Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Why isn't testpack using LZMA/7z algorithm then? Zan can use that and it is better than DEFLATE/Zip.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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?
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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Perfect sense..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?
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][/spoiler]
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<@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
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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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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
- ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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)
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)
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 / r8) 08/10/13
This is almost done, just some more rooms and code and will be finish (a week more or less). Progress: 85%
Spoiler: Image (Open)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Tomorrow will be probably finished. Progress: 95%
Spoiler: Images (Open)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
You do have a point I mean judgind from the screenshoots it looks very empty , I see no barrels, no grenade.. Maybe secrets ?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
[spoiler][/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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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 ;)
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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 !!!").
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Well except the bad texturing/detailing I really like your map. You just need to improve.fr blood wrote:( fixing some spots, and making the map more beautiful "DETAILS !!!")
[spoiler][/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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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
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
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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. 

RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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!
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
The map itself is finished, now its time to add all the code, textures, sfx and items.
Spoiler: Final layout" (Open)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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.
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.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
10 mb, told ya.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
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)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.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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.
- 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.
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
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.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.
It's just an idea.