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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ZzZombo
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RE: Zombie HORDE - The mappack project!

#121

Post by ZzZombo » Tue Feb 05, 2013 1:40 am

Xsnake, how did that guy (a spectator) get a bonus item ??? Do you remember Torr asked you to open a ticket on the tracker if you manage to do so?

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RE: Zombie HORDE - The mappack project!

#122

Post by Xsnake » Tue Feb 05, 2013 11:18 am

ZzZombo wrote: Xsnake, how did that guy (a spectator) get a bonus item ??? Do you remember Torr asked you to open a ticket on the tracker if you manage to do so?
Yeah, that's the small mistake I was talking about. The GiveInventory function is called whereas the world is the activator. As a result, everyone (spectators included) will receive the item.
Before opening a ticket on the tracker, I guess this needs to be reproduced on the latest build ?

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RE: Zombie HORDE - The mappack project!

#123

Post by ZzZombo » Tue Feb 05, 2013 4:13 pm

[quote=Xsnake]Before opening a ticket on the tracker, I guess this needs to be reproduced on the latest build ?[/quote]I doubt that, since ACS in Zandronum hasn't changed for a long time in regards of inventory handling neither the inventory system did.

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RE: Zombie HORDE - The mappack project!

#124

Post by Rabbit lord » Wed Feb 06, 2013 10:16 pm

Okay, so I went through the topic and here's what I've got so far as for bugs.
Spoiler: Map bugs (Open)
ZE07 - teleporter stuck bug(?)

ZE12 - fall damage sectors + barrels <- Xsnake's taking this one.

ZE11: The kill system doesn't work all the time.

*Fixed ZE20: The kill system doesn't work all the time (hopefully), Stuck in trees at beginning.

ZM07 - Hiding in teleporters exploit. <- May keep this one, I tend to use it to lose zombies on my trail. These spots can also telefrag the user.

ZE13 - fix impassable line. <- looks like highjump was used to get to those spots as they're not normally accessible .

I've started working on ZE20 and fixed the tree stuck spot at the beginning of the map along with the other bugs here. Also I tried to change the endroom.
[spoiler]Image[/spoiler]
Don't want to change it too much, but any suggestions on this?
Last edited by Rabbit lord on Thu Feb 07, 2013 12:48 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#125

Post by Than » Wed Feb 06, 2013 10:43 pm

I have 2 suggestions :
- Allow players to get flares when they have an unusual. There's no reason they cannot have it.

- Allow players to get Jack's gun even when they already have one.
For example, ZE21 and ZE23 have both one. We should be allowed to get those two, because if a player get both of them, he/she has deserved it, don't you think ?

Last thing I want to know : there is a third ship on ZE19, which seems to be more interesting than the second one after the nuke. Why not use it ?

For ZE20, I think it's good to change the end a little, like you did. But 3 barrels is too much then. The door may be totally impassable.

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RE: Zombie HORDE - The mappack project!

#126

Post by ZzZombo » Thu Feb 07, 2013 1:04 am

Than wrote: I have 2 suggestions :
- Allow players to get flares when they have an unusual. There's no reason they cannot have it.
- Allow players to get Jack's gun even when they already have one.
For example, ZE21 and ZE23 have both one. We should be allowed to get those two, because if a player get both of them, he/she has deserved it, don't you think ?

Last thing I want to know : there is a third ship on ZE19, which seems to be more interesting than the second one after the nuke. Why not use it ?

For ZE20, I think it's good to change the end a little, like you did. But 3 barrels is too much then. The door may be totally impassable.
1. There is a pretty much good reason: SPAM. Why do you even need them in bright (day-time) maps?
2. You can't pick another Jack's gun up because you would magically lose the second bullet loaded into it if you have one. But I have a pure Decorate workaround and AFAIR it was put into Usual addon, so it will be fixed in next official version, if Xsnake want to.
3. Stiff.
4. I think that ending is just too small in space. Expanding would be pretty nifty.

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RE: Zombie HORDE - The mappack project!

#127

Post by Rabbit lord » Thu Feb 07, 2013 1:30 am

Alright, here's what I did so far for ZE20.
[spoiler]

Code: Select all

+ Fixed getting stuck behind tree actors.
+ Added more pottery
+ Added the ability to exit the windows where dynamite is.
+ changed how the players are tagged in the safe zone. Using actor enters sector.
+ Expanded endroom.
Spoiler: Screenshots (Open)
Image
Image
No bounceback, just kills any zombie smart enough to enter while it's on. (if they somehow get in)
Image
[/spoiler]

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RE: Zombie HORDE - The mappack project!

#128

Post by Than » Thu Feb 07, 2013 2:11 am

ZzZombo wrote: 1. There is a pretty much good reason: SPAM. Why do you even need them in bright (day-time) maps?
2. You can't pick another Jack's gun up because you would magically lose the second bullet loaded into it if you have one. But I have a pure Decorate workaround and AFAIR it was put into Usual addon, so it will be fixed in next official version, if Xsnake want to.
3. Stiff.
1. I even don't understand your response. (Spam ? :hmm: )
What difference between players does the unusual ? I simply wanted to explain that, when you have an unusual, you don't begin with flares (exactly like when you have a Bonus Item not used yet, but it is temporary, unusuals aren't) in maps that have one (ZM02, ZM03 (Night mode), ZM04, ZM05...) or two (ZM17), and you can't take box of flares. Other players can. So, why this difference ?

2. I know, that's what I was sayin'. :rolleyes:
I just think that you should be allowed to get more than 2 bullet for this gun if you manage to get several, two at least. (= 4 bullets) So, why only two ? One bullet and I had understood ("Jack's Gun", but 2 and only 2 I just don't get it, and that's why I do this proposal)

3. Stiff what ? He doesn't want ? It isn't ready ? Or is this a bug he hasn't fixed ?


Rabbit > I think this is much better. Prefer this to the actual version of the end.
Last edited by Than on Thu Feb 07, 2013 2:17 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#129

Post by Xsnake » Thu Feb 07, 2013 1:45 pm

Rabbit lord wrote: ZE11: The kill system doesn't work all the time.
We're removing that map from future mappack releases to definitely replace it with ZE20 (its remix).

Also, don't bother with ZM07. I turned it into an escape map (it will become the new ZE11). Hopefully we can release it soon.

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RE: Zombie HORDE - The mappack project!

#130

Post by ibm5155 » Fri Feb 08, 2013 5:10 pm

=/ I need to rework on my monster :s I think the combination of 80% acs and 20%decorate don´t go well online =/
even more because the acs part is too complex, I just need a way to replace the counters inside the decorate (var integers...)
...

and other thing, what sucks on zm09?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project!

#131

Post by Rabbit lord » Fri Feb 08, 2013 6:58 pm

^ I may post more later, but for now I'd suggest having a timer 10-15 sec to get out of the cave before it floods.

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RE: Zombie HORDE - The mappack project!

#132

Post by Xsnake » Fri Feb 08, 2013 7:08 pm

manuelspark wrote: This is my new zombie escape map Ze23 : The dark
I want to know what you think of the map
http://sickedwick.net/uploader/files/ze23.zip
This map needs to be taken out of the rotation. It's completely bugged and makes the server crash, apparently. I suggest you rework it.

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RE: Zombie HORDE - The mappack project!

#133

Post by ibm5155 » Fri Feb 08, 2013 8:21 pm

I never see a server crash on that map o_o
ahhh and here a big request for Ze23 fix the swimable 3D floor!!! this place
[spoiler]Image[/spoiler]
is not wit the right size!!! so you can stuck there if you go down

edit:a sugestion why we don´t organize to request a map slot? like xsnake said, there´s the zm order map are 1,2,3,4,5,6,7,8,9,15,17,23,25? what about we select with mappers to change ex:17,23,23 to 10,11,12 ... ?
Last edited by ibm5155 on Fri Feb 08, 2013 8:24 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project!

#134

Post by ESTAR » Sat Feb 09, 2013 6:03 pm

Rabbit lord wrote: @ESTAR: I added your "Oriental Drum N Bass" soundtrack to Mountain Escape, plus it sounds amazing :3 just have to find a way to pace the map around it.
Hey, thanks a lot, i tried the map today, it looks great! Only one suggestion, the song sounds a little bit disempowered, maybe more volume? Remember i have more songs if u want, use them loosely, and that goes to all mappers :D

Again, rabbit that map update was awsome, i like the little bridge at end, looks challenging :P
Image

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RE: Zombie HORDE - The mappack project!

#135

Post by Rabbit lord » Sat Feb 09, 2013 6:19 pm

@IBM5155: It'd be nice to see the available map numbers for new mappers, but then again we can always change the map number when (and if) it gets added to the map pack.
Last edited by Rabbit lord on Mon Feb 11, 2013 2:19 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#136

Post by Untitled » Sun Feb 10, 2013 2:39 pm

If I were to take out ZE11, I'd make it so the cataclysm music in that map is used in same cataclysm of ZE20 (because it's awesome), or at least keep the music so we can switch to it (in general, if a map is taken out of rotation, keep the music, as it's sometimes worth listening to).
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RE: Zombie HORDE - The mappack project!

#137

Post by Rabbit lord » Mon Feb 11, 2013 2:27 pm

Alright, I changed ZE20 again. Just made the halls in the end area leading to the door bigger. I will also add the music to this map as well.

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RE: Zombie HORDE - The mappack project!

#138

Post by HTG » Tue Feb 12, 2013 4:14 pm

Hey mspark. Since im on the zh server quite a lot i know which maps are liked and disliked and some of your maps are very disliked. I can see you put a lot of effort into the "the dark" map but many people feel it is way too long. I would suggest making it a bit shorter so people might like it more. The "midnight club" looks nothing like a club and is pretty much "hospital v2"(Did you really have to add an uboa picture?) and the map with Halo music gets quite a lot of stick. Id suggest maybe removing/re-working on it more so people could like it.

Just my 2 cents. Nothing personal or anything :)
Last edited by HTG on Tue Feb 12, 2013 5:31 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#139

Post by manuelspark » Tue Feb 12, 2013 6:50 pm

HTG wrote: Hey mspark. Since im on the zh server quite a lot i know which maps are liked and disliked and some of your maps are very disliked. I can see you put a lot of effort into the "the dark" map but many people feel it is way too long. I would suggest making it a bit shorter so people might like it more. The "midnight club" looks nothing like a club and is pretty much "hospital v2"(Did you really have to add an uboa picture?) and the map with Halo music gets quite a lot of stick. Id suggest maybe removing/re-working on it more so people could like it.

Just my 2 cents. Nothing personal or anything :)
Hey thanks for ur post

1. zm17 "i don't know another name :/"
2. I do not see anything wrong with uboa while don't attack
3. I will try to shorten the map "the dark"
4. i don't understand about halo music map
C:

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RE: Zombie HORDE - The mappack project!

#140

Post by HTG » Tue Feb 12, 2013 7:13 pm

Well ok the uboa thing isn't that much of a problem in the map. The halo map is just in general un-popular with most people in the server (what i meant is maybe you'll need to remove it/work on it). What i meant in general is you should try and work on these maps more, you seem to put a lot of effor into making them
Last edited by HTG on Tue Feb 12, 2013 7:13 pm, edited 1 time in total.

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