Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Tux
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#821

Post by Tux » Fri Sep 06, 2013 3:27 pm

Stiff wrote: It's almost halloween, and ze25 is in the mood for it! :)
yeah, except it's 2 months
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dear diary, tux today was a faggot again[/size]

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

#822

Post by Mr.Man » Sat Sep 07, 2013 9:53 am

Here is a screeny of the map i was working on, called Colossus.
http://postimg.org/image/51jswqnn9/

about canyon run, i got a detail and balance update, but im not giving it yet because i'm still working on it.

EDIT: resist 1 added, opens doors that open like a real life door. Music added, now working on (close to) zero gravity area.
Last edited by Mr.Man on Sun Sep 08, 2013 1:34 pm, edited 1 time in total.

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

#823

Post by Untitled » Sun Sep 08, 2013 4:02 pm

So I just played Canyon run. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand I proceeded to fall through a piece of the ground: http://s1332.photobucket.com/user/ross_ ... d.png.html

Posting a link because I'm having issues displaying the screencap.


Might wanna fix that.
Last edited by Untitled on Sun Sep 08, 2013 4:13 pm, edited 1 time in total.
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Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#824

Post by Mr.Man » Sun Sep 08, 2013 4:53 pm

Untitled wrote: So I just played Canyon run. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand I proceeded to fall through a piece of the ground: http://s1332.photobucket.com/user/ross_ ... d.png.html

Posting a link because I'm having issues displaying the screencap.


Might wanna fix that.
thats one of the reasons why i want this update added asap. If you look back some posts you will see me noticing this bug right after its been added.
Here's the final version. I sadly removed the flickering in the easter due to acs_terminate not working somehow.
http://static.[bad site]/wads/ze29v2.wad
Last edited by Mr.Man on Sun Sep 08, 2013 4:58 pm, edited 1 time in total.

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

#825

Post by ibm5155 » Sun Sep 08, 2013 5:39 pm

Guard, your new map are missing the zombie teleport
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#826

Post by Guardsoul » Sun Sep 08, 2013 5:42 pm

I´ll check it out and fix that. There are a couple of things that I must fix too so there will be a new version of ZM17 soon.

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

#827

Post by Mr.Man » Tue Sep 10, 2013 4:47 am

first resist done, now looking for a woman saying "warning, gravity failure". If i have time, i might even say it myself .-.

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

#828

Post by fr blood » Tue Sep 10, 2013 7:17 am

Mr.Man wrote: first resist done, now looking for a woman saying "warning, gravity failure". If i have time, i might even say it myself .-.
lool, good luck, or u can just put an hud message.

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

#829

Post by IdeIdoom » Tue Sep 10, 2013 9:21 am

Mr.Man wrote: first resist done, now looking for a woman saying "warning, gravity failure". If i have time, i might even say it myself .-.
Just get a voice clip of just saying "Warning".
And you do hud message with that message. Also alarm sounds too.
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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

#830

Post by Mr.Man » Tue Sep 10, 2013 12:10 pm

ugh i already use log acs to pop it up between the chat. I know the alarm, because its a feature in v2 of canyon run. I just need a guy, woman or inbetween saying it.

EDIT: screenies
http://postimg.org/gallery/49p47xfa/44b038db/
gonna fill it up more
Last edited by Mr.Man on Tue Sep 10, 2013 4:39 pm, edited 1 time in total.

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

#831

Post by Xsnake » Wed Sep 11, 2013 2:42 pm

Mr.Man wrote:
Untitled wrote: So I just played Canyon run. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand I proceeded to fall through a piece of the ground: http://s1332.photobucket.com/user/ross_ ... d.png.html

Posting a link because I'm having issues displaying the screencap.


Might wanna fix that.
thats one of the reasons why i want this update added asap. If you look back some posts you will see me noticing this bug right after its been added.
Here's the final version. I sadly removed the flickering in the easter due to acs_terminate not working somehow.
http://static.[bad site]/wads/ze29v2.wad
Careful, in your MAPINFO lump, you need to change ZE31 into ZE29. Once this is fixed, you've got my approval to get it hosted on GV. We are not going to release a new testpack for a single map fix.

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

#832

Post by Mr.Man » Thu Sep 12, 2013 7:36 pm

Ok here comes some mr.maps

CANYON RUN:
nothing much, just some clientside fixes, for new kids and experiment. Also fixed the possible missing texture.
http://static.[bad site]/wads/ze29v2fixed2.wad

BURIED:
even though it hasnt been added yet, i got some fixes here.
-FIXED the z-teleport. Xsnake, you say its tag 500 in the tut but its 501, thats why it didnt work for me.
-More textures (i dont feel like people calling it 1texture.wad again lol
http://static.[bad site]/wads/zm12v2.1.wad

Could you or rabbit look at buried please?

As for cityscape, i quit it due to it beign laggy and big :L

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

#833

Post by Rabbit lord » Fri Sep 13, 2013 12:13 am

Worked on ZM15 more. Changed the snipers' ridge and made it a tad different. I added a lot of additional medkits along with other changes.
Spoiler: Screenshot (Open)
Image
Image
Image
Image
Image

As for Badlands, I feel that the changes Siff and I did to it wasn't as good as I thought it'd turn out. I'll fix some things that are bothering me and I'll release it as is. Then I'll see where to go from there.

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

#834

Post by fr blood » Sat Sep 14, 2013 9:27 am

Here is an update for ZE26 and ZM16.

Edit : And an update for ZE17.
- Increased the time that pillars make to lower if zombies active the script (8 secs -> 10 secs ).
- In the village the pillars at the ground will take more time to lower ( 3 secs -> 6 secs ).
- Fixed some stuck places.
- Changed the jacksgun spots ( 3 spots ).
- The criminels will shoot only one time.
Last edited by fr blood on Sat Sep 14, 2013 2:10 pm, edited 1 time in total.

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

#835

Post by Xsnake » Mon Sep 16, 2013 1:26 pm

Attention to all : please make sure your maps are compatible with the default lightning options (sv_forcegldefaults 1) because this flag will be forced in the future. :cool:

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

#836

Post by Cruduxy » Mon Sep 16, 2013 2:37 pm

Neat. this will put an end to ambient light abusers. No more most people are so good they can snipe from other side of map even with dark area + Incarnate blending well in darkness.
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Monsterovich
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#837

Post by Monsterovich » Mon Sep 16, 2013 3:29 pm

Xsnake wrote: Attention to all : please make sure your maps are compatible with the default lightning options (sv_forcegldefaults 1) because this flag will be forced in the future. :cool:
This is not good way to fix that problem, because opengl sucks at all. The maps gonna be very dark and ugly.
Last edited by Monsterovich on Mon Sep 16, 2013 3:32 pm, edited 1 time in total.

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

#838

Post by Cruduxy » Mon Sep 16, 2013 6:19 pm

It can't look worse than lighting-less maps since everyone max ambient light if thats what you meant.. If so the mappers shouldn't even bother lighting the map and just 255 every sector since its same as ambient light maxed....
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Lollipop
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#839

Post by Lollipop » Mon Sep 16, 2013 6:24 pm

If people still want to be able to see, they can just use gamma 9001, it worked last time I used it, heh.
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 / r9) 09/4/13

#840

Post by Cruduxy » Mon Sep 16, 2013 6:26 pm

Except gamma will blind the hell out of you in the long run.. And it makes it harder to see than it was while dark.
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