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 / r7) 07/20/13

#681

Post by Mr.Man » Fri Aug 02, 2013 12:31 pm

Once more a version of canyone run.
[spoiler]
-Last textures that i forgot to change when i changed all stiff textures
-second resist didnt start at all because vicnent turnet it off and placed a actor to activate, which i removed :L
-at the end the music stops when it caves in.
-new kids is reduced alot, hopefully it'll eat less gpu.
-the credits are now in the console, and not the hud.
http://static.[bad site]/wads/ze31v1.3a.wad
[/spoiler]

AND here i haz BURIED
[spoiler]
idk how much has been chances, i did quite a bit, i think
-Energy drink is now a pickup, you can get it in the cellar of one of the available houses by pressing the vent 100 times. The vent is also a texture i did myself.
-more houses
-portal holes! that means that when you look in you see the destination through it.
-more cave, a new room (crate room) with a jacks in it. How to get it? shoot a barrel ont he highest and nearest crate to get on. The crate will lower when you get on to reduce camping.
- Outer area is bigger
-The lava fountain and something else had the same id as stuff from my other wad. This is fixed. i Changed the type in this wad v v

TO FIX: the z-tele, it just doesnt seem to work somehow :L
http://static.[bad site]/wads/zm12v0.3a.wad
[/spoiler]

ALSO, screenie! :D
http://postimg.org/image/3wpp3ir5d/

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

#682

Post by fr blood » Fri Aug 02, 2013 3:52 pm

Well I'm progressing, I think the map can be finished tomorrow, here are some screenshot :

[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]

In that map, hiding will be a better idea than camping, like ZM06, but i'll try to do some camping spots.

Progress 41%

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

#683

Post by Mr.Man » Sat Aug 03, 2013 5:18 pm

Well i'm going on vacation untill the 12th of August, so i won't map at all next week. Here's a video of resist 1 of cityscape, what do you guys think?
http://www.youtube.com/watch?v=lM2RQ5bUznc

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

#684

Post by Kaminsky » Sat Aug 03, 2013 5:41 pm

It's going good so far. However, I think that the explosion emitted from the detonation of the dynamite lasts too long, especially if the humans must defend themselves from the zombies.

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

#685

Post by Mr.Man » Sat Aug 03, 2013 6:29 pm

Dr.Robotnik wrote: It's going good so far. However, I think that the explosion emitted from the detonation of the dynamite lasts too long, especially if the humans must defend themselves from the zombies.
I was actually thinking about making it last even longer and making some more camp spots for a bigger challenge. I'll look into it.

PS, since when are those icons above your message?

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

#686

Post by fr blood » Sat Aug 03, 2013 8:35 pm

Ok I've finish the map, I renamed it as ZM16, because the slot looks like free, so what is in it ?
- There are only 1 items, the syringe in a secret room that has only 50% of chance to be open.
- 3 Generators ( Blue, Red, Yellow ), they need key to be in their room, and they have :
.50% of chance to spawn a small item ( grenade, medikit or flare box).
.10% of chance to spawn a medium item ( jacksgun, doubleshotgun or bonus item ).
. 5 % of chance to spawn a big item ( holy cross or firecrystal ).
.35% of chance to spawn monster.
- Removed the radio event.
- Removed scientist event.

The maps is big, like ZM06, there are some op camp spot, but it will be better to hide in it.

Here is the link ZM16.

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

#687

Post by Mr.Man » Sun Aug 04, 2013 6:00 am

im not calling a fire crystal a good item :L

Well i tried it, and found 1 overlap at the vent entrance and a vent entrance that was cut a bit. Also, when i went in the vent and got out, i wasnt able to stand up anymore! D:
So i had to finish it crouching. Also, i did not find the red room D:
Last edited by Mr.Man on Sun Aug 04, 2013 6:11 am, edited 1 time in total.

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

#688

Post by fr blood » Sun Aug 04, 2013 9:09 am

Mr.Man wrote: im not calling a fire crystal a good item :L

Well i tried it, and found 1 overlap at the vent entrance and a vent entrance that was cut a bit. Also, when i went in the vent and got out, i wasnt able to stand up anymore! D:
So i had to finish it crouching. Also, i did not find the red room D:
Really the red room is easy to found, but for the vent entrance, I think we will test it together, and you'll show me where are the bugs.

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

#689

Post by Mr.Man » Sun Aug 04, 2013 3:31 pm

fr blood wrote: Really the red room is easy to found, but for the vent entrance, I think we will test it together, and you'll show me where are the bugs.
I'm afraid i can't since i got to go tomorrow, and now i don't have time either. I just came to post cityscape like i had it so far. It's not much yet, but sicne i have vacation i might already show what it looks like.
http://static.[bad site]/wads/ze28v0.08b.wad

Back in a week, ciaz!
Last edited by Mr.Man on Sun Aug 04, 2013 3:31 pm, edited 1 time in total.

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

#690

Post by Rabbit lord » Mon Aug 05, 2013 3:23 am

Well I've got an update for badlands coming soon, may have it done in a few days. I'll post screenshots later.

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

#691

Post by fr blood » Mon Aug 05, 2013 10:20 am

Hi there, here are little changes for ZE17 :
- The time when the zombie's house is open was reduce.
- The second resist take more time.
- Added a new way to continue the map for zombies if they don't want to be killed by sniper in the big place after the third resist.
I'm trying to make the map more balanced, because it's very hard for zombies to win.

Edit : An update for ZM16
Last edited by fr blood on Tue Aug 06, 2013 2:38 pm, edited 1 time in total.

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

#692

Post by P_player » Mon Aug 05, 2013 11:47 pm

Rabbitlord:
Also fix the "humanMaker" bug (player's starts) In map Zm08 and Zm15. :cool:

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

#693

Post by Xsnake » Tue Aug 06, 2013 3:59 pm

Rabbit lord wrote: Well I've got an update for badlands coming soon, may have it done in a few days. I'll post screenshots later.
Sounds good :smile:
I had added the missing player start in last week's update pack. It was Player 15 start IIRC. Make sure you add one too.
fr blood wrote: Ok I've finish the map, I renamed it as ZM16, because the slot looks like free, so what is in it ?
Xsnake wrote: Regarding map numbers, I mentioned it already but I'm gonna say it again. Fill in the gaps. No need to go over ZE30 or ZM15 (yet). However, do not use ZE14. It's reserved for a possible comeback of DrDoctor.
As for the map itself, I am a bit pessimistic about how it will get played. Wherever it comes from, the generator effect is nice, though. I just don't like the idea of spawning monsters in the map. You'll say Uboa is a monster, but it's more some sort of special event. Take the monsters out and I'll put the map in the next testpack.

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

#694

Post by fr blood » Tue Aug 06, 2013 5:46 pm

Xsnake wrote: As for the map itself, I am a bit pessimistic about how it will get played. Wherever it comes from, the generator effect is nice, though. I just don't like the idea of spawning monsters in the map. You'll say Uboa is a monster, but it's more some sort of special event. Take the monsters out and I'll put the map in the next testpack.
It's done ZM16.
The chance of items has changed.
- 80% to get a little item. ( flare, grenade, medikit ).
- 15% to get a medium item. ( doubleshotgun, jacksgun, item box ).
- 5% to get a big item ( holy cross, fire crystal ).

And what about ZE26 ?
Last edited by fr blood on Tue Aug 06, 2013 10:16 pm, edited 1 time in total.

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

#695

Post by Vincent(PDP) » Thu Aug 08, 2013 1:30 pm

Xsnake wrote:
Rabbit lord wrote: Well I've got an update for badlands coming soon, may have it done in a few days. I'll post screenshots later.
Sounds good :smile:
I had added the missing player start in last week's update pack. It was Player 15 start IIRC. Make sure you add one too.
fr blood wrote: Ok I've finish the map, I renamed it as ZM16, because the slot looks like free, so what is in it ?
Xsnake wrote: Regarding map numbers, I mentioned it already but I'm gonna say it again. Fill in the gaps. No need to go over ZE30 or ZM15 (yet). However, do not use ZE14. It's reserved for a possible comeback of DrDoctor.
As for the map itself, I am a bit pessimistic about how it will get played. Wherever it comes from, the generator effect is nice, though. I just don't like the idea of spawning monsters in the map. You'll say Uboa is a monster, but it's more some sort of special event. Take the monsters out and I'll put the map in the next testpack.
Xsnake... I would like your help with my Achievement Mod.
The progress still won't get saved if you play in multiplayer, and i've tried different ACS execute's and functions. :(

Thank you!

ACS Source Code: [No more lurking in my code :P]
Last edited by Vincent(PDP) on Thu Mar 27, 2014 9:37 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
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My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
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Stats mod

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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#696

Post by ibm5155 » Thu Aug 08, 2013 6:10 pm

ZM09 beta 8.8 DOWNLOAD HERE

UPDATES
-Fixed: Piano didn´t worked when it rain.
-Fixed: zm09 menu is better acessed (puke 48).
-Fixed: white face tracker script.
-Fixed: Menu '>' symbol is overwritten by '-' when there're more than 1 player. (but now it shows in yellow the item that you´re selecting)
-Fixed: rainfall always on the map (fault of enter script and not open D:)
-Fixed: reflective effect isn´t disable when the map starts and your setting is reflective off
-Fixed: Computer room now stop flicker when there´s no energy or when it´s full energy.
-Modified:Edited an outside hosue that looked too simple.
-Modified:When white face is summoned, all the screens/tv will flicker.
-Removed:no more winery key to go to "hell"
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 / r7) 07/20/13

#697

Post by fr blood » Thu Aug 08, 2013 7:41 pm

ibm5155 wrote: ZM09 beta 8.8 DOWNLOAD HERE

UPDATES
-Fixed: Piano didn´t worked when it rain.
-Fixed: zm09 menu is better acessed (puke 48).
-Fixed: white face tracker script.
-Fixed: Menu '>' symbol is overwritten by '-' when there're more than 1 player. (but now it shows in yellow the item that you´re selecting)
-Fixed: rainfall always on the map (fault of enter script and not open D:)
-Fixed: reflective effect isn´t disable when the map starts and your setting is reflective off
-Fixed: Computer room now stop flicker when there´s no energy or when it´s full energy.
-Modified:Edited an outside hosue that looked too simple.
-Modified:When white face is summoned, all the screens/tv will flicker.
-Removed:no more winery key to go to "hell"
And Red Key ? D=, It's now so hard to get.
Last edited by fr blood on Thu Aug 08, 2013 7:41 pm, edited 1 time in total.

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

#698

Post by Klofkac » Thu Aug 08, 2013 7:49 pm

The Red key nerf was intended.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#699

Post by ibm5155 » Thu Aug 08, 2013 9:33 pm

fr blood wrote:
ibm5155 wrote: ZM09 beta 8.8 DOWNLOAD HERE

UPDATES
CENSORED
And Red Key ? D=, It's now so hard to get.
That´s the idea, like Klofkac said, since the code could really change the gameplay, could let alot more hard for humans of zombies, so it´ll be more hard :p
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 / r7) 07/20/13

#700

Post by Xsnake » Fri Aug 09, 2013 3:33 pm

Vincent(PDP) wrote: Xsnake... I would like your help with my Achievement Mod.
The progress still won't get saved if you play in multiplayer, and i've tried different ACS execute's and functions. :(

Thank you!

ACS Source Code: http://www.mydoomsite.com/WADS/DOOM2ACH.acs
I barely have enough time to take care of my maps and the mappack updates. I really can't help you with this. Sorry.

Rabbit : Will your update be ready by Sunday ?

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