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! (9a / r11) 10/05/13

#961

Post by Untitled » Sun Oct 13, 2013 1:29 am

Nice opinions Blood. Allow me to have my own:
fr blood wrote: Here is my opinion for all current maps :
- ZE01 : This map is balanced, the victory depends of the skill that have the zombies and humans.
This is arguable. I've been camped at the first resist with nothing I can do, but I don't see it too often due to almost only playing with two start zombies.
fr blood wrote: - ZE02 : Very open, if the humans got a certain skill zombies have no chance.
Yeah, this I've found is hit-or-miss. Two Start Zombies can certainly change up the map pretty badly-the beginning plays wildly different, so I haven't seen humans win that badly. The start camp is a pain if you're the solo start zombie though.
fr blood wrote: - ZE03 : This map is balanced.
If zombies play well, I find the second resist is hard to defend, and again, two start zombies are a lot harder to shoot off the bridge (and into the prison) than one start zombie.
fr blood wrote: - ZE04 : If zombies spawn in the cave, some humans make them waste much time, so the others will secure safe place and zombies will lose.
The start is a pain here, but it plays better with two start zombies-one in the cave, one in the other side.
fr blood wrote: - ZE05 : This map is a bit unfair for humans, I think an anti-zombie shield can be good before the elevator, the mistake is from that platform that is hard to defend because sometimes there are already 8 zombies before the first resist.
Definitely.
fr blood wrote: - ZE06 : balanced map, if humans succes to rush the lowest floor, they can win by grenade spam.
Erm, that last resist is grenade spam and all, but
A: How do I prevent zombies from spamming elevator? This map is impossible if the zombies are smart and split up to occupy all 4 elevators, and
B: Grenade spam won't help if there's 20 players on and say, 8 of them are zombies. There's not that many grenades (16 on last count).
This map is fun, but it does not play well with 20+ players at all.
fr blood wrote: - ZE07 : balanced map, the victory of humans depend of how many zombies are already infected before the third resist.
- ZE08 : The third resist is hard to defend.
- ZE09 : This map is balanced.
Exactly, and likewise ZE07 doesn't play as well if there's lots of players.
fr blood wrote: - ZE10 : This map is balanced, if humans force zombies to stay at begining they can win easily.
This is not balance. If the balance of the map depends on one resist -the first- and nothing else, it's not balance, and again, two start zombies is nasty here.
fr blood wrote: - ZE11 : I don't know, but too many humans get infected at beginning, so that mistake seal the rest of the game.
That's the problem. I'll detail that later.
fr blood wrote: - ZE12 : If zombie doesn't have a certain skill, he get killed at beginning.
Eh, it's not as bad as in others, but it happens a bit. It doesn't tend to happen if there's two start zombies.
fr blood wrote: - ZE13 : This map is balanced.
Can someone please edit the map to give a notification that the chandeliers can be shot down to burn zombies? No one seems to know this.
Also, the second-last resist is kind of impossible to defend, and again two start zombies can be a pain here.
fr blood wrote: - ZE15 : I don't know how zombies manage to win 80% of the times.
The problem with this map is that there's no way to stop zombie advancement on the resists.
The gate? yeah, but zombies can go around, and it's only one resist. Big deal.
Hacking the door (2nd Resist) has no way to stop zombies conveniently. The bridge right before the resist room should be broken a la ZE10's second resist bridge. Oh what the heck, all the bridges in the map could use it.
Final Resist: Um, where can I stall the zombies and prevent them from advancing? There's nowhere to stop them, so I have 8-12 zombies enter safe room (remember, I tend to play at 20+ players, so there usually is that many), and suddenly humans get eaten.
Secret Ending Final Resist: I can't keep the zombies from entering the ship, I'd recommend making the jump a bit farther (but still short enough one can make the jump, of course. Just enough that zombies can get shot easily. Remember, there's more zombies at this resist by now then at the first)
fr blood wrote: - ZE16 : Because of the new help for humans at end this one is more balanced, but if the zombie know the map and got a certain skill, he can infect a lot of humans before the first gate has tome to lower.
It's not too bad unless humans play badly. I'd make the last resist have a thinner bridge, as that's where humans tend to lose the mission-they can't shoot the zombies off, and since it's last resist, there's more zombies.
fr blood wrote: - ZE17 : That trolls who raise the pillars against their teammates, ruin the gameplay ... I'll do something.
If you can get something troll-proof for the pillars, do it for the cave too.
fr blood wrote: - ZE19 : This map is balanced.
No comment. The design looks balanced to me.
fr blood wrote: - ZE20 : This map is balanced ( Don't forget to fix the door ).
How the Hell do I defend the last resist? Anti-Zombie shield only gets me half of the resist timer, and there's no way to stall zombie advancement in the whole map, so they can often enter the safe zone before the humans do!
fr blood wrote: - ZE25 : If zombie doesn't have a certain skill, humans will block him at begining.
I tend not to notice it due to playing with two start zombies.
fr blood wrote: - ZE26 : I didn't noticed this map is like a labyrinth for new players, so as humans their chance to survive are low.
I haven't played this map, sorry.
fr blood wrote: - ZM01 : I think the map is too open, zombie get sniped from all sides.
I haven't found it to be too bad, though again two start zombies means things go less badly for zombies.
fr blood wrote: - ZM02 : The map is balanced.
- ZM03 : The map is balanced.
- ZM04 : The map is balanced.
- ZM05 : The map is balanced.
- ZM06 : The map is balanced.
I'm worse at marking ZM maps, but yeah, this looks pretty accurate.
fr blood wrote: - ZM08 : The map is balanced ( finally !!! ).
...Aside from the cave camp.
fr blood wrote: - ZM09 : Some new op camps spots, make the map a little unfair for zombies ( but this chance can turns with whiteface or ravish ).
Eh, Zombies have a decent win rate. Though, Whiteface /only/ targeting humans ruins the fun. Gotta give something for zombies to be afraid of. Heck, having whiteface target both humans and zombies works because whiteface noclips so humans camping can still be caught and zombies can still run.
fr blood wrote: - ZM13 : The map is balanced
- ZM16 : The map is balanced
I don't know the maps well, but yeah. Pretty decent.
fr blood wrote: - ZM17 : The map is unfair for humans, I think more camp spots are needed, but the big problem is from the doors, they take too long time to open.
My thoughts exactly. Zombies get free reign of map.

The problem with a lot of ZE maps is that most resists in the game assume there's X zombies, but the problem is the first resist has less than X zombies (due to it being just starters) and the last has far more (due to the various raked up infections). That's why the last resist has to be the easiest; because there's more zombies by that point in the map.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#962

Post by Rabbit lord » Sun Oct 13, 2013 4:36 am

Just want to get out of the way now that I designed this map [Runaway] to be somewhat difficult.
Untitled wrote: - ZE15 : The problem with this map is that there's no way to stop zombie advancement on the resists.
The gate? yeah, but zombies can go around, and it's only one resist. Big deal.
I can delay the other [cafe] door so it opens a few seconds after the gate is fully lowered.
Untitled wrote: Hacking the door (2nd Resist) has no way to stop zombies conveniently. The bridge right before the resist room should be broken a la ZE10's second resist bridge. Oh what the heck, all the bridges in the map could use it.
Barrel setup was intended for this resist to perform well. I'm not fond of just adding random destroyed bridges everywhere as that seems silly. Instead I may just add some grenades (6+?) as that is a suitable solution. This way if zombie do pass it's the humans fault.
Untitled wrote: Final Resist: Um, where can I stall the zombies and prevent them from advancing? There's nowhere to stop them, so I have 8-12 zombies enter safe room (remember, I tend to play at 20+ players, so there usually is that many), and suddenly humans get eaten.
This was the way this resist was developed and why the endroom is so huge; it's a reverse end room compared to the defendable small rooms in the other escape maps (which you're screwed if a zombie gets in).
Untitled wrote: Secret Ending Final Resist: I can't keep the zombies from entering the ship, I'd recommend making the jump a bit farther (but still short enough one can make the jump, of course. Just enough that zombies can get shot easily. Remember, there's more zombies at this resist by now then at the first)
If most of the zombies don't already die from the toxins, sure. I'll look into this.
Untitled wrote: - ZE16 : I'd make the last resist have a thinner bridge.
That can be done.



All in all I feel like the map's a mess. A good looking mess :D Script isn't trustworthy and the sudden fps drop since Version5. If I do so get the time I may as well remake it.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#963

Post by P_player » Sun Oct 13, 2013 6:43 am

Why you cant make 2 zombies start only if you have 24 players or something like that (or one stronger zombie insted) or make a script that check the number of players and makes map easier if there are 2 start zombies.(like add a block switch or reduce the resist...)

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#964

Post by fr blood » Sun Oct 13, 2013 7:43 am

P_player wrote: but how you can do it other than a forcefiled, because two zombies can push each other in...
Yeah they can do that, only if you put one line that got the anti-zombie shield arguments, in ZE26 try to pass the forcefield as zombie, there are more than 5 lines with the anti-zombie shield arguments.

Stiff you need to do the same in ZE25 if you want zombies to don't pass the shield, or if you wanted that at begining let it as it was.
Last edited by fr blood on Sun Oct 13, 2013 7:46 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#965

Post by Stiff » Sun Oct 13, 2013 8:39 am

ze25 already uses 5 lines and its still passble, it doesnt care how many lines you place.
my idea was that 1 human should defend that so zombies dont get through
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#966

Post by Xsnake » Sun Oct 13, 2013 8:55 am

Great feedback here, lads. :cool: There is just one thing I need to mention :
Untitled wrote:
fr blood wrote: - ZE05 : This map is a bit unfair for humans, I think an anti-zombie shield can be good before the elevator, the mistake is from that platform that is hard to defend because sometimes there are already 8 zombies before the first resist.
Definitely.
There is already a shield. It was added with beta27. But nobody seems to have noticed the switch (even though it's quite obvious). :rolleyes:

I will reply to the other posts later, I don't have much time right now.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#967

Post by Guardsoul » Sun Oct 13, 2013 11:21 am

Looks like that people has ignored my ZE30 T_T
I dont care about how bad your maps are. Everything can be improved.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#968

Post by fr blood » Sun Oct 13, 2013 11:49 am

Guardsoul wrote: Looks like that people has ignored my ZE30 T_T
Woops, sorry, so for ZE30:
- I think the door at end need to be smaller, because if only one zombie comes in, the round is over for humans.
- So many times, some trolles active the forcefield against their mates,so all forcefields in the map should block only zombies.
- Making the sewer door stay close 5 secs more could be better too.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#969

Post by Mr.Man » Sun Oct 13, 2013 11:50 am

This monday i have time. I still have a virus, forcing me from using my main pc. Also, this laptop isnt mine. This monday i can also mp test my map on a different pc. Or maybe even this evening.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#970

Post by Mr.Man » Sun Oct 13, 2013 11:55 am

I only need to finish the bunker, then i can pretty much call my map beta, and ready for mp.
All other things are side things for now (except 32 spawns, but i hate adding that, so ill do that later).

BrB grabbing screenshots...

EDIT:
Screenshots
Spoiler: the end room (Open)
Image
Spoiler: if you manage to get into this room, you found the secret ending (Open)
Image
Spoiler: the bunker, which i still need to finish untill i release a beta (Open)
Image
-------------------------------------------------------------------
P_player wrote: Why you cant make 2 zombies start only if you have 24 players or something like that?
I remember vincent PDP having a script to do this on his map, since he came with this loooooooong ago.
Last edited by Mr.Man on Sun Oct 13, 2013 12:17 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#971

Post by Untitled » Sun Oct 13, 2013 1:32 pm

Generally speaking, I've found that two start zombies tends to screw up a lot of these "camp the first zombie" introductions to a map, so there's that angle of experience I speak from.

Also, Blood is right about ZE30.

The big reason I've found why humans lose ZE maps is that map designers forget that the number of zombies increases each resist while the number of humans to stall the zombies decreases. If you're going to have one unfair resist to defend, it should the first, with each resist getting progressively easier to defend.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#972

Post by Mr.Man » Sun Oct 13, 2013 2:50 pm

Also, the bunker block point thing is skippable, which is really annoying, but also handy.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#973

Post by Stiff » Sun Oct 13, 2013 4:00 pm

Thing_Remove(TID); works offline but not online, the things I want to remove stay.
Anyone knows how to fix that?
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#974

Post by Mr.Man » Sun Oct 13, 2013 4:03 pm

clientside it in a seperate script. The map with the magic spell has it.

Now that immaking this anyway, does acs_terminate AND execute work the same way? i remember canyon run having an issue with this.
Last edited by Mr.Man on Sun Oct 13, 2013 4:04 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#975

Post by fr blood » Sun Oct 13, 2013 5:04 pm

So here are some updates.

ZE17 :
- When the cave is sealed, a new teleporter is available, and it works only for humans.
- The pillars have been replaced by the apache's force that blocks only zombies.

ZE26 :
- The distance between humans and zombies spot has been raised.
- When the pillars at left are raised, human are able to pass.
- Reduced the time at second resist from left.
- If zombies active secret end, they won't be teleported in the safe room.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#976

Post by ForrestMarkX » Sun Oct 13, 2013 5:23 pm

I made this server here for those who want to test the latest maps in a GV like environment, though it would be better to play when people are actually playing though since it has the full maplist

Address:
192.223.28.245:10666

Maplist:
ZE01
ZM01
ZE02
ZM02
ZE03
ZM03
ZE04
ZM04
ZE05
ZM05
ZE06
ZM06
ZE07
ZE08
ZM08
ZE09
ZM09
ZE10
ZE11
ZE12
ZE13
ZM13
ZE14
ZM14
ZM15
ZE15
ZE16
ZM16
ZE17
ZM17
ZE19
ZE25
ZE20
ZE26
ZE30
Wads:
zh-beta27.pk3
zh-beta27-fix2.wad
zh-mappack9a.pk3
zh-testpack_r11.pk3
zm14v2b.wad
stiffZE25v20.wad
zm16v2a1.wad
ze17v4a.wad
ze26v2.wad
zm14v2b.wad
ZH-RabbitPack_r27.pk3
Badlandsv4-1.wad
ZE14TESTSTIFFV1.wad
NewTextColours1_102.pk3
ConnectSound.wad
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#977

Post by Mr.Man » Tue Oct 15, 2013 5:07 pm

**Colossus**

New map, new look.

This map plays on the MOON.

Something that really buggs me though is the parts where you bounce on the moon. GL-Fogmode 1 really ruins it because of the fog, so be sure to turn that off.

Enjoy :D
Any buggs or problems, please tell me.

http://static.[bad site]/wads/ze31finalv1.wad
Last edited by Mr.Man on Tue Oct 15, 2013 5:08 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#978

Post by Mr.Man » Tue Oct 15, 2013 6:19 pm

I might try and make a "new" chaingun sprite for zombie horde, if you guys like. I never tried this before, but since i got alot of artfull idea's, i was wondering if i could try it out. I was thinking for atleast one hand holding ammunition, and the other one noticeably holding the gun.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#979

Post by fr blood » Tue Oct 15, 2013 6:38 pm

Mr.Man wrote: I might try and make a "new" chaingun sprite for zombie horde, if you guys like. I never tried this before, but since i got alot of artfull idea's, i was wondering if i could try it out. I was thinking for atleast one hand holding ammunition, and the other one noticeably holding the gun.
Do all sprites you want, but dont touch the zombie's incarnate spirtes, there are too funny. :razz:

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#980

Post by Stiff » Tue Oct 15, 2013 6:53 pm

mrman plz use a lower mapnumber and fill da gate (ZE21)
and btw, i cant play ur map cuz of 90% off the textures are missing
Last edited by Stiff on Tue Oct 15, 2013 7:09 pm, edited 1 time in total.
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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