Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mr.Man
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#981

Post by Mr.Man » Tue Oct 15, 2013 7:12 pm

Oh, i forgot to mention that you should use:

Skulltag data/actors
beta27
mappack9a
testpack_r10

Which is not the latest.

Because of textures from your map for example, sicne i expect your map back soon
Last edited by Mr.Man on Tue Oct 15, 2013 7:13 pm, edited 1 time in total.

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

#982

Post by fr blood » Tue Oct 15, 2013 9:06 pm

Stiff wrote: 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
Yeah, a lot of ZE slot are free, why ZE31 ? :eek:
Damn this map is pretty nice, good detail, gravity a thing that never spawned in zandronum.

Mrma, did you balanced it as I told you, because if you don't do that this map will be impossible for humans ...

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

#983

Post by Mr.Man » Wed Oct 16, 2013 4:39 am

Well i "caculated" how to make it nicely, and since the gravity was usefull for humans, i felt like this fits the map well. Also, lowgravity puches zombie with xtreme knockback when shot, so if you activate blockpoint 1 too, it will be a fair game for atleast untill resist 2.

BTW im not done mapping yet, more info this afternoon (?)

Also stiff, when i have time this afternoon ill do that, together with a bockpoint patch that allows humans to go thru em.

EDIT: The new map is exotic, with the old zm13 music ;)
Last edited by Mr.Man on Wed Oct 16, 2013 5:12 am, edited 1 time in total.

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

#984

Post by Stiff » Wed Oct 16, 2013 5:15 pm

ZE14 - Jailbreak NEW VERSION

After some good reviews and less (found) bugs I place here my testpack version. :D!

http://sickedwick.net/uploader/files/ZE14STIFFTPV1.wad

Changes:
[spoiler]
- Extra room by 1st resist
- Item removes
- Expanded endroom
- Homs fixed
- Minor bug fixes
[/spoiler]
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)

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

#985

Post by Mr.Man » Wed Oct 16, 2013 5:20 pm

i really need a review on ze31 :#

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

#986

Post by Rabbit lord » Wed Oct 16, 2013 5:36 pm

I'll look at both ze14 and ze31 when I get to my computer. Mr. Man please select one of the vacant slots, we don't want to have these high nap numbers and not that amount of maps.

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

#987

Post by Mr.Man » Wed Oct 16, 2013 5:41 pm

Rabbit lord wrote: I'll look at both ze14 and ze31 when I get to my computer. Mr. Man please select one of the vacant slots, we don't want to have these high nap numbers and not that amount of maps.
Right away, ill put it on ZE21, be right back...

EDIT: doombuilder crashed... but i got it
http://static.[bad site]/wads/ze21finalv1.wad
Last edited by Mr.Man on Wed Oct 16, 2013 5:45 pm, edited 1 time in total.

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

#988

Post by Cruduxy » Wed Oct 16, 2013 5:50 pm

If so many maps are broken with single zombie vs tons of humans maybe its time to consider lowering the human count needed for 2 zombies -With slightly less hp than current but if a lot of humans the 2 zombies will start with current hp.. Or that single zombies have slightly higher resistance to sniper at start -Only thing that ends games- for like 30 seconds.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#989

Post by Fuzzball » Wed Oct 16, 2013 10:19 pm

Rabbit still have any ideas how to fit in that music I did aeons ago? :P
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#990

Post by Untitled » Thu Oct 17, 2013 11:02 am

Cruduxy wrote: If so many maps are broken with single zombie vs tons of humans maybe its time to consider lowering the human count needed for 2 zombies -With slightly less hp than current but if a lot of humans the 2 zombies will start with current hp.. Or that single zombies have slightly higher resistance to sniper at start -Only thing that ends games- for like 30 seconds.
The problem we've observed is that two zombies can often break ZE maps - look on just how many maps become have a 0.1% human success rate because two start zombies.
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#991

Post by Mr.Man » Thu Oct 17, 2013 2:11 pm

its just a simple manner of balancing zombie health, weapons knockback and damage...

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

#992

Post by Fuzzball » Fri Oct 18, 2013 12:15 am

What might work for one scenario might not work for another..
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#993

Post by fr blood » Fri Oct 18, 2013 3:52 am

And in another some maps with 3 zombies start could be good to balance the game like ZE02.
If humans > 15 = 2 zombies, if humans > 25 = 3 zombies.

I think all map should be reorgenized to deal with the first zombies spot.

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

#994

Post by Mr.Man » Fri Oct 18, 2013 6:07 am

Or a posibility for mappers to select zombies their own health, maybe even knockback. I dont think were permidded from that.

EDIT:
Today i had a bit of inspiration...
Spoiler: dont watch if you dont like warm, exotic stuff on a cold day (Open)
Image
The reason why the message is cut is because its a TYPEON message.
This picture includes a custom waterfall,water and sand. I also have a sun, for the skybox, as addon to the origional skybox

EDIT 2: the custom sand is under water, so hard to see
I forgot to say that i also have a white sand texture included.

EDIT 3: I finished the area shown in the screenie. I might make a new screenie sometime, but for now im mapping.
Running out of EDITS, welp.
Last edited by Mr.Man on Fri Oct 18, 2013 12:39 pm, edited 1 time in total.

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

#995

Post by Rabbit lord » Fri Oct 18, 2013 8:00 pm

@Mr. Man: I'm using Beta 27 w/fix2, Mappack 9a and testpack r10 and I'm still receiving missing textures.

@Stiff: Couldn't test due to the following error -> 1 errors while parsing DECORATE scripts. Tried both with and without the updated core ZH files.


Edit: Got them working.
Last edited by Rabbit lord on Fri Oct 18, 2013 9:35 pm, edited 1 time in total.

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

#996

Post by Untitled » Fri Oct 18, 2013 8:39 pm

Again, the problem is, One Start Zombie gets camped in a lot of maps, but Two Start Zombies in the same map = Humans lose 99% of the time. The problem here is that balancing a camp spot against one zombie and against two zombies is really hard.

Again, I think the way ZE11 handles it's first resist is pretty good: Have the resist be whatever; but make it so an alternative that isn't camp-able opens up when the resist is over. This way, zombies get to each resist (but not camped at it, even if he's alone), can catch up via the alternative route, all while humans don't get auto-massacred if there's two start zombies since defend-able resists.

The only catch is that the last resist has to be the easiest to defend, since more zombies to defend against and less humans to stop the zombie advancement.
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<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#997

Post by Mr.Man » Fri Oct 18, 2013 8:58 pm

Rabbit lord wrote: @Mr. Man: I'm using Beta 27 w/fix2, Mappack 9a and testpack r10 and I'm still receiving missing textures.
I use those minus the fix, and skulltag stuff and doom 2 iwad, what textures are missing?

And i was able to play jailbreak just fine, i think theres something missing on your end.

@Stiff, there are a few problems. The most major ones are the walls that push you back with some damage at the coal cart. If you stand behind it you get dragged in for an instant death. The heaven portal also doesnt close, or ends zegame. Idk if its part of the level or unincluded, i just found it.
Spoiler: problem (Open)
I think the jacks in endroom are realy annoying. Not ony to get to it, but because people can block o-so easy.
Last edited by Mr.Man on Fri Oct 18, 2013 9:03 pm, edited 1 time in total.

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

#998

Post by Stiff » Fri Oct 18, 2013 9:50 pm

heaven portal and shit is not included
I definately gonna change this endroom later but I still have no idea how becouse theres not much space. The lasers will be removed and the jacksgun will be moved to another location or removed later.
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

#999

Post by Mr.Man » Sat Oct 19, 2013 7:58 am

Rabbitlord i would advise redownloading the neccesary, because my level should work with those wads, and stiff´s level too. I did not having problems with both levels.

Just WHAT doesnt load anyway?
Last edited by Mr.Man on Sat Oct 19, 2013 8:09 am, edited 1 time in total.

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

#1000

Post by fr blood » Sat Oct 19, 2013 8:32 am

Mrman, did u make ur map more balanced ? :/
Spoiler: ??? (Open)
#1000 post :D
Last edited by fr blood on Sat Oct 19, 2013 8:33 am, edited 1 time in total.

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