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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r6)

#521

Post by Mr.Man » Thu Jun 27, 2013 7:14 am

** Canyon Run **

So you guys have probably seen me write about a zombie horde map on the forums.
I can almost surely say that the map is finished!
I just got to fix a few things, detail some stuff, and the map should be done!
Since i suck at posting stuff i have no idea how to directly post a video, so here's a link of the level:
http://www.youtube.com/watch?v=f9g5gFJgUAY

Link to the beta wad (beta because it's not fully done yet in my opinnion):
http://www.mediafire.com/download/rgc8x ... -BETA1.wad

in case the flaregun doesnt load, then download the flaregun itself as a seperate wad:
http://www.mediafire.com/download/5yq1r ... -BETA1.wad

edit 1: there is a small music file in the wad which i wasn't able to use due to screwing up the coding (i wanted to add a custom ending, i might do that alter). So when ingame, type in console "changemus d_scare" for the music.
Last edited by Mr.Man on Thu Jun 27, 2013 7:20 am, edited 1 time in total.

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#522

Post by fr blood » Thu Jun 27, 2013 2:55 pm

Mr.Man wrote: ** Canyon Run **

So you guys have probably seen me write about a zombie horde map on the forums.
I can almost surely say that the map is finished!
I just got to fix a few things, detail some stuff, and the map should be done!
Since i suck at posting stuff i have no idea how to directly post a video, so here's a link of the level:
http://www.youtube.com/watch?v=f9g5gFJgUAY

Link to the beta wad (beta because it's not fully done yet in my opinnion):
http://www.mediafire.com/download/rgc8x ... -BETA1.wad

in case the flaregun doesnt load, then download the flaregun itself as a seperate wad:
http://www.mediafire.com/download/5yq1r ... -BETA1.wad

edit 1: there is a small music file in the wad which i wasn't able to use due to screwing up the coding (i wanted to add a custom ending, i might do that alter). So when ingame, type in console "changemus d_scare" for the music.
I can add the flaregun in your map without any bugs if you want.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#523

Post by Mr.Man » Thu Jun 27, 2013 4:23 pm

fr blood wrote: I can add the flaregun in your map without any bugs if you want.
that will be handy, because the flaregun insta kills because it gets stuck to a zombie, causing alot of 100's of damage. even when put on 1, it gives up to 500 damage. Also, the flare doesnt stop moving when putting out the color in multi (it does in singleplayer). So yeah, if you could fix it (i didnt manage to) then i would appresiate it. NOTE: damage is set on 1 int his version:
http://www.mediafire.com/download/9o7i7 ... -BETA2.wad

Well if that is fixed, and i fixed a few hom issues and details, then my map would be ready to go!
anybody know how to get medpacks that zombies can't pick up?
Last edited by Mr.Man on Thu Jun 27, 2013 4:57 pm, edited 1 time in total.

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#524

Post by fr blood » Thu Jun 27, 2013 6:55 pm

Mr.Man wrote: that will be handy, because the flaregun insta kills because it gets stuck to a zombie, causing alot of 100's of damage. even when put on 1, it gives up to 500 damage. Also, the flare doesnt stop moving when putting out the color in multi (it does in singleplayer). So yeah, if you could fix it (i didnt manage to) then i would appresiate it. NOTE: damage is set on 1 int his version:
http://www.mediafire.com/download/9o7i7 ... -BETA2.wad

Well if that is fixed, and i fixed a few hom issues and details, then my map would be ready to go!
anybody know how to get medpacks that zombies can't pick up?
Very strange, I loaded the wad only with zhbeta26, and the flare gun did only something like 15 damages to zombies :/
Last edited by fr blood on Fri Jun 28, 2013 11:02 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#525

Post by Mr.Man » Thu Jun 27, 2013 7:46 pm

fr blood wrote: that will be handy, because the flaregun insta kills because it gets stuck to a zombie, causing alot of 100's of damage. even when put on 1, it gives up to 500 damage. Also, the flare doesnt stop moving when putting out the color in multi (it does in singleplayer). So yeah, if you could fix it (i didnt manage to) then i would appresiate it. NOTE: damage is set on 1 int his version:
http://www.mediafire.com/download/9o7i7 ... -BETA2.wad

Well if that is fixed, and i fixed a few hom issues and details, then my map would be ready to go!
anybody know how to get medpacks that zombies can't pick up?
well isnt there a BounceOffPlayers coding or something? because the problem is IT getting stuck at a ZOMBIE unless the zombie moves away from it.

btw, i found out how to fix the medkit
Last edited by Mr.Man on Thu Jun 27, 2013 7:46 pm, edited 1 time in total.

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ForrestMarkX
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RE: Zombie HORDE - The mappack project! (8a / r6)

#526

Post by ForrestMarkX » Thu Jun 27, 2013 8:23 pm

Mr.Man wrote:
fr blood wrote: that will be handy, because the flaregun insta kills because it gets stuck to a zombie, causing alot of 100's of damage. even when put on 1, it gives up to 500 damage. Also, the flare doesnt stop moving when putting out the color in multi (it does in singleplayer). So yeah, if you could fix it (i didnt manage to) then i would appresiate it. NOTE: damage is set on 1 int his version:
http://www.mediafire.com/download/9o7i7 ... -BETA2.wad

Well if that is fixed, and i fixed a few hom issues and details, then my map would be ready to go!
anybody know how to get medpacks that zombies can't pick up?
well isnt there a BounceOffPlayers coding or something? because the problem is IT getting stuck at a ZOMBIE unless the zombie moves away from it.

btw, i found out how to fix the medkit
+ALLOWBOUNCEONACTORS
+BOUNCEONACTORS
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#527

Post by Mr.Man » Fri Jun 28, 2013 5:56 am

ForrestMarkX wrote: +ALLOWBOUNCEONACTORS
+BOUNCEONACTORS
that is already included. The problem also is, that when i tested it one moment it god stuck, and one moment it just bounced off. Well, as long as the zombie keeps moving, there isnt a bug.

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#528

Post by fr blood » Fri Jun 28, 2013 11:03 am

Mr.Man wrote:
ForrestMarkX wrote: +ALLOWBOUNCEONACTORS
+BOUNCEONACTORS
that is already included. The problem also is, that when i tested it one moment it god stuck, and one moment it just bounced off. Well, as long as the zombie keeps moving, there isnt a bug.
So if this weapon wasn't make to kill, let's make it does 0 damages no ?

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ForrestMarkX
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RE: Zombie HORDE - The mappack project! (8a / r6)

#529

Post by ForrestMarkX » Fri Jun 28, 2013 11:54 am

Mr.Man wrote:
ForrestMarkX wrote: +ALLOWBOUNCEONACTORS
+BOUNCEONACTORS
that is already included. The problem also is, that when i tested it one moment it god stuck, and one moment it just bounced off. Well, as long as the zombie keeps moving, there isnt a bug.
Hmm maybe add a crash state where it explodes? But that would make the flare explode when it hits the ground though
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#530

Post by Mr.Man » Sat Jun 29, 2013 3:09 pm

So after another pair of days containing testing and fixing, i think it's time to just release my level
http://static.[bad site]/wads/ze31v1a.wad
^
NOTE: this is a new link as of 20:40 pm

The flaregun is temporarely removed due to the bugs that it containes.

In case you want the fixes:
fixed spots with not texture + the hom bug at spawn.
flaregun is removed.
more detail (lava has dynamic light, end is more detailed & collapsing rocks at second last resist)
various messages that didnt pop up now do.

spoiler fixes v v
[spoiler]the new kids easter egg switches now close when activated & more disco flares have been added for it.
The second last resist used to stop the music to start a new one. When new kids is active, the song will just keep playing.
the suicideshit item is harder to get, the switches also close after 5 seconds.[/spoiler]
Last edited by Mr.Man on Sat Jun 29, 2013 6:40 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#531

Post by ibm5155 » Sat Jun 29, 2013 3:19 pm

O blood, I fixed some bugs on rainfall script, I´ll send u later, for now I want to do some experimental tests on a new thing on it...
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">

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#532

Post by fr blood » Sat Jun 29, 2013 8:57 pm

ibm5155 wrote: O blood, I fixed some bugs on rainfall script, I´ll send u later, for now I want to do some experimental tests on a new thing on it...
Nice new, meanwhile I add a new upgrate for ze17.
- The last resist take more times.
- Funny event is fixed.

Edit Final ZM14 :
-Fixed all bugs.
- Added crazy weather event.
Last edited by fr blood on Tue Jul 02, 2013 5:55 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#533

Post by Esum » Mon Jul 01, 2013 11:41 am

Here are a few screenshots and an early version of my map ZE32 (currently named "Time 2 Time").
Wad: ZE32-v1f.wad (script may die in this version but it is playable if you are lucky)
Tell me if you have any suggestion.
Spoiler: Screenshots (Open)
Image
ImageImage

Thanks MrMan, Stiff, Blood and ibm for testing my map.
Last edited by Esum on Mon Jul 01, 2013 11:43 am, edited 1 time in total.

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r6)

#534

Post by Mr.Man » Mon Jul 01, 2013 1:39 pm

np

i got a video here showing you what i ment with that video with secrets in it (warning, contains spoilers):
http://www.youtube.com/watch?v=qKFTcY-PvyU
[spoiler]so far i made the room where you activate him, and to get there, you need to reach a door in time. The area itself is safe, and will be open after the end of the ze game.[/spoiler]

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#535

Post by fr blood » Mon Jul 01, 2013 4:10 pm

I think my 2 maps are finished, so now I can begin 2 other maps.

ZE36 "Scarlet's Castle"

Here is the concept :
- You are going into a big green castle, and trying to escape from the curse of the dark king.
- The map got two way, the player can chose what way will open at begining with 2 switches.
- It won't be a running map like ZE17, there will are many resist place.
- I'll put Castle vania intro music at begining, and I need to know if I'm allowed to do that.

ZM20 "Laboratoty A-75"

Here is the concept :
- You are hidding yourself in an secret laboratory.
- The map got 2 events, it's random :
. One time it's the day, scientist are in the lab and if you kill all them, an intervention force will come to clean the laboratory
. The other time, it's the night, the lab is empty and you can make a sabotage to the generator to make the map opens new rooms and other things happen.
- The map got 2 secrets, there are 3 specials rooms in the lab, these rooms got a generator, if you active it, it will drop ramdomly a thing, or a monster ( not fast, just a little mosnter :3 ). In the 3 rooms there is switch, if you active the 3 switches, you will open the big special room, and here the fun will begin.

That's all.
And if I can say something, Ive seen the maps of all players, and the only problem is : "There are too many ZE maps", I think we will need more ZM maps ...
Last edited by fr blood on Mon Jul 01, 2013 5:02 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r6)

#536

Post by ibm5155 » Mon Jul 01, 2013 4:42 pm

unofficial zombie horde dev on irc:#zh-dev (my idea :s)
on the next week (free time \o/) I´ll update my maps
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">

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RE: Zombie HORDE - The mappack project! (8a / r6)

#537

Post by Guardsoul » Mon Jul 01, 2013 6:15 pm

This needs more screenshots just to see what Im downloading...
fr blood wrote: And if I can say something, Ive seen the maps of all players, and the only problem is : "There are too many ZE maps", I think we will need more ZM maps ...
Agrees, thats why Im developing ZMXX (still waiting for a free map number :neutral: ).

Progress is too slow but dont worry, Ill recieve a new PC soon so Ill be allowed to make progress faster :twisted:

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mr fiat
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RE: Zombie HORDE - The mappack project! (8a / r6)

#538

Post by mr fiat » Mon Jul 01, 2013 6:30 pm

Guardsoul wrote: This needs more screenshots just to see what Im downloading...
fr blood wrote: And if I can say something, Ive seen the maps of all players, and the only problem is : "There are too many ZE maps", I think we will need more ZM maps ...
Agrees, thats why Im developing ZMXX (still waiting for a free map number :neutral: ).

Progress is too slow but dont worry, Ill recieve a new PC soon so Ill be allowed to make progress faster :twisted:
agreed i was making a ZM map too, but i seem to be stuck at the moment as i need some more ideas.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#539

Post by Mr.Man » Mon Jul 01, 2013 7:26 pm

I had the idea to make a zm map with ze endings, but i still need to ask if this is alright. I'm also working on that "thing" i told you guys about int he previous post, and its pretty complicated to amke it work.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#540

Post by ibm5155 » Tue Jul 02, 2013 12:10 pm

relax with the numbers, just put zm99, then when it´s completed to show to the people you can easy change the number :p
I´m doing a ze maps just more because of the idea, but i´ll make more zm maps too ^^
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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