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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#1301

Post by Stiff » Thu Dec 05, 2013 4:36 pm

Niiro I tested it and ...

Did you copy stuff from goldeneye doom map01? Cuz it looks alot like it

Bad:
Anyway I see you got some experience, but the details are not great.
I don't see how to defend the resists too.
I think it will get blocky by the towers.
It's a little confusing later, becouse I didn't know I had to press the buttons.
I also think a ratmap is a little bit overreacted.

Good:
Hmmm, well It's original.

Sorry but this is not my kind of map / I see too much flaws in it.
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)

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

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

#1302

Post by manuelspark » Thu Dec 05, 2013 4:54 pm

Image

Why the textures of doom and zh mappack are black?_? i can't rework my map :/
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

User avatar
Niiro Kitsune
Forum Regular
Posts: 269
Joined: Tue Oct 29, 2013 8:03 pm
Location: Texas, USA
Contact:

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

#1303

Post by Niiro Kitsune » Thu Dec 05, 2013 5:02 pm

@stiff- Thanks for the feedback :)

The map is actually inspired by the original Goldeneye game on the Nintendo 64, I didn't even know they had goldeneye doom O_o Anyway, I know what you mean about the details being kinda crappy, that's certainly one thing I struggle with. The towers were something I had to consider removing because of people potentially blocking but (at least for now) I decided to keep them because I wanted to keep the visual presentation, and aside from that there is really no time at which the towers are a must. (I added stuff for the third resist so this is now true.) I've also cleared up the confusion with the switches towards the end.
Last edited by Niiro Kitsune on Thu Dec 05, 2013 5:19 pm, edited 1 time in total.
[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



私はアメリカで生まれた

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

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#1304

Post by Stiff » Thu Dec 05, 2013 5:24 pm

manuelspark use mappack6a.pk3 instead of the newest mappack (got this problem too)

edit: manuelspark? dsgamemaker... seriously lol
Last edited by Stiff on Thu Dec 05, 2013 5:27 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)

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

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

#1305

Post by manuelspark » Thu Dec 05, 2013 5:43 pm

Stiff wrote: manuelspark use mappack6a.pk3 instead of the newest mappack (got this problem too)

edit: manuelspark? dsgamemaker... seriously lol
Ok

Dsgamemaker ? isn't mine xd
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

User avatar
fr blood
Frequent Poster Miles card holder
Posts: 995
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

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

#1306

Post by fr blood » Thu Dec 05, 2013 6:46 pm

Stiff thanks for feedback, it's a beta version from an old map that I did a long time ago, I only edited the begining and the time with the pirates, the end is all copy-pasted I didn't edit it for now.
Last edited by fr blood on Thu Dec 05, 2013 6:48 pm, edited 1 time in total.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1307

Post by Mr.Man » Thu Dec 05, 2013 7:42 pm

Yeah drdoctor was too lazy to patch all textues, so they dont show up right. They do ingame though. You just got to know what it is.

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#1308

Post by Stiff » Thu Dec 05, 2013 8:19 pm

fr blood wrote: Stiff thanks for feedback, it's a beta version from an old map that I did a long time ago, I only edited the begining and the time with the pirates, the end is all copy-pasted I didn't edit it for now.
okey, me curious
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)

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

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

#1309

Post by manuelspark » Fri Dec 06, 2013 3:12 am

This is my map zm11 only for test ;)
what do you think guys :)
http://sickedwick.net/uploader/files/zm11v3.zip

Resources : http://sickedwick.net/uploader/files/MS_RESOURCESv2.rar
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#1310

Post by Stiff » Fri Dec 06, 2013 2:30 pm

eh

Bad:
1. Just hold map + recources in 1 wad
2. It feels like a compilation of copypasted rooms
3. The atmosphere is bad

Yea I don't have a good thing, sorry :I
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)

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1311

Post by Mr.Man » Fri Dec 06, 2013 10:20 pm

I didnt try it yet, i dont get why it would be a good map either if it didnt even take a month. Same to blood.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1312

Post by Mr.Man » Sat Dec 07, 2013 9:11 pm

Alright, i tried it, and it took me a while untill i realised what i was playing. Not untill i puked some scripts and "grunt" here popped up and i fell to the infamous camp house. it is amazing to see this back, didnt manage to get the nyan cats though.

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

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

#1313

Post by manuelspark » Sat Dec 07, 2013 9:32 pm

i still have a while that map would not let him die so no more: C any idea Dx?
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1314

Post by Mr.Man » Sat Dec 07, 2013 9:41 pm

I dont know if you made it, but where is that map with the tac-nyan ghost hybrid? If you fixed that my ZH life would be complete.

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

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

#1315

Post by manuelspark » Sun Dec 08, 2013 12:47 am

It is the same (zm11) I deactivated the script coz were many events
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1316

Post by Mr.Man » Sun Dec 08, 2013 8:46 am

Nyan was the best dude

SpaceMarine
Forum Regular
Posts: 269
Joined: Fri Oct 19, 2012 4:15 pm
Location: Behind you

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

#1317

Post by SpaceMarine » Sun Dec 08, 2013 2:31 pm

Image

How do I get past this? :L
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

Stiff
Forum Regular
Posts: 312
Joined: Sun Jul 15, 2012 10:03 am
Location: Location: about 1,4 KM away from xrgman
Contact:

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

#1318

Post by Stiff » Sun Dec 08, 2013 2:39 pm

spam continueclicking and CTRL+S in the hope your map gets saved ehehehehe
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)

SpaceMarine
Forum Regular
Posts: 269
Joined: Fri Oct 19, 2012 4:15 pm
Location: Behind you

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

#1319

Post by SpaceMarine » Sun Dec 08, 2013 3:11 pm

Stiff wrote: spam continueclicking and CTRL+S in the hope your map gets saved ehehehehe
-.-

Edit: I resorted TEXTURE lump to Mr.Man's version and it works perfectly now xD. I might have done some mistake patching my textures.
Last edited by SpaceMarine on Sun Dec 08, 2013 3:14 pm, edited 1 time in total.
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

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

#1320

Post by Mr.Man » Mon Dec 09, 2013 6:16 am

Yeah, no shit. You cant even cut a collection of textures. Lets see what my map becomes then >.>

What new textures and music do you use? the ones i saw/gave?

Post Reply