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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
MrTrololosh
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RE: Zombie HORDE - The mappack project! (7a / r3)

#301

Post by MrTrololosh » Mon Apr 01, 2013 5:31 pm

Hi there, it's me again.(Mr.Chair)
I'm not sure my map is pretty enough, and besides, some guy on ZH server were asking for it, so here some screenshots.
Yes, it's a orbital space station.
At screenshots : Mess Hall & Kitchen
+ some skybox demonstration.
[spoiler]Image
Image
Image
Image
Image
Image
To be continued from here
Image[/spoiler]
What do you think?

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a / r3)

#302

Post by Guardsoul » Mon Apr 01, 2013 6:13 pm

Is it a ZE or a ZM map?

MrTrololosh
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RE: Zombie HORDE - The mappack project! (7a / r3)

#303

Post by MrTrololosh » Mon Apr 01, 2013 6:38 pm

ZM, of couse. I'm not worked with ACS scripts recently, so i decide to make a ZM for this time.
BTW, music is going to be...Mark "TDK" Knight - Atmospheric
http://www.youtube.com/watch?v=BJ3mfoloN6g

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RE: Zombie HORDE - The mappack project! (7a / r3)

#304

Post by Albertoop » Tue Apr 02, 2013 12:42 am

MrTrololosh wrote: Hi there, it's me again.(Mr.Chair)
I'm not sure my map is pretty enough, and besides, some guy on ZH server were asking for it, so here some screenshots.
Yes, it's a orbital space station.
At screenshots : Mess Hall & Kitchen
+ some skybox demonstration.
[spoiler]Image
Image
Image
Image
Image
Image
To be continued from here
Image[/spoiler]
Oh god Space Map it's so cool C:
What do you think?

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RE: Zombie HORDE - The mappack project! (7a / r3)

#305

Post by Stiff » Fri Apr 05, 2013 3:41 pm

I figured out that, when you have more than 1 of the same inventoryitem (as example 3 leapstones), that it will be resetted to 1 when the next map appears. Is there a way to turn this off and that you will hold al the 3 leapstones.

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mr fiat
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RE: Zombie HORDE - The mappack project! (7a / r3)

#306

Post by mr fiat » Fri Apr 05, 2013 9:24 pm

tbh ZH needs MUCH more zm maps, because there are soo many ze maps and it becomes realy annoying waiting for a zm map to show up. as i prefer zm maps over ze's.

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a / r3)

#307

Post by ibm5155 » Fri Apr 05, 2013 10:24 pm

I think the same thing :s
Well I was going to do a new ze map, maybe i´ll do another zm too :)
By the way, the WDIEX02 map from who dun it extravagant map is a badass map, It´s perfect for port it for zombie horde as a zm map :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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ZzZombo
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RE: Zombie HORDE - The mappack project! (7a / r3)

#308

Post by ZzZombo » Sat Apr 06, 2013 5:30 am

Stiff wrote: I figured out that, when you have more than 1 of the same inventoryitem (as example 3 leapstones), that it will be resetted to 1 when the next map appears. Is there a way to turn this off and that you will hold al the 3 leapstones.
Inventory.InterHubAmount should do the trick.

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RE: Zombie HORDE - The mappack project! (7a / r3)

#309

Post by Stiff » Sat Apr 06, 2013 9:40 am

ZzZombo wrote:
Stiff wrote: I figured out that, when you have more than 1 of the same inventoryitem (as example 3 leapstones), that it will be resetted to 1 when the next map appears. Is there a way to turn this off and that you will hold al the 3 leapstones.
Inventory.InterHubAmount should do the trick.
I tried that already, but Zandronum says its an Unknown Actor property :s
So that wont work.
Slade Editor knows the code!




NEW POST:

Okay, a new update for ZE25 is available:

http://sickedwick.net/uploader/files/stiffZE25v5.wad

- Larged some ways as much as possible
- Other Tube destination for humans
- Last resist time raised
- Changed ending room
- 2th resist place totally changed (Detailled / More ballance)
- Elevator by beginning to get on the roof of the building
- Changed / Added / Removed secrets
- Some scripts reworked
- Annoying print script fixed
- Annoying "Cant find script 31" bug fixed
- Firebomb fix inside
- More firebombs placed
- Lesser telefrag at the beginning
- Made bigger wooden plates by beginning
- Added ARROWS, awfull looking big black arrows on the floor
- No falling damage
- Tube script changed
- Registering technique changed for the end
- Some fail textures aligned
- Some other detail
- Reduced some fps lag at some places


XSnake... if you need newest version of ZE19, ask me.
Last edited by Stiff on Sun Apr 07, 2013 10:40 am, edited 1 time in total.

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a / r3)

#310

Post by Guardsoul » Sun Apr 07, 2013 12:03 pm

New version of my map aviable (hope this is the final one)

Changes:
- Nerfed all resist times
- Increased raising speed of the bars after the sewer
- All doors are now open (all the ones that can be opened manually :P)
- Added a forcefield switch in the bunker
- Fixed a glitch in the bunker cave

Link: http://www.mediafire.com/?ktyydowpnddypy4

Criticism is welcome

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a / r3)

#311

Post by ibm5155 » Sun Apr 07, 2013 12:24 pm

ZM09 UPDATE
ZM09 BETA8.1:http://www.mediafire.com/?w27k51u7ncicq7h [04/11/2013]

Well I don´t think it´s already done but here´s the news
-Detailed more the main house.
-Add a new floor to the main house (not fully used)
-Add some details outside
-Add on the cemetery a little history about the map...
-Fixed some spots to be more difficult to be acessed by humans and zombies.

what I want to do
-All ghouls can chase a player even if he didn´t see or listened he
-Add more usable rooms on the third floor
-Large even more the cave.
-Details some areas on the cave

Like I said it´s not already done, but if you want I can release it :)

I think I did enough details on first and second floor :) (hmm should I add more usable rooms to third floor?)

EDIT:sorry, I updated a 6 in 1 wad (normaly because i work with separated parts of the wads separatletly then i don´t lost nothing if i´m using like slade3 +gzdoom builder at the same time) I´ll upload all the files inside a single wad tommorow (my internet is failing to upload the new file .-.)

EDIT2:Link updated, mediafire wasnt uploading right >.< hope mega works
Last edited by ibm5155 on Thu Apr 11, 2013 5:41 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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Rabbit lord
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RE: Zombie HORDE - The mappack project! (7a / r3)

#312

Post by Rabbit lord » Sun Apr 07, 2013 4:26 pm

Discovered a bug on my runaway map recently (That no one wanted to report seeing as it's a big one :/) . One where players are stuck in the outside area after the singularity hits, basically it's the same as Stiff's old boat bug. I'll see if I can fix it and then I'll send it Konar6's way.

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RE: Zombie HORDE - The mappack project! (7a / r3)

#313

Post by Xsnake » Mon Apr 08, 2013 4:04 pm

Rabbit lord wrote: Discovered a bug on my runaway map recently (That no one wanted to report seeing as it's a big one :/) . One where players are stuck in the outside area after the singularity hits, basically it's the same as Stiff's old boat bug. I'll see if I can fix it and then I'll send it Konar6's way.
No need to send it to Konar directly. Once this bug is fixed, drop me a PM and we will release an updated mappack containing your update and Guardsoul's map plus a new testpack. :cool:
Stiff wrote: XSnake... if you need newest version of ZE19, ask me.
It doesn't work that way. If you've got an update for ze19, you should post it, that's all.

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RE: Zombie HORDE - The mappack project! (7a / r3)

#314

Post by ibm5155 » Tue Apr 09, 2013 2:21 pm

Wow, sorry but I´m having much free time D:
Well What I did more:
-Deatiling more the cave
-Make an experimental script to be playable some parts for software users and don´t affect the opengl players gameplay.
-Fixed many unaligned textures (at least I think I fixed all :D

Download ZM09 BETA8.1:http://www.mediafire.com/?w27k51u7ncicq7h

I think the size is enough,Does it require something more? or if you find some problem, type here and I´ll fix :)
Spoiler: Old post (Open)
I hope I could put the newest update on the testpack :s
DOWNLOAD:LINK1 LINK2
ZM09 beta8 (near to be completed \o/)
-Add a new area on the cave
-Reworked a bit on other one
-some scripts fix
-Edited a bit more the new sound (to be a bit more creepy)

hmm for not have confusion i´ll update the link of the previous post.
I have too many free time on this week so I decide to lost some hours to up the cave and the mansion :)
Last edited by ibm5155 on Thu Apr 11, 2013 5:39 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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RE: Zombie HORDE - The mappack project! (7a / r3)

#315

Post by Stiff » Fri Apr 12, 2013 5:49 pm

ZE19 v11:

http://sickedwick.net/uploader/files/ze19stiff11.wad

Lots area changings
- Beginroom
- Skipway first resist
- Way when you didnt reach tram changed into a sewer
- More ways to get to boat
- More...

- Bug fixes
- Script fixes

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a / r3)

#316

Post by Guardsoul » Fri Apr 12, 2013 6:05 pm

Do not forget to include the new update of my map :hmm: http://zandronum.com/forum/showthread.p ... 6#pid31359

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RE: Zombie HORDE - The mappack project! (7a / r3)

#317

Post by Xsnake » Sun Apr 14, 2013 10:34 am

Mappack 8a

Contains :
• ZE30 by Guardsoul
• Fixes for ZE15
• Fixes for ZE19

Download link

zh-testpack_r4

Contains :
• Fixes for ZM09
• Fixes for ZE25

Download link

A few comments regarding ZE19 : This map is the reason why it took me forever to release these updated packs. Don't take it bad, stiff, but when I saw there was an update of your map, I knew I would have to go through the whole map again and remove some of the hundreds of bonuses you put in the map. And since the map is big, I really did not want to do it. This morning, I forced myself because other people were waiting (Guardsould, Rabbit, Ibm...) to see their updates released.
I don't know why you can't understand your maps would be much better without all this unecessary stuff you add, honestly. Soulspheres, Red armor, jacksguns everywhere, ssg, bonus items. Why ? The map is good and you ruin everything by putting all these items. I really don't get whats happening in your mind.
The mine item, some sort of delayed fire crystal, was a great idea. But did you have to add like 20 mines to the map ? Jesus. If you look at kgs's map, there is just ONE crystal that doesn't always spawn.
As for the arrows in ZE25, you could have made them a bit more discrete :rolleyes:

Regarding ZM09, I'm sorry but the map doesn't convince me. It's still in the pack for some time, but I dont know. I can't see it being so much fun. We will see if how the update plays.

As for this week's maplist, I suggest to take out ZE11 (virtual escape). I will probably remove the two virtual maps from the pack since my attempts at making something good of this has failed.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#318

Post by Stiff » Sun Apr 14, 2013 11:11 am

Xsnake:
I don't know why you can't understand your maps would be much better without all this unecessary stuff you add, honestly. Soulspheres, Red armor, jacksguns everywhere, ssg, bonus items. Why ? The map is good and you ruin everything by putting all these items. I really don't get whats happening in your mind.


I dont know, the other time i think there is too much... and than i think there is too less i dont know what it is...
Next time i will limit my items.

Becouse, when i count everything i get this...

- 7 Pickupable grenades (in reality 10 but 3 arent possible to get and used as detail/decoration) ... i want to lower this 5 MAX
- 7 jacksguns (all pickupable) wich i want to lower to 3 MAX
- 6 ssg's (all pickupable) wich i want to lower to 3 MAX
- 15 Firebombs (in reality 16 but 1 is used as detail/decoration) ... wich i want to lower to 5 MAX
- 1 Suicidal item, raising this is a baaaad idea so this will stay 1
- 4 Boxes (all pickupable), wich i want to lower to 2 MAX
- 5 Automatic Rifles (all pickupable) wich is going to lower to 2 MAX
- 2 Soulspheres (all pickupable), wich i am going to lower to 1 MAX
- 4 medkits (all pickupable), not going to lower it but i will change them to Rabitlords medkitsfix is possible so only humans can pick those up
- 1 Red armor (pickupable), its useless so i'll remove it
- 0 Special Blue Keys, going to add 1 becouse this thing is still useless

So in total 52 items (DERP) wich i am going to lower to 26 MAX

I also gonna look to the items in ZE25 and probably reduce these too... and btw about the arrows these will be removed later when most people know the way, becouse i hate them :L


Xsnake:
Don't take it bad, stiff, but when I saw there was an update of your map, I knew I would have to go through the whole map again and remove some of the hundreds of bonuses you put in the map.


I am happy you did that becouse this is the first time i look at this, next time i'll make ya proud!
Last edited by Stiff on Sun Apr 14, 2013 11:57 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#319

Post by ibm5155 » Sun Apr 14, 2013 12:27 pm

Well I thinked people like it :s
I can do a search online to see what people think :) (with my nick and other with another nick)

edit:!"Regarding ZM09, I'm sorry but the map doesn't convince me. It's still in the pack for some time, but I dont know. I can't see it being so much fun. We will see if how the update plays.
"

Hmm, could you point somethings that I could change that would be better? for me it´s ok, but I´m the creator, I would always think it´s ok :) (and some changes on the map was done by others players idea, ingame they were talking what they dislike and I fix it :) )

EDIT:there´s some weird thing on my map, many players get telefraged on the start but there´s 32 players spawn spot O_o

and others is when the map ends it count an extra zombie O_O (then the game doesn´t end D:), is that related to the telefrags?
Last edited by ibm5155 on Sun Apr 14, 2013 8:02 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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RE: Zombie HORDE - The mappack project! (8a / r4)

#320

Post by EnsaladaDeTomate » Tue Apr 16, 2013 3:48 am

Hmmm the less map's this mod will get, the less ppl will have, and the boredom will come, since it already got a few maps, the acutal gameplays are repetitive, longplays r in a nutshell, n ppl just disconnect when they get bored :P

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