Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
EnsaladaDeTomate: Care to give any examples of scrapped maps? Only ones I can think:
Old ZM01: This was kind of low-quality. (No offense XSnake)
Old ZM07: There's two here: Bridge of Fate, which sucked terribly, (and thus got scrapped), and Virtual, which played horribly due to an unreasonable amount of damn near unreachable camps.
Old ZE09: All XSnake did was expand the original (and add an additional gate). Nothing wrong here.
Old ZE11: Humans couldn't prevent zombies from getting everywhere and winning 99.9% of the time.
Old ZE12: The problem here is that zombies could potentially get to the top of the pyramid before humans and make it impossible for humans to win.
Old ZE16: Didn't play terribly well, and was far less atmospheric (the new one has nice music, and flows a lot better)
That's all the old maps I could think.
Old ZM01: This was kind of low-quality. (No offense XSnake)
Old ZM07: There's two here: Bridge of Fate, which sucked terribly, (and thus got scrapped), and Virtual, which played horribly due to an unreasonable amount of damn near unreachable camps.
Old ZE09: All XSnake did was expand the original (and add an additional gate). Nothing wrong here.
Old ZE11: Humans couldn't prevent zombies from getting everywhere and winning 99.9% of the time.
Old ZE12: The problem here is that zombies could potentially get to the top of the pyramid before humans and make it impossible for humans to win.
Old ZE16: Didn't play terribly well, and was far less atmospheric (the new one has nice music, and flows a lot better)
That's all the old maps I could think.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Well, not just old map's, some cool map's that never were added to the map pack (because of the lack of things, decoration, flowers, viagra, etc.)Untitled wrote: EnsaladaDeTomate: Care to give any examples of scrapped maps? Only ones I can think:
Old ZM01: This was kind of low-quality. (No offense XSnake)
Old ZM07: There's two here: Bridge of Fate, which sucked terribly, (and thus got scrapped), and Virtual, which played horribly due to an unreasonable amount of damn near unreachable camps.
Old ZE09: All XSnake did was expand the original (and add an additional gate). Nothing wrong here.
Old ZE11: Humans couldn't prevent zombies from getting everywhere and winning 99.9% of the time.
Old ZE12: The problem here is that zombies could potentially get to the top of the pyramid before humans and make it impossible for humans to win.
Old ZE16: Didn't play terribly well, and was far less atmospheric (the new one has nice music, and flows a lot better)
That's all the old maps I could think.
I can't remember their numbers, but there were a lot of good map's, ex: some from manuelspark, blood (the one with the tac-nyan), and some other maps were much cooler, creative and better than the actual ones...
Last edited by EnsaladaDeTomate on Tue Oct 08, 2013 4:03 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
ensalade is right. I remember reaslly cool maps beign scrapped without even knowing why this happened. Once again, the nyan easter egg level. Not ony did it have a really awesome atmosphere, it was also having a not-so-op house that barely people knew. Stiff his posters were just a funny add-on, not ruining the mb's or map in any way. I agree the script print's were a bit dumb, but apart from that the map is great. DrDoctor's Menouthis before the patch was something alot of maps should be. ZE with a ZM tint. I really thing we should get more ZE maps with a big ZM tint. Vincent PDP is working on one now, and its great.
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This is just my opinnion, you're the developper Xsnake.
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This is just my opinnion, you're the developper Xsnake.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
This is exactly why we have a testpack system in place. It helps us separate potential maps to be added to the official mappack. There could've been a number of reasons that these maps have been removed. The quality, bugs, or just the feel didn't quite cut it.EnsaladaDeTomate wrote: Well, not just old map's, some cool map's that never were added to the map pack (because of the lack of things, decoration, flowers, viagra, etc.)
I can't remember their numbers, but there were a lot of good map's, ex: some from manuelspark, blood (the one with the tac-nyan), and some other maps were much cooler, creative and better than the actual ones...
A small snippet from what I remember of these maps:
Manuelspark's maps although interesting felt rather large and empty. His Cityscape map had a few teleportation bugs from when I last played his map; I believe that there was the activator bug here as well (player specs script stops). His The Dark map was also somewhat a jumble of themes mixed in with a few tedious water pathways which is harsh on all players. Blood's Hotel-ish map was small with too many one way paths and felt cluttered with those map events. The minecraft map was a fps dropper and had quite a few exploitable spots that were never fixed. Zedek's toy block map was decent but had a lot of tedious camp spots. Can't remember any more :<
You say that the old one's were better, how so? And why are these new maps bad? This would help us and the collective authors keep maps in the testpack and eventually add them into the mappack.
edit: updated my maps, already sent it to Konar6.
Last edited by Rabbit lord on Tue Oct 08, 2013 4:53 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
My hotel map isn't dead, the ZM14 is based on it, at the old times I wanted to make something that had no link with the real gameplay, ( like zombies vs humans vs dogs + hunter ), it was funny of course but that map was my first and without xp it was to empty, humans had just no chance to wins.
But I didn't forgot that players liked fight against 2 sides, when the map started all said ( start the secret plz ) lol.
So if they really want it we can restart something like that, but with a better gameplay on the map that will got this secret.
Actually I did the Kameleon, I will be curious to see how players will behave against a monster that can take their appearances.
If you forgot all that old maps I can remember it for you :
- Wario's World
- Hotel ( Mine :D )
- Darkness by msspark ( I really liked it )
- The big ZM map with hunter, disco, and nyan cat by msspark
- The minecraft map, impossibru for zombies
- Mystic forest, by me, never saw humans win it. x)
- And the Aoni mansion, with this Aoni who suprised me anytimes .=D
RabbitLord did the chance for the NyanCat has lowered in ZE16 ?
Because now I never see them, they were too funny. :/
But I didn't forgot that players liked fight against 2 sides, when the map started all said ( start the secret plz ) lol.
So if they really want it we can restart something like that, but with a better gameplay on the map that will got this secret.
Actually I did the Kameleon, I will be curious to see how players will behave against a monster that can take their appearances.
If you forgot all that old maps I can remember it for you :
- Wario's World
- Hotel ( Mine :D )
- Darkness by msspark ( I really liked it )
- The big ZM map with hunter, disco, and nyan cat by msspark
- The minecraft map, impossibru for zombies
- Mystic forest, by me, never saw humans win it. x)
- And the Aoni mansion, with this Aoni who suprised me anytimes .=D
RabbitLord did the chance for the NyanCat has lowered in ZE16 ?
Because now I never see them, they were too funny. :/
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
to be honest Xsnake needs to up his quality check, so bad maps like the ones made by mspark dont get in the first place. (also some dedicated testers would be usefull, having more opnions improves the chance of better quality maps)
the only thing realy holding zh back are the poor balance and the bad maps that keep finding their way on the server.
the only thing realy holding zh back are the poor balance and the bad maps that keep finding their way on the server.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
First, you'll have to tell me where you saw me saying I don't like the map.EnsaladaDeTomate wrote:Actually, i think he was doing what ppl asked him for, and the map was ok btw, you should check people opinion first, because if you dont like one map, it doesnt mean it isn't good or most ppl won't like it, and in my opinion and other's, as i said be4, that map was really fun and cool, and ZH is getting ruined by the lack of map's....
Second, your post doesn't make much sense since I doubt people asked him to put these trollface posters at every corner of the map. As for the bonus items, we've already had a discussion about them in this thread. We concluded that one bonus was alright for regular maps and two were acceptable for unusually huge maps (such as ZE19). That's why I want one item out of the 3.
Another thing : if I had done what (some) people asked me for, there would be jacksguns everywhere in my maps.
I don't see any post of you giving feedback on the new maps or on the old maps changes. But you're right : let's just complain, say the maps are shit and hope they get magically fixed somehow. One of the few people that gave me argumented feedback on the maps is Untitled and I took his feedback into consideration.EnsaladaDeTomate wrote: That's one of the reasons that im quitting ZH, since the new map's r a complete crap, and some other old scrapped map's were much better than the actual one's....
Where are these maps posted ? The only maps I know of are Blood's ones since he posts them here. Sorry, but I'm not going to run after the authors. If they want their map in the pack, they should post it here.Mr.Man wrote:I remember reaslly cool maps beign scrapped without even knowing why this happened.
It's always difficult to say "no" when you can see one put a lot of work into their map (I'm speaking of Cityscape). Everyone was once a newbie when they started mapping. But it's true that today I wouldn't include any of his two maps.mr fiat wrote:to be honest Xsnake needs to up his quality check, so bad maps like the ones made by mspark dont get in the first place.
Well, everyone is free to give feedback on the maps. But I like the idea.mr fiat wrote: (also some dedicated testers would be usefull, having more opnions improves the chance of better quality maps)
Alright. I'll check these updates out.Rabbit lord wrote: edit: updated my maps, already sent it to Konar6.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Rabbitlord, zm08 is very bugged.
I think you forgot to load in ZMGAME.acs ?
Becouse the zombie selector timer doesn't start, and nobody can move when the map starts.
I think you forgot to load in ZMGAME.acs ?
Becouse the zombie selector timer doesn't start, and nobody can move when the map starts.
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)
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)
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
I meant that map D: !fr blood wrote: - The big ZM map with hunter, disco, and nyan cat by msspark
I loved it
Well the maps might be bugged, but it should be fixable.
---MINECRAFT---
Well i think if you remove alot of trees it would be fixed
---CityScape---
well... i have no idea what this map is like, can someone link it? also, what would be the problem with it?
Last edited by Mr.Man on Tue Oct 08, 2013 3:46 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
If cityscape gets a detail boost it would be a fun map
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)
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)
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
But does anybody still have it?
And will it blend...
And will it blend...
Last edited by Mr.Man on Tue Oct 08, 2013 4:16 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
CityScape is the map with the Halo Music and the airstrike at the end, a very long ze map like ze17.
Actually I don't have the same comput than before, so I'm sorry I don't have the wad.
What was the number for this ze map ?
Here is an update for ZM16.
- Fixed a doors that won't close.
- Added new hide spot.
- Added a new secret that speak about the danger of the lab ( don't worry no item were added ), I tried to make the map more mysterious with it.
Actually I don't have the same comput than before, so I'm sorry I don't have the wad.
What was the number for this ze map ?
Here is an update for ZM16.
- Fixed a doors that won't close.
- Added new hide spot.
- Added a new secret that speak about the danger of the lab ( don't worry no item were added ), I tried to make the map more mysterious with it.
Last edited by fr blood on Tue Oct 08, 2013 4:33 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
ZM08 - #import ZMGame.txt was commented out in your scriptsRabbit lord wrote: edit: updated my maps, already sent it to Konar6.
ZE20 - You fall into a small room when you try to go down the hole to get into the safearea after you detonate the tnt, and there is no way out
Last edited by ForrestMarkX on Tue Oct 08, 2013 9:43 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Alright made a patch for ZM08, as for ZE20, I may need a few screenshots. How often does this happen? is there more than one player getting stuck there? Did anyone use stiff's gamebreaking bomb at the beginning of the map?ForrestMarkX wrote: ZE20 - You fall into a small room when you try to go down the hole to get into the safearea after you detonate the tnt, and there is no way out
All I did in my update for ZE20 was move the trees so players wouldn't get stuck :X So this is new to me.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
It happens everytime a player falls down, this was tested with me only. I added bots to test aswell and everytime they fell in the hole they got stuck at the same areaRabbit lord wrote:Alright made a patch for ZM08, as for ZE20, I may need a few screenshots. How often does this happen? is there more than one player getting stuck there? Did anyone use stiff's gamebreaking bomb at the beginning of the map?ForrestMarkX wrote: ZE20 - You fall into a small room when you try to go down the hole to get into the safearea after you detonate the tnt, and there is no way out
All I did in my update for ZE20 was move the trees so players wouldn't get stuck :X So this is new to me.
Demo:
http://www.mediafire.com/download/0a034 ... j/Demo.zip
Screenshot:

Last edited by ForrestMarkX on Tue Oct 08, 2013 10:57 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
This has happened before. I remember quite some testpacks ago (like mappack 5) that i used to end up in the same hole. Now the question is, why is there a hole there? Why dont you just make it flat? Because its beneath the portal.ForrestMarkX wrote: Screenshot:
![]()
EDIT: i would advise removing the hole and add the actor "player hits floor". I doubt it will still glitch then.
EDIT 2: Rabbit, on badlands there is a new hole where you fall in to get teleported near the op spot. That hole doesnt teleport D: !
Last edited by Mr.Man on Wed Oct 09, 2013 8:12 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
...To be honest, I just play through the maps, and post about what personal gripes with the map I have/what things I would change if I had any mapping skills (which, for the most part, I sadly don't, or I'd be happy to submit something for a lot of different map pack projects).Xsnake wrote: One of the few people that gave me argumented feedback on the maps is Untitled and I took his feedback into consideration.
For Zombie Horde, usually it's either bugs or the fact that humans have a poor chance of winning a good chunk of ZE maps. You know which ones.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Guys there is an unofficial zh development channel on irc: #zh-dev
thought i would post it here since it isnt such a success.
thought i would post it here since it isnt such a success.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Mrman: thought i would post it here since it isnt such a success.
Hehehehehe
Hehehehehe
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)
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)
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Spoiler: Some things about colossus: (Open)