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 / r12) 10/24/13

#1101

Post by Mr.Man » Tue Nov 12, 2013 7:55 pm

I live, again! I'm back for an update!
(Yes, Fused is my second account, it seems you guys noticed)

This will be the last update most likely because this fixes the only bug found in Colossus.
In this update the moving camera has been removed and replaced by a normal camera, because moving camera's arent properly supported in multiplayer :l.
The author name is now Fused too.

http://static.[bad site]/wads/ze21finalv1.2b.wad

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

#1102

Post by Xsnake » Wed Nov 13, 2013 10:51 am

Lyra wrote:As for the BFG
A BFG in your map ? You can't be serious.

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

#1103

Post by Lyra » Wed Nov 13, 2013 2:38 pm

Xsnake wrote:
Lyra wrote:As for the BFG
A BFG in your map ? You can't be serious.
I'm serious. xD

That's why I'm letting you (Or whoever else reviews these maps) decide if I should make it harder to get, nerf it a little, etc.

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

#1104

Post by Yellowtail » Wed Nov 13, 2013 2:44 pm

How about remove it altogether? Any sane person would easily think that a BFG in any of these maps is a terrible idea, even if you tried nerfing the gun. (Hell, if you nerfed it enough, it wouldn't even be a BFG anymore)

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

#1105

Post by fr blood » Wed Nov 13, 2013 3:09 pm

Hmmmmmmm, a BFG ?
Spoiler: (Open)
Image

No seriously, there are already many weapons in that game, I don't see the goal of a bfg in zh, if it's to one shot zombies we already have the holy cross.
Edit :
Spoiler: Still here xDD (Open)
• ZE21 : "Colossus" by MrGirl
Last edited by fr blood on Wed Nov 13, 2013 3:13 pm, edited 1 time in total.

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

#1106

Post by Stiff » Wed Nov 13, 2013 3:34 pm

Lyra if you want to use weapons as decoration use one of mine:

Image

But notice that you can't pickup these!
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

#1107

Post by Stiff » Fri Nov 15, 2013 4:03 pm

By the way, to get a little ordened here is the list for the waiting updates:

http://sickedwick.net/uploader/files/stiffZE25v22.wad - ZE25
^ Hom fixes, watersplash fix and I forgot to close that vent where you asked about... now its closed

NVM! - ZE21
http://sickedwick.net/uploader/files/ZE14STIFFPV3.wad - ZE14
http://download851.mediafire.com/ad7d5c ... inalv1.wad - ZE17
http://static.[bad site]/wads/zm12v2.1.wad - ZM12
Last edited by Stiff on Fri Nov 15, 2013 5:00 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

#1108

Post by Mr.Man » Fri Nov 15, 2013 4:17 pm

Nevermind ZM12.
you forgot:
ZM14 (idk if it will be added)
ZM26 (that laboratory map)
ZE26
ZE18 (lyra's map)
Last edited by Mr.Man on Fri Nov 15, 2013 6:07 pm, edited 1 time in total.

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

#1109

Post by Stiff » Fri Nov 15, 2013 4:34 pm

blood didnt want his zm maps on da server right (zm14 & zm26)

is lyra's map already done? i tought it needed some rework

what is the ze26 link?
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

#1110

Post by Mr.Man » Fri Nov 15, 2013 6:08 pm

its Scarlets castle by blood, you can ask him

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

#1111

Post by ForrestMarkX » Fri Nov 15, 2013 6:16 pm

Stiff wrote: By the way, to get a little ordened here is the list for the waiting updates:

http://sickedwick.net/uploader/files/stiffZE25v22.wad - ZE25
^ Hom fixes, watersplash fix and I forgot to close that vent where you asked about... now its closed

NVM! - ZE21
http://sickedwick.net/uploader/files/ZE14STIFFPV3.wad - ZE14
http://download851.mediafire.com/ad7d5c ... inalv1.wad - ZE17
http://static.[bad site]/wads/zm12v2.1.wad - ZM12
Stiff in ZE14 the zombie selection is messed up, after it finishes the countdown no one becomes a zombie
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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

#1112

Post by Mr.Man » Fri Nov 15, 2013 6:37 pm

Stiff i made a mistake. I ment nevermind ZM12 instead of ZE21. I updated my list too.

EDIT: Canyon Run will take a while. I also got INVUX14 which i rather finish first...
And im trying to get the neat new bus on Hill Climb Racing :cuteface:
Last edited by Mr.Man on Sun Nov 17, 2013 8:33 am, edited 1 time in total.

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

#1113

Post by fr blood » Fri Nov 15, 2013 7:09 pm

Hey bros it's ZM16, not ZM26, and yeah ZE26 didn't need any update, for ZE17 I fixed the teleporter glitch and removed some wood in sky.

And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.

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

#1114

Post by Stiff » Fri Nov 15, 2013 9:02 pm

okay I tried to organise... but now its even more confusing

@ForestMarkX Stiff in ZE14 the zombie selection is messed up, after it finishes the countdown no one becomes a zombie

Edit: NVM that's my fault >_> ^

Is kinda impossible becouse than I have to edit the zh code

@Mr.man And im trying to get the neat new bus on Hill Climb Racing :cuteface: Ik hackte muntjes om gaste te late RQ'en xd

@Blood And for ZM14 and ZM16 you don't like them so I supose this is a nice argue to don't test them on GV's servers.

I don't care playing them but I tought you didn't want them on the server... :I



Updates (Total):

ZE14 (stiff):

Changelog (Including earlier versions wich weren't in testpack yet):
- Shootable glass
- Fixed Zombieselector glitch
- Fixed missing texture
- All resists (exept earthquake) are 5 seconds smaller
- Moved jacksgun to a harder location, the location at the moment was unfair
- First resist is easier for zombies
- Second resist is harder for zombies
- Third resist is harder for zombies
- Hom's fix
- Added dynamic lights
- Added a dynamic light remove script so people with brick pc's can play better (puke 55 0) < TESTED AND WORKS, THX FOR FORESTMARKX HIS SERVER
- Puke 55 1 will place (most) of the dynamic lights back
- It takes a little longer before zombie can come out of his spawnroom
- Emergency-door lasts 5 seconds longer
- Cookieposter is destroyable, wich is still useless
- Sconce in the water
- Cave is a little brighter
- Removed lasers
- New decorate item: "Circulator"
- Various bug fixes

http://sickedwick.net/uploader/files/ZE14STIFFPV4.wad


ZE25 (stiff):

Changelog (Including earlier versions wich weren't in testpack yet):
- Strange distance glitch fixed
- Fixed a spot where you can get stuck
- Fixed Forcefield barricade text
- SSG at the beginning is reachable now
- Weegee is fixed
- Multiple HOM's fixed
- Watersplash fixed
- RE-Closed vent
- Movent box from vent to top of the crane

http://sickedwick.net/uploader/files/stiffZE25v22.wad


ZE21 (Fused):

Changelog:
- Author changed to Fused
- Bug fix
- Changed camera

http://static.[bad site]/wads/ze21finalv1.2b.wad


ZM10 (Vincent):

Changelog:
- Bug fixes

http://www.mydoomsite.com/WADS/ZM10update17.zip


ZE17 (Blood):

Changelog:
- Cave teleporter fixed
- There were some wood in the sky

http://download851.mediafire.com/ad7d5c ... inalv1.wad

If I forgot something please > PM < this is everything I found here.
Last edited by Stiff on Fri Nov 15, 2013 9:46 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

#1115

Post by Xsnake » Fri Nov 15, 2013 10:25 pm

Alright, I'll check these and release a testpack this weekend.

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

#1116

Post by Mr.Man » Sat Nov 16, 2013 7:04 am

This isnt neccesary at all v v
Spoiler: unneccesary stuff (Open)
ZE21 By a retard
-bug fix IS camera
Spoiler: previous changelogs of unadded versions (Open)
-2 Block points block zombies only
-camera is not skipable anymore (i thought f12 was disabled for EVERYTHING T.T)
-"You reached the SeekNight" message fix (forgot to clientside)

UNFIXED
-3 hom-like pillars ontop of the weegee bunker (i had to lower 3 sky sectors to make the pillars closing the bunker work normal, but now it homs)
ZM10 By Vincent
-As far as he said no bug fixes, unless he told you.
-He removed alot of unneccesary stuff to save MB's. He did add other stuff eating a few kb. (His level was 20MB D:)
EDIT @Stiff: I'd advise using that acs code i gave earlier for ZE14. It will bright up the cave even more for Software only.
Last edited by Mr.Man on Sat Nov 16, 2013 7:14 am, edited 1 time in total.

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

#1117

Post by Vincent(PDP) » Sat Nov 16, 2013 2:02 pm

Xsnake wrote: Alright, I'll check these and release a testpack this weekend.
Oh XSnake... I'm fixing some stuff with the cutscene for my secret ending. Type 'puke 95' to activate it. But i think you're able to release it now. Meanwhile I'll try to find some more bugs. :D
Mr.Man wrote: This isnt neccesary at all v v
Spoiler: unneccesary stuff (Open)
ZE21 By a retard
-bug fix IS camera
Spoiler: previous changelogs of unadded versions (Open)
-2 Block points block zombies only
-camera is not skipable anymore (i thought f12 was disabled for EVERYTHING T.T)
-"You reached the SeekNight" message fix (forgot to clientside)

UNFIXED
-3 hom-like pillars ontop of the weegee bunker (i had to lower 3 sky sectors to make the pillars closing the bunker work normal, but now it homs)
ZM10 By Vincent
-As far as he said no bug fixes, unless he told you.
-He removed alot of unneccesary stuff to save MB's. He did add other stuff eating a few kb. (His level was 20MB D:)
EDIT @Stiff: I'd advise using that acs code i gave earlier for ZE14. It will bright up the cave even more for Software only.
I said bug fixed Mr.Man:
Vincent(PDP) wrote: Another map update (Usually bug fixes):
http://www.mydoomsite.com/WADS/ZM10update17.zip

:D
Last edited by Vincent(PDP) on Sat Nov 16, 2013 2:04 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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

#1118

Post by Mr.Man » Sat Nov 16, 2013 9:21 pm

I have some awesome new trees and FOG :D
Stiff and XRGman have already seen it, expect screenies tomorrow with maybe something familiar this time.

Yeah sure, change MrGirl to MrKid :razz:

Its Fused now :v:
Last edited by Mr.Man on Sun Nov 17, 2013 8:32 am, edited 1 time in total.

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

#1119

Post by Vincent(PDP) » Sun Nov 17, 2013 1:20 pm

Ok here's the finished version, ready to be added in a testpack!
http://www.mydoomsite.com/WADS/ZM10update19.zip

Changelog:
- Added one more secret switch for Secret Ending.
- Made it harder to get Jacks Gun.
- Blocked some VERY campy spots.
- Added more paths to exit the building.
- Removed Lux Aeterna song to save MBs. ;D
- Made more vents in the Secret Ending bunker.
- Fixed a ghost bug.
- Added some more decorations.
- Added more sloped roofs.
- Moved/added some teleport destinations.
- Bugfixes.

If you find any problems, feel free to report them either on this forum or here: http://www.mydoomsite.com/reports/ZM10/
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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

#1120

Post by Mr.Man » Sun Nov 17, 2013 1:35 pm

I'm having some problems with the map crashing, but i manage to fix it. Bad thing is that i need to redo what i did today D:

I DID make a picture of the fog though :D
http://i.imgur.com/n8ohUcq.png

EDIT: thats for MrKid! xD
Last edited by Mr.Man on Sun Nov 17, 2013 1:38 pm, edited 1 time in total.

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