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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ForrestMarkX
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#861

Post by ForrestMarkX » Thu Sep 19, 2013 4:36 pm

[quote=danzoa]Also Off-Topic for a second, does anyone still have that old ZH-Modelpack? If so could you possibly send me a link, please? [/quote]

This old model pack? http://static.[bad site]/wads/zhmodels0.2.pk3
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#862

Post by Danzoa » Thu Sep 19, 2013 10:08 pm

ForrestMarkX wrote:
danzoa wrote:Also Off-Topic for a second, does anyone still have that old ZH-Modelpack? If so could you possibly send me a link, please?
This old model pack? http://static.[bad site]/wads/zhmodels0.2.pk3
Yep, this one, thanks alot :).
mr fiat wrote:
danzoa wrote:Also Off-Topic for a second, does anyone still have that old ZH-Modelpack? If so could you possibly send me a link, please?
i have the author of the model pack in my steam friends list i could ask him if he shows up.
And that'd be great ! I wanted to ask him if he'd possibly be willing to continue the mod, i liked where it was going, i love to have some models sometimes.
Klofkac wrote: Those older monitors (if you talk about a CRT) are not that much dark. They just have high contrast, where black is really black. But yeah, I have one myself and I use gamma at least 1.7 to see properly (I am not using ambient light hax and for real atmosphere I use 1.3). But, I have brightness set at minimum, as higher would kill my eyes on wikipedia (here comes the high contrast).
Then people on forums complain I have too bright screenshots and it kills their eyes, feh.[/size]
And yep, that's what i was talking about, and also LCD screens sometimes, i had to use about 2.1 gamma on my old OLD screen, like one from windows 2000 lol, i used it due to its high durability, but the colors are so damn dark on Zombie Horde it became unbearable, and if i'd have to go with GL-Defaults, it'd probably be too dark to see, that is if it forces gamma to 1, wich used to be the case in some servers..
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#863

Post by ibm5155 » Thu Sep 19, 2013 11:05 pm

Well for me the worst map to see something is ze08, omg I can´t see almost nothing at start, but I think that would be less bad if people used better the lights and not just a spam lights everywhere...

About zm09
-Outside light is more bright
-No more "soulspheres" at any moment (they´ll be rare to be executed)
-No more second red key
-Fixed, some spots where lava couldn´t kill people...

No new things, I think the map is enough about new things on it, so for now only bug fixes :p.
Also, new map on at work :D (zm not ze)
and actually, this is what´s eating most of my free time D:
[spoiler]C pong :D (Almost ansi =/), with no special features for graphics, just the good and old printf :D
Image[/spoiler]
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 / r9) 09/4/13

#864

Post by Mr.Man » Fri Sep 20, 2013 6:08 am

Well as expected this canyon run had a glitch too (for some reason everyone dies, but are able to play) so im fully redoing canyon run.
Last edited by Mr.Man on Sun Sep 22, 2013 5:28 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#865

Post by fr blood » Mon Sep 23, 2013 9:36 am

Here is an update for ZE26, hopping it will be the last.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#866

Post by Xsnake » Mon Sep 23, 2013 3:47 pm

Klofkac wrote: Those older monitors (if you talk about a CRT) are not that much dark. They just have high contrast, where black is really black. But yeah, I have one myself and I use gamma at least 1.7 to see properly (I am not using ambient light hax and for real atmosphere I use 1.3). But, I have brightness set at minimum, as higher would kill my eyes on wikipedia (here comes the high contrast).
Then people on forums complain I have too bright screenshots and it kills their eyes, feh.[/size]
After consideration, I will probably force GL defaults on ZM maps only since they are less numerous than ZE maps and that the atmosphere plays an important role in them. Don't worry, the maps will be made as bright as ZM01.
Now if this isn't good, things will go back to normal.
Mr.Man wrote: Well as expected this canyon run had a glitch too (for some reason everyone dies, but are able to play) so im fully redoing canyon run.
Alright, we're removing it from the testpack for now.

Edit : GuardSoul, there is a lot of white fog outside ZM17 when gl defaults are forced. Is that normal ?
Last edited by Xsnake on Mon Sep 23, 2013 4:04 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#867

Post by Mr.Man » Mon Sep 23, 2013 4:33 pm

Xsnake wrote: Edit : GuardSoul, there is a lot of white fog outside ZM17 when gl defaults are forced. Is that normal ?
Well his pictures had the same, i guess its the reason why the cave and such arent very detailed either (low distance view).

As for canyon run, i'm FULLY redoing it. It will have the same resists, but different layout and detail. Also, i will use better acs and udmf features.
Last edited by Mr.Man on Mon Sep 23, 2013 4:43 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#868

Post by fr blood » Mon Sep 23, 2013 6:13 pm

Can we upgrate to 2 the max number of items that you can get, because sometimes we get an item at the end of a ze map when we already got one, so it's very bad. :/
Last edited by fr blood on Mon Sep 23, 2013 7:22 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#869

Post by Leonard » Mon Sep 23, 2013 6:41 pm

fr blood wrote: Can we upgrate to the max number of item you can get, because sometimes we get an item at the end a ze map when we already got one, so it's very bad. :/
Yeah it's so annoying.. Like a good cross shoot and you get all the items wasted or when you get an item twice (fire crystal when you already got one). Or when you have a vest and you get picked as a zombie or just when you have a bunch of item and get picked infact..
[spoiler]

Code: Select all

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

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cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#870

Post by Mr.Man » Tue Sep 24, 2013 3:16 pm

Add unlimiuted jacks gun ammo to that, instead of 2. I feel like stacking them up instead of having to miss shots because i already had 2.
Last edited by Mr.Man on Tue Sep 24, 2013 3:16 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#871

Post by Xsnake » Tue Sep 24, 2013 4:22 pm

fr blood wrote: Here is an update for ZE26, hopping it will be the last.
The maps looks good, except two things :
-too many bonuses
-spawning a leapstone close to the zombies spawn points will ruin the map

On escape maps, you should never urge humans to go in a direction other than where the exit is, unless it's a small detour. In your map, the leapstone might spawn at the exact opposite of the escape direction.
In a more general way, we said we allowed only one bonus item per map. But honestly I'm getting tired of seeing bonuses in every map.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#872

Post by Mr.Man » Tue Sep 24, 2013 7:43 pm

@BLOOD

Some things you mgiht want to do
-resist 1, more detail. As in the wall going down smoother and with some better acs and shorter quake. You pretty much see the trees flying in mid air for a second because of the speed :p
-What is the teleport on the left path for? i just got back to the same spot anyway :L
-Loop your music. I heared a part where you should be able to loop it. This will make it better too in my opinnion
-Also on the left, there is a part where you jump down. Maybe turn off fallmage there, instead of adding an infinite of medikits.

I havent triet the right one, i guess its close to the same

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#873

Post by Xsnake » Tue Sep 24, 2013 8:05 pm

@ GuardSoul : in ZE30 at first resist, you'll need to turn the pillars into a lowering ceiling with Generic_ceiling() causing crush damage in order to prevent players from standing on them and blocking the script (tagwait). Ceiling because, apparently, Generic_floor will not cause crush damage at all (tested on both zandro and zdoom).

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#874

Post by fr blood » Tue Sep 24, 2013 8:17 pm

Xsnake wrote: The maps looks good, except two things :
-too many bonuses
-spawning a leapstone close to the zombies spawn points will ruin the map

On escape maps, you should never urge humans to go in a direction other than where the exit is, unless it's a small detour. In your map, the leapstone might spawn at the exact opposite of the escape direction.
In a more general way, we said we allowed only one bonus item per map. But honestly I'm getting tired of seeing bonuses in every map.
Ok then, I did an other update for ZE26.
- Removed All Jacksguns and the DoubleShotgun.
- Fixed some bugs.
Now the only bonuses in the map are the leapstones ( they are needed to get the cross, and at they will be removed at the end of the map ), and 2 cross, one per side, it's all.

In my view, I think bonuses are one of the best ways to attract players in the depths of our maps, a map without secret can become quickly boring with the time. Seeing players making the race only to get a jacks or something like that is very funny.
But yeah of course in an other side 1 bonus max should really be the max in map, or 0 if it's possible, but if we put 0 bonus in a map we'll need to do an other interesting thing that will attract them ( likes stiff's weegee, or funny moments at the end of a map that doesn't need any secret ! ), it could resolve the problem of bonus spam idea with the mappers.

Edit :
Mr.Man wrote: @BLOOD

Some things you mgiht want to do
-resist 1, more detail. As in the wall going down smoother and with some better acs and shorter quake. You pretty much see the trees flying in mid air for a second because of the speed :p
-What is the teleport on the left path for? i just got back to the same spot anyway :L
-Loop your music. I heared a part where you should be able to loop it. This will make it better too in my opinnion
-Also on the left, there is a part where you jump down. Maybe turn off fallmage there, instead of adding an infinite of medikits.

I havent triet the right one, i guess its close to the same
I didn't saw your message,
- This teleporter is to get the cross, a leapstone is needed to jump above the pillars, and press a switch that will teleport the redkey near the shopguys that are at the teleporter, if you don't do that, it'sonly a way to discover the map.
- Yeah I forgot that, I'll downcrease the speed.
- I'll try to do what you mind for the the music.
- I did this part no makes more damages.
The new update is in the link.
Last edited by fr blood on Wed Sep 25, 2013 8:21 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#875

Post by Guardsoul » Wed Sep 25, 2013 6:38 am

Ok, I´ll fix those issues and add some more defendable camp spots in ZM17.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#876

Post by Xsnake » Thu Sep 26, 2013 8:00 pm

Guardsoul wrote: Ok, I´ll fix those issues and add some more defendable camp spots in ZM17.
Once this is ready, a new beta/mappack/testpack will come out.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#877

Post by fr blood » Fri Sep 27, 2013 6:27 am

Xsnake wrote:
Guardsoul wrote: Ok, I´ll fix those issues and add some more defendable camp spots in ZM17.
Once this is ready, a new beta/mappack/testpack will come out.
Does ZM16 will be in it or you did't started to get a look on this map ?

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#878

Post by Guardsoul » Fri Sep 27, 2013 8:53 pm

Here we go guys! http://www.mediafire.com/?3hgvyv7ea7yts3i

Contains fixes for both ZM17 and ZE30
* ZM17 fixes *
Added 3 new campspots (2 of them quite defendable)
Fixed some issues with core script
Fixed the mapinfo

* ZE30 fixes*
Changed the sewer access (now its a door)
Some miror texturing
The safe zone is now easier for humans to defend it (I have reduced the bridge width in 64 units and broken it twice)
Last edited by Guardsoul on Fri Sep 27, 2013 8:54 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#879

Post by Xsnake » Sat Sep 28, 2013 4:54 pm

Mappack 9a

• Two new maps : ZM13 (Cliffside Settlement by Vinama) and ZM17 (Aurora Emitter by GuardSoul).
• A few changes on ZE11 (Virtual escape).
• Fixed the first resist on ZE30. Secure room also easier to defend.
• Changes on ZM17.

Download Link

Testpack r10

• Added Blood's ZE26 (Scarlet Castle).
• ZE18 is now removed due to lift bug/unbalance.
• ZE29 is removed too (MrMan's request).

Download Link


Maplist changes
-ZE18
-ZE29
+ZE26

Edit : I forgot about ZE29. Modified my post.

To avoid confusion :

ZE01 to ZE13 + ZE15 to ZE17 + ZE19 + ZE20 + ZE25 + ZE26 + ZE30
ZM01 to ZM06 + ZM08 + ZM09 + ZM13 + ZM15 + ZM17
Last edited by Xsnake on Sat Sep 28, 2013 6:16 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#880

Post by Mr.Man » Sat Sep 28, 2013 5:14 pm

Well the lift was easily fixable if you added a tagwait. The unbalance is easily fixable if people tended to team up better, instead of mindlessy trying to reach the jacks room at the end first.

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