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! (9b / r13) 11/23/13

#1281

Post by Mr.Man » Tue Dec 03, 2013 5:32 pm

Klofkac wrote: Dude, look at your attitude. Chill out.
Lets not make a pointless discussion.
My point was that it hís attitude made me wonder if it would be good at all.
This is coming closer to the dumb DC discussion...

@ibm, ninja'd

Yes, im 15.
Last edited by Mr.Man on Tue Dec 03, 2013 5:36 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1282

Post by ibm5155 » Tue Dec 03, 2013 5:32 pm

Klofkac wrote: Dude, look at your attitude. Chill out. You sound more kiddish than Fiat who is over eighteen years old[/size]...
Lmao, I can't even disagree because I know mr.man age
mr.kid xD
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Leonard
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1283

Post by Leonard » Tue Dec 03, 2013 5:41 pm

WARNING: Broken post due to its long length by the forum
fr blood wrote: and that's is because you give me no detail in what you are saying [...] without giving me any argue on what to work to make it better
Okay, i'll start off then..

[spoiler]Image[/spoiler]
Well would you look at that.
An overused simple texture for a skybox.. How original !
It's not only in your map by the way, every map on the testpack/mappack should look for sources instead of being lazy.
Here's some unused very nice sources:
http://www.mediafire.com/download/co2a5 ... %20(1).pk3
http://www.mediafire.com/download/u9n03 ... %20(1).pk3
Don't worry, they were free to use from the zdoom forum and they include credits. I only reuploaded them because the links were dead.

[spoiler]ImageImage[/spoiler]
Now I like the fact that you're putting effort into detailling your map but you see there is a huge difference between quantity and quality.
Take that grass. You just spread a bunch of linedef and put a middle texture on it. It actually works when it's on egdes but if you want to put it in the middle of a sector, simply use a sprite. Make an actor with that texture as sprite, it'll look better trust me. (This is also valid for other maps)
Spoiler: Take these for exemple if you don't see what I mean (Open)
Image
[spoiler]Image[/spoiler]
You're really trying to detail that map.
But it's just lazy once again. You simply made four sectors and sloped them. To top it all you simply copy/pasted them everywhere. To be honest, it just looks out of place.
[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]
This here is MUCH better even though you copy/pasted it once again.
You can google "cave" and look up the images once again, this would help you a lot too..

[spoiler]Image[/spoiler]
As for the ending, you just copy/pasted (once again) those houses.
Now it's okay to do it for human made objects but there is no need to have a box on top of it all at the exact same place..
You could also make one of the houses visitable and add some broken windows to others (to make variations).
[spoiler]Image[/spoiler]
This texture just looks terribly out of place and is not even aligned properly. Very lazy again..
You should have kept the houses wooden like this one:
[spoiler]Image[/spoiler]
It looks a LOT better even though I don't know what a house is doing in a cave..
fr blood wrote:ZE17 & ZE26 are close to the "laggy map" if I make it very detailed it will be a "laggy map"..
This is untrue. ZE17 does not lag at all for me and it's not like it's overdetailled. Just compare the total sectors of your map and Guardsoul's one. It's very detailled and even though it has a lots of sectors it still doesn't lag for me.

There is a lot more to say about ZE17 but i'll stop there because I don't know if it actually help you and I don't have the time now.
It may not seem like it but I actually enjoy playing that map and as some people like to say "graphics doesn't make up a game".
Last edited by Leonard on Tue Dec 03, 2013 5:44 pm, edited 1 time in total.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1284

Post by Untitled » Tue Dec 03, 2013 6:16 pm

Leonard wrote:
fr blood wrote: and that's is because you give me no detail in what you are saying [...] without giving me any argue on what to work to make it better
Okay, i'll start off then..

[spoiler]Image[/spoiler]
Well would you look at that.
An overused simple texture for a skybox.. How original !
It's not only in your map by the way, every map on the testpack/mappack should look for sources instead of being lazy.
Here's some unused very nice sources:
http://www.mediafire.com/download/co2a5 ... %20(1).pk3
http://www.mediafire.com/download/u9n03 ... %20(1).pk3
Don't worry, they were free to use from the zdoom forum and they include credits. I only reuploaded them because the links were dead.
as overused as the skybox is, ehhhhh, the skybox isn't that important, as long as it's thematically fitting. It's not like you're going to be staring at the sky for most of the level (I DEMAND a good skybox if you do a space level though since lots of spaaaaaaaaaace).

Blood: Fix your texture misalignment. It's one of the few things I will actually rant about.
Last edited by Untitled on Tue Dec 03, 2013 6:21 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1285

Post by ibm5155 » Tue Dec 03, 2013 6:35 pm

The old zm09 that I was making had a hd skybox (or full hd) if people want I can put it back...
Mr.Man wrote: @ibm, ninja'd

Yes, im 15.
I knew, win...
The only thing I don't know right is if ur boy or girl
Last edited by ibm5155 on Tue Dec 03, 2013 6:38 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1286

Post by Stiff » Tue Dec 03, 2013 7:13 pm

@untitled: This is untrue. ZE17 does not lag at all for me and it's not like it's overdetailled. Just compare the total sectors of your map and Guardsoul's one. It's very detailled and even though it has a lots of sectors it still doesn't lag for me.

The sectorcount isn't the only thing wich cares, view distance cares too and the view distance at ZE17 is ways bigger than at Guardsouls maps.
Lets say that you will see ways more verticles and stuff when you are on the roof at the beginning of the city in ZE17 than somewere else in Guardsouls map.

But I agree that you should align the textures properly... :I

Also that it doesn't lag on your pc doesn't mean that it doesn't lag on my pc too. (well it doesn't lag... but ya understand what I mean) Cuz everyone his pc is different. I use my pc as average pc, my pc can run UE3 games on lowest, so if I see a place at my map somewere below 36fps and it is gameplaybreaking, I try to fix it.
Last edited by Stiff on Tue Dec 03, 2013 7:15 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! (9b / r13) 11/23/13

#1287

Post by Mr.Man » Tue Dec 03, 2013 7:27 pm

Press a at a wall in 3d mode, and done.

I do have lagg when on my other pc, so either remove some 3d floors, or make things unvisible for players at points.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1288

Post by ibm5155 » Tue Dec 03, 2013 7:49 pm

zm14 mini review
I liked the map, it's dark, but it's visible, there're alot of dynamic lights but it didn't touched my framerates (on the area with lowest fps i got 20fps with dynamic lights and 25 with no (puke 55 0)
The details are really good, but I don't think that fire launcher was necessary :s...

The main lag reason is the view distance big and 3D floors... But in general it was playable with more than 30fps (intel hd3000, i7:standart fog and hd resolution)

BUT, I really don't liked that music on that map, that map would require some kind of music like zeberpal return to torn city or something like this:MUSIC
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1289

Post by fr blood » Tue Dec 03, 2013 8:07 pm

Thanks for your BIG post leornard, I'll make an entire rework on ZE17 during the holidays, but if the map become laggy what will we do ? :hmm:
ibm5155 wrote: BUT, I really don't liked that music on that map, that map would require some kind of music like zeberpal return to torn city or something like this:MUSIC
Stiff, change the music. :D
Last edited by fr blood on Tue Dec 03, 2013 8:12 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1290

Post by Stiff » Tue Dec 03, 2013 8:33 pm

ibm5155 wrote: zm14 mini review
I liked the map, it's dark, but it's visible, there're alot of dynamic lights but it didn't touched my framerates (on the area with lowest fps i got 20fps with dynamic lights and 25 with no (puke 55 0)
The details are really good, but I don't think that fire launcher was necessary :s...

The main lag reason is the view distance big and 3D floors... But in general it was playable with more than 30fps (intel hd3000, i7:standart fog and hd resolution)

BUT, I really don't liked that music on that map, that map would require some kind of music like zeberpal return to torn city or something like this:MUSIC
Oh thanks, but 1 little thing ... Fireballlauncher is from ZE14. (But yes, ZM14 contains 1)

- I made it dark so the dynamic lights look more sexy, but maybe I can raise it a little bit.

- 20fps... I guess you were on the east side of the map, the render distance at that point is giant. I tried to reduce it in my newest version wich is already uploaded. (see previous page) In the meanwhile, please try to walk as less as possible there.

- Euh the music will probably stay like this, I heard lots of mixed reviews about the music. (Like normally) And I hate ambient music, dunno why. I made the music a little bit louder in the next version but that wont make you like it more. I am not good in searching nice music, and I liek dubstep background music hehehe. Maybe I should put some time in searching music.

But thank ya, I will hold this in mind.
Last edited by Stiff on Tue Dec 03, 2013 8:34 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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Leonard
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1291

Post by Leonard » Tue Dec 03, 2013 8:40 pm

Stiff wrote:
ibm5155 wrote: BUT, I really don't liked that music on that map, that map would require some kind of music like zeberpal return to torn city or something like this:MUSIC
- Euh the music will probably stay like this, I heard lots of mixed reviews about the music. (Like normally) And I hate ambient music, dunno why. I made the music a little bit louder in the next version but that wont make you like it more. I am not good in searching nice music, and I liek dubstep background music hehehe. Maybe I should put some time in searching music.
I like the music style and the fact that you lowered the volume.
It makes a background music like you say.
The only thing that bothers me is the bass. I think it uses too much bass..
Personnally I would put this kind of music and lower the volume too:
https://www.youtube.com/watch?v=utu67nv7E_Y
https://www.youtube.com/watch?v=RhHkUg-QCwk

EDIT: The guy speaking before the drop kind of break that background feeling though..
Last edited by Leonard on Tue Dec 03, 2013 8:50 pm, edited 1 time in total.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1292

Post by Stiff » Tue Dec 03, 2013 10:27 pm

ye i even didnt think about that voice.

I listened to the file on my phone with beats audio engine, the bass feels like an explosion.
derp

oke i will search something else
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! (9b / r13) 11/23/13

#1293

Post by ibm5155 » Wed Dec 04, 2013 1:01 am

I just think this:
-ze map:action/fast music
-zm maps
--dark:creepy ambient music (like zm01 zm09 zm05(is that the lara map?))
--bright:calm music(like zm13)

Also, lmao mr.man, now all your maps will rain? xD
edit2:canyon run should work fine with rain...
Last edited by ibm5155 on Wed Dec 04, 2013 1:01 am, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1294

Post by Mr.Man » Wed Dec 04, 2013 7:06 am

I felt like using the old ZM13 for SunBurn Island, after Canyon Run.
So dont use it :p

BTW
spacemarine participated in completing my old CityScape map.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1295

Post by SpaceMarine » Wed Dec 04, 2013 7:58 am

Mr.Man wrote:
BTW
spacemarine participated in completing my old CityScape map.
And it won't be a fail.
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1296

Post by fr blood » Thu Dec 05, 2013 7:52 am

Finishing ZE27, the date will be around the begining of holidays, thanks for the boat stiff. :D

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1297

Post by fr blood » Thu Dec 05, 2013 2:10 pm

Hi there, here is a beta of ZE27 for people who wants to test the gameplay.

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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1298

Post by Stiff » Thu Dec 05, 2013 2:13 pm

okey..

Oke I tested it, results:

GOOD :D :
- I noticed that you use deep shadows at 1st resist, wich is good
- The music is bad quality, but good themed
- My boat :D

MWAH :I :
- Impassable lines at the beginning, I know it's at vulcano map too but I still think it's a bad idea
- I noticed a jacksgun emidiatly at the beginning, euh
- The toxic stuff and boat platforms confused me a little
- It's a little bit confusing, you need some imagination to make a story of it
- The delays between parts are kinda long
- I think you used LINE_HORIZON between the pirate ship and the normal ships? If you gonna play it online you will see through the LINE_HORIZON anyway. In singeplayer it works but online it doesn't.

BAD D: :
- Please align the textures
- I see you copypasted some stuff from other maps (the box with pottery in it was also in "With the weather") It's not a big problem but please don't do that too much
- The music is kinda bad quality
- Spawned nyan cats ... eeeeeh spawn barrels at it or something but please do something else lol
- You copypasted like the whole beginning at the end :IIII

Sorry but this still needs alot of work I think.

EDIT: at my boat, when I press the place where I have to put battery for special music I get "Unknown script 6".

EDIT 2: The second boat (mine) teleports back to the end, boat 1 does't
Last edited by Stiff on Thu Dec 05, 2013 2:46 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! (9b / r13) 11/23/13

#1299

Post by Stiff » Thu Dec 05, 2013 3:19 pm

Okay updates:

ZE14:

Changelog:
- Fixed tube teleport
- Removed whole arenaidea shit
- Endroom is a little bit larger
- Made Print Script
- Nerved endroom vent
- Fixed antizombie forcefield
- Begin Teleport isn't blockable anymore


Link: http://sickedwick.net/uploader/files/ZM14stiffV4.wad


ZM14:

Changelog (big):
[spoiler]- It's a little brighter
- Made Print script
- Fixed HOM in boat
- Fixed HOM in table
- Fixed HOM in car
- Removed 2 barrels at library
- Lowered Library door a little
- Lowered boxcompany door a little
- Made button in boxcompagny raise chair
- Made a campplace under window in boxcompany
- Removed 2 barrels in pipe factory
- Removed barrel in school
- Fixed bright wood
- Tried to reduce some lag
- Made lots of windows impassable, mwahaha silly campers I WIN!
- Removed 2 trees wich made an impossible campspot
- It's possible to get over the Boxcompany door
- Made Music louder, now it was too quiet
- Some windows where extremely dark, fixed it
- Added an extra hiding place
- Raised some televisions wich were stuck in the ground
- Fixed laboratorytextures
- Blocked OP campspot by pipe factory
- There was a playerstart at the box secret, now I moved him to another location
- Made glass block bullets
- Made a small hiding place in a ventilation shaft
- Made the hedge in the water longer so a human can camp on it
- Nerfed a camp/spawn spot in the supermarket with some wood
- An OP hiding place in the library has been nerved becouse the jump is too hard for some people[/spoiler]

I think that's all to make it fair and balanced for players.

Link: http://sickedwick.net/uploader/files/ZM14stiffV4.wad


ZE25:

Changelog:
- Fixed arrow
- Made 1st resist a little bit easier for zombies


http://sickedwick.net/uploader/files/stiffZE25v23.wad


To make it a little bit ordened here are the other maps their updates (If it's not correct PM):

- http://sickedwick.net/uploader/files/ze ... ne-v01.wad *ZE23 - Niiro*
- http://static.[bad site]/wads/zm12v2.3.wad *ZM12 - Mrman*
- http://www.mydoomsite.com/WADS/ZM10update20.zip *ZM10 - Vinc*
- http://www.sickedwick.net/uploader/file ... _-V1.1.wad *ZE18 - Lyra*
Last edited by Stiff on Mon Dec 09, 2013 6:55 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! (9b / r13) 11/23/13

#1300

Post by Niiro Kitsune » Thu Dec 05, 2013 4:07 pm

I'm soooooo frustrated... I'm working on a version 2 of my map but I've been so sick lately x_x (sorry for the wait, rabbit)

EDIT: If anyone wants to look at mine *points up one post at stiff's link* and give me some feedback, be my guest. I've made quite a few changes since v1 and since I'm still editing, I guess I won't mind altering more...... so... yeah......... >.>
Last edited by Niiro Kitsune on Thu Dec 05, 2013 4:10 pm, edited 1 time in total.
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~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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