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 / r7) 07/20/13

#661

Post by ibm5155 » Wed Jul 31, 2013 3:59 pm

Klofkac wrote: Are you saving CVars in clientside script?
That was my first problem when I tryed that but it´s a derp fail just think
non clientsides script will save on players ini the server values of it and not your values...
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#662

Post by Klofkac » Wed Jul 31, 2013 5:03 pm

ibm5155 wrote: non clientsides script will save on players ini the server values of it and not your values...
Actually, because server will call the script and the console command, it will be set to the SERVER's configuration.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#663

Post by fr blood » Wed Jul 31, 2013 6:19 pm

Hi there, I finally get the files of my old compute, here are some screns of ZM20 :

Image

Image

Image

Progress : 12% I'll try to make the map bigger like ZM06 ( the map with uboa ).

In other side I'll try to remove the lags in ZM14.
Last edited by fr blood on Fri Aug 02, 2013 3:47 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#664

Post by Mr.Man » Wed Jul 31, 2013 7:30 pm

Looks really nice. I havent done a ton on zm10, i pretty much have it at 45% right now. Since i'm not really motivated in zm10 i decided to start another ze map. I had a ton of inspiration, thats why :L
The map is called CityScape right now, and i put it on ze28, since it was free, and i haven't seen anyone use it :L.
It's a bit story like again as in canyon run. You spawn in a forrest like areas and need to move forward alot into the city. In the city, you need to reach the roofs onto the desicnated area. This is the special this about my map. The reason why it is is because you ahve a big city with tons of wais to reach the roofs. This way its balanced in my opinnion, and you ahve a lot of time to explore too. So far i made it to the city gates and i'm going to work on it now.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#665

Post by fr blood » Wed Jul 31, 2013 10:14 pm

Mr.Man wrote: Looks really nice. I havent done a ton on zm10, i pretty much have it at 45% right now. Since i'm not really motivated in zm10 i decided to start another ze map. I had a ton of inspiration, thats why :L
The map is called CityScape right now, and i put it on ze28, since it was free, and i haven't seen anyone use it :L.
It's a bit story like again as in canyon run. You spawn in a forrest like areas and need to move forward alot into the city. In the city, you need to reach the roofs onto the desicnated area. This is the special this about my map. The reason why it is is because you ahve a big city with tons of wais to reach the roofs. This way its balanced in my opinnion, and you ahve a lot of time to explore too. So far i made it to the city gates and i'm going to work on it now.
Thx, it's just the begining, I'll add many thing do make it like a real labs, like some experience ( In a room someone like zombieman will spawn to be eaten by a big monster like a big zombie dog ).

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#666

Post by Guardsoul » Thu Aug 01, 2013 10:35 am

Well, well,

looks like that this is active again (in the mapping meaning). You can also add some specimen chambers just to study all monsters that have been catched (for scientists :P).

New set of screenshots of my map. Progress: 30%.
Spoiler: Screenshots (Open)
Aurora emitter - Chamber 2
Image

Image

Image

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#667

Post by fr blood » Thu Aug 01, 2013 11:01 am

Guardsoul wrote: Well, well,

looks like that this is active again (in the mapping meaning). You can also add some specimen chambers just to study all monsters that have been catched (for scientists :P).

New set of screenshots of my map. Progress: 30%.
Spoiler: Screenshots (Open)
Aurora emitter - Chamber 2
Image

Image

Image
Amazing, I suppose this map will be like a giant labyrinth.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#668

Post by Vincent(PDP) » Thu Aug 01, 2013 11:32 am

Klofkac wrote: Are you saving CVars in clientside script?
Yes, a clientsided script that executes a Function void.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#669

Post by Mr.Man » Thu Aug 01, 2013 2:03 pm

about that post of me saying the energy drink will make zombies be unable to infect you. In Grandvoid servers it WONT work for some reason. Back when i triet it in my server it did. Idk if this is because i had different settings or something

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#670

Post by Stiff » Thu Aug 01, 2013 2:11 pm

Ze19 update

Changelog:
- I noticed that it's still too hard to defend the boat, so I made it a little bit easier for humans
- Changed the tram pillars into a hedge wich can lower, players and objects can now block the hedge (this is made for trolls who emidiatly activated the pillars for no reason when they reached the tram station)
- Placed a pushable chair next to the pillars (wich you can push under the hedge ofcorse)
- Changed the battery (actor is now "NEWBATTERY"), its now viewable in your inventory and pickupable again (it wasn't in previous version, wich was weard)
- Tram gets now activated when someone reach the tramstation, NOT when someone touches the tram (lots of people forget to do that)
- Added some Dynamic Lights

Don't worry Xsnake, I used your version :p
But it's still sad that there isn't a BAR in ze19 anymore, becouse the BAR is made for ze19 :I
If you change your mind (wich wont happen for 99,9%) place the BAR in the little house with the openable window at the beginning :p

Ze19: http://sickedwick.net/uploader/files/ze19fixed2.wad

Zexx - Jailbreak

There is some progress! (40% after a month or 2)
Here are some screenies:

[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
Last edited by Stiff on Thu Aug 01, 2013 2:12 pm, edited 1 time in total.
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#671

Post by Guardsoul » Thu Aug 01, 2013 5:20 pm

fr blood wrote: Amazing, I suppose this map will be like a giant labyrinth.
More or less, here it is the layout right now: 2700 sectors

Image

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#672

Post by Kaminsky » Thu Aug 01, 2013 6:42 pm

I like how the map is going GuardSoul. It's certainly getting more detail and complexity overtime.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#673

Post by Klofkac » Thu Aug 01, 2013 7:03 pm

Sorry about breaking the optimism on your map, but won't it lag for some players with weaker GPU, like me?
I have experience that lots of rendered linedefs at once causes fps to go down rapidly, so do dynamic lights...

After the update, ZM01 has 15-20 frames per seconds for me...
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#674

Post by Stiff » Thu Aug 01, 2013 7:20 pm

Zm01 indeed lags like hell (24fps~) , but guardsouls new map got the same "ordening" as ze30 (guardsouls first map) wich doesn't lag at all (230fps~) so im pretty sure that won't borther. Zm01 is a giant open area with lots of dynamic lights and stuff (the big decorative buildings are the big laggers). Ze30 is not open at all, and guardsouls new map isnt open too (seen from the map).
Last edited by Stiff on Thu Aug 01, 2013 7:22 pm, edited 1 time in total.
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#675

Post by Mr.Man » Thu Aug 01, 2013 9:43 pm

well getting spectacoular maps is hard of course. I mean, my ze26 CityScape map ALREADY laggs for me :L
even though im not lagging on zm01 or zm03 (the dark map that has alot of people lagg) i really dont get why mine laggs already. I got an older video of it right here, i guess its the trees?

NOTE: the initial zombies spawn in 2 seperate trees, where the trunk goes up after some time, giving balanced gameplay. You can pretty much see which one it is since it has 3d floors :L

http://www.youtube.com/watch?v=M-5ZCSfP_fw

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#676

Post by Kaminsky » Thu Aug 01, 2013 10:45 pm

For most maps, dynamic lights and 3D floors typically cause the game to slow down. Fortunately, a considerable amount of lines or sectors incorporated into the map will not have an effect on the game's performance.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#677

Post by Klofkac » Thu Aug 01, 2013 10:48 pm

Dr.Robotnik wrote: Fortunately, a considerable amount of lines or sectors incorporated into the map will not have an effect on the game's performance.
You are not true. Take example of sector craft or KGBUILD. I lagged there always when I looked down or up.
And, a lot of early versions of jumpix 2 maps were lagging me, yet they don't have synamic lights or 3D floors.
Visplane overflows, anyone?
Yes, when you see a lot of different sectors or lines, it makes a performance impact. I can make an example wad.
Last edited by Klofkac on Thu Aug 01, 2013 10:56 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#678

Post by Kaminsky » Fri Aug 02, 2013 12:11 am

Klofkac wrote:
Dr.Robotnik wrote: Fortunately, a considerable amount of lines or sectors incorporated into the map will not have an effect on the game's performance.
You are not true. Take example of sector craft or KGBUILD. I lagged there always when I looked down or up.
And, a lot of early versions of jumpix 2 maps were lagging me, yet they don't have synamic lights or 3D floors.
Visplane overflows, anyone?
Yes, when you see a lot of different sectors or lines, it makes a performance impact. I can make an example wad.
Indeed, placing an excessive amount of lines or sectors inside a map will potentially cause the game to slow down, but in this case, I was referring to maps that use an appropriate amount of such things. A map with less than 3000 sectors is good enough for everyone.

From what I remember, playing on the original Jump Maze maps have never caused the game to slow down for me, but I'd assume that people's computers work differently.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#679

Post by ibm5155 » Fri Aug 02, 2013 12:13 am

if you look down or up on doom engine, it´ll just render all the scenary while there isn't a wall that fully blocks the view (a sector with the floor at the same size of the sky).
It happened on cursed maze, since there was a little space on the top of maze the fps went to 30-40fps, but I decided to fully close it and I got 200fps :O (also that´s the why doom engine sucks for open worlds like zm02 [the ghost village])

Well on zm09 tests, I really saw that sectors was causing more framerates drops than the 3D floors and dynamic lights, then I selected all the wall on the big red house and delete it, creating a void wall, and with that the framerates up +10...

But there´s nothing that eat more fps than portals and reflective floors (that´s why it´s optional on zm09 for reduce the lag)...

I´ll not lie, I'm not a huge fan of that kind of tree spam, that generic tree from The Ghoul's Forest III was a hell, the only thing that was bad on it was the trees, since it caused 90% of the lag D:

Hmm, just curious, it´s pocible to add some 3D model tree on the testpack or just sprites?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#680

Post by Kaminsky » Fri Aug 02, 2013 1:07 am

Sprites are rather better to use for maps, rather than 3D models, which aren't always optimal for the Doom engine if used immensely. However, if you intend to add 3D models of trees, you could try to do so, provided that you define each model appropriately in the MODELDEFS.txt and DECORATE.txt lump.

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