Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Working on 5 maps for ZH. 3ZM and 2ZE. 1 of which is done, it just needs a few scripts to the end, that I cannot do due to testing issues on Doom Builder 2.
http://www.mediafire.com/?56wc3sxb9r5aa8k <- This is the first map done. The next, ZM22 will be completed in a few weeks!
http://www.mediafire.com/?56wc3sxb9r5aa8k <- This is the first map done. The next, ZM22 will be completed in a few weeks!
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Hi FateLord, Welcome on the project ! I think you should do the same think like others, be focus on only one map and don't start an other until it's not COMPLETLY finished.FateLord wrote: Working on 5 maps for ZH. 3ZM and 2ZE. 1 of which is done, it just needs a few scripts to the end, that I cannot do due to testing issues on Doom Builder 2.
http://www.mediafire.com/?56wc3sxb9r5aa8k <- This is the first map done. The next, ZM22 will be completed in a few weeks!
Btw I've finish your map, so here is my opinion, don't worry I know it's your first map. So :
- The gameplay can be better.
- The details are here.
- There are some missing textures.
- A switche actives a script that doesn't exist.
- At the end I didn't find the safe room, or I think I was already in it because of the box that has more than 30 grenades O_o.
- The Jacksgun that you put on the map shouldn't be a secret because it's to easy to see and take.
- Please remove that holy cross trap ( yes I fall in the trap, but for me that won't happen two times ), now imagine that for all the newbies that you'll kill with that ( it can kill more than 20 players ), and if a zombie want to rage quit the map he will go in the trap.
- I think you should finish the script editing by yourself or you will ask help at all map you are doing.
- In my view this map doesn't need any item.
Last edited by fr blood on Thu Oct 10, 2013 7:08 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
See what you mean there. Thanks for the review. I'll make these changes.fr blood wrote:Hi FateLord, Welcome on the project ! I think you should do the same think like others, be focus on only one map and don't start an other until it's not COMPLETLY finished.FateLord wrote: Working on 5 maps for ZH. 3ZM and 2ZE. 1 of which is done, it just needs a few scripts to the end, that I cannot do due to testing issues on Doom Builder 2.
http://www.mediafire.com/?56wc3sxb9r5aa8k <- This is the first map done. The next, ZM22 will be completed in a few weeks!
Btw I've finish your map, so here is my opinion, don't worry I know it's your first map. So :
- The gameplay can be better.
- The details are here.
- There are some missing textures.
- A switche actives a script that doesn't exist.
- At the end I didn't find the safe room, or I think I was already in it because of the box that has more than 30 grenades O_o.
- The Jacksgun that you put on the map shouldn't be a secret because it's to easy to see and take.
- Please remove that holy cross trap ( yes I fall in the trap, but for me that won't happen two times ), now imagine that for all the newbies that you'll with that ( it can kill more than 20 players ), and if a zombie want to rage quit the map he will go in the trap.
- I think you should finish the script editing by yourself or you will ask help at all map you are doing.
- In my view this map doesn't need any item.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Review of: Deathwind Cave (ZEXX) - FateLordFateLord wrote:http://www.mediafire.com/?56wc3sxb9r5aa8k <- This is the first map done.
Not going to go into scripting here as the endgame appears to not work.
The map is very small, in terms of both length and size of the internal (Base) rooms. Half of the map is unneeded (the area west of the player spawns and base) as it can cause some confusion to a ZM style map. The entrance to the base is small and hidden and can be easily missed, it can also be camped by a single zombie. The inside of the base is small and would most likely have major blockage with more than four players. It also doesn't have enough defendable areas for humans as they wait for the resists to end. The resists are also close to one another (even though the resists are short) and can screw humans over. Endroom as a lot of grenades and can completely turn the tide if used correctly. All these and what Blood said.
So it's a good start into mapping but still quite a bit of work is needed for it to be ready for the testpack.
Btw I made a open slot post to see what map slots are still available see my sig instead of using ZEXX and such random high numbers.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Hi Fate, been a while when i tried your map. Some things
1. You didnt include ZEGAME.acs
2. pls no cross ;-;
3. still needs to be bigger
4. where the falling rocks at D: ?
1. You didnt include ZEGAME.acs
2. pls no cross ;-;
3. still needs to be bigger
4. where the falling rocks at D: ?
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
That will be useful, thank you.Rabbit lord wrote:Btw I made a open slot post to see what map slots are still available see my sig instead of using ZEXX and such random high numbers.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Here is an update for ZE26, the map is more balanced for humans.
- Reduced the time for the last resist at left ( 60secs -> 45secs ).
- Added an unknow force at left to block zombies during a time.
- The teleporter in cave is more big to avoid telefrag.
- Fixed the bug that was in the prayer room.
And an other for ZE17 that has the same goal.
- Players can now sealed the hidden cave.
- The area at third resist is more balanced for humans.
Btw another one for ZM16.
- Fixed some bugs.
- Reduced the time for the last resist at left ( 60secs -> 45secs ).
- Added an unknow force at left to block zombies during a time.
- The teleporter in cave is more big to avoid telefrag.
- Fixed the bug that was in the prayer room.
And an other for ZE17 that has the same goal.
- Players can now sealed the hidden cave.
- The area at third resist is more balanced for humans.
Btw another one for ZM16.
- Fixed some bugs.
Last edited by fr blood on Thu Oct 10, 2013 12:30 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Hi all, i'm wondering something.
1. Since i use a camera, i was wondering how to lock it. By that i mean that the player can't switch back to itself
2. Since i dont want any cheating during it, i was wondering how i disabled infecting, or even better, how i lock players on their spot so they cant move.
If you know or have an idea, please say so!
1. Since i use a camera, i was wondering how to lock it. By that i mean that the player can't switch back to itself
2. Since i dont want any cheating during it, i was wondering how i disabled infecting, or even better, how i lock players on their spot so they cant move.
If you know or have an idea, please say so!
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
:v
1. Add a loop that will change camera every tic.
2. SetPlayerProperty. Zdoom wiki.
1. Add a loop that will change camera every tic.
2. SetPlayerProperty. Zdoom wiki.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
yeah i thought of 1 but i'm afraid of the glitch i had in canyon too, where it doesnt terminate it anymore. Thats why i wondered if i could do it different. As for 2, what tag do i need to give, because i was aware of this script,i only didnt manage to make it work.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
1. Didn't include due to testing errors w/ Doom BuilderMr.Man wrote: Hi Fate, been a while when i tried your map. Some things
1. You didnt include ZEGAME.acs
2. pls no cross ;-;
3. still needs to be bigger
4. where the falling rocks at D: ?
2. Alright, I'll find a better troll cross :3
3. How does it need to be bigger? There's loads of places for the humans to run away from zombies or hide.
4. Replaced w/ Secret ending.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Set the third argument of ChangeCamera() to false ? Or I didn't get what you meant.Mr.Man wrote:1. Since i use a camera, i was wondering how to lock it. By that i mean that the player can't switch back to itself
Last edited by Xsnake on Thu Oct 10, 2013 8:53 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
That people can't f12 back to themselves when the moving camera is activated. I want them to ook thru the camera during the scene the whole time.Xsnake wrote: Set the third argument of ChangeCamera() to false ? Or I didn't get what you meant.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
I'am working on a new map named ZE14 "jailbreak".
Its same style like ZE19 and ZE25 and a testversion will probably be released today/tomorow or atleast this week.
Here are some screenshots:
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
It still need some little secret places and I need to fix the HOM's becouse there are a lot of them at this map :( .
The map is pretty heavy, so I should try to reduce the lag a little.
1 little question, Xsnake said once that ZE14 was reserved for DRDOCTOR but I'm scared he wont come back.
May I use it?
Its same style like ZE19 and ZE25 and a testversion will probably be released today/tomorow or atleast this week.
Here are some screenshots:
[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

It still need some little secret places and I need to fix the HOM's becouse there are a lot of them at this map :( .
The map is pretty heavy, so I should try to reduce the lag a little.
1 little question, Xsnake said once that ZE14 was reserved for DRDOCTOR but I'm scared he wont come back.
May I use 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)
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 have added the endroom for colossus, now there are just a few things i still need to do:
-Make the endroom close itself + adding detail to it
-Adding the finishing detail overal
-Easter egg doesnt have its full ending yet.
-Way to open the easter egg
-Bit more comets scripting.
I will check everything that is done. (done is in green letters, undone in red)
EDIT: Do the Badlands keys have any use? ._.
EDIT2: I might be able to do a multiplayer test this monday, if anybody could help
-Make the endroom close itself + adding detail to it
-Adding the finishing detail overal
-Easter egg doesnt have its full ending yet.
-Way to open the easter egg
-Bit more comets scripting.
I will check everything that is done. (done is in green letters, undone in red)
EDIT: Do the Badlands keys have any use? ._.
EDIT2: I might be able to do a multiplayer test this monday, if anybody could help
Last edited by Mr.Man on Sat Oct 12, 2013 1:06 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
There's a bug in ZE11: getting frozen (as a human) when the round ends will make you freeze the next maps until you spectate/reconnect.
I think it's the ACS code not resetting your freeze property.
I think it's the ACS code not resetting your freeze property.
[spoiler][/spoiler]
Code: Select all
<@WaTaKiD> punish me
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cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
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<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
ZE14 - Jailbreak (stijfje)
A city based map with stiff-action, fun, humor, secret spots and ofcorse a big area to discover ! :) But watch, before you know the time runs out and the earthquake (yea I already used a Nuke and airstrike so I didn't know anything else) will kill you. Buildings, caves, sewers and even construction sites including housebuilding pales. Lot's of ways to play but always with 1 mission: winning from the zombies!
Play the map and give your own opinion and bug review to help me fixing and making the map better. Download the map by clicking at the following link:
http://sickedwick.net/uploader/files/ZE ... TIFFV1.wad
General info:
[spoiler]- Stiff action, if you hate ZE19 & ZE25 you'll probably hate this one too ;p
- No special events (yet)
- I prefer a mid range videocard (or above) to play this map with 60FPS or above, my HD5450 (low range) lowest fps was 30~ for a small amount of time
- Resist 1: 35 seconds (closing pipe)
- Resist 2: 32 seconds (lowering rock)
- Resist 3: 25 seconds (moving object)
- Resist 4: 60 seconds (earthquake)
- Barricade 1: 10 seconds (Closing emergencydoor)
- Barricade 2: 25 seconds (Raising box)
- Grenades: 7
- Firebombs: 3
- Boxes: 1
- Jacksguns: 1
- Fallingdamage is turned off
- Big area containing ~7000 sectors and ~1105 things
- Containing 1 music file: D_STIFFY
- Containing 5 textures: ROCK19N1 ROCK19N2 ROCK19N3 ROCK19N4 COOKIES!
- Filesize: ~12MB
- Mapformat: Skulltag - Doom in UDMF
- Mapname: Jailbreak (Stijfje)
- Mapnumber: ZE14[/spoiler]
Expected in next version
[spoiler]- Maybe some different music
- Some detailled area's
- Expanded endroom
- Working earthquakes
- Getting removing items working online
- Requested bugs ofcorse[/spoiler]
If this version is playable than I will request THE NEXT VERSION to the testpack.
All opinions and reviews are welcome! Please explain as much as possible that will help me alot ! :)
_____________________________________________________________
I think Zombies should freeze at ZE11 instead of humans, becouse it is already hard enough for humans to survive and defend their locations.
I allmost never saw humans win that map.
A city based map with stiff-action, fun, humor, secret spots and ofcorse a big area to discover ! :) But watch, before you know the time runs out and the earthquake (yea I already used a Nuke and airstrike so I didn't know anything else) will kill you. Buildings, caves, sewers and even construction sites including housebuilding pales. Lot's of ways to play but always with 1 mission: winning from the zombies!
Play the map and give your own opinion and bug review to help me fixing and making the map better. Download the map by clicking at the following link:
http://sickedwick.net/uploader/files/ZE ... TIFFV1.wad
General info:
[spoiler]- Stiff action, if you hate ZE19 & ZE25 you'll probably hate this one too ;p
- No special events (yet)
- I prefer a mid range videocard (or above) to play this map with 60FPS or above, my HD5450 (low range) lowest fps was 30~ for a small amount of time
- Resist 1: 35 seconds (closing pipe)
- Resist 2: 32 seconds (lowering rock)
- Resist 3: 25 seconds (moving object)
- Resist 4: 60 seconds (earthquake)
- Barricade 1: 10 seconds (Closing emergencydoor)
- Barricade 2: 25 seconds (Raising box)
- Grenades: 7
- Firebombs: 3
- Boxes: 1
- Jacksguns: 1
- Fallingdamage is turned off
- Big area containing ~7000 sectors and ~1105 things
- Containing 1 music file: D_STIFFY
- Containing 5 textures: ROCK19N1 ROCK19N2 ROCK19N3 ROCK19N4 COOKIES!
- Filesize: ~12MB
- Mapformat: Skulltag - Doom in UDMF
- Mapname: Jailbreak (Stijfje)
- Mapnumber: ZE14[/spoiler]
Expected in next version
[spoiler]- Maybe some different music
- Some detailled area's
- Expanded endroom
- Working earthquakes
- Getting removing items working online
- Requested bugs ofcorse[/spoiler]
If this version is playable than I will request THE NEXT VERSION to the testpack.
All opinions and reviews are welcome! Please explain as much as possible that will help me alot ! :)
_____________________________________________________________
I think Zombies should freeze at ZE11 instead of humans, becouse it is already hard enough for humans to survive and defend their locations.
I allmost never saw humans win that map.
Last edited by Stiff on Sat Oct 12, 2013 9:53 pm, edited 1 time in total.
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
Stiff: I think it should be both, then.
The freezing is to prevent humans from deliberately falling to get ahead in the map (since the teleport is farther ahead) at the very beginning, I think.
The freezing is to prevent humans from deliberately falling to get ahead in the map (since the teleport is farther ahead) at the very beginning, I think.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
The door at end in ZE20 isn't fixed, it won't open, so humans has no chance in this map.
Zombies win 66,6% of times in ZE maps and 40% of times in ZM maps.
If they win so much times in ZE maps, it's because of some resist that aren't really defendable, some players that are lost and get infected too easily, but the big mistake are the humans that use things like pillars to block other humans, with that the round is just over.
Like in ZE17 I saw so much times humans blocking others by raising the pillars before the third resist.
I think there is only one solution for the scripts that are supposed to block the way during a certain time, if the blocked humans have no chance to survive, we need make the script blocks only zombies, that what I'll do in the next ZE17.
For ZM maps, if all humans join the best camp spots the chances for zombies to win are low, but it can be raised if one of them get an high jump, or with some help from outside like ( ravishing and whiteface ).
Making secrets in ZM maps make humans don't camp during all the game, and let a chance to zombies.
For example in ZE01, zombies lose 80% of times, because they are sniped from all sides. I'm sure adding a secret ( a secret isn't forced to be an hidden item ) to the map will give more chance to them, because they'll try to infect humans that are searching secret, and with some reinforcement they'll be able to come at human's camp spot.
Here is my opinion for all current maps :
- ZE01 : This map is balanced, the victory depends of the skill that have the zombies and humans.
- ZE02 : Very open, if the humans got a certain skill zombies have no chance.
- ZE03 : This map is balanced.
- ZE04 : If zombies spawn in the cave, some humans make them waste much time, so the others will secure safe place and zombies will lose.
- ZE05 : This map is a bit unfair for humans, I think an anti-zombie shield can be good before the elevator, the mistake is from that platform that is hard to defend because sometimes there are already 8 zombies before the first resist.
- ZE06 : balanced map, if humans succes to rush the lowest floor, they can win by grenade spam.
- ZE07 : balanced map, the victory of humans depend of how many zombies are already infected before the third resist.
- ZE08 : The third resist is hard to defend.
- ZE09 : This map is balanced.
- ZE10 : This map is balanced, if humans force zombies to stay at begining they can win easily.
- ZE11 : I don't know, but too many humans get infected at begining, so that mistake seal the rest of the game.
- ZE12 : If zombie doesn't have a certain skill, he get killed at begining.
- ZE13 : This map is balanced.
- ZE15 : I don't know how zombies manage to win 80% of the times.
- ZE16 : Because of the new help for humans at end this one is more balanced, but if the zombie know the map and got a certain skill, he can infect a lot of humans before the first gate has tome to lower.
- ZE17 : That trolles who raise the pillars against their teammates, ruin the gameplay ... I'll do something.
- ZE19 : This map is balanced.
- ZE20 : This map is balanced ( Don't forget to fix the door ).
- ZE25 : If zombie doesn't have a certain skill, humans will block him at begining.
- ZE26 : I didn't noticed this map is like a labyrinth for new players, so as humans their chance to survive are low.
- ZM01 : I think the map is too open, zombie get sniped from all sides.
- ZM02 : The map is balanced.
- ZM03 : The map is balanced.
- ZM04 : The map is balanced.
- ZM05 : The map is balanced.
- ZM06 : The map is balanced.
- ZM08 : The map is balanced ( finally !!! ).
- ZM09 : Some new op camps spots, make the map a little unfair for zombies ( but this chance can turns with whiteface or ravish ).
- ZM13 : The map is balanced
- ZM16 : The map is balanced
- ZM17 : The map is unfair for humans, I think more camp spots are needed, but the big problem is from the doors, they take too long time to open.
Nice newsStiff wrote: ZE14 - Jailbreak (stijfje)
Zombies win 66,6% of times in ZE maps and 40% of times in ZM maps.
If they win so much times in ZE maps, it's because of some resist that aren't really defendable, some players that are lost and get infected too easily, but the big mistake are the humans that use things like pillars to block other humans, with that the round is just over.
Like in ZE17 I saw so much times humans blocking others by raising the pillars before the third resist.
I think there is only one solution for the scripts that are supposed to block the way during a certain time, if the blocked humans have no chance to survive, we need make the script blocks only zombies, that what I'll do in the next ZE17.
For ZM maps, if all humans join the best camp spots the chances for zombies to win are low, but it can be raised if one of them get an high jump, or with some help from outside like ( ravishing and whiteface ).
Making secrets in ZM maps make humans don't camp during all the game, and let a chance to zombies.
For example in ZE01, zombies lose 80% of times, because they are sniped from all sides. I'm sure adding a secret ( a secret isn't forced to be an hidden item ) to the map will give more chance to them, because they'll try to infect humans that are searching secret, and with some reinforcement they'll be able to come at human's camp spot.
Here is my opinion for all current maps :
- ZE01 : This map is balanced, the victory depends of the skill that have the zombies and humans.
- ZE02 : Very open, if the humans got a certain skill zombies have no chance.
- ZE03 : This map is balanced.
- ZE04 : If zombies spawn in the cave, some humans make them waste much time, so the others will secure safe place and zombies will lose.
- ZE05 : This map is a bit unfair for humans, I think an anti-zombie shield can be good before the elevator, the mistake is from that platform that is hard to defend because sometimes there are already 8 zombies before the first resist.
- ZE06 : balanced map, if humans succes to rush the lowest floor, they can win by grenade spam.
- ZE07 : balanced map, the victory of humans depend of how many zombies are already infected before the third resist.
- ZE08 : The third resist is hard to defend.
- ZE09 : This map is balanced.
- ZE10 : This map is balanced, if humans force zombies to stay at begining they can win easily.
- ZE11 : I don't know, but too many humans get infected at begining, so that mistake seal the rest of the game.
- ZE12 : If zombie doesn't have a certain skill, he get killed at begining.
- ZE13 : This map is balanced.
- ZE15 : I don't know how zombies manage to win 80% of the times.
- ZE16 : Because of the new help for humans at end this one is more balanced, but if the zombie know the map and got a certain skill, he can infect a lot of humans before the first gate has tome to lower.
- ZE17 : That trolles who raise the pillars against their teammates, ruin the gameplay ... I'll do something.
- ZE19 : This map is balanced.
- ZE20 : This map is balanced ( Don't forget to fix the door ).
- ZE25 : If zombie doesn't have a certain skill, humans will block him at begining.
- ZE26 : I didn't noticed this map is like a labyrinth for new players, so as humans their chance to survive are low.
- ZM01 : I think the map is too open, zombie get sniped from all sides.
- ZM02 : The map is balanced.
- ZM03 : The map is balanced.
- ZM04 : The map is balanced.
- ZM05 : The map is balanced.
- ZM06 : The map is balanced.
- ZM08 : The map is balanced ( finally !!! ).
- ZM09 : Some new op camps spots, make the map a little unfair for zombies ( but this chance can turns with whiteface or ravish ).
- ZM13 : The map is balanced
- ZM16 : The map is balanced
- ZM17 : The map is unfair for humans, I think more camp spots are needed, but the big problem is from the doors, they take too long time to open.
Last edited by fr blood on Sun Oct 13, 2013 10:03 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13
Most of the ze maps without open area in the start become almost impossible for humans if there are 2 start zombies or a pro zombie.
And yes, make a block only for zombies is a good idea in all maps but how you can do it other than a forcefiled, because two zombies can push each other in...
And yes, make a block only for zombies is a good idea in all maps but how you can do it other than a forcefiled, because two zombies can push each other in...
Last edited by P_player on Sat Oct 12, 2013 11:50 pm, edited 1 time in total.