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

#1

Post by Xsnake » Sun Jan 13, 2013 8:11 pm

Image
Current mappack maplist

ZM06 : "Hell's Pass Hospital" by DrDoctor
ZM07 : "Virtual" by Xsnake
ZM08 : "Badlands" by Mytis
ZM11 : "The island depot" by Walkerrr
ZM13 : "Cliffside Settlement" by Vimana
ZM15 : "The city" by Rabbitlord
ZM17 : "Aurora Emitter" by GuardSoul

ZE11 : "Virtual Escape" by Xsnake
ZE12 : "Menouthis" by DrDoctor
ZE13 : "Castlevania Part I" by DrDoctor
ZE14 : "Jailbreak" by Stijfje
ZE15 : "Runaway" by Rabbitlord
ZE16 : "Mountain Escape" by Rabbitlord
ZE19 : "Total Destruction" by Stijfje
ZE20 : "Strangeland" by kgs (remixed by Xsnake/Rabbit)
ZE25 : "Total Destruction 2" by Stijfje
ZE30 : "Laser research lab" by Guardsoul

-- Done
-- needs rework
-- deprecated

Current testpack maplist

• ZM09 : "Abandoned mines" by IBM
• ZM14 : "Jailbreak PART 2" by Stijfje
• ZE17 : "The good, the bad and the ugly" by Blood
• ZE21 : "Colossus" by Fused
• ZE23 : "Byelomorye Dam" by Niiro
• ZE26 : "Scarlett Castle" by Blood
• ZE27 : "Lavatemple" by Stijfje

How to create your own map

• It has to be a script-able format , UDMF, Doom in hexen, other.
• Must have 32 Player spawns
• Scripts number should stay in the [1, 100] range (that's more than enough IMO)
• Escape maps must have teleport destination 500 and 501. This is where initial zombie(s) will be teleported.
• ZM maps must have teleport destination 501. This is where zombies will get teleported when they use "ztele" (in case they get stuck somewhere in map).
• Add #include "ZMGAME.acs" or #include "ZEGAME.acs" to your script depending on if it's ZE or ZM.
• For escape maps, you have built in functions :
void EndZEGame(void) will kill every player that hasn't reached the secure zone.
void ResistMessage2 (int restime, str whyresist, str color) will display a resist message.
• Typical resist loop for escape maps :
Script N (void)
{
for(int i=0; i<RESIST_TIME; i++)
{
ResistMessage2 (i, "Opening the door", CR_RED);
delay(35); // one second
}
// actions when resist is over
}
Spoiler: RabbitLord's Tutorial (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

Testpacks

That's right. We're going back to testpacks. I dont want any more custom levels hosted on GV without Rabbit's or my approval.
Testpacks are some sort of "pre-mappack" online testing opportunities for mappack worthy maps. The maps aren't officially part of the mappack but they are given a chance to be tested online on Grandvoid for possible improvement/criticism.
Hopefully, we will release a new/updated testpack every week, depending on the mappers activity.
A map in the testpack will possibily get included in the official mappack depending on players opinion.
Example : Stiff's ze19 recently got included in the mappack.
To request a trial for your map in the testpack, you can post it in this thread or send Rabbit/I a PM (a PM is more likely to catch my attention, though).

You are welcome to post your new maps/screenshots here and ask for other people's opinion.

Download link

Sickedwick

Server wads order

• Skulltag actors + data
• zh-beta27.pk3
• zh-mappack9a.pk3
• zh-testpack_r12.pk3


Suggestions or comments about the current mappack are of course appreciated.
Last edited by Fused on Mon Dec 14, 2015 9:39 pm, edited 1 time in total.

Rabbit lord
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RE: Zombie HORDE - The mappack project!

#2

Post by Rabbit lord » Sun Jan 13, 2013 8:40 pm

Map Updates:


Going to reorganize this soon. Got a map you feel is ready? Pm it to me and I'll test it. Testing these maps aren't instant btw and may take a while to get back to ya. Maps that aren't being worked on in the WIP section may have their slot number changed to the new testpack rotation. May implement this to the test pack after next as well.


/* ZOMBIE MAPS */
--==Core Maps==--
ZM01 - ZM05 - Xsnake

--==Mappack + Testpack==--
ZM06 "Hell's Pass Hospital" - Dr. Doctor
ZM07 "Virtual" - Xsnake - [Deprecated]
ZM08 "Badlands" - Mytis + Rabbitlord & Stiff
ZM09 "Abandoned mines" - Ibm5155 [Testpak]
ZM10 apparent Vincent map WIP!!!
ZM11 Walkerrr's map WIP!!!
ZM12 "MineCraft" - Fused WIP!!!
ZM13 "Cliffside Settlement" - Vimana
ZM14 "Jailbreak Part Two" -Stijfje [Testpak]
ZM15 "The City" - Rabbitlord
ZM16 - Seanq93 WIP!!!
ZM17 "Aurora Emitter" -GuardSoul

ZMXX "NONE SHALL PASS"

/* ESCAPE MAPS */
--==Core Maps==--
ZE01 - ZE10 - Xsnake

--==Mappack + Testpack==--
ZE11 "Virtual escape" - Xsnake - [Deprecated - Still in pack]
ZE12 "Menouthis" - DrDoctor
ZE13 "Castlevania Part I" - DrDoctor
ZE14 "Jailbreak" by Stijfje [Testpak]
ZE15 "Runaway" - Rabbitlord
ZE16 "Mountain Escape" - Rabbitlord & Thoumi
ZE17 "The good, the bad and the ugly" - Blood [Testpak]
ZE18 "N/A" -Lyra !!!WIP!!!*
ZE19 "Total Destruction" - Stijfje (Stiff)
ZE20 "Strangeland" - Kgsws & remixed by Xsnake + Rabbit lord
ZE21 "Colossus" - Mr.Fused [Testpak]
ZE22 "CityScape" - Manuelspark !!!WIP!!!*
ZE23 "Byelomorye Dam" -Niiro Kitsune !!!WIP!!!*
ZE24 "N/A" - Manuelspark !!!WIP!!!*
ZE25 "Total Destruction PART 2" - Stiff [Testpak]
ZE26 "Scarlett Castle" - Blood [Testpak]
ZE27 -stiff stuff WIP
ZE28 "CityScape" - Fused & SpaceMarine !!!WIP!!!*
ZE29 "Canyon Run" - Mr.Fused !!!WIP!!!*
ZE30 "Laser research lab" - Guardsoul

ZEXX "NONE NOT PASS"

--Mappack
--Test Pack
--WIP
--[Deprecated]
Last edited by Rabbit lord on Mon Mar 17, 2014 5:15 pm, edited 1 time in total.

manuelspark
 
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RE: Zombie HORDE - The mappack project!

#3

Post by manuelspark » Sun Jan 13, 2013 8:52 pm

cool e.e You know you could change the virtual sky map c:

ZzZombo
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RE: Zombie HORDE - The mappack project!

#4

Post by ZzZombo » Mon Jan 14, 2013 2:45 pm

O_o where are ZM01 and such? I liked them :(

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RE: Zombie HORDE - The mappack project!

#5

Post by Zakken » Mon Jan 14, 2013 3:17 pm

ZzZombo wrote: O_o where are ZM01 and such? I liked them :(
In the core wad. This is a more or less separate add-on project.

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RE: Zombie HORDE - The mappack project!

#6

Post by ZzZombo » Mon Jan 14, 2013 4:00 pm

Ooh...

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RE: Zombie HORDE - The mappack project!

#7

Post by Stiff » Mon Jan 14, 2013 5:08 pm

yey, i guess the addon ze19 will get swaped out of the server again?

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RE: Zombie HORDE - The mappack project!

#8

Post by Xsnake » Mon Jan 14, 2013 6:28 pm

Stiff wrote: yey, i guess the addon ze19 will get swaped out of the server again?
Nope. Read my first post more carefully.

There are just a few things in your map that I think could be avoided. Example :
script 9 (void) //jacksguntrap
{
printbold(n:0, s:" \cfhas been trapped XDDDDDD!!!");
...
}
Other than that, your map is good. A bit long but good :cool:
Remove all that inappropriate stuff (turbosphere, ragerune, joke print messages) and I'll add your map to the mappack.

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RE: Zombie HORDE - The mappack project!

#9

Post by Stiff » Mon Jan 14, 2013 6:58 pm

oke lol ill try... and ill send the file here

EDIT:

Here it is:

Ze19
Last edited by Stiff on Tue Jan 15, 2013 12:55 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#10

Post by Xsnake » Tue Jan 15, 2013 8:20 pm

Stiff wrote: oke lol ill try... and ill send the file here

EDIT:

Here it is:

Ze19
Something tells me you sent me a wrong version. :rolleyes: "Map has no vertices".

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RE: Zombie HORDE - The mappack project!

#11

Post by Stiff » Tue Jan 15, 2013 8:37 pm

http://sickedwick.net/uploader/files/Ze19stiff.wad

and there allways go something wrong

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RE: Zombie HORDE - The mappack project!

#12

Post by manuelspark » Wed Jan 16, 2013 2:53 am

Here my maps
ze21 http://sickedwick.net/uploader/files/ZEscape21v2.2.zip [player 1 position fixed and reached fixed] V2.2 NOW

zm17 http://sickedwick.net/uploader/files/ZombieM17v2.rar [ZStele fixed]

Msresources [required] http://sickedwick.net/uploader/files/MS_RESOURCESv1.rar
Last edited by manuelspark on Fri Jan 18, 2013 4:46 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#13

Post by Stiff » Wed Jan 16, 2013 5:11 pm

i guess he forgot to place the "player 1 start" back at his origional position in ZE21

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RE: Zombie HORDE - The mappack project!

#14

Post by manuelspark » Wed Jan 16, 2013 5:49 pm

Stiff wrote: i guess he forgot to place the "player 1 start" back at his origional position in ZE21
holy **** thanks for tell me xD

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RE: Zombie HORDE - The mappack project!

#15

Post by Stiff » Thu Jan 17, 2013 4:59 pm

And guess what... mine was bugged too (ending) !

http://sickedwick.net/uploader/files/Ze19stiff2.wad ... i hope its all ok now !

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RE: Zombie HORDE - The mappack project!

#16

Post by ibm5155 » Thu Jan 17, 2013 5:54 pm

it´s difficult to create a map for zombie horde?
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!

#17

Post by manuelspark » Thu Jan 17, 2013 7:10 pm

ibm5155 wrote: it´s difficult to create a map for zombie horde?
Not much, it is hard for me to create details

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RE: Zombie HORDE - The mappack project!

#18

Post by ibm5155 » Thu Jan 17, 2013 9:20 pm

=D I just need the right idead so :D

EDIT:can be in udmf format?
Last edited by ibm5155 on Thu Jan 17, 2013 9:27 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!

<this post is proof of "Decline">

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RE: Zombie HORDE - The mappack project!

#19

Post by manuelspark » Thu Jan 17, 2013 10:01 pm

ibm5155 wrote: =D I just need the right idead so :D

EDIT:can be in udmf format?
Yes, Ze19 it's udmf

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RE: Zombie HORDE - The mappack project!

#20

Post by ESTAR » Fri Jan 18, 2013 1:27 am

can someone contribute with *soundtracks* for ZH? if yes, i have a bunch of good scape loops and background songs, just in case if u wanna see it xsnake, just tell me, i love so much the ZH!!!
Image

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