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

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

#21

Post by ZzZombo » Fri Jan 18, 2013 4:04 am

I think some instructions on mapping can be handy for newcomers. Especially regarding game libraries.

Rabbit lord
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RE: Zombie HORDE - The mappack project!

#22

Post by Rabbit lord » Fri Jan 18, 2013 5:28 am

Spoiler: Old Post (Open)
Well, I may go back and update my
Spoiler: ZE Tutorial (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
And have it include ZM maps as well. Everything is accurate except the end scripts, source, and the resources. Due to Xsnake posting the source there is an easier way to make the ending kill script.

As for mapping, the key requirements for making a ZH map are:
  • It has to be a script-able format , UDMF, Doom in hexen, other.
  • Must have 32 (or 64 when the DB2 Zanconfigs are updated) Player spawns
  • [ZE] Must have teleport tags 500 && 501.
  • [ZM] Must have teleport tag 501 (can have multiple actors)
For Zm maps all you need is [ #Include ZMgame.acs ] Of course you can still have additional scripts but can't exceed 100(?). For ZE maps you'll need [ #Include ZEgame.acs ] along with the resist scripts. You can watch the vid for more info on the resists.

I believe that's all there is to it :P Others can post more as they see fit.
EDIT: See Xsnake's first post for instructions!
Last edited by Rabbit lord on Sat Jan 19, 2013 8:23 pm, edited 1 time in total.

Neewbie
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RE: Zombie HORDE - The mappack project!

#23

Post by Neewbie » Sat Jan 19, 2013 2:46 pm

After playing on the server today i have somethings to say:

Ze12: The time after the pyramid is opened is just too short. I saw a zombie camping in front of the pyramid and i went to kill it. Got an item but i just didn't have enough time to reach safety (about 20 sec after killing the zombie)
Ze15: The old wallrunner secret seems to be broken because i couldn't get the lift to work i only could heard it's sound
Ze19: The only thing i have to say is.. Trolling.. REALLY ? 5 SEC NUKE ? IS THIS SERIOUS !!1!1!!!111 Over 7 people died because of that nuke on the server today

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RE: Zombie HORDE - The mappack project!

#24

Post by Xsnake » Sat Jan 19, 2013 6:13 pm

ZzZombo wrote: I think some instructions on mapping can be handy for newcomers. Especially regarding game libraries.
Thanks for reminding me this. I'll update my first post with some informations and Rabbit's video.

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RE: Zombie HORDE - The mappack project!

#25

Post by Stiff » Sat Jan 19, 2013 6:47 pm

i am so stupid
new version got 5 seconds nuke ... ffffffffff

THIS TIME IT WORKS !

http://sickedwick.net/uploader/files/Ze19stiff3.wad

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RE: Zombie HORDE - The mappack project!

#26

Post by Rabbit lord » Sat Jan 19, 2013 8:16 pm

Neewbie wrote: Ze15: The old wallrunner secret seems to be broken because i couldn't get the lift to work i only could heard it's sound
Alright, Patched it. I've never had a chance to fully go through my map or test anything new due to bad coincidence. Are there any other bugs you know of and can point out?

Neewbie
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RE: Zombie HORDE - The mappack project!

#27

Post by Neewbie » Sat Jan 19, 2013 8:25 pm

Rabbit lord wrote:
Neewbie wrote: Ze15: The old wallrunner secret seems to be broken because i couldn't get the lift to work i only could heard it's sound
Alright, Patched it. I've never had a chance to fully go through my map or test anything new due to bad coincidence. Are there any other bugs you know of and can point out?
I did all the olds secret (dunno if there are any new) and couldn't find any bugs except this one so i repported it here

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RE: Zombie HORDE - The mappack project!

#28

Post by Klofkac » Sat Jan 19, 2013 9:36 pm

About UDMF format, I recommend using it only if you will actively use its exclusive features.
Most of mapping features are possible in Hexen format. And because hexen format is binary compared to text-based UDMF, the map file in hexen format are very often smaller, maybe about 25-50%. (I've been converting some hexen format maps to UDMF, always it was bigged)
Last edited by Klofkac on Sat Jan 19, 2013 9:37 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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RE: Zombie HORDE - The mappack project!

#29

Post by Rabbit lord » Sat Jan 19, 2013 11:47 pm

I've been getting asked (quite a lot) on how to get to certain secrets and such on Runaway. So I decided while I tested my map (Again :P) to just record everything.
[spoiler]I don't mind showing off the secrets so here they are.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Blame YouTube for the excellent quality.

Once I figure out better settings I'll start recording matches :D[/spoiler]


As for my maps, I'm still reworking Mountain Escape. After that I'll work on Abyss, Bazzoka's map, and then maybe Leon's if anyone remembers that one :P

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RE: Zombie HORDE - The mappack project!

#30

Post by manuelspark » Sat Jan 19, 2013 11:54 pm

How do I upload my map to the server? xsnake'?
Coz the stiff map alway it's up to the server when fix
Last edited by manuelspark on Sat Jan 19, 2013 11:55 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#31

Post by ibm5155 » Sun Jan 20, 2013 12:11 am

I did something now, but i just think the sytle is a bit strange :s
For now i have some prints of a not done map (yeah, i did some part of the map, now im detailing and lighting it correctly
[spoiler]Image
Image
Image
Image
Image
Image
Image
Image
Image[/spoiler]
what you can see it doesn´t have even a sky, some 3D floors are not with the right light,....
So from what you can see what do you think?

EDIT:

manuelspark wrote: How do I upload my map to the server? xsnake'?
Coz the stiff map alway it's up to the server when fix
Xsnake wrote: I think it would be better to get your maps hosted directly on Grandvoid by asking Konar (if he agrees). In other words, you don't need my permission to get them hosted.
The new maps will possibly get included in the official mappack according to people's opinion (if it plays well, etc...).
So ask konar to host your map :D
Last edited by ibm5155 on Sun Jan 20, 2013 12:14 am, 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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ZzZombo
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RE: Zombie HORDE - The mappack project!

#32

Post by ZzZombo » Sun Jan 20, 2013 4:11 am

manuelspark wrote: How do I upload my map to the server? xsnake'?
Coz the stiff map alway it's up to the server when fix
Upload anywhere and ask Konar6 on #grandvoid providing that link.

Rabbit lord
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RE: Zombie HORDE - The mappack project!

#33

Post by Rabbit lord » Sun Jan 20, 2013 9:35 am

Sweet I finally was able to get my hudmessages to go at once :D
[spoiler]Image[/spoiler]


@ibm5155: Looks, interesting. Judging from the screenshots you gave, there seems to be quite a few human friendly campspots. Especially looking at the last screenshot. The map also seems to be very narrow. Don't know what else to say since I can't test it myself.

Patched up V10 and also changed the City.

Side note: Out of all the bugs I've found. I just found out, by this screenshot, I misspelled "Escape".
Last edited by Rabbit lord on Sun Jan 20, 2013 11:18 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#34

Post by Xsnake » Sun Jan 20, 2013 10:36 am

Nice updates, Rabbit. Don't forget to send me these too.

ESTAR
 
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RE: Zombie HORDE - The mappack project!

#35

Post by ESTAR » Sun Jan 20, 2013 2:17 pm

well i think im doing an escape map lol, just saw rabbitlords tutorial, isnt that hard as i thought, but still hard xD, and if someone do a map or something, you can use my tracks (in the zh beta thread). :D

EDIT: i really think humans are overpowered, should be inverse, is a little too easy to kil a zombie, and worse if we are playing with about 7+ players, things just go a little bit disbalanced :/ I dunno maybe shut down a little bit the damage points?
Last edited by ESTAR on Sun Jan 20, 2013 2:28 pm, edited 1 time in total.
Image

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ibm5155
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RE: Zombie HORDE - The mappack project!

#36

Post by ibm5155 » Sun Jan 20, 2013 3:06 pm

Rabbit lord wrote: @ibm5155: Looks, interesting. Judging from the screenshots you gave, there seems to be quite a few human friendly campspots. Especially looking at the last screenshot. The map also seems to be very narrow. Don't know what else to say since I can't test it myself.
The last place is a bit difficult, the only way to enter on it is with a switch code, and if you fail, you´ll get bad news :D

I´m trying to fo just a few places to go, and most of then have two or more ways to enter. For now i just need a right alarm sound to use (i think it´s the starcraft 2 alarm sound)
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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RE: Zombie HORDE - The mappack project!

#37

Post by CloudFlash » Sun Jan 20, 2013 5:34 pm

Rabbit lord wrote: I've been getting asked (quite a lot) on how to get to certain secrets and such on Runaway. So I decided while I tested my map (Again :P) to just record everything.
[spoiler]I don't mind showing off the secrets so here they are.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Blame YouTube for the excellent quality.[/spoiler]
Isn't that too much secrets? Most players finish this map in about 4 minutes, so if you want to get all secrets online at once you're gonna have a bad time. A very bad time with nuke.
https://i.imgflip.com/i5tpe.jpg
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Neewbie
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RE: Zombie HORDE - The mappack project!

#38

Post by Neewbie » Sun Jan 20, 2013 5:38 pm

CloudFlash wrote:
Rabbit lord wrote: I've been getting asked (quite a lot) on how to get to certain secrets and such on Runaway. So I decided while I tested my map (Again :P) to just record everything.
[spoiler]I don't mind showing off the secrets so here they are.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Blame YouTube for the excellent quality.[/spoiler]
Isn't that too much secrets? Most players finish this map in about 4 minutes, so if you want to get all secrets online at once you're gonna have a bad time. A very bad time with nuke.
You JUST have the time needed. You can wallrun at the start to get red key and then with a little help get the secret ending before the countdown.

There is even time for the ssg (tried myself)

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ibm5155
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RE: Zombie HORDE - The mappack project!

#39

Post by ibm5155 » Sun Jan 20, 2013 5:52 pm

just a question can i put a ghoul? (just as a "secret" like uboa)
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!

<this post is proof of "Decline">

ESTAR
 
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RE: Zombie HORDE - The mappack project!

#40

Post by ESTAR » Sun Jan 20, 2013 7:18 pm

ibm5155 wrote: just a question can i put a ghoul? (just as a "secret" like uboa)
interesting.
Image

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