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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Grimace
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1041

Post by Grimace » Mon Oct 28, 2013 1:38 am

i want the cannyone back and weegee :( are good maps

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

#1042

Post by fr blood » Mon Oct 28, 2013 4:44 am

Grimace wrote: i want the cannyone back and weegee :( are good maps
Tell that to stiff and Mr.Man, actually Weegee and canyon are bugged. :rolleyes:

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

#1043

Post by Mr.Man » Mon Oct 28, 2013 5:20 am

Weegee is gone from ZE25? What about my weegee easter egg on ze21 then? D:
And Canyon Run is beign redone as we speak :P
sub-part my ass. Is that even a word?
Last edited by Mr.Man on Mon Oct 28, 2013 5:22 am, edited 1 time in total.

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

#1044

Post by Stiff » Mon Oct 28, 2013 6:47 am

a weegee in ur map

cant you make something origional
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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 / r12) 10/24/13

#1045

Post by Mr.Man » Mon Oct 28, 2013 8:23 am

Just try it.

puke 9 i think
Last edited by Mr.Man on Mon Oct 28, 2013 8:24 am, edited 1 time in total.

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

#1046

Post by fr blood » Mon Oct 28, 2013 11:43 am

Yeah of course the weegee of Mr.man is really different compare to your stiff, and yeah it's original.
But actually Barney > Weegee. :lol:
Last edited by fr blood on Mon Oct 28, 2013 11:44 am, edited 1 time in total.

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

#1047

Post by Stiff » Mon Oct 28, 2013 3:01 pm

did someone notices that ze14 crashes like 50% of the time... or is zackerthescar crying like a baby? Becouse I asked some people and they said no, and I didn't saw it happening either.

And another question:

Code: Select all

for (int f = 0; f  <3 2; f++)
    {
    TeleportOther(600 + f,801 + f,0);
    }
When I use this script with 2 players zandronum crashes, anybody know how to fix? (It's not inside the wad yet)
Last edited by Stiff on Mon Oct 28, 2013 3:02 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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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1048

Post by Mr.Man » Mon Oct 28, 2013 4:48 pm

I think it doesnt stop and keeps teleporting, even not used spots.

Stiff, did you try it yet?
And weegee crushes barney :razz:
Last edited by Mr.Man on Mon Oct 28, 2013 5:38 pm, edited 1 time in total.

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

#1049

Post by Mr.Man » Mon Oct 28, 2013 7:26 pm

Is weegee and its music and sounds still in your level? If not i will have to rip it all

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

#1050

Post by fr blood » Mon Oct 28, 2013 8:46 pm

Mr.man, make the secret end of ZE21 more easily to active, because it's impossible to shot the power supplies without being infected !

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

#1051

Post by Mr.Man » Mon Oct 28, 2013 8:46 pm

Whats the problem with it? Its origional, you just have to try it. It aint close to your version, except a timer. Mine is a secret final resist, yours a easter egg killing all humans for help. I'd say you dont talk about it and try before coming with "unorigional" content.

EDIT: BLOOD, thats the trick pretty much.
If its really that difficult, i could also do something similar to the power supplies and terminals. Just some secret switches and a small number in the bottom
Last edited by Mr.Man on Mon Oct 28, 2013 8:51 pm, edited 1 time in total.

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

#1052

Post by Klofkac » Mon Oct 28, 2013 9:31 pm

I do not like where testpack maps go.
Don't ask why.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1053

Post by EnsaladaDeTomate » Mon Oct 28, 2013 11:52 pm

Why do not use Pearby instead of Weegee?

http://www.youtube.com/watch?v=On0nbzPEVGs

Image

Pesnirp?
Last edited by EnsaladaDeTomate on Tue Oct 29, 2013 12:17 am, edited 1 time in total.

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

#1054

Post by Mr.Man » Tue Oct 29, 2013 5:30 am

What? just... get out...

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

#1055

Post by fr blood » Tue Oct 29, 2013 4:33 pm

Klofkac wrote: I do not like where testpack maps go.
Don't ask why.
Tell me I will be curious to know why.

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

#1056

Post by Mr.Man » Wed Oct 30, 2013 6:51 pm

Ok so i am going to redo Canyon Run because im bored irl and both maps have bad acs and such.
I can assure you the redo's have:
-better acs
-expansion
-more detail
-less size most ikely
-no new kids

Canyon run will have its Experiment...

EDIT: yes, i said i was doing buried too, but that will be for something else.
Last edited by Mr.Man on Thu Oct 31, 2013 5:28 am, edited 1 time in total.

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

#1057

Post by Mr.Man » Thu Oct 31, 2013 10:49 am

Alright so i played ZE21 a minute ago and i was wondering what the problem was.
1. we were all able to hold off the zombie
2. we were able to get to the end
3. secret ending was easy to activate
4. we only lost because of a camera problem.

EDIT: fixed camera
http://static.[bad site]/wads/ze21finalv1.2.wad
please use this for testpack r_13, the camera bug is very irritating
i also made the "security bunker mechanism" quicker

EDIT2: Played ZE21 again, humans won.
Last edited by Mr.Man on Thu Oct 31, 2013 12:34 pm, edited 1 time in total.

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

#1058

Post by Untitled » Fri Nov 01, 2013 11:14 am

Eh, I found ZE21 confusing on the first run-through. I didn't KNOW that I was supposed to utilize the low-gravity for further knockback and whatnot. In future runs, it gets easier.

Also: How many players were on your run? If you won with 25 or more people on, I'll be impressed.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1059

Post by Mr.Man » Fri Nov 01, 2013 11:36 am

8 to 10 people, it was early. Thats what i ment with "test the maps" by the way, you get to know it. I still remember the same with myself when i played new not-played-before maps.

@stiff, the tunnel and the second resist are both way to dark in software. I had to play in software and i barely saw anything.
Here, use this: v v
http://pastebin.com/T8jhTyHY

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

#1060

Post by fr blood » Fri Nov 01, 2013 1:32 pm

Sorry for that but they were some little things to fix in ZE17.
- The teleporter in Cave was able to make humans reach direcly the village ( 5% of chance ), that because of an old script that wasn't deleted.
- There were some wood in the sky.

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