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! (9a / r10) 09/28/13

#881

Post by Untitled » Sat Sep 28, 2013 10:01 pm

I'm sorry but here's the thing.
There's absolutely no way to stall the zombies in ZE18. none.
That map simply needs more places to stall zombie advancement. See what GuardSoul did with ZE30's last resist.
As I said, I may be biased, (I only play ZH when lots of people are on, thus two start zombies), but I've never seen any way to theoretically have humans win that if Zombies play even remotely well (And assuming there's, what, 12 humans, and say, 4-6 zombies, and that's being optimistic. Normally humans are down to like 8 or so vs. 10-12 zombies). Even if the humans can somehow stay alive, the last resist is impossible to defend. What are the humans supposed to do, shoot the zombies out the door and hope they just go afk right then and there?
Last edited by Untitled on Sat Sep 28, 2013 10:02 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#882

Post by fr blood » Sun Sep 29, 2013 3:40 pm

I'm sorry, there was a sector with the tag 1, and it makes all players blocked if the secret end was activated, it's now fixed in this ZE26, and the patch will be in the serv.
Last edited by fr blood on Sun Sep 29, 2013 3:41 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#883

Post by Xsnake » Sun Sep 29, 2013 4:14 pm

fr blood wrote: I'm sorry, there was a sector with the tag 1, and it makes all players blocked if the secret end was activated, it's now fixed in this ZE26, and the patch will be in the serv.
Fantastic. I was hoping we could run the mod without any fix patches for a while, but no.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#884

Post by fr blood » Mon Sep 30, 2013 11:25 am

Xsnake wrote: Fantastic. I was hoping we could run the mod without any fix patches for a while, but no.
Yes me too, it should be on the next testpack.
To forget for my mistakes, I'll try to make ZM16 and ZM14 really more better, to let them a chance to be added in the next testpack without any fix patches.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#885

Post by Klofkac » Mon Sep 30, 2013 11:41 am

ZE17 has some missing "player hits floor" things. It isn't just one spot. They are missing on the extremely long wood bridges part. (or after pillar to cave resist)
Last edited by Klofkac on Mon Sep 30, 2013 11:42 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#886

Post by fr blood » Mon Sep 30, 2013 12:51 pm

Klofkac wrote: ZE17 has some missing "player hits floor" things. It isn't just one spot. They are missing on the extremely long wood bridges part. (or after pillar to cave resist)
It's was fixed in the new version that Xsnake forgot to add. :neutral:

Edit : I can fix ZE18 if no one is against that.
Last edited by fr blood on Mon Sep 30, 2013 1:37 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#887

Post by Mr.Man » Tue Oct 01, 2013 5:51 am

Well TGK would never, ever, fix it. So i find it alright. Maybe give it a twist if you're fixing it anyway

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#888

Post by fr blood » Tue Oct 01, 2013 5:59 am

I found a lot of ways to fix it.
- Remove one of the 2 switches, because when they are used at same time, the bug begin.
- Delete this elevator and make 2 others.
- Edit the script.
Last edited by fr blood on Tue Oct 01, 2013 5:59 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#889

Post by Mr.Man » Tue Oct 01, 2013 12:52 pm

fr blood wrote: I found a lot of ways to fix it.
- Remove one of the 2 switches, because when they are used at same time, the bug begin.
- Delete this elevator and make 2 others.
- Edit the script.
WRONG.

Like i said, the elevator doesnt have tagwait. You are able to press it again when it just started lowering, which means it will skip the raise part because its lowering already. Just ad tagwait and that will be fixed. Another lift will be great however, because i always had problems with people using the lift too soon. Same with the end room.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#890

Post by Stiff » Tue Oct 01, 2013 3:22 pm

ZE25 UPDATE

Link (V17): http://sickedwick.net/uploader/files/stiffZE25v17.wad

Changes:
- Lots of detail at the begin in the water
- Detailled the roofs at the beginning
- Detailled the roofs by the 2th resist a little bit
- Detailled the floor next to the roofs by the 2th resist
- Detailled the space between the 2th & 3th resist a little
- Fixed elevator ampoule
- Changed lab door in a powershield
- Powershield doesn't block humans
- Fixed some HOMS
- The begin lava has been removed
- The begin building has been removed too
- A garden with a fountain has been placed
- Some powersupplies are moved to another location
- Supershotgun location has been changed
- Some firemine locations are changed
- 1 Firemine removed
- Yellow keycard added (To open an extra endroom)
- Extra endroom has 25% chanche to open instead of 75%
- Changed 1st resist defend
- Changed 2th resist defend
- Vent next to 2th resist has been closed
- Endroom opens 30 seconds after airstrike and a little area is available outside
- Pillar buttons (between 2th and 3th resist) are shootable now
- Fixed typo
- Other bug fixes

NOTICE:

If this version is bugless and fine, than this will be the last TESTPACK version!



No ze19 updates, but Xsnake...

I had a little idea with a ze19 archievement, find all 4 secret imps (or whatever) becouse I think that you could add a lot of fun with more archievements.
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! (9a / r10) 09/28/13

#891

Post by fr blood » Tue Oct 01, 2013 5:31 pm

That what I call a very very big update stiff. :eek:

In my side, I'll add more camp spot in ZM16.
And the details in ZM14 are finish, I'm now looking at the scripts.

Here is a recap of the 2 maps :

ZM14 : With the weather
\ The map is an open area in a old village, that undergoes the danger of the weather.

\ There is no direct items on the map, only ( medkits, firegrenades and flares ).

\ There is an armory, to open it you need to find the red skull that has 3 spots, after that you need turn on the generator that is in the hotel to unlock the teleporter, it will teleport you into the weapon's room ( players got the choice between jacks, doubleshotgun, and maybe stiff's rifle, the max of players that can take weapons is random ( 1 or 3 ), but to open the switche's room wherefor the teleporter you'll need the winary key that has 3 spots too.

\ The weather comes with time, it can be :
-Nothing, with that the Kameleon has 33.3% of chance to be free, it's a monster that takes apparences of humans or zombies, to let them think it's an ally or a target.
-Rain with mist, with that the Misty has 75% of chance to be free. He can't go in buildings, he got two mods, a mod when he spawns mist anywhere around him and direcly hit players, and a stealth mod, you can see him a little, and when he is close to players he waits 3 seconds before attack.
-Cataclysm, that spawns meteors during all the round in the map, and a meteor has 10% of chance to drop a fire crystal.
-Rain with thunder, that spawns thunder zones every where, and the secret for the holy has 20% of chance to be unlocked ( it's just very hard to get that holy because of thunder zones ).
-Night, with that the Kameleon has 80% of chance to be free.

\ Crazy weather, a secret, that is hard to be activated.
Spoiler: How to active it ? (Open)
You need speak 50 times to the uboa, after that he will say to you where is the lara's
keys, in lara's room there is a yellow skull, take it and go open the room in the hotel,
press the switches, 5 others switches will be availables on the maps you'll need press
them all, after that, an other room is open in the hotel, return in it and here comes the crazy weather.
ZM16: Laboratoty A-75
\ As it says at tittle, the map is an entire laboratory where some scientists where testing some experiences on subjects, the map is big like ZM06, it's better to hide than to camp, but there is some camp spots too.

\ There is a syringe in the map, but the chances to open his door are very low.

\ There are 4 generators in the map ( red, blue, yellow, neutral ), 3 of them need keys, and the other will be avaible if you are lucky.
Spoiler: What do they drop ? (Open)
-80% of chance for a little item ( fire grenade, medikit and flares ).
-15% of chance for a good item ( jacksgun, kevlar, doubleshotgun, item box ).
- 5% of chance for an op item ( holy cross, fire crystal ans stiff's rifle ? ).

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#892

Post by Xsnake » Tue Oct 01, 2013 9:23 pm

Stiff wrote: ZE25 UPDATE

Link (V17): http://sickedwick.net/uploader/files/stiffZE25v17.wad
Did you add the missing "SetActivator(-1)" functions in your scripts ? Every script that is activated by a player and that has a delay in it should change the activator to the world so that spectating will not terminate it.
Stiff wrote:No ze19 updates, but Xsnake...
But what ?
Stiff wrote:I had a little idea with a ze19 archievement, find all 4 secret imps (or whatever) becouse I think that you could add a lot of fun with more archievements.
Map-specific achievements aren't planned and will probably never be.
fr blood wrote: I found a lot of ways to fix it.
- Remove one of the 2 switches, because when they are used at same time, the bug begin.
- Delete this elevator and make 2 others.
- Edit the script.
You should concentrate on making your maps better rather than touching other people's maps.
fr blood wrote:stiff's rifle ?
It's been removed.

But anyway, I hope these weather effects will not cause fps drops at all. Also, you better make sure the brightness is compatible with GL defaults so that it won't need to be touched again.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#893

Post by fr blood » Tue Oct 01, 2013 10:29 pm

Xsnake wrote: But anyway, I hope these weather effects will not cause fps drops at all. Also, you better make sure the brightness is compatible with GL defaults so that it won't need to be touched again.
I forgot to say that the map is no more big and empty like before, there are new buildings and the sky that was at 1024 is now at 512.
When I'll finish the map I will test it online with some players on New York Servers to see if the map is laggy ( with or without weather ), if the weather makes lags I'll remove the rain for begin.

Edit : I've replace the stiff's rifle by the kevlar.
Edit : I've removed the rain to conserv fps.

Edit : Xsnake there is a problem on escape map with the boat, human spot was stuck in a barrel at spawn.
Last edited by fr blood on Wed Oct 02, 2013 3:18 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#894

Post by Rabbit lord » Wed Oct 02, 2013 9:47 am

Haven't been active for a while. I've been quite busy here and there. My maps have been ready for some time so I'll package them and ship it to Konar6 sometime this week.

Edit: working on a new tutorial
Last edited by Rabbit lord on Wed Oct 02, 2013 6:36 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#895

Post by Mr.Man » Wed Oct 02, 2013 12:43 pm

Working on resist 3 of 4. This resist inclused a meteor punching into the building, causing a massive hole and the emergency doors to be needed. The room will be zero gravity for a bit, so that humans can get to a good position. After a while, gravity gets engaged again.

EDIT:
Xsnake wrote: Fantastic. I was hoping we could run the mod without any fix patches for a while, but no.
Remember that maps these days use alot of special acs, which can cause alot of dumb glitches. This is was the same problem with canyon run. I'm trying to keep acs limited in Colossus.

But ah, this is why we have testpacks right :D

EDIT 2: the comet inpact causing the glass to break seems to be working fine, even though it uses random angles. Test version anyone?
Last edited by Mr.Man on Wed Oct 02, 2013 3:40 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#896

Post by Stiff » Wed Oct 02, 2013 2:41 pm

Did you add the missing "SetActivator(-1)" functions in your scripts ? Every script that is activated by a player and that has a delay in it should change the activator to the world so that spectating will not terminate it.

Thanks for the hint cuz I didn't know what was causing those problems...

http://sickedwick.net/uploader/files/stiffZE25v18.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! (9a / r10) 09/28/13

#897

Post by Mr.Man » Wed Oct 02, 2013 5:34 pm

Hi all,
I'm posting ibm's zm09 updates for a while untill his account is unsuspended again.


http://www.mediafire.com/download/c8azq ... 9+V1.0.zip

fixes/addons:
-brighter
-the hell part has a spot where you will hear some odd sounds... :L
Last edited by Mr.Man on Wed Oct 02, 2013 5:34 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#898

Post by P_player » Wed Oct 02, 2013 11:05 pm

Blood, In your map (ZM16), if you make a lot of doors, can u please make them (or just some) open automaticly so it will be more easy to run away (unlike ZM17)

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#899

Post by fr blood » Thu Oct 03, 2013 12:10 am

P_player wrote: Blood, In your map (ZM16), if you make a lot of doors, can u please make them (or just some) open automaticly so it will be more easy to run away (unlike ZM17)
They already open faster, but yeah, if it's really necessary I'll make them open by pressing, and automaticly, because I know how it's hard to escape zombies on maps that have doors everywhere.

Edit : After that, ZM16 will be finally finished. And for ZM14 all is done, I'll just try to make the map more smaller to save some fps for players that have a low compute.

Oh and I've an Idea for an achievement, I don't know if it will be hard to realise, but here is :
"Be converted or die" --> Infect a human, if he uses the syringe, kill him.
So a zombie need to infect a human and kill this same human if he uses the syringe.
Last edited by fr blood on Thu Oct 03, 2013 12:18 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#900

Post by Mr.Man » Thu Oct 03, 2013 6:52 am

Blood i would advise removing a possible 25% of 3d floors on "With the Weather". I bet this will save alot of fps. This is the same problem with zm03

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