibm5155 on Tue Sep 03, 2013 1:53 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 / r8) 08/10/13

#802

Post by Untitled » Tue Sep 03, 2013 2:16 pm

With the suggestion for a secondary ranged attack, I've seen what happens when zombies get one. It's usually a massacre, so I'd make it three things:
1. I'd make it ONLY the start zombie(s) get the ranged attack,
2. I'd make it have limited range; so no Zombie Sniping from across the other side of the map, and
3. I'd probably only have it for ZM maps. Humans statistically lose ZE maps as is, and a good chunk of those human wins were locking the start zombie down.

So, personal gripes:
-ZE06, ZE13, ZE15, ZE18, ZE20, ZE30 I believe I mentioned already for being a giveaway to the zombies (assuming the start zombie isn't either A: AFK or B: getting locked down via fire grenade spam at 15 players.)
-ZE13 really could use a tipbox telling humans you can shoot the chandeliers to burn zombies.
-ZM09; I don't see why we need ravishing/white face to only target humans, do we really need to be any more unfair to them? (Ravishing as anti-camp, MAYBE, but I don't see why white face doesn't get to target zombies like uboa from ZM06 does, since he's already instant death to that it touches.)
-ZM15, The City. A second way to get into that ledge camp where everyone camps at would be nice.
-ZE06 needs some way to prevent the zombies from splitting up and occupying all 4 elevators (thus making the humans unable to win, due to having to share an elevator with some zombies)
-ZE04 seems to teleport the zombies to the front of the train, making it impossible to defend. You might want to make it so zombies teleport to the back of the train automatically, and humans to the front, to give some leeway to defend against the zombie invasion.
Last edited by Untitled on Tue Sep 03, 2013 2:17 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#803

Post by ibm5155 » Tue Sep 03, 2013 3:03 pm

I´ll explain

0% right code for humans: -> 100% right code for zombies
25% for humans -> 75% for zombies,...
That means, when it´s more right the code, more hard to zombies infect the humans.
But ravishing/whiteface are like 100% right code, both are hard to be done now.
And ravishing is easy to not die, but it´ll require u to get out of your campspot, about whiteface Is like the oposite of uboa, because uboa on most of the time only kills zombies (because he cant kill campers, and only zombies will not camp)
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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 / r8) 08/10/13

#804

Post by mr fiat » Tue Sep 03, 2013 3:08 pm

[quote=xsnake]Make bonuses obtained by killing zombies give only good and useful items[/quote]

i have been wanting this for quite a while now, as i prefer to use items in a pinch but i often got items that often where useless or did nothing or worse give a negative effect. because of that it made me use items early in a game instead.

i was always very critical of the unusuals as they served no purpose aside from being pretty and they made you easier to spot, i have suggested before to have them give tiny buffs to the player so they would have some use.
Last edited by mr fiat on Tue Sep 03, 2013 3:08 pm, edited 1 time in total.

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

#805

Post by fr blood » Tue Sep 03, 2013 3:32 pm

ibm5155 wrote: I´ll explain

0% right code for humans: -> 100% right code for zombies
25% for humans -> 75% for zombies,...
That means, when it´s more right the code, more hard to zombies infect the humans.
But ravishing/whiteface are like 100% right code, both are hard to be done now.
And ravishing is easy to not die, but it´ll require u to get out of your campspot, about whiteface Is like the oposite of uboa, because uboa on most of the time only kills zombies (because he cant kill campers, and only zombies will not camp)
Can you explain how the redkey spawn please ?
With spot ? Or with a random position ?

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

#806

Post by ibm5155 » Tue Sep 03, 2013 4:00 pm

fr blood wrote:
ibm5155 wrote: I´ll explain

0% right code for humans: -> 100% right code for zombies
25% for humans -> 75% for zombies,...
That means, when it´s more right the code, more hard to zombies infect the humans.
But ravishing/whiteface are like 100% right code, both are hard to be done now.
And ravishing is easy to not die, but it´ll require u to get out of your campspot, about whiteface Is like the oposite of uboa, because uboa on most of the time only kills zombies (because he cant kill campers, and only zombies will not camp)
Can you explain how the redkey spawn please ?
With spot ? Or with a random position ?
Spoiler: All the red key spawn spots (Open)
Third floor red house
Image
Outside
Image
Inside cave
Image
All the red circles are where it could be spawned
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#807

Post by Stiff » Tue Sep 03, 2013 7:37 pm

oh updates...

Very small updates this time

Ze25:
I noticed that ZE25 is unfair for zombies so...
- Forcefield deactivates 5 seconds earlier
- Chute opens 5 seconds earlier

http://sickedwick.net/uploader/files/stiffZE25v13.wad


^ this should help alot

And Ze19 ... still a hard defendable boat
- Easier defendable boat
- Takes a while before secondary path to boat lowers

http://sickedwick.net/uploader/files/ze19fixed3.wad
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 / r8) 08/10/13

#808

Post by Vincent(PDP) » Wed Sep 04, 2013 3:22 pm

Easter Egg ghost found on ZM05! :D
( I am not giving you the picture link, find the ghost yourself ;) )
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#809

Post by Xsnake » Wed Sep 04, 2013 3:48 pm

zh-testpack_r9

Contains :
• Updates for ZM09, ZE17, ZE19, ZE25
• New maps : ZE29 & ZM17

Download link

New maps to add to the maplist : ZM17, ZE29

A few comments :

• Guardsould : you might want to force GL defaults in your map ? Because it's currently possible to remove the fog effect via the gl options.

• MrMan : Your map slot is now ZE29 instead of 31. I noticed there was 3 jacksgun + 1 ssg in your map. I dont want more than one bonus item per map (2 if the map is really long). I took away the SSG and two jacks for now. You may modify its location for the next release.

• Stiff : I think the vents in ZE25 are a really bad idea. You shouldn't allow humans to go in directions that do not make sense. The escape maps need to be thought so that the humans will "theorically" get to the escape zone before the zombies. So I made this vents line impassible again.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#810

Post by Stiff » Wed Sep 04, 2013 5:12 pm

Oh yeah, I already tought about removing them becouse it blocks zombies and lots of people gets too late at the endroom!
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 / r9) 09/4/13

#811

Post by Mr.Man » Wed Sep 04, 2013 5:36 pm

Ok ill keep the second jacks gun then. The ssg was hard to get because of the slope, you basicly need to glitch to get there btw.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#812

Post by fr blood » Wed Sep 04, 2013 5:36 pm

Xsnake wrote: zh-testpack_r8
Blood, I haven't included your other maps yet. I need more time to look into them.
Xsnake wrote: zh-testpack_r9
• I dont want more than one bonus item per map (2 if the map is really long).
If you had time to see ZE26 and ZM16, does they need something to be added in the next test-pack ?
Last edited by fr blood on Wed Sep 04, 2013 6:41 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#813

Post by Mr.Man » Wed Sep 04, 2013 6:20 pm

ehm i think guardsoul fucked up zh scripts because were playing his map atm and the zombies cant get damaged. They cant infect either

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#814

Post by ibm5155 » Wed Sep 04, 2013 6:37 pm

I knew I was failing in something, and now I discovered, There´re two red keys ingame >.> one spawn on a random area and the second no ...

[EDIT 3] It´s not actually a problem, It´ll only be faster the activation of the code...
[/EDIT 3]
EDIT:
Guardsoul wrote: Warning: Looks like I forgot to add the "teamdamage 1.0" to the mapinfo lump so if you have tried to play an offline match you wont be able to hurt zimbas or infect humans.
EDIT 2: mr man...
[spoiler]
Image

[/spoiler]
Also, wouldn´t it be "explosives has been ignited" ?
because explosive should be like it (and object) so (I have, you have, he has, she has, it has, we have, you have, they have)

Relax, I fail on english too :p
Last edited by ibm5155 on Wed Sep 04, 2013 6:51 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#815

Post by Leonard » Wed Sep 04, 2013 6:38 pm

Mr.Man wrote: ehm i think guardsoul fucked up zh scripts because were playing his map atm and the zombies cant get damaged. They cant infect either
Guardsoul wrote: Warning: Looks like I forgot to add the "teamdamage 1.0" to the mapinfo lump so if you have tried to play an offline match you wont be able to hurt zimbas or infect humans.
He (just like me) though xsnake would fix that himself, it's a one line fix. (less than 1mb hotfix wad could be made)
Last edited by Leonard on Wed Sep 04, 2013 6:40 pm, edited 1 time in total.
[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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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#816

Post by Xsnake » Wed Sep 04, 2013 6:39 pm

Mr.Man wrote: ehm i think guardsoul fucked up zh scripts because were playing his map atm and the zombies cant get damaged. They cant infect either
Yep, teamdamage = 1.0 is missing in the mapinfo. Considering ZE30 was fine, I did not check that.

Edit : This will fix the issue.

http://sickedwick.net/uploader/files/zm17-fix.wad

To be added to the pwads list in last position.
Last edited by Xsnake on Wed Sep 04, 2013 6:46 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#817

Post by fr blood » Wed Sep 04, 2013 8:56 pm

I saw some bugs online, in ZE17, so here is an update. ( new ZE17 ).

- Fixed some stuck places.
- Fixed some bugs.
- Changed the spot for the Jacksgun.
- Balanced the map for humans.

@Xsnake, tell me when you'll start to get a look on ZM16, and ZE26.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#818

Post by Stiff » Wed Sep 04, 2013 9:01 pm

It's almost halloween, and ze25 is in the mood for it! :)
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 / r9) 09/4/13

#819

Post by Mr.Man » Thu Sep 05, 2013 6:58 am

Spoiler: fixes and add-ons (Open)
-Fixed the bug where you felt in the floor. It was a bug where part of the sector wasnt solid.
-New sky, 3 layers.
-resist 1 ,2 and dynamite resist redone, more balanced for both humans and zombies.
-New kids redone, it now used fadeto instead of rainbow flares. new kids now also has a flicker moment
-Experiment redone, also fadeto used.
-Very last resist redone. There is now a new sound added for that, which is from mw3's mission scorched earth, building collapse part.
-More detail. Most was just some new textures, also made some new tunnels.
-Added an upside down stalagmite and moon
-removed bonus items exept the jacks
-Also added a emergency route in this version, that opens when 50 secs left on final timer. Its near the big water pool.
-Fixed the small typo (It said ignote instead of ignite)
http://static.[bad site]/wads/ze29v1.7e.wad

In case there are some more bugs, please let me know.
Last edited by Mr.Man on Fri Sep 06, 2013 12:34 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#820

Post by fr blood » Fri Sep 06, 2013 2:41 pm

Here I did an update for ZM16.
Last edited by fr blood on Fri Sep 06, 2013 2:42 pm, edited 1 time in total.

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