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

#1001

Post by Mr.Man » Sat Oct 19, 2013 12:33 pm

Correction, this is number 1000, post count fucked up :L
Idk what you mean, the map is probably balanced. Well have to see ingame.
ZM10 is looking nice and detailed. I got alot of ideas and inspiration now, i just need to add hiding spots. Does anyone know how to increase the game timer? i think ill need that.

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

#1002

Post by fr blood » Sat Oct 19, 2013 3:08 pm

Here is an update for ZM16, I understood that to see Marcus's text online, the script should have the "clientside" function.

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

#1003

Post by Mr.Man » Sun Oct 20, 2013 6:22 am

Rabbit? :v:

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

#1004

Post by fr blood » Sun Oct 20, 2013 11:56 am

Here is an update for ZE26.
- Added secret end at right.

Edit : Thats Make a lot of maps to see Xsnake and Rabbit.
If I remeber there are : ZE14, ZE21, ZM14, ZM16 and ZE25.
Tell me if I forget something.
Last edited by fr blood on Sun Oct 20, 2013 3:01 pm, edited 1 time in total.

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

#1005

Post by Mr.Man » Mon Oct 21, 2013 6:40 am

ZM12, Buried. But i might make more out of that, and less "Whitedog" or whatever its called. Anyhow, rabbit doesnt seem not to be responding at all, even though we gave fixes on our maps.

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

#1006

Post by Rabbit lord » Mon Oct 21, 2013 9:10 am

Sorry, I've had irl stuff to attend to and everytime I get to test a map it seems like an update for the maps are released :/ It's also a hassle for me to have to check every third post for an updated version so my review is spot on.

Haven't tested buried aside from that one time, and your space map may need work. Like some extra defendable spots and such. Give me more time and I'll Pm or post a proper review.

Play testing the colossus and blood's town map as a first experience was nice. enjoyed them both, but they can still be worked on.

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

#1007

Post by Stiff » Mon Oct 21, 2013 9:37 am

And ze14 - Jailbreak ? D: I don't update that before this version is inside the testpack.
But it's okay if you are busy, It's not very nesisary that you test it.
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

#1008

Post by Xsnake » Mon Oct 21, 2013 2:51 pm

I'm also busy these days. We will see if we can release a new testpack this week.

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

#1009

Post by Mr.Man » Mon Oct 21, 2013 3:17 pm

Xsnake wrote: I'm also busy these days. We will see if we can release a new testpack this week.
Its quite some maps that needs review. Those of forrest and ZM12, buried.
Latest version is ZM12v2.1.wad and ze21finalv1.wad
Last edited by Mr.Man on Mon Oct 21, 2013 3:18 pm, edited 1 time in total.

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

#1010

Post by fr blood » Tue Oct 22, 2013 8:59 pm

Here are a lots of updates, hopping these ones will be the last.
I tried to balance the two ZE maps, and for the ZM can't say because I never tested it on GV serv.

ZE17
- You can now see the criminals that found your first hidding house.
- Added a treasure somewhere.
- To respect the theme of the map, 3 players can become the ugly, the bad, and the good ( it's only a title ).

ZE26
- Zombie way under water will take more time to lower.
- I hope the cave teleporter is now fixed, no more telefrag ...
- Balanced the teleporters at the secret end at left.

ZM16
- Fixed Marcus.
- Fixed the bugged door.

ZM14
- The map is a little more smaller.
- The crazy weather is a more hard to active.

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

#1011

Post by Mr.Man » Wed Oct 23, 2013 9:43 am

You give too many fixes dude... lol

Well since you two are very inactive i'm wondering if i could make a pk3 holding all new maps, for konar. If it sucks, he can remove this. Is this alright? all these maps will rock zombie horde.
Last edited by Mr.Man on Wed Oct 23, 2013 1:09 pm, edited 1 time in total.

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

#1012

Post by fr blood » Wed Oct 23, 2013 2:29 pm

Mr.Man wrote: You give too many fixes dude... lol

Well since you two are very inactive i'm wondering if i could make a pk3 holding all new maps, for konar. If it sucks, he can remove this. Is this alright? all these maps will rock zombie horde.
If you do that I really hope that ZM14 won't lag for some people in GV. :neutral:

Hopping that these updates will be my last work in Zombie-Horde, after that I'll just try to give opinion about all maps to make them better.
Last edited by fr blood on Wed Oct 23, 2013 2:30 pm, edited 1 time in total.

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

#1013

Post by Stiff » Wed Oct 23, 2013 4:46 pm

you better do not, cuz xsnake made testpacks for this reason.
Before testpacks were made everyone just gave his map to konar (including me ehe) wich ended into a mess, becouse lots of bad maps were added too.
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

#1014

Post by Mr.Man » Wed Oct 23, 2013 5:41 pm

Yes, but i wanted to make a second testpack. You see that these maps dont get reviewed at all, so why not test them in the servers itself?

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

#1015

Post by fr blood » Wed Oct 23, 2013 9:12 pm

Stiff wrote: you better do not, cuz xsnake made testpacks for this reason.
Before testpacks were made everyone just gave his map to konar (including me ehe) wich ended into a mess, becouse lots of bad maps were added too.
The map list was ...... very long ! There were more than 30 maps !
Do someone remember the Aoni Mansion, this one was too funny. :lol:

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

#1016

Post by Xsnake » Wed Oct 23, 2013 9:17 pm

Alright, a new testpack will be out tomorrow.

I will check those maps (let me know if I forget any) : ZE14, 17, 21, 25, 26 & ZM14, 16

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

#1017

Post by fr blood » Wed Oct 23, 2013 9:19 pm

Xsnake wrote: Alright, a new testpack will be out tomorrow.

I will check those maps (let me know if I forget any) : ZE14, 17, 21, 25, 26 & ZM14, 16
Nah I think you forget nothing.
Maybe Mrman's ZM12 ?
Good luck with all that work.

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

#1018

Post by Mr.Man » Thu Oct 24, 2013 10:14 am

Yes my ZM12 is finished too, but it has some unneccesary extra stuff. You can look at it and add it, its not a problem.

EDIT: Here is a version of my new map SunBurn Island, its far from unfinished. I added quite some custom things, including 2 actors from ZM12. What do you guys think?

http://static.[bad site]/wads/zm10.wad

EDIT2: WOW GG, this thread has the most replies, rofl
Last edited by Mr.Man on Thu Oct 24, 2013 11:00 am, edited 1 time in total.

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

#1019

Post by Xsnake » Thu Oct 24, 2013 1:19 pm

I don't want to sound harsh, but am I the only one who dislikes ZM14 and ZM16 ?

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

#1020

Post by Mr.Man » Thu Oct 24, 2013 2:41 pm

ZM14 is really nice if it didnt lagg. It just needs alot less 3d floors. Which one is ZM16? The laboratory? If yes, its real nice, but we already have maps like this, so i get what you mean. Its real nice though.
What about my maps? :p

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