Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (8a / r6)
oh thanks, gonna make a really dificult suicideshit somewhere then xD
btw, incase you wonder what music it is, type this in console: changemus d_turbo
;D
btw, incase you wonder what music it is, type this in console: changemus d_turbo
;D
RE: Zombie HORDE - The mappack project! (8a / r6)
Loool turbooo
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RE: Zombie HORDE - The mappack project! (8a / r6)
Not D_nitro :p?
RE: Zombie HORDE - The mappack project! (8a / r6)
Mr.Man wrote: oh thanks, gonna make a really dificult suicideshit somewhere then xD
btw, incase you wonder what music it is, type this in console: changemus d_turbo
;D
xrgman wrote: Loool turbooo
You do realize this isn't IRC, don't you ? That's enough unnecessary posts. If more come, I'll talk to a forum mod.Stiff wrote: Not D_nitro :p?
Mr.Man, I suggest you work on your map more, talk less.
RE: Zombie HORDE - The mappack project! (8a / r6)
no worries, second resist coming up. the easter egg now has a script to make the sky and moon become various colors. i made a second jacks gun spot and i'm about to detail the canyon walls some more.
edit 1: xsnake, is it alright if i add a flaregun? just a add-on to shoot flares further and faster. If yes, can anybody help me with it? i never done this before.
edit 1: xsnake, is it alright if i add a flaregun? just a add-on to shoot flares further and faster. If yes, can anybody help me with it? i never done this before.
Last edited by Mr.Man on Mon Jun 17, 2013 10:26 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
If you want, I can do all weapons you'll need, the decorate is my best area.Mr.Man wrote: edit 1: xsnake, is it alright if i add a flaregun? just a add-on to shoot flares further and faster. If yes, can anybody help me with it? i never done this before.
Give me only the sprites or let me chose then, and I do the rest.
Last edited by fr blood on Tue Jun 18, 2013 4:30 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
Well i was thinking of the flaregun of zero tolerance (key 0 i believe). and if you shoot, i wanted (or close to it) that it made the sound of the jacks gun, and between that the flare throw sound. Maybe if possible make it do damage on direct impact to a zombie, and even a anchievement (something like: MULTIFUNCTIONAL! kill a zombie with a flaregun.) Also want it shoot the flare faster and further then usual. If any of these can't, inform me then.
Edit 1: anybody know how to make a no-fog teleport with script without having to hit the ground?
Edit 1: anybody know how to make a no-fog teleport with script without having to hit the ground?
Last edited by Mr.Man on Mon Jun 17, 2013 4:41 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
I'm able to do all you said, the only problem is the achievement, because it need to make modification on Zombie horde acs files, and I'm not allowed to do that.Mr.Man wrote: Well i was thinking of the flaregun of zero tolerance (key 0 i believe). and if you shoot, i wanted (or close to it) that it made the sound of the jacks gun, and between that the flare throw sound. Maybe if possible make it do damage on direct impact to a zombie, and even a anchievement (something like: MULTIFUNCTIONAL! kill a zombie with a flaregun.) Also want it shoot the flare faster and further then usual. If any of these can't, inform me then.
And for zero tolerance, it's a wad for Zandro ? An another game ?
I need more information for sprites, in my view I think a weapon from realm 667 will be better, and for the sound, it's not a problem.
RE: Zombie HORDE - The mappack project! (8a / r6)
it should be playable for zandronum. The full weapon of the wad would be ok, just the sound modification, need anything else?
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RE: Zombie HORDE - The mappack project! (8a / r6)
Hi people. Did you guys try the mod with the latest zandronum beta build?
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.
RE: Zombie HORDE - The mappack project! (8a / r6)
who's the bad boy now :D!Xsnake wrote:
You do realize this isn't IRC, don't you ? That's enough unnecessary posts. If more come, I'll talk to a forum mod.
Mr.Man, I suggest you work on your map more, talk less.
RE: Zombie HORDE - The mappack project! (8a / r6)
pm xsnake about it, he's the developer after all.Edward-san wrote: Hi people. Did you guys try the mod with the latest zandronum beta build?
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.
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RE: Zombie HORDE - The mappack project! (8a / r6)
neither being the developer we can test if our maps and others works ^^ hmm I have tested on 1.1 but i dont think it´s the latest of the latest :s
Also:
zm09 news: Thanks to doomero, I could find problematic scripts online, they were eating too much internet traphic (around 40kb), and it´s weird because they were simple (for somehow i couldn´t see the ravishing core script use of data, I don´t know if it´s too big or another thing, but at least the 3 other scripts from ravishing use +- 80 bits per second (also there´re some zombie horde using alot of data, i think it´s 900 or 901)
I´ll see if there´re wet the wierd bug with lava when the mission failed... (And I´ll release the "new" zm09 update soon:B)
Also:
zm09 news: Thanks to doomero, I could find problematic scripts online, they were eating too much internet traphic (around 40kb), and it´s weird because they were simple (for somehow i couldn´t see the ravishing core script use of data, I don´t know if it´s too big or another thing, but at least the 3 other scripts from ravishing use +- 80 bits per second (also there´re some zombie horde using alot of data, i think it´s 900 or 901)
I´ll see if there´re wet the wierd bug with lava when the mission failed... (And I´ll release the "new" zm09 update soon:B)
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! (8a / r6)
what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S
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RE: Zombie HORDE - The mappack project! (8a / r6)
just the number after playerstart 8 and beyond til you have 32 playerstarts(4005 to 4028),Mr.Man wrote: what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S
but realy you should use IRC for these kinds of questions.
RE: Zombie HORDE - The mappack project! (8a / r6)
yeah well, if nobody is online on irc that i know of, then how should i. I waited an hour on irc for an awnser , so...mr fiat wrote:just the number after playerstart 8 and beyond til you have 32 playerstarts(4005 to 4028),Mr.Man wrote: what was the type for 9+ player spawns? i saw it in an earlier post, but i can't find it now :S
but realy you should use IRC for these kinds of questions.
RE: Zombie HORDE - The mappack project! (8a / r6)
So you didn't wait for me to awake? Ffs...
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RE: Zombie HORDE - The mappack project! (8a / r6)
Screenstiffs from "Escape from jail" (or whatever) :
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
Status: 8% done
DYNAMIC LIGHTS?
Yup, i used them ways too less in previous maps. (probably becouse it gives lags)!
RANDOM?
That's a big role in this map, there will be alot of different ways to END the map or to BEGIN the map or whatever.
[spoiler]

[spoiler]

[spoiler]

Status: 8% done
DYNAMIC LIGHTS?
Yup, i used them ways too less in previous maps. (probably becouse it gives lags)!
RANDOM?
That's a big role in this map, there will be alot of different ways to END the map or to BEGIN the map or whatever.
Last edited by Stiff on Tue Jun 18, 2013 3:54 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
Well mine is taking his shape too, and i got a bit of a video about it:
http://www.youtube.com/watch?v=x-rDtaGZfLs
The video doesnt containt he music i use for it, this is the music i use:
http://www.youtube.com/watch?v=FRK9Rq8xbW4
Serieusly, you guys make mine look noob o.o
I'll try to detail every single thing i can detail, lol
http://www.youtube.com/watch?v=x-rDtaGZfLs
The video doesnt containt he music i use for it, this is the music i use:
http://www.youtube.com/watch?v=FRK9Rq8xbW4
Serieusly, you guys make mine look noob o.o
I'll try to detail every single thing i can detail, lol
Last edited by Mr.Man on Tue Jun 18, 2013 4:17 pm, edited 1 time in total.