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

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

#1121

Post by bazzoka » Sun Nov 17, 2013 2:26 pm

You're so dead. And it made my day :lol:
You can say good bye to your thread. Cause i am killing it.

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

#1122

Post by Rabbit lord » Sun Nov 17, 2013 3:40 pm

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

EDIT: thats for MrKid! xD
MB++

Anyway, almost done with my edits. I'll send them later tonight. Also, wondering if I can touch up your colossus map, Fused. Make some major changes both layout and resist wise.

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

#1123

Post by Xsnake » Sun Nov 17, 2013 4:45 pm

Mr.Man wrote:Yeah sure, change MrGirl to MrKid :razz:
Damn, my phone words auto-completion must have tricked me again.
Vincent(PDP) wrote:Ok here's the finished version, ready to be added in a testpack!
Spoiler: Why current ZM10 will NOT get in the testpack (Open)
• Your decorate alters many decorate definitions from the core. I wonder how you came up with such a terrible idea.
• The 4 unnecesary new weapons (only the Chainsaw could be acceptable).
• The wad's size.
• I haven't looked at the whole map, but some areas are too poorly detailed. This point is not crucial, though.

What's sad is that it took me a couple of mins to notice these. Hopefully I wont find any more bad points when I look deeper into your map.

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

#1124

Post by Vincent(PDP) » Sun Nov 17, 2013 5:00 pm

Xsnake wrote:
Mr.Man wrote:Yeah sure, change MrGirl to MrKid :razz:
Damn, my phone words auto-completion must have tricked me again.
Vincent(PDP) wrote:Ok here's the finished version, ready to be added in a testpack!
Spoiler: Why current ZM10 will NOT get in the testpack (Open)
• Your decorate alters many decorate definitions from the core. I wonder how you came up with such a terrible idea.
• The 4 unnecesary new weapons (only the Chainsaw could be acceptable).
• The wad's size.
• I haven't looked at the whole map, but some areas are too poorly detailed. This point is not crucial, though.

What's sad is that it took me a couple of mins to notice these. Hopefully I wont find any more bad points when I look deeper into your map.
Ok first, can you explain the first Thing? I don't get what you mean.
2. I can remove the Bush weapons.
3. My map is big, how can i reduce 27 MB?
4. Show me the areas please.

I'll try to correct everything as soon as i get your response. I really want my map to be published. Thank you
Last edited by Vincent(PDP) on Sun Nov 17, 2013 5:02 pm, edited 1 time in total.
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My projects:
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Escape From The Laboratory - Done
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Parkskolan Zombie Horde Map (ZM10) - Done
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1125

Post by Mr.Man » Sun Nov 17, 2013 5:16 pm

Rabbit lord wrote: wondering if I can touch up your colossus map, Fused. Make some major changes both layout and resist wise.
What did you have in mind then?

I find it alright, aslong as i could look at it too.

EDIT @Vincent:

here is what i would do

[spoiler]
-First of all, lets remove d_labora. I see no use on a solomons theme-like music if we have REMIXED.

-Why the 2 IT modules? we already have those. Unneccesary kb's if you tell me.

-Why the same muted song thice? (d_NULL and d_NULL2). We have those too btw.

-Lets remove all textures already added to ZH. I see alot.

-What if we make the bush gun like a... bush? What i mean is that its just 1 weapon, and it looks like you hold a bush. That way you will not be able to shoot, and it removed the unneccesary weapons. Maybe recolor the bush a bit, to make it easier for the zombies.

-PLEASE, remove the Duke Nukem easter egg! I dont think anyone cares that you remixed it D:
its cool, but just... no.

-GHOSTVO1... I think i said enough. just make it ogg, its 1mb too much.

-well D_HEARTBT is an unknown item, so i cant listen to it. But im sure it is not needed, since we already have something similar. This overwrites the old heartbt too, which is not allowed.

-GREEC0 seems too big too. I would make it smaller, and use scale ingame to enlarge it.

-Try to cut D_ELECTR and D_BELIV into a smaller ogg file. That will save mb's too. If that isnt possible, try to replace it with something smaller instead.

Hope this helps
[/spoiler]
Last edited by Mr.Man on Sun Nov 17, 2013 5:32 pm, edited 1 time in total.

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

#1126

Post by Vincent(PDP) » Sun Nov 17, 2013 6:45 pm

Mr.Man wrote:
Rabbit lord wrote: wondering if I can touch up your colossus map, Fused. Make some major changes both layout and resist wise.
What did you have in mind then?

I find it alright, aslong as i could look at it too.

EDIT @Vincent:

here is what i would do

[spoiler]
-First of all, lets remove d_labora. I see no use on a solomons theme-like music if we have REMIXED.

-Why the 2 IT modules? we already have those. Unneccesary kb's if you tell me.

-Why the same muted song thice? (d_NULL and d_NULL2). We have those too btw.

-Lets remove all textures already added to ZH. I see alot.

-What if we make the bush gun like a... bush? What i mean is that its just 1 weapon, and it looks like you hold a bush. That way you will not be able to shoot, and it removed the unneccesary weapons. Maybe recolor the bush a bit, to make it easier for the zombies.

-PLEASE, remove the Duke Nukem easter egg! I dont think anyone cares that you remixed it D:
its cool, but just... no.

-GHOSTVO1... I think i said enough. just make it ogg, its 1mb too much.

-well D_HEARTBT is an unknown item, so i cant listen to it. But im sure it is not needed, since we already have something similar. This overwrites the old heartbt too, which is not allowed.

-GREEC0 seems too big too. I would make it smaller, and use scale ingame to enlarge it.

-Try to cut D_ELECTR and D_BELIV into a smaller ogg file. That will save mb's too. If that isnt possible, try to replace it with something smaller instead.

Hope this helps
[/spoiler]
1. I'll remove D_LABORA.
2. What's IT modules?
3. What do you mean by same muted song?
4. Ok i have missed to delete the textures, thank you :)
5. I'll remove the bush weapons totally, XSnake only allows the chainsaw :3
6. Gonna fix GHOSTVO1.
7. D_HEARTBT plays when there's 2 humans left. But it's unneccesary :)
8. CREEC0 Is from ghouls_world_b9.wad, I don't know if i'll be able to rezise it so good, but i can try.
9. I can't make D_ELECTR and D_BELIVE smaller, I've tried but i then hear audio sluttering... Since i don't use disco anymore i can delete D_ELECTR.

Thanks for your help! :D
//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.
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1127

Post by Mr.Man » Sun Nov 17, 2013 6:48 pm

On the bottom of your wad there are 2 it module songs, just like hose muted songs. I would remove those

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

#1128

Post by Vincent(PDP) » Sun Nov 17, 2013 6:53 pm

Mr.Man wrote: On the bottom of your wad there are 2 it module songs, just like hose muted songs. I would remove those
Found them. ;D
And thanks to you my map is now only 11 MB!!!

*LOOOAAAAAAAAAAADS OF THANKS!*
How big is your Canyon Run Mr.Man?
Last edited by Vincent(PDP) on Sun Nov 17, 2013 6:54 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

#1129

Post by Mr.Man » Sun Nov 17, 2013 8:50 pm

O.o
So its like a hall of fame, but then like a shop?
I guess you could add the experiment...
I have no idea what to add...

@vince
old one 6mb
new one 3mb so far. probably goes up to 6-8 mb.
Last edited by Mr.Man on Mon Nov 18, 2013 2:03 pm, edited 1 time in total.

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

#1130

Post by Stiff » Sun Nov 17, 2013 8:55 pm

no choose a shop i said and i make a posterwith: mrmans laboratory ... dont expect anything else
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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

#1131

Post by fr blood » Sun Nov 17, 2013 9:21 pm

A shop ? for what ? :hmm: ???
Mr.man don't tell me that you changed your name because Xsnake added it as Mr.girl
Last edited by fr blood on Sun Nov 17, 2013 9:23 pm, edited 1 time in total.

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

#1132

Post by Grimace » Mon Nov 18, 2013 2:56 am

http://www.youtube.com/user/Abyrvalq

hello guys :D i have songs from ZH in youtube uploaded i hope you can like this :) i uploaded this for you guys ^^ iff you have qestions write me an message :D

PS: MY ENGKISH IS BAD IAM SRY :x

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

#1133

Post by ZzZombo » Mon Nov 18, 2013 4:15 am

Songs from ZH uploaded to ShitTube... but why? Did anyone ask for it?
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1134

Post by Mr.Man » Mon Nov 18, 2013 12:37 pm

I have music on YT too, not like anyone cares. Got it since June or something... just search the song and you might get it. Your channel has alot of copyright songs, this wont last very long i bet...

As for that poster, i guess you could add... Fused's mankini's? idk what kind of shop i want...
Last edited by Mr.Man on Mon Nov 18, 2013 12:41 pm, edited 1 time in total.

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

#1135

Post by Niiro Kitsune » Mon Nov 18, 2013 4:58 pm

Greetings all!

I know I'm really a no one to everyone on here, but to get straight to the point let me say that I've been playing ZH back when Skulltag used to be the now Zandronum. Mapping for Doom is something I've wanted to do for years and now that I've found myself with an ample amount of time, I've started doing just that. I've been working on my ZE29 map for an embarrassingly long amount of time and it's finally nearing completion (at least by my standards). I was wondering if anyone would be willing to review and give me feedback on my map? Honestly, this is my first time using DoomBuilder and ACS scripting so I'd really appreciate any criticism that's shared with me. I've tried to draw inspiration from current and former ZH maps but maybe I'm missing something... so I don't mind if you flat out tell me "Your map just plain sucks" as long as you truly mean it.

Thanks again Rabbit for the preliminary assistance :3

And in case anyone is even remotely wondering what my map is about, all I will say is that it's probably more nostalgia than anything else...


Thanks in advance! ~NK
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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

#1136

Post by Fuzzball » Mon Nov 18, 2013 5:31 pm

O: I am curious if people would like to post screens of changes, new maps etc- it's always nice to see new things! :D
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RE: Zombie HORDE - The mappack project! (9a / r12) 10/24/13

#1137

Post by Mr.Man » Mon Nov 18, 2013 5:32 pm

B- But ZE29 was for Canyon Run D: !!!

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

#1138

Post by fr blood » Mon Nov 18, 2013 5:42 pm

Mr.Man wrote: B- But ZE29 was for Canyon Run D: !!!
There are a lot of other free slots, why choosing ZE29. :rolleyes:

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

#1139

Post by Mr.Man » Mon Nov 18, 2013 5:46 pm

No idea really, i always used ZE29 xD

also
ZE22 "Abyss" - Rabbit lord
???

EDIT:
map ZE21 "Colossus" by Mr.Fused < Testpak
Last edited by Mr.Man on Mon Nov 18, 2013 5:47 pm, edited 1 time in total.

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

#1140

Post by Niiro Kitsune » Mon Nov 18, 2013 5:56 pm

I can change mine if needed :P
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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この世界のままにしておくと、それは思ったほど怖いではない

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