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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r4)

#341

Post by ibm5155 » Fri Apr 26, 2013 11:16 am

Stiff wrote: The server wont care that becouse changing sprites cannot change gameplay (much)
If it´s not a gameplay sprite no, but imagine, the dud modify the human sprites to a 2000x2000, on the middle there´s a normal human sprite, but theres a 1900x10 lines, then it would pass the wals and it would be easy to find they,
Other "userfull" it would change invisible monsters like creeper to be easy watched.

But for nedm, it´s not a gameplay sprite, so feel free to modify it as you want :) (but I´ll let a new way to disable it ingame )

EDIT: Map evolution spoiler :D
this one ´ll compare the first version of zm09 (18 before) and wow, the last version is only 1mb higher than the first one O_o
Click here to see the evolution
Last edited by ibm5155 on Sat Apr 27, 2013 10:56 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r4)

#342

Post by xrgman » Fri Apr 26, 2013 6:38 pm

Stiff wrote: Lol i just changed the nodm cats inside idms wad into penguinheads, and changed the text into penguin xD... You can also just change those in... Nothing :|.
The server wont care that becouse changing sprites cannot change gameplay (much)
ibm ask stiff for sprites and change it :DDDDD

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

#343

Post by Xsnake » Sun Apr 28, 2013 9:29 am

zh-testpack_r5

Contains :
• Fixes for ZM09
• Fixes for ZE25

Download link

ze11-fixed.wad is already included in the file, so wad order :

zh-beta
zh-mappack
zh-testpack

Maplist is unchanged.
Last edited by Xsnake on Mon Jun 10, 2013 5:40 pm, edited 1 time in total.

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

#344

Post by ibm5155 » Sun Apr 28, 2013 11:57 pm

Thanks Xsnake :D and now it´s good to know that almost all fixes worked :D

EDIT:

For the next update
-Fixed nedm script to now desactive it.
-A code helper (A code that 90% of the case is wrong but it´s similar to the right code, doing in some cases easy to find the right code)
-White face is more easy to be seeing
-A bit more detailing outside
-Remove the stiff train music.
-Fix the same problem that ze11 had (spawn a player outside the map =/)
-Red key card is much more hard to be found :D
-Another way to spawn lava + ravishing (Now it may fix some problens)
-White Face ´ll hardly ever spawn on the map
Last edited by ibm5155 on Wed May 01, 2013 2:45 pm, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#345

Post by Stiff » Sun May 05, 2013 12:28 pm

I need a code for the following issue:

Checking all persons on the server or they have "zombiemaker" in their inventory
And if they have "zombiemaker" in their inventory, that they will die

derp in acs :I

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

#346

Post by Guardsoul » Sun May 05, 2013 12:35 pm

Stiff wrote: I need a code for the following issue:

Checking all persons on the server or they have "zombiemaker" in their inventory
And if they have "zombiemaker" in their inventory, that they will die

derp in acs :I
Is that an script that its executing always?

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

#347

Post by Stiff » Sun May 05, 2013 1:45 pm

How do you mean allways

It haves to get triggered after some other acs commands.
But it doesnt allways get used in the map

I have this but this dont work properly, only a few zombies die.

for(playernum = 0;playernum <= PlayerCount();++playernum)

if(0 != CheckActorInventory(PLAYER_TID + playernum,"zombiemaker"))

{

SetActivator(PLAYER_TID + playernum);

DamageThing(0,"%o got Weegee'd");

}

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

#348

Post by Guardsoul » Sun May 05, 2013 2:30 pm

Why dont you use a custom inventory that instakills the user?

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

#349

Post by Stiff » Sun May 05, 2013 2:55 pm

than i still need that script, if i use custom inventory i can also use the "zombiemaker" actor!

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

#350

Post by Zupoman » Sun May 05, 2013 3:11 pm

Lemme suddenly appear from void.
Stiff wrote: How do you mean allways

It haves to get triggered after some other acs commands.
But it doesnt allways get used in the map

I have this but this dont work properly, only a few zombies die.

Code: Select all

for(playernum = 0;playernum <= PlayerCount();++playernum)

                if(0 != CheckActorInventory(PLAYER_TID + playernum,"zombiemaker"))

                {

                        SetActivator(PLAYER_TID + playernum);

                        DamageThing(0,"%o got Weegee'd");

                }
I know why this code does not work. Here it is how it should be:

Code: Select all

int i;

for(i = 0; i < 64; ++i)
{
    if(CheckActorInventory(PLAYER_TID + i, "zombiemaker") > 0)
        Thing_Damage(PLAYER_TID + i, 13371337, MOD_UNKNOWN);
}
It may contain syntax errors, haven't compiled it :)

Ah, and put your code in code block next time.
Last edited by Zupoman on Sun May 05, 2013 3:11 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r4)

#351

Post by Stiff » Sun May 05, 2013 3:44 pm

I didnt expect an answer from the one who made my previous code lol

But thanks, i hope this one works! It works in Singleplayer but the previous script also worked in Singeplayer :s so i will see!

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

#352

Post by ibm5155 » Sun May 05, 2013 5:01 pm

Stiff wrote: I need a code for the following issue:

Checking all persons on the server or they have "zombiemaker" in their inventory
And if they have "zombiemaker" in their inventory, that they will die

derp in acs :I

Code: Select all

script 28 (void)//Script that call the function to kill the zombies
{
	kill_script();
}

script 29 (void){//Only the activator should die, so, who have the new item die
	thing_damage(0,200000,0);
}


function void kill_script (void){//Check for all the players ingame
	int playertid;
	for(playertid=0;playertid<=64;playertid++){
		if(CheckActorInventory(playertid,"zombiemarker")){
					GiveActorInventory(playertid,"kill_zombie",1);
}	}	}


//Decorate part
actor kill_script : CustomInventory
{
  inventory.pickupmessage ""
  inventory.pickupsound ""
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Pickup:
    TNT1 A 0 ACS_Execute(29, 0)
    stop
  }
}
I didn´t tested but it should work, maybe the "zombiemarker" name is wrong :s

EDIT:ops someome posted before me
Last edited by ibm5155 on Sun May 05, 2013 5:02 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#353

Post by Xsnake » Mon May 06, 2013 10:19 am

Stiff wrote: I need a code for the following issue:

Checking all persons on the server or they have "zombiemaker" in their inventory
And if they have "zombiemaker" in their inventory, that they will die
Sounds like a terrible idea to me. When would such a script be called anyway?

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

#354

Post by Stiff » Mon May 06, 2013 11:03 am

Thats for special event in ZE25 wich is already inside since the first version!
But that event wont show up most of the times, and mostly everyone is already infected before the die script gets triggered so dont worry, this is the new version btw:

http://sickedwick.net/uploader/files/stiffZE25v9.wad

Changings:
- Fixed special event i hope
- Fixed some floors where you didnt teleport
- Fixed lift at the end
- Fixed airstrike script
- Fixed other little bugs
- Avoided telefrag at some places
- Teleporter changed into a cave, but the teleporterdoor is still closeable
- Tube is allways accesable for humans, for zombies later
- Endroom is bigger
- Made elevator a little bit bigger but i dont think that people will see that :s
- New rock texture in use (ZHECM06)
- Fireminefix still included

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

#355

Post by Zupoman » Mon May 06, 2013 12:54 pm

Xsnake wrote:
Stiff wrote: I need a code for the following issue:

Checking all persons on the server or they have "zombiemaker" in their inventory
And if they have "zombiemaker" in their inventory, that they will die
Sounds like a terrible idea to me. When would such a script be called anyway?
That was an easter egg for stiff's ZE25, when activated, players were supposed to kill giant Weegee. If they succeed, every zombie should die.
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RE: Zombie HORDE - The mappack project! (8a / r4)

#356

Post by ibm5155 » Sat May 11, 2013 9:39 pm

Update:http://www.mediafire.com/?wagia11zvucfczm

-Changelog
-Add tiles in some wood houses
-Fixed some scripts
-Add Code Helper
-Light more the map
-Add other things that can happen if the code is 100%
-Fixed NEDM (now players can disable it)
-Fixed wf big speed
-Removed unused music
Last edited by ibm5155 on Wed May 15, 2013 6:20 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project!

#357

Post by fr blood » Mon May 13, 2013 11:19 am

Good afternoon everybody( salut xsnake ^^), I've read all your messages
with all my attention and now I'll try to join the thread.
Rabbit lord wrote: ZM14 "Old Wood Hotel" - Blood ++

I feel this map can be revamped into something better. Not to be harsh, but I feel that this map can be changed to into something of an indoor+outdoor map (like a combination of croft manor and ghost town). The camp spots that are visible aren't many in number and the best ones are easily overrun. There's also a lot of copy paste here as well, and those vent paths are boring due to their excessive length. Maybe choose one half of the map to revamp?
I'm agree with you, it need an outdoor place, My beast idea is an hotel in center of a small village that has something like 5 houses around the hotel with other things like, small garden, cemetery, post office, ...
I know the real challenge is to do great details, because in this topic i've very no idea, how to innovate, where to place it, ...
And I think I can replace the hunter with some villains that are attacking the village to get money.
The ghoul cat ( Dark nyan cat ) I think I'll remove it too, and when no one of theses monsters come an armory is open, the way to get the weapons need to be harder.
Rabbit lord wrote: //offtopic
I was also never a fan of the vendor merchants just standing there, I'm like zombies are going to infect you and you want to sell medikits!? but I digress.


It was only for decoration, I'll remove them, and the vent paths with the same occasion.
Rabbit lord wrote: ZE17 "Mystic Forest" - Blood ++
er, um, well, it's interesting? All right, that aside. The tree's hit boxes are HUGE I practically thought that you had impassable lines (you do have quite a few and they're annoying) everywhere and this is not a good thing, mind you. The resist walls raise too high and put zombies with even high jump at a disadvantage (due to those impassable lines that are there). The map is full of those raise pillars, lower pillars, and giant empty rooms. The music is good and matched with what theme you have but the map feels repetitive.
The big empty place will be edited, I'm going to remove many of these impassable lines to make zombies have more chance to catch humans, and for the pillars I'll reduce the countodwn time or make another way but more longer.

So here are my resolution to make the maps being better, and I hope they'll have a chance to be in the next test-pack, well, good day sirs.
Last edited by fr blood on Tue May 14, 2013 7:56 pm, edited 1 time in total.

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

#358

Post by Guardsoul » Mon May 13, 2013 11:56 am

Hope you also add some detail to your maps. Good luck with your maps!

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

#359

Post by ibm5155 » Tue May 14, 2013 4:50 pm

Hey blood, good to see you back :D
now we just need mspark back to the map making job :)
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RE: Zombie HORDE - The mappack project! (8a / r4)

#360

Post by Xsnake » Tue May 14, 2013 7:41 pm

Since I'm a bit busy these days, we will update the testpack next weekend.

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