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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
SpaceMarine
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1321

Post by SpaceMarine » Mon Dec 09, 2013 6:21 am

Mr.Man wrote: 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?
I kept your music and added new city textures and who says I can't cut a collection of textures out of a sprite sheet? That's what I did -.-

Couldn't patch 'em though
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1322

Post by Mr.Man » Mon Dec 09, 2013 6:35 am

Like i said, give it to me. Patching is even easier.

edit: the old music or dead space one?
Last edited by Mr.Man on Mon Dec 09, 2013 6:36 am, edited 1 time in total.

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

#1323

Post by SpaceMarine » Mon Dec 09, 2013 7:11 am

Mr.Man wrote:
edit: the old music or dead space one?
Your old music

Edit: I tried giving it to you, and you canceled transfer -_-
Last edited by SpaceMarine on Mon Dec 09, 2013 11:11 am, edited 1 time in total.
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

#1324

Post by Stiff » Mon Dec 09, 2013 12:17 pm

oooo what a lovely teamwork
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

#1325

Post by Mr.Man » Mon Dec 09, 2013 12:42 pm

Lol...

use the new one, dood.

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

#1326

Post by SpaceMarine » Mon Dec 09, 2013 3:15 pm

Stiff wrote: oooo what a lovely teamwork
Get out.
Mr.Man wrote: Lol...

use the new one, dood.
Erm, no. 1:24? seriously.
Last edited by SpaceMarine on Mon Dec 09, 2013 3:23 pm, edited 1 time in total.
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

#1327

Post by fr blood » Mon Dec 09, 2013 4:19 pm

Somoene told me to do a map with you 3 ( ibm,stiff and Mr.man ), I answered him "stiff+Mr.man" ? hahaha no chance ! :p

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

#1328

Post by Leonard » Mon Dec 09, 2013 4:39 pm

fr blood wrote: Somoene told me to do a map with you 3 ( ibm,stiff and Mr.man ), I answered him "stiff+Mr.man" ? hahaha no chance ! :p
A community-made map is a really good idea actually.
[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

#1329

Post by fr blood » Mon Dec 09, 2013 4:47 pm

Leonard wrote: A community-made map is a really good idea actually.
I know, but actually we are all aready busy with other map, I'm not against that idea, but find an idea that will make all us agree will be very hard. :neutral:

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

#1330

Post by Mr.Man » Mon Dec 09, 2013 4:47 pm

There is nothing wrong with a 1:24 song. It loops, is full of action, and low sized. Its still my level.

Also, i tried cooperative mapping for delt@ hq and VGL Hq. We quit that very soon.
Last edited by Mr.Man on Mon Dec 09, 2013 4:48 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13

#1331

Post by ibm5155 » Mon Dec 09, 2013 5:12 pm

A coop map?
It could work like this:
Do 12 cubes sectors of 1024x1024, then people go selecting the cubes to edit it, each cube will be able to use 7 scripts, and some cubes would need to have some kind of theme (like 4 cubes with building, 2 garden, 2 a house that you can enter on it,...)

at the end it's just a drag and drop and put all the cubes together.
At the end everyone who did the cubes will select a map music and when everyone selected one, we'll select one of the selected musics...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

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

#1332

Post by Mr.Man » Mon Dec 09, 2013 5:22 pm

Thats actually a really nice idea. I was thinking of a map involving changing scenery, like SECTORS (press link for a video of it). Each player maks an area, and adds scripts that causes it to change to other scenery. Its difficult though.

This is what i mean:
http://www.youtube.com/watch?v=a1AEmXwQn7k

I still want to use this for an invasion map though :p

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

#1333

Post by Leonard » Mon Dec 09, 2013 5:29 pm

ibm5155 wrote: A coop map?
It could work like this:
Do 12 cubes sectors of 1024x1024, then people go selecting the cubes to edit it, each cube will be able to use 7 scripts, and some cubes would need to have some kind of theme (like 4 cubes with building, 2 garden, 2 a house that you can enter on it,...)

at the end it's just a drag and drop and put all the cubes together.
At the end everyone who did the cubes will select a map music and when everyone selected one, we'll select one of the selected musics...
What ?
I was thinking of it like ZDCMP2. There's no need to complicate the thing already.
And being busy is not a problem, you could work on it whenever you want (if no one already is).
There are lots of mappers for zh and I think this would work pretty well.
[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

#1334

Post by Mr.Man » Mon Dec 09, 2013 5:40 pm

I'll take 1 cube. How big will they be? How many squares when looking at a 64-format?

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

#1335

Post by SpaceMarine » Mon Dec 09, 2013 6:18 pm

Mr.Man wrote: There is nothing wrong with a 1:24 song. It loops, is full of action, and low sized. Its still my level.
Since you say so much, I'll try, see if it fits
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

#1336

Post by Mr.Man » Mon Dec 09, 2013 6:23 pm

Just be sure to cut it on the right moment. If you cut it too early you hear it jumping.

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

#1337

Post by manuelspark » Mon Dec 09, 2013 6:50 pm

Minecraft map !!! :D
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)

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

#1338

Post by Stiff » Mon Dec 09, 2013 6:59 pm

1. Updated post:
http://zandronum.com/forum/showthread.p ... 4#pid53384

2. A map together? Never.
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

#1339

Post by ibm5155 » Mon Dec 09, 2013 7:12 pm

Stiffhany If you want or not it's not a problem, since it would be free to all map on it :p
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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

#1340

Post by Stiff » Mon Dec 09, 2013 7:34 pm

Well

1. I ment that like Im not going to do that
2. I dont really understand the plan either
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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