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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Krispy
 
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RE: Zombie HORDE - The mappack project! (7a)

#221

Post by Krispy » Sat Mar 16, 2013 6:45 pm

I think the main things keeping me from playing this mod are the ridiculous number of wads needed on the server and the frequent crashes.
Last edited by Krispy on Sat Mar 16, 2013 6:45 pm, edited 1 time in total.

Cruduxy
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RE: Zombie HORDE - The mappack project! (7a)

#222

Post by Cruduxy » Sat Mar 16, 2013 7:14 pm

Krispy wrote: I think the main things keeping me from playing this mod are the ridiculous number of wads needed on the server and the frequent crashes.
The map spam is no longer on the server.. there is only like 4 now :)
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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#223

Post by ibm5155 » Sun Mar 17, 2013 12:04 am

For me the main problem is the crash, the huge numbers of wads tests was fine for me (no dial up here), well at least the oni map could had a compressed music, common I waited a dawn of reallity like map and I got a "...", at least he could compressed the wave music to ogg .-.
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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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#224

Post by Guardsoul » Sun Mar 17, 2013 12:25 am

Due to the lack of high quality maps (sorry about this but its true) I have decided to join this just to give a little impulse to ZH.

Here its a very very early screenshot of my level: "Laser research lab".

[spoiler]Image[/spoiler]

Remember that I have just started so textures used in the screenshot may change as well as the architecture of the map.
Last edited by Guardsoul on Sun Mar 17, 2013 1:49 pm, edited 1 time in total.

Stiff
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RE: Zombie HORDE - The mappack project! (7a)

#225

Post by Stiff » Sun Mar 17, 2013 8:16 am

Ah, someone who can detail.

Looks already great guardsoul.

ZzZombo
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RE: Zombie HORDE - The mappack project! (7a)

#226

Post by ZzZombo » Sun Mar 17, 2013 10:14 am

Put the picture under spoiler please.

Rabbit lord
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RE: Zombie HORDE - The mappack project! (7a)

#227

Post by Rabbit lord » Sun Mar 17, 2013 10:26 am

I tried to detail once, everyone's computer had massive fps drops (v5 anyone?). In regards to the screen posted, it looks nice, but I hope you're putting gameplay first then over detailing a room we spend a few moments in :D

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#228

Post by ibm5155 » Sun Mar 17, 2013 12:56 pm

Well detailing is the next pass of zm09 :p but without losing the great fps that I have (it can even be playable on software render on atom O_o, on the atom gma... it´s 10-30fps lol)
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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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#229

Post by Guardsoul » Sun Mar 17, 2013 1:54 pm

I think I can do this map without using any (or maybe a very few amount) 3D floors which are high resource demanding. The map style is gonna be like map03 "KDiZD launch site" from ZPack but changed to my map style :P.

Expect a new screenshot in a few hours.
Last edited by Guardsoul on Sun Mar 17, 2013 1:54 pm, edited 1 time in total.

Xsnake
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RE: Zombie HORDE - The mappack project! (7a)

#230

Post by Xsnake » Sun Mar 17, 2013 3:34 pm

Here come this week's testpack.

zh-testpack_r1

Contains :
• ZM09 by ibm
• ZE18 by TGK
• ZM13 by Vimana

Download link

Two notices :

• I did not include stiff's ZE25. You'll have to remove all these joke items from your decorate. I can tolerate the trollface texture, but not that. Also, the two big digits eating the whole top left corner of the screen is a terrible idea if you ask me.

• Ibm, I really don't think your map is worth its huge size. It's 10 Mo compressed. I put it in this week's pack because it was requested by a few. Otherwise, it wouldn't be in. You will really have to do something about the size/map. Also, do you really have to split everything into 6 wad files ? Next time you post an update, put everything in a single wad file. Thanks.

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#231

Post by ibm5155 » Sun Mar 17, 2013 6:39 pm

Well I´ll change some musics to the old one (-4mb less)
and the second memory eater is the ravishing sprites, I´ll try to do my best for resize the space require :s
Wow, most of the filesize is because of my map D: I´ll do my best to let this mod much more little and fun

EDIT:Xsnake, is 4,88mb enough?

edit2:today I found a weird problem on ne server, everyone could only look up and down, fire and crouch, the rest everyone couldnt do it =/, I recorded It but I can´t play due to the record name had more then 255 chars lol

UPDATE:
ZM09 beta 7.2
-Ravishing new entering.
-Generator part of the cave is more detailed
-Resized the mod from 11mb to 5mb D:
-Changed ravishing music for the old one.
-Ravishing have smaller sprites (500kb per sprite now it´s 100kb)
-Musics are little (13mb to 2mb)
Last edited by ibm5155 on Sun Mar 17, 2013 9:47 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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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#232

Post by Guardsoul » Sun Mar 17, 2013 7:38 pm

Some new screenshots:

[spoiler]
This room is almost finished :D
Image


One of the multiple corridors of the lab
Image

[/spoiler]

Stiff
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RE: Zombie HORDE - The mappack project! (7a)

#233

Post by Stiff » Sun Mar 17, 2013 8:20 pm

Xsnake:

• I did not include stiff's ZE25. You'll have to remove all these joke items from your decorate. I can tolerate the trollface texture, but not that. Also, the two big digits eating the whole top left corner of the screen is a terrible idea if you ask me.



Oh damn, i forgot that not everyone is using a high resolution...
Those numbers must be giant in lower resolutions lol.

Joke items ... ._.

Can't i do it like, that i hold 1 item... and only put it 1 time in the map? (Like cross)
Last edited by Stiff on Sun Mar 17, 2013 8:20 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#234

Post by ibm5155 » Sun Mar 17, 2013 10:59 pm

Found a bug on ze19
I was a zombie, and when it was going to nuke someone hit me with a shotgun and i went out the ship, i think i was dead but no O_O, I survived and didn´t teleported to the other ship LOL.
Then i need to rq because i was the latest zimba on the wrong place lol D:
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">

Cruduxy
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RE: Zombie HORDE - The mappack project! (7a)

#235

Post by Cruduxy » Sun Mar 17, 2013 11:06 pm

I think avalanche map has some areas that don't kill zombies near forcefield or the script doesn't always kill zombies
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Rabbit lord
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RE: Zombie HORDE - The mappack project! (7a)

#236

Post by Rabbit lord » Sun Mar 17, 2013 11:37 pm

On ZE16, the forcefield wasn't made to kill Zombies that pass through it. There are two paths for zombies to get past the forcefield though.

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#237

Post by ibm5155 » Mon Mar 18, 2013 12:44 am

I wanna know if the music quality sucks on this version:http://www.mediafire.com/download.php?l20t3gmo7a6d496
For me it´s fine (but my sound card sucks for now [just notebook sound card])
And does 5mb file is ok? For now I think it doesn´t require more audio/video texture, just need to detail more the map with the actual textures
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">

Neewbie
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RE: Zombie HORDE - The mappack project! (7a)

#238

Post by Neewbie » Mon Mar 18, 2013 4:18 pm

ibm5155 wrote: Found a bug on ze19
I was a zombie, and when it was going to nuke someone hit me with a shotgun and i went out the ship, i think i was dead but no O_O, I survived and didn´t teleported to the other ship LOL.
Then i need to rq because i was the latest zimba on the wrong place lol D:
Happened to me too.

Cruduxy
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RE: Zombie HORDE - The mappack project! (7a)

#239

Post by Cruduxy » Mon Mar 18, 2013 6:15 pm

Rabbit I didn't mean the forcefield blocking zombies.. the area around it sometimes doesn't kill zombies when timer runs out!
And they can troll indefinitely by staying outside forever.
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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#240

Post by Guardsoul » Mon Mar 18, 2013 7:50 pm

Nice bug in desert map :D

Image

2 - 3 guys stuck in midair
Last edited by Guardsoul on Mon Mar 18, 2013 7:52 pm, edited 1 time in total.

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