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

#421

Post by fr blood » Tue Jun 04, 2013 4:32 pm

Puting runes is a good idea, likes in stiff's map, but if they remove it, they shoul replace it by something cool like holycross.
Last edited by fr blood on Tue Jun 04, 2013 5:53 pm, edited 1 time in total.

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

#422

Post by ibm5155 » Tue Jun 04, 2013 5:14 pm

Lollipop wrote: custom runes are not possible as in this version on zandronum, but there is a debate (is if decided yet?) about custom rune implementation.
But if you load skulltag datas/actors you wouldn´t have a problem, or would?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#423

Post by Lollipop » Tue Jun 04, 2013 5:20 pm

well, you can't do something like this as far as i know...:
actor roflrune : ragerune
*custom stuff here*

and that is what the people want... :V
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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

#424

Post by Stiff » Wed Jun 05, 2013 10:25 am

Custom rune? Nah i just placed 4 boxes there
Last edited by Stiff on Wed Jun 05, 2013 10:25 am, edited 1 time in total.

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

#425

Post by fr blood » Wed Jun 05, 2013 1:24 pm

I can't wait, you all know how this new update will be amazing.

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

#426

Post by xrgman » Wed Jun 05, 2013 5:51 pm

fr blood wrote: I can't wait, you all know how this new update will be amazing.
no it wont't! :D

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

#427

Post by Stiff » Wed Jun 05, 2013 5:52 pm

lol...

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

#428

Post by fr blood » Wed Jun 05, 2013 6:10 pm

xrgman wrote:
fr blood wrote: I can't wait, you all know how this new update will be amazing.
no it wont't! :D
Ok so lets wait in silence.

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

#429

Post by ibm5155 » Wed Jun 05, 2013 6:50 pm

if still have time for updates on testpack5 I´ll put a piano on my map :B

And for now we have this updated/new maps

ZM09,ZM14,ZE25

EDIT:NEW UPDATE :B (link on the zm09 link on the top)
-Add two new rooms to the third floor.
-Fixed some scripts.
-Anormal things are now rare to happen (unless the code is 0% right)
-Add a new secret area/objects
Last edited by ibm5155 on Thu Jun 06, 2013 9:01 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#430

Post by fr blood » Thu Jun 06, 2013 7:01 pm

I'm already working too on a ZE map to replace my old "Mystic forest". If I have the time before the update I'll add it to the candidates.

ZE17 "The good, the bad and the ugly"

I hope you all know this good film.
This map has the same sky as ZM14.

Here is the concept :
You are hunted by a criminal group, they know were is your hiding place, so you have to go in the hotel to hide yourself.
- If you succes, you survive, and the villains won't found you.
- If you fail, they force you to make a duel (32 vs 32 if there are 32 players ^^ ). The duel will be an animation like the map "Return to present" ( I forgot the name, it's the map with the train at end ).

I don't know if you'll like or not to have a long ZE map, I think it will take something like 5 or 7 minutes to complete it.

There won't are more than 1 double shotgun, 1 jacksgun and an item box, I think it's more than enough.

After that if my maps succes, it will be an honor to continue making maps for this great mods, and of course I'll don't make other maps until those on the server are admit.

Edit : Finally I get the time XD : ZE17
Last edited by fr blood on Sat Jun 15, 2013 6:02 pm, edited 1 time in total.

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

#431

Post by fr blood » Fri Jun 07, 2013 5:24 pm

Here comes an upgrate : zm14v1b
- Players spawns fixed
- Thunder is more OP
Last edited by fr blood on Fri Jun 07, 2013 7:06 pm, edited 1 time in total.

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

#432

Post by Xsnake » Sat Jun 08, 2013 12:02 pm

fr blood wrote:There won't are more than 1 double shotgun, 1 jacksgun and an item box, I think it's more than enough.
fr blood wrote:I'll don't make other maps until those on the server are admit.
That's what I like to hear.

Regarding your escape map, except a few missing textures I've come across, it's definitely worth a try. I'll put it in the next testpack.

However, I'd say ZM14 needs more work. The atmopshere's not bad but the map is still too blank. It certainly reminds me of Leon's bridge map, a few years ago. Btw, a few 3d floors are overlaping. You should fix that.

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

#433

Post by xrgman » Sat Jun 08, 2013 12:16 pm

fr blood wrote: Here comes an upgrate : zm14v1b
- Players spawns fixed
- Thunder is more OP
u fail :D

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

#434

Post by fr blood » Sat Jun 08, 2013 12:47 pm

Xsnake wrote: Regarding your escape map, except a few missing textures I've come across, it's definitely worth a try. I'll put it in the next testpack.
Thanks, it's because I'm in an exam period, I'll do a better job in the next weeks.
Xsnake wrote: However, I'd say ZM14 needs more work. The atmopshere's not bad but the map is still too blank. It certainly reminds me of Leon's bridge map, a few years ago. Btw, a few 3d floors are overlaping. You should fix that.
Ok it will be done.
xrgman wrote: u fail :D
On What ?

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

#435

Post by Xsnake » Sat Jun 08, 2013 5:07 pm

fr blood, there is some nonsense I want to fix in your ZE17 acs code before releasing a new testpack. It looks like you based your work on some very bad coding example. I suggest you have a look at Guardsoul's code in the future to learn and make some neat, clean code.

I do not understand why you used a custom array "RoomPlaceReached" instead of "Reached" which is used in all ze maps ? You don't need to redefine bool Reached[32] if you import "zegame.acs".
By using "Reached", you can also call the EndZEGame() function to kill those who haven't reached the secure room.

Besides, script 23 definitely has to be rewritten. I don't even understand what it's supposed to perform. Can you explain here what you're trying to do with it and we will help you make a better code.

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

#436

Post by fr blood » Sat Jun 08, 2013 5:50 pm

Xsnake wrote: fr blood, there is some nonsense I want to fix in your ZE17 acs code before releasing a new testpack. It looks like you based your work on some very bad coding example. I suggest you have a look at Guardsoul's code in the future to learn and make some neat, clean code.

I do not understand why you used a custom array "RoomPlaceReached" instead of "Reached" which is used in all ze maps ? You don't need to redefine bool Reached[32] if you import "zegame.acs".
By using "Reached", you can also call the EndZEGame() function to kill those who haven't reached the secure room.

Besides, script 23 definitely has to be rewritten. I don't even understand what it's supposed to perform. Can you explain here what you're trying to do with it and we will help you make a better code.
For the script 23, I'm trying to make only players who don't went to the safe zone are teleported at the village to make the duel, with no telefrags, or others bugs, it's the best way I found.

And for "RoomPlaceReached" I based my firts maps on scripts that were make by others, when there were many maps in the servers.
Last edited by fr blood on Sat Jun 08, 2013 5:52 pm, edited 1 time in total.

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

#437

Post by ibm5155 » Sat Jun 08, 2013 5:54 pm

Since some people dislike the "cleaning" code of zm09 (and it should be rofl) I´ll remake most of then '-' (and no, I´ll not rip ready codes, I´ll do my owns, but I acept sugestions for some problens :) )

hmm it would be something like this

Code: Select all

script 23 (void){
	int tele_tid=30;//it´s the first teleport tid;
	int i=0;
	while(i<64){//max 64 players
		if(thingcount("T_NONE",i+600)==1){//check if the player 0 exist, Hmm just hope spectators and dead players wouldn´t be affected
			TeleportOther(i+600,tele_tid,false);
			tele_tid++;
		}
		i++;
	}
}
I didn´t tested but that´s how I imagine the code should be :)
Last edited by ibm5155 on Sat Jun 08, 2013 6:00 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)

#438

Post by Guardsoul » Sat Jun 08, 2013 8:39 pm

Maybe its time to start my new ZH map for one of the future testpacks:

- Name: Lost in Nebula
- Type: ZM
- Map number: Unknown (I need to know which slots are free)
- Map size: Medium
- Description: A space station that its lost in the middle of a nebula (a mix between Stronghold maps STR04 "Asteroid" and STR26 "Deep Space 12" but with my personal touch :smile: ) with several indoor/outdoor zones and the awesome "Gravity Zero Chamber".
The music Im planning to use its "sg_fmj" from Stronghold if I compress it. If there are too many problems with the size Ill choose then "lam_torm" from the same mod (sg_fmj is a 3,21MB file and lam_torm is a 800KB file).

Expect first screenshots in some days.
Last edited by Guardsoul on Sat Jun 08, 2013 8:41 pm, edited 1 time in total.

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

#439

Post by fr blood » Sat Jun 08, 2013 8:46 pm

Guardsoul wrote: Maybe its time to start my new ZH map for one of the future testpacks:

- Name: Lost in Nebula
- Type: ZM
- Map number: Unknown (I need to know which slots are free)
- Map size: Medium
- Description: A space station that its lost in the middle of a nebula (a mix between Stronghold maps STR04 "Asteroid" and STR26 "Deep Space 12" but with my personal touch :smile: ) with several indoor/outdoor zones and the awesome "Gravity Zero Chamber".
The music Im planning to use its "sg_fmj" from Stronghold if I compress it. If there are too many problems with the size Ill choose then "lam_torm" from the same mod (sg_fmj is a 3,21MB file and lam_torm is a 800KB file).

Expect first screenshots in some days.
I get the same idea and wanted to begin it when my firts maps will be finished, but now I know you'll do it better than me, good luck on your map.

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

#440

Post by ibm5155 » Sat Jun 08, 2013 10:04 pm

EDIT> Wow from 3000 lines of code now it´s 1400 :eek:
I´ll release it when i finish to test it online
Last edited by ibm5155 on Mon Jun 10, 2013 10:26 am, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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