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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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#741

Post by Klofkac » Thu Aug 22, 2013 3:00 pm

Why isn't testpack using LZMA/7z algorithm then? Zan can use that and it is better than DEFLATE/Zip.
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#742

Post by Lollipop » Thu Aug 22, 2013 3:21 pm

You mean make it a pk7?
I think that would make perfect sense, as a 7Z file fill less than a zip, so a pk7 must fill less than a pk3, right?
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#743

Post by Leonard » Thu Aug 22, 2013 5:42 pm

Lollipop wrote:I think that would make perfect sense, as a 7Z file fill less than a zip, so a pk7 must fill less than a pk3, right?
Perfect sense..

Anyway I didn't know we could compress an UDMF map ? or you mean you can compress the wad with the map inside it ?
Last edited by Leonard on Thu Aug 22, 2013 5:43 pm, edited 1 time in total.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Lollipop
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#744

Post by Lollipop » Thu Aug 22, 2013 5:51 pm

You put the wad containing the map(s) into the pk3/7, then slade does all the technical stuff and you're good.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#745

Post by ibm5155 » Thu Aug 22, 2013 6:52 pm

UDMF map is just a bunch of asc II chars, and it´s perfect to zip it, even more with 7zip to make pk7...
Well comparing the testpacks.
ziped:22mb
7ziped:21mb

Well, I don´t think 1mb will hurt anyone, even more pk7 need more cpu power than normal zip (slower changemap, maybe some lag to change music and other stuffs)
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#746

Post by Guardsoul » Fri Aug 23, 2013 3:05 pm

This is almost done, just some more rooms and code and will be finish (a week more or less). Progress: 85%
Spoiler: Image (Open)
Curved hallway with slopes
Image

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Guardsoul
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#747

Post by Guardsoul » Sat Aug 24, 2013 3:58 pm

Tomorrow will be probably finished. Progress: 95%
Spoiler: Images (Open)
One of the few campspots in the map
Image

Aurora Emitter, chamber 1
Image

Image

Layout, more than 4500 sectors!!
Image

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#748

Post by Mr.Man » Sat Aug 24, 2013 5:34 pm

Damn, whats the size? also, fill it up more. It looks like something very normal. Maybe make it ruined, as in broken stuff and collapsed rooms. Its a zm map after all, im not seeing hiding spots :L

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#749

Post by Leonard » Sat Aug 24, 2013 6:14 pm

Mr.Man wrote: Damn, whats the size? also, fill it up more. It looks like something very normal. Maybe make it ruined, as in broken stuff and collapsed rooms. Its a zm map after all, im not seeing hiding spots :L
You do have a point I mean judgind from the screenshoots it looks very empty , I see no barrels, no grenade.. Maybe secrets ?
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#750

Post by Mr.Man » Sat Aug 24, 2013 8:06 pm

I decided to change cityscape ALOT in the way it will be played. Not only do i make the "storyline" different, i'm also making it more "ze". with that i mean im not going to do the big-city area like i did before. Instead, im making it alot smaller with collapsed buildings blocking your way.. Right now there is a second resist before you really enter the city (you basicly ARE in it, but you still get blocked). A big part is already done. Also, spawn has been redone. Not only does it not lagg anymore, i also reduced the spawn sector alot. You will hear owls, the waterfall i placed and i also added some textures. I think this is going to be a big succes, with many players and not many players ;)

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#751

Post by fr blood » Sun Aug 25, 2013 7:22 am

Hellow there, I'm back, after reading all that posts I concluded ZE17 will need a better update ( fixing some spots, and making the map more beautiful "DETAILS !!!").

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#752

Post by Leonard » Sun Aug 25, 2013 11:41 am

fr blood wrote:( fixing some spots, and making the map more beautiful "DETAILS !!!")
Well except the bad texturing/detailing I really like your map. You just need to improve.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#753

Post by Mr.Man » Sun Aug 25, 2013 1:01 pm

here is another screenie. Its one of the many ways that i blocked off the city.
http://postimg.org/image/9up9p64hv/
the park next to it still needs detail, but in the end there will be a collapsed statue. I will also make the big wall int he background something you need to walk on to get to the end

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#754

Post by Xsnake » Sun Aug 25, 2013 3:22 pm

I know a lot of maps have to be included in the next testpack, but I have very little time atm (oral exams next week). Something might come out next weekend. If it doesnt, then the week after. Keep polishing your maps meanwhile. :wink:

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Guardsoul
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#755

Post by Guardsoul » Sun Aug 25, 2013 7:53 pm

Dont worry about that, I have to give my map to my own test group to see what can be improved. Good luck with your exams!

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#756

Post by Guardsoul » Mon Aug 26, 2013 5:51 pm

The map itself is finished, now its time to add all the code, textures, sfx and items.
Spoiler: Final layout" (Open)
Slightly more than 5000 sectors
Image

Looks like that caverns have been filled with fog
Image

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Guardsoul
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#757

Post by Guardsoul » Tue Aug 27, 2013 1:27 pm

Ok, guys. The map is 100% complete and is ready to be tested. Post everything that you see that needs to be changed.

About the map:
- Map name: ZM17 - "Aurora Emitter"
- Its a heavy map: almost 10 MB with all the stuff (7MB without them)
- Uses dynamic lights
- Uses non-slopped 3D floors
- Uses fog effects
- All rooms are conected so its quite easy to scape from a zombie (there are at least 2 exits per room).
- There arent too many camping spots so learn where they are.

Link: https://mega.co.nz/#!EJFhlLAA!Ry2WCkvfm ... 7FU9OvWkG0

Remember that in order to disable the armory forcefield you must destroy the 4 energy cores that are distributed in the whole map.
Last edited by Guardsoul on Tue Aug 27, 2013 8:25 pm, edited 1 time in total.

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#758

Post by Mr.Man » Tue Aug 27, 2013 7:03 pm

Guardsoul wrote: Ok, guys. The map is 100% complete and is ready to be tested. Post everything that you see that needs to be changed.
Link: https://mega.co.nz/#!hJUG2CbK!E4YWZQaxn ... Q4BUhxiAbI
10 mb, told ya.

WOW, ok not gonna complain. The level itself is beatiful. It got very nice features, things i will most likely never be able too >.<
even though its nice, its just missing what zh needs. I think it needs way more small corridors, hiding spots and items. Also, i think its WAY too big. Just dont remove a big part though, keep this as a reserve for something else. But i think this is toob ig though :L

For myself, i fixed zm12 for the biggest part. HERE IT IS:
-lava is now water, i think the water will be better due to the damage and unbalancedness
-portals are GONE (fook yeah!) I turned off falldamage to make a safe "hole".
- i Added a 3 layered sky, like i have in cityscape. I didnt have this because of the portal bug, which is gone since i removed the portals itself.
Spoiler: spoiler fix (Open)
Smiledog only activates when zombies press the screen. Zombie will be teleported, gets a talk, scary stuff, and teleports back into the map. After that the script will be terminaded.
Link later on when i added some houses
Last edited by Mr.Man on Tue Aug 27, 2013 7:10 pm, edited 1 time in total.

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Guardsoul
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#759

Post by Guardsoul » Tue Aug 27, 2013 8:25 pm

Some quick fixes in the map:

- Fixed a texture problem
- Fixed some misaligned textures
- The music is lighter now (Thanks IBM :D!)

Link: https://mega.co.nz/#!EJFhlLAA!Ry2WCkvfm ... 7FU9OvWkG0


I have updated also the old link.

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#760

Post by fr blood » Tue Aug 27, 2013 9:03 pm

Guardsoul wrote: Some quick fixes in the map:

- Fixed a texture problem
- Fixed some misaligned textures
- The music is lighter now (Thanks IBM :D!)

Link: https://mega.co.nz/#!EJFhlLAA!Ry2WCkvfm ... 7FU9OvWkG0


I have updated also the old link.
The map is good and big, I thing it could be a good a idea to make some sectors be secret (that need to be opened with switches or someting like that ). And only that secrets sectors can have some op camp spot.
It's just an idea.

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