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

#1021

Post by Stiff » Thu Oct 24, 2013 4:04 pm

Well...

Zm14 is unplayable due the lag, there is a way too big view distance and ways too much 3d floors. When the weather gets activated it even starts to lag more and more. The only fun thing I had to expect in this map was the weather, but the lag AND the annoying insta-kill kameleons (wich isnt weather at all ehe) makes the map even more dull and frustrating. My graphics card is not great, but I know that atleast 50% of the zandronum players have an even worser graphics card. The detail isn`t great too, and the buttonidea is silly. The good thing is that this map has enough places to hide or camp. Sorry blood but all at all I dislike this map too.

Zm16 has a good fps, but I agree what mrman said. Its like an ugly version of ZM17 but this map atleast got some good camp places and hiding spots. The secrets are a little bit silly and standart too, but ok. I think this map is a little bit better than ZM17 but still... Bad. It feels like a collection of grey rooms wich are confusing, and nothing more.

So yes I agree with Xsnake, but I still prefer ZM16 above ZM14.

Sorry blood, but I like your escape maps more.
Last edited by Stiff on Thu Oct 24, 2013 4:09 pm, edited 1 time in total.
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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

#1022

Post by fr blood » Thu Oct 24, 2013 4:22 pm

I tried ZM maps to make the maplist more balanced, but if you dislikes them, it's as you want.
Hopping that there will be more zm in the future.
So let's reject ZM14 & ZM16, Xsnake you are the project leader so you command.

Edit : Just to say, I finished ZM16, before GuardSoul made ZM17. :neutral:
Last edited by fr blood on Fri Oct 25, 2013 9:25 am, edited 1 time in total.

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

#1023

Post by Mr.Man » Thu Oct 24, 2013 9:06 pm

Xsnake wrote: Alright, a new testpack will be out tomorrow.
I think this wont happen... D:
Last edited by Mr.Man on Thu Oct 24, 2013 9:07 pm, edited 1 time in total.

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

#1024

Post by Xsnake » Thu Oct 24, 2013 9:29 pm

Mr.Man wrote:
Xsnake wrote: Alright, a new testpack will be out tomorrow.
I think this wont happen... D:
It's not midnight yet, is it ? In France, it isn't. :cool:

Testpack r12

• Updated ZE17 and ZE26.
• Added ZE14, ZE21 and ZE25.

Maplist changes

+ZE25, ZE14, ZE21

Download Link

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

#1025

Post by Mr.Man » Thu Oct 24, 2013 9:30 pm

Stiff wrote: be quiet man there is more importand stuff than zombie horde only
Well if you look at it, all of these maps get added 3+ months after release. My maps, blood's maps. People pretty much complain that Zombie Horde is boring because of no new maps.
No offence.

EDIT: oops, too late .-.

Lets hope for no glitches this time :allears:

Is there a reason why ZM12 is not added? :gasp:

EDIT2: PROBLEM
This might be just a problem from my side, but i'm able to go through every single actor. I can jump on barrels, but i can also just walk through them. Does one of the new levels have something to do with it?
Last edited by Mr.Man on Fri Oct 25, 2013 7:09 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1026

Post by fr blood » Fri Oct 25, 2013 9:24 am

Mr.Man wrote: Is there a reason why ZM12 is not added? :gasp:
Because he didn't have time to check it.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1027

Post by Xsnake » Fri Oct 25, 2013 9:29 am

Mr.Man wrote:Is there a reason why ZM12 is not added? :gasp:
Where is that map posted ? I can't find it.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1028

Post by Mr.Man » Fri Oct 25, 2013 12:25 pm

http://static.[bad site]/wads/zm12v2.1.wad
Uploaded september the 12th lol.

I will give a better version, i got some things i need to fix. Im probably wrong, but i might have a fix on the bug that causes people to be immume when drinking energy drink picked up from my new sprite. i will also remove/ add more things. This wont change much from this version.

Some things i still wanted to do:
-less actors (for example the chain, since i did not know how to properly align back then)
-fix(?) the energy drink
-expansion and more detailed rock textures (i will probably add the rock textures from zm10 if this gets added earlier).
-No more dog easter egg (its dumb)

EDIT: @Xsnake
http://zandronum.com/forum/showthread.p ... 2#pid44891
:P
Last edited by Mr.Man on Fri Oct 25, 2013 1:42 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1029

Post by fr blood » Sat Oct 26, 2013 6:26 pm

As you can see humans never won ZE21, Mrman why u didn't balanced the map as I told you ? And btw we need rly get a look on the zombie spawns, the last time 2 zombies finished ZE30 only before that the second resist has time to end.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1030

Post by Mr.Man » Sat Oct 26, 2013 6:29 pm

Well i havent played zombie horde for a month, and i only did for testing of my map. I will change the 2 block points to let humans through, this might fix it. The rest has fine spots to stay camping, so if this doesnt fix it you guys just suck ass :cuteface:
Last edited by Mr.Man on Sat Oct 26, 2013 6:29 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1031

Post by fr blood » Sat Oct 26, 2013 6:35 pm

Mr.Man wrote: Well i havent played zombie horde for a month, and i only did for testing of my map. I will change the 2 block points to let humans through, this might fix it. The rest has fine spots to stay camping, so if this doesnt fix it you guys just suck ass :cuteface:
Try to finish an escape map where zombies spawn in front of humans and tell me. :rolleyes:

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1032

Post by Mr.Man » Sat Oct 26, 2013 6:43 pm

Either way, i will look into it. The way the zombies spawn should buy you guys enough time, since the vents take some time to lower. low gravity areas should knockback the zombies too. All resists have atleast 1 good spot to hold off zombies.

I guess you guys just suck -need to hold off the zombies better without trying to be the first at the end. This is the biggest problem with this ZH community, no offence.

EDIT: another thing, wich kinda adds to my previous point. 50% of the humans staring like idiots at the resist untill its gone, so they can pass. Of course they lose then...
Last edited by Mr.Man on Sat Oct 26, 2013 6:51 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1033

Post by Untitled » Sat Oct 26, 2013 8:24 pm

Mr.Man wrote: Either way, i will look into it. The way the zombies spawn should buy you guys enough time, since the vents take some time to lower. low gravity areas should knockback the zombies too. All resists have atleast 1 good spot to hold off zombies.
Yeah, but as I've discovered: Many people, including me, don't play ZH very often and don't know where these points are. I got infected really quickly because I couldn't figure out where most of these defense points are. It suffers from the same problem ZE13 does; most people don't know how to defend it (shoot the chandeliers, guys). Also, humans have won many other ZE maps in the past. What are these ZE maps doing right that you're not?
Mr.Man wrote: I guess you guys just suck -need to hold off the zombies better without trying to be the first at the end. This is the biggest problem with this ZH community, no offence.
and yet, somehow humans win other ZE maps. In general, all of my coding (decorate/acs, I sadly don't map) experience goes by copyinganalyzing and learning from other coder's designs. While copying other map makers seems like a horrible way to map (though I'm not a mapper, most of my copy-paste stuff is decorate), often enough, they make a good base point.
Mr.Man wrote: EDIT: another thing, wich kinda adds to my previous point. 50% of the humans staring like idiots at the resist untill its gone, so they can pass. Of course they lose then...
Again, the big message here is design the map as if the people playing it are completely new to it and don't know where to go. Avoid use of resists that require knowing where to shoot (instead , opt for having obvious defense points such as ZE01, ZE02, ZE08), avoid expecting humans to survive in an open areas (humans lose that scenario 90% of the time), and keep the map layout simple. Although I made it to the end on my first try, I still don't know where I could've tried the shooting the zombies back.

And also, the last resist is too hard to defend. Remember, by the time you get here, there will be less humans defending and more zombies to defend against. The trick is: Make the resists get progressively easier to defend.

EDIT: Also, the map doesn't play terribly well at high player counts (which I only play ZH with), because suddenly chaos and bumping and blocking and AAAAAAAAAAAAAAAAAAAA
Last edited by Untitled on Sat Oct 26, 2013 8:27 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1034

Post by Mr.Man » Sat Oct 26, 2013 10:15 pm

This clarifies my point of "maps are good, its the player that sucks". This was the case with ZE18, and i knew this as soon as the argue started about this map. Remember the crate heap before the end room? If players didnt go for the jacks, but instead hed off the zombies there, it woulnd be an "unbalanced and bad map".

And block/bumping in MY map?
My map is having the right size for 32 players, except the second resist. I will probably make that fitting too. Its probably another rushing measure.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1035

Post by Untitled » Sun Oct 27, 2013 2:23 am

2nd and final resists, mostly.
Also, it suffers from zombies getting free reign of the map - there's no way to really "stall" them per se, only "not get infected" by them, which doesn't help if the zombies are literally ahead of the humans and inhabit the final resist, meaning humans can't get zombies out.
ANYWAYS, the point I really wanted to make was
Map Size != Playing Well for 32 Players

What I mean for not playing well is that, for example, let's say 30% of the player count is zombies and the level design is nice and open. If there are 10 players, this is 7 humans and 3 zombies - difficult but manageable. If there are 32 players, there's 9-10 zombies - game over in open areas, as the zombies will simply have too much of the area covered to avoid them all, inevitably adding numbers to the horde.

Here's the thing: good defense points have to funnel down zombies in a way that, say, 30% of them being zombies can still be stopped no matter how many zombies there are, be it 7 humans and 3 zombies, or 21 humans and 9 zombies.

Also, ZE18 was impossible. That was a bad map. Ever try it with 25 players? There are literally no spots to defend aside from crate stack near the end (2nd to last resist is where humans lose). The map also was too open for 25+ players, as zombies could literally just cover the whole map, or pack-hunt humans.

Again, analyze the other ZE maps. You could learn from them.

Also, you make the assumption Zombies can't think. Say someone like me, who *knows* how to maximize infects and how to dodge grenades to about 60% certainty if I actually try, and suddenly what was an even play field is now a horribly unbalanced play field. If you truly want it to be fair for both sides, then deliberately funnel down the zombies into nice, organized shoot-off points, like ZE01, ZE02, ZE03 (aside from 2nd resist), ZE04, ZE05, ZE07 (ZE06 needs a separate rant), ZE08, ZE09, ZE10, ZE11, ZE12 (the new one), ZE15 (ZE13 has all the chandeliers, if only people knew you could shoot them(hint hint, maybe I'm suggesting a tipbox)...), ZE16, ZE17, ZE19, and ZE25.

Also, what happened to ZE29? that was a cool ZE map. Played better than colossus.
In fact, really, Canyon Run (which I believe you made) was a nice, balanced ZE map (aside from the chaotic-ness of the final resist series leading to people getting caught, but that still felt fair, I never thought "wait what where how what" when I was infected).
Last edited by Untitled on Sun Oct 27, 2013 2:37 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1036

Post by Mr.Man » Sun Oct 27, 2013 8:04 am

Ze29 got removed because i asked Xsnake to. The reason why is because of the endless glitches happening after i fixed the other one. Also, the map was filled with stuff i did not use, bad acs and bland areas i didnt know how to fill. Dont worry, i will redo it. I just found my usb after losing it yesterday (LOL), so i will first take a look at colossus, then buried, then maybe Canyon Run while i work on SunBurn island.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1037

Post by mr fiat » Sun Oct 27, 2013 8:39 am

Mr.Man wrote: Ze29 got removed because i asked Xsnake to. The reason why is because of the endless glitches happening after i fixed the other one. Also, the map was filled with stuff i did not use, bad acs and bland areas i didnt know how to fill. Dont worry, i will redo it. I just found my usb after losing it yesterday (LOL), so i will first take a look at colossus, then buried, then maybe Canyon Run while i work on SunBurn island.
maybe its better to make 1 good map instead of like 4 sub-par maps at once.
Last edited by mr fiat on Sun Oct 27, 2013 8:40 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1038

Post by Mr.Man » Sun Oct 27, 2013 10:08 am

Sub-par maps? i dont Limit my maps, i try to make them fitting for the atmosphere. What is so sub-par about them?

I got a updated version of Colossus here:
http://static.[bad site]/wads/ze21finalv1.1.wad
Spoiler: changelog (Open)
-the 2 block points now block zombies only
-resist 1 and 2 have a new spot
-resist 3 has a tiny bit more detail
-the dropping comets after resist 1 are less, and after 3 some drop now.
-possibe fix on whatever laggspike you guys were having at start
-map decreased in size
-stairs after resist 2 are collapsed

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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1039

Post by Stiff » Sun Oct 27, 2013 3:50 pm

Mr.Fiat is right, you should focus at 1 map a time and not emidiatly make 100. This will end in a confusing mess.
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 / r12) 10/24/13

#1040

Post by Mr.Man » Sun Oct 27, 2013 4:37 pm

All of my maps have the idea's i wanted. If i would add anymore, THEN i would get an confusing mess. but really, give me reasons why its sub-parted.
Last edited by Mr.Man on Sun Oct 27, 2013 4:37 pm, edited 1 time in total.

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