Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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/
[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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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
Well I'm progressing, I think the map can be finished tomorrow, here are some screenshot :
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[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/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%
[spoiler]

[spoiler]

[spoiler]

[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%
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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
http://www.youtube.com/watch?v=lM2RQ5bUznc
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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.
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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.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.
PS, since when are those icons above your message?
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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.
- 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.
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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:
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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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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.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:
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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.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.
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
Well I've got an update for badlands coming soon, may have it done in a few days. I'll post screenshots later.
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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
- 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.
RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
Rabbitlord:
Also fix the "humanMaker" bug (player's starts) In map Zm08 and Zm15.
Also fix the "humanMaker" bug (player's starts) In map Zm08 and Zm15.

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

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 ?
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 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.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
It's done ZM16.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.
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
Xsnake... I would like your help with my Achievement Mod.Xsnake wrote:Sounds goodRabbit 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.![]()
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 ?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 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.
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.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13
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"
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">
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
And Red Key ? D=, It's now so hard to get.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"
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
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 :pfr blood wrote:And Red Key ? D=, It's now so hard to get.
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 / r7) 07/20/13
I barely have enough time to take care of my maps and the mappack updates. I really can't help you with this. Sorry.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
Rabbit : Will your update be ready by Sunday ?