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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Rabbit lord
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RE: Zombie HORDE - The mappack project!

#61

Post by Rabbit lord » Tue Jan 22, 2013 8:00 pm

ibm5155 wrote: so, if i´m going to launch a beta map map should i use a special number like ze30,zm14,...?
It depends on the game mode your using. ZE are escape maps and ZM are survival maps. As for the map number try to use the next unused number. Idk if there a ZE17 or ZM16 ZM09 through ZM14.
Last edited by Rabbit lord on Mon Feb 11, 2013 12:41 am, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#62

Post by ibm5155 » Tue Jan 22, 2013 9:49 pm

So it´ll be ZM18, I did some online tests and at least all the map is working nice :)
For now the size i think it´s good, I´ll up the map latter...

edit:what´s the best doom wad host? doom dog soft? idgames? (i never could host a wad on it =/), hmm mega?
Last edited by ibm5155 on Tue Jan 22, 2013 10:01 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Stiff
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RE: Zombie HORDE - The mappack project!

#63

Post by Stiff » Wed Jan 23, 2013 6:41 pm

Last edited by Stiff on Wed Jan 23, 2013 6:41 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#64

Post by ibm5155 » Thu Jan 24, 2013 12:11 am

Thanks god my map isn´t yet on grandvoid zombie horde xD
I opened a server and it got maximun 8 players O_o all liked the map but i need to do just one two wall fix and do the print/sound mensage show to all .-.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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ZzZombo
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RE: Zombie HORDE - The mappack project!

#65

Post by ZzZombo » Thu Jan 24, 2013 2:39 am

What?

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ibm5155
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RE: Zombie HORDE - The mappack project!

#66

Post by ibm5155 » Thu Jan 24, 2013 10:18 am

the print was only showing to the last player that use the switch, and i was using activator sound ,-. (my fail).
the wall fixes are just some places that players got stuck...
For now I have two bugs that I still don´t know how to repair =/ (one is with portals and other is with the ghoul active sound that sometimes when he went out invisibility he play many sounds and not just one)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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manuelspark
 
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RE: Zombie HORDE - The mappack project!

#67

Post by manuelspark » Fri Jan 25, 2013 1:49 am

ibm i download ur map xd WTF ur monster o.o i like ur map but you must enlarge because it is an abandoned mine or something

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ibm5155
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RE: Zombie HORDE - The mappack project!

#68

Post by ibm5155 » Fri Jan 25, 2013 3:42 pm

thanks for the reply :)

here´s beta 2 http://www.sickedwick.net/uploader/file ... eta2_2.zip

yes the map still little, I´ll up the cave/mine much more.
For now i fixed somethigs like.
-the ghoul can now kill campers.
...

I´m not going to update the map now because I´ll be on the global game jam :) but I have some nice ideas for enlarge the map (at least the beta 2 is 100% online working)

EDIT:stiff why the grandvoid´s not using the Ze19stiff8.wad and is using Ze19stiff4.wad ?
Last edited by ibm5155 on Fri Jan 25, 2013 4:27 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Stiff
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RE: Zombie HORDE - The mappack project!

#69

Post by Stiff » Fri Jan 25, 2013 5:27 pm

Becouse the guy who uploads it is AFK_

We have to wait hehehehe
Last edited by Stiff on Fri Jan 25, 2013 5:27 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#70

Post by ibm5155 » Sat Jan 26, 2013 12:42 pm

how many time he´ll be "working"? D:
and O_o I can infect much easier the player with no mouse and only keyboard O_o
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Neewbie
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RE: Zombie HORDE - The mappack project!

#71

Post by Neewbie » Sat Jan 26, 2013 12:50 pm

Let's just hope xsnake didn't go into inactivty again

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RE: Zombie HORDE - The mappack project!

#72

Post by ibm5155 » Sat Jan 26, 2013 2:15 pm

"*** ZM01: On the roofs ***
compatflags changed to:0
ERROR: Map has no vertices."
and it loop always, what´s the prblem? O_o when i create a server and run ZM01 with my map this happen =/

EDIT:this error happen to all ZM maps and ZE maps works

EDIT:(facepalm) i didn´t renamed the original ghoul sound ¬¬ (it was ZM01,02,03...) and it have 100% chance that this is the problem (it´s interesting that it works offline O_o)

END EDIT:yup, it was the problem lol :s http://www.sickedwick.net/uploader/files/zm18_beta3.pk3
Last edited by ibm5155 on Sat Jan 26, 2013 2:39 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Rabbit lord
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RE: Zombie HORDE - The mappack project!

#73

Post by Rabbit lord » Sat Jan 26, 2013 4:20 pm

Just played your map ibm, as I may like it I do feel it's too small. The outside area is okay but the connecting paths to and from are too narrow and crowded with debris so it's hard to make quick movements for either players. I also found that you can easily reach this area.
[Spoiler]
Image[/Spoiler]


EDIT: Here's a vid of Mountain Escape V3 (only to the second resist)
Spoiler: Tell me what you guys think! (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Last edited by Rabbit lord on Sat Jan 26, 2013 4:24 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#74

Post by ibm5155 » Sat Jan 26, 2013 8:37 pm

I´ll leave the next beta with a huge area and this "fail bug" fixed
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Xsnake
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RE: Zombie HORDE - The mappack project!

#75

Post by Xsnake » Sat Jan 26, 2013 10:35 pm

I see some maps are being tested on GV these days. Nice nice. :smile:

Dont forget to send me a PM when you think your maps are finished to possibly get included in the mappack.

manuelspark
 
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RE: Zombie HORDE - The mappack project!

#76

Post by manuelspark » Sun Jan 27, 2013 12:38 am

Xsnake wrote: I see some maps are being tested on GV these days. Nice nice. :smile:

Dont forget to send me a PM when you think your maps are finished to possibly get included in the mappack.
hey xsnake
my maps are not ready.
they need more details but I'm not good at it XD

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ibm5155
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RE: Zombie HORDE - The mappack project!

#77

Post by ibm5155 » Mon Jan 28, 2013 2:07 pm

UPDATE :D
maps updated on zombie horde server :D

and a bit off on 48 yours i finished the game for the global game jam :D
http://globalgamejam.org/2013/inject
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Neewbie
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RE: Zombie HORDE - The mappack project!

#78

Post by Neewbie » Mon Jan 28, 2013 5:46 pm

I would like to ask.. Is it possible to stop making a single wad for every new things because of this.. It's really annoying please ?

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RE: Zombie HORDE - The mappack project!

#79

Post by ibm5155 » Mon Jan 28, 2013 6:03 pm

why? when the maps get ready they could be on a map pack, and yes i got that problem too but it was even before the cat map

EDIT:the uboa map sometimes get all floor/ceiling textures with f_sky D:

and thanks for the test, now i see the map is really little, and I know where should i put more things :D thanks for lending me to test the map, and just a type, the minecraft map lag alot D: (that´s a problem with big open areas in doom) I think most people lag there, if you could, put some non 3d floors walls to block the render in some parts, it may reduce the lag
Last edited by ibm5155 on Mon Jan 28, 2013 6:05 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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Neewbie
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RE: Zombie HORDE - The mappack project!

#80

Post by Neewbie » Mon Jan 28, 2013 6:35 pm

ibm5155 wrote: why? when the maps get ready they could be on a map pack, and yes i got that problem too but it was even before the cat map
I didn't say it was the "cat" map's fault it's just that i find useless to add a second wad just for the textures of the maps (like the minecraft recources wad) and that mappack updating wad with rabbit's update wad i mean we can just release a new beta of the map pack right ? Why not ?
ibm5155 wrote: EDIT:the uboa map sometimes get all floor/ceiling textures with f_sky D:
Neewbie wrote:
Xsnake wrote: Well, yes. I guess the server cannot execute the infection script on the client that is lagging. So it gets executed by the server itself (the world being the script activator) and as a result, everyone ends up infected.
I'm not sure I can do anything about that...
Neewbie wrote: Oh and btw today i played on the server and we had a very weird bug. The floor and the ceilling had the sky texture on it and the skybox point was away on the map. The 3D floors didn't bug though.
I've looked at the screenshot. Must be an issue with your graphic card. Make sure you have its drivers up to date and the latest version of directx installed.
If you watch in the demo everyone is saying that they have this bug.
I wouldn't have reported it if everyone didn't complain about it.
Maybe a zandronum issue i don't know but not my gpu :s
Still no one looked to that glitch and it only appear on these maps.
And btw i have directx updated.

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