Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
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RE: Zombie HORDE - The mappack project! (7a)
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.
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.
- ibm5155
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RE: Zombie HORDE - The mappack project! (7a)
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]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
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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- Posts: 116
- Joined: Fri May 25, 2012 11:06 pm
- Location: Denver, CO
RE: Zombie HORDE - The mappack project! (7a)
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.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project! (7a)
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!
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.
- ibm5155
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- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (7a)
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
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!
<this post is proof of "Decline">
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">
RE: Zombie HORDE - The mappack project! (7a)
Ok, thanks to IBM for that fix. I have updated the new link to the post.
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RE: Zombie HORDE - The mappack project! (7a)
Tried testing it only to find all the textures missing.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project! (7a)
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.
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RE: Zombie HORDE - The mappack project! (7a)
...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.
*Invasion of the Imps [03/19/13]
RE: Zombie HORDE - The mappack project! (7a)
Last edited by Guardsoul on Thu Mar 21, 2013 10:06 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (7a)
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.
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.
*Invasion of the Imps [03/19/13]
- ibm5155
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- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (7a)
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...
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...
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">
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">
RE: Zombie HORDE - The mappack project! (7a)
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
- 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.
- ibm5155
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RE: Zombie HORDE - The mappack project! (7a)
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
I really don´t get what´s the problem :s
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.
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!
<this post is proof of "Decline">
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">
RE: Zombie HORDE - The mappack project! (7a)
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
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (7a)
nah it´ll only work with no acs :pCruduxy wrote: As I said in the pm those arrays are just for the winning messages like zombie team rocks etc.. nothing game breaking :)
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">
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">
RE: Zombie HORDE - The mappack project! (7a)
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.
RE: Zombie HORDE - The mappack project! (7a)
Very nice map, Guardsoul. No doubt it will be in the next testpack.
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.

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