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

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

#261

Post by Stiff » Tue Mar 19, 2013 7:43 pm

Thanks alot, this will be really usefull.

I just gonna do it in 2 sizes, 1 nice quality (wich is viewable on 1280x1024 or above resolutions) one and 1 worse (wich is viewable on 640x480 till 1280x960 resolutions)
Btw you can also code in a script in your wad that you make it smaller.... but i will see.

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

#262

Post by ibm5155 » Tue Mar 19, 2013 8:08 pm

it´s easier if the image was full screen :) (I did a solution that could print it on any aspect ratio/resolution)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Rabbit lord
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RE: Zombie HORDE - The mappack project! (7a)

#263

Post by Rabbit lord » Wed Mar 20, 2013 6:16 am

Didn't see anyone post about it yet, but there's an exploit on Xsnake's virtual escape map. The boxes at the first resist (same one's I PM'ed you about) has two lines that aren't set to blocking, so a team of 3 can still get passed it and end the map early. Don't know if there are others at the moment.

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

#264

Post by Guardsoul » Thu Mar 21, 2013 6:25 pm

Dont know how but I managed to finish the map in only 5 days with a decent amount of detail and a nice gameplay o_O.

About the map:
- Its software friendly (no 3D floors, no slopped 3D floors, no dynamic lights and no ultra-dark sectors).
- It uses a nice skybox from Stronghold ^_^
- Finally I decided that the sewer part doesnt have any harmful floors
- Theme: Subterrain laser research lab
- Path: Little cave - Base - Sewer - Outdoor (not cave) - Base - Bridge in a cave - Bunker
- Time to do everything: Between 2 and 3 minutes (zimbas can increase the time :P)
- Size of the file: 10 MB (Zipped: 4,4 MB)

Link: http://www.mediafire.com/?lykt17zzlnk7jk9

Ill be expecting your comments!
Last edited by Guardsoul on Fri Mar 22, 2013 11:20 am, edited 1 time in total.

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

#265

Post by ibm5155 » Thu Mar 21, 2013 8:09 pm

a compiled script with about 40bytes O_O i think something is wrong on it D: (because it looks like all scripts are missing on behavior O_O)
Well from what i could tested with no scripts it looks cool, just need to low the ze number xD

EDIT:complete review
Well It looks a cool like a cool map.
There´s just some bad points i see
-Behavior with problens (fixed here:http://www.mediafire.com/?dpnaizsyc533ff2)
-The time for open some doors I think it´s big for the places that humans could wait to not get easy infected by zombies.

That´re the only "problens" that I finded, The map really looks cool *__* I want to test it :D
Last edited by ibm5155 on Thu Mar 21, 2013 8:30 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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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#266

Post by Guardsoul » Thu Mar 21, 2013 9:02 pm

Ok, thanks to IBM for that fix. I have updated the new link to the post.

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

#267

Post by Rabbit lord » Thu Mar 21, 2013 9:45 pm

Tried testing it only to find all the textures missing.

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

#268

Post by Guardsoul » Thu Mar 21, 2013 9:59 pm

Use skulltag_data_126 and ZH_beta_26 :/
Last edited by Guardsoul on Thu Mar 21, 2013 9:59 pm, edited 1 time in total.

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

#269

Post by Rabbit lord » Thu Mar 21, 2013 10:01 pm

...I did, All CUSTOM textures were missing.
Last edited by Rabbit lord on Thu Mar 21, 2013 10:02 pm, edited 1 time in total.

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

#270

Post by Guardsoul » Thu Mar 21, 2013 10:02 pm

Old link: http://www.mediafire.com/?tca5p2wa1knxa7l

Must be the "fix" that IBM did >:/
Last edited by Guardsoul on Thu Mar 21, 2013 10:06 pm, edited 1 time in total.

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

#271

Post by Rabbit lord » Thu Mar 21, 2013 10:21 pm

It was :P

I'll just say now that the resist times should be shorter due to the lack of camp spots at each resist (There were only two box camps on the cliffside for a 30+ second wait for one resist). I would also like to see unopenable doors have some sort of color code. Mainly because a lot of players will get confused (heh, even when I put on my map "only blue doors will open" players still got lost). There's quite a bit I'd like to say but I'll post it all later.

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

#272

Post by ibm5155 » Thu Mar 21, 2013 10:42 pm

I only sended the map nothing more xD (fix 1mb and the full mod 4mb xD)

NEW MAP!!! (UPDATE 3/22/2013)

Well Here´s beta 7.2 It´s more detailed, I could fix some mistakes.
-remove unused things
-Reduce even more the size
-Expand cave areas
-Expand outside areas.
-Detail more the caves
-Detail more outside
-I should complete it more if I remember something more xD
-DEV (expanded script 18 functions [it´s more for admins/DEVS])

DOWNLOAD LINK:http://www.mediafire.com/?2magpbh4yp86e0p

I hope now it´s 100% ok :D, reviews are welcome...
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The [video] tag is deprecated, please use the [media] tag
Last edited by ibm5155 on Sun Mar 24, 2013 10:18 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)

#273

Post by Guardsoul » Fri Mar 22, 2013 11:20 am

New map version aviable (Beta_1_2):

- Fixed some crates that werent well created
- Added the terrain lump
- Fixed a script that didnt show well messages
- Decreased the resist time of the second resist
- Fixed some sectors where there were misaligned textures in the ceiling

Link: http://www.mediafire.com/?lykt17zzlnk7jk9

PD: Original post has been also changed
Last edited by Guardsoul on Fri Mar 22, 2013 11:21 am, edited 1 time in total.

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

#274

Post by ibm5155 » Fri Mar 22, 2013 11:37 pm

It looks great GuardSoul, but On the outside area that you need to wait 30 seconds, I think it´ll be easy for like 3 or 2 zombies to infect the people that are waiting to open it...

EDIT:
founded a weird problem but with my map + cruduxy addon.
I got this mensage

Code: Select all

*** zm09: abandoned mines - ibm5155  ***

The array failbig in COMMON has 6 elements, but BEHAVIOR expects it to only have 2.
The array failsmall in COMMON has 4 elements, but BEHAVIOR expects it to only have 2.
The array hwinbig in COMMON has 4 elements, but BEHAVIOR expects it to only have 2.
The array hwinsmall in COMMON has 4 elements, but BEHAVIOR expects it to only have 2.
The array zwinbig in COMMON has 6 elements, but BEHAVIOR expects it to only have 2.
The array zwinsmall in COMMON has 11 elements, but BEHAVIOR expects it to only have 2.
ACS scripts unloaded.
I really don´t get what´s the problem :s
Last edited by ibm5155 on Fri Mar 22, 2013 11:42 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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Cruduxy
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RE: Zombie HORDE - The mappack project! (7a)

#275

Post by Cruduxy » Sat Mar 23, 2013 4:24 am

As I said in the pm those arrays are just for the winning messages like zombie team rocks etc.. nothing game breaking :)
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

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

#276

Post by ibm5155 » Sat Mar 23, 2013 11:41 pm

Cruduxy wrote: As I said in the pm those arrays are just for the winning messages like zombie team rocks etc.. nothing game breaking :)
nah it´ll only work with no acs :p
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! (7a)

#277

Post by ZzZombo » Sun Mar 24, 2013 1:48 am

If you modified core ZH ACS code then revert changes to those arrays. Problem solved.
Last edited by ZzZombo on Sun Mar 24, 2013 1:49 am, edited 1 time in total.

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

#278

Post by Xsnake » Sun Mar 24, 2013 10:50 am

Very nice map, Guardsoul. No doubt it will be in the next testpack. :cool:

However :
• The skybox edges are visible due to texture filtering. To avoid that, you should use a 510x510x510 cube if the skybox textures are 512x512 sized.
• In the terrain lump, you need to define the splashes definitions before you can apply them to the actual flats (even though they are already defined in zh-beta26).

I can fix these two issues myself if that's ok with you.

Once this is fixed, a next week's testpack will come out I guess.

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

#279

Post by Guardsoul » Sun Mar 24, 2013 1:22 pm

Ok guys, I have done all changes that Xsnake told me:

- Tried to fix the skybox without result (lines keep being visible)
- Completed the Terrain lump
- I have also done some little touch-ups to the base

Link: http://www.mediafire.com/?b572iwb64rqcrqx

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

#280

Post by Xsnake » Sun Mar 24, 2013 2:22 pm

Here come this week's testpack.

zh-testpack_r2

Contains :
• ZM09 by ibm (updated)
• ZE18 by TGK
• ZM13 by Vimana
• ZE30 by Guardsoul (new)

Download link

Ibm : I need you to merge all your files into one single wad, not a pk3. The testpacks format is pk3 already and a pk3 inside a pk3 will result in zandronum not loading it properly.

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