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

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

#1341

Post by Mr.Man » Wed Dec 11, 2013 10:51 am

Could i have the acs_source of ZMGAME maybe? I am working on something of my own, and i was wondering how you did stuff.

Klofkac
Forum Regular
Posts: 481
Joined: Sat Jun 09, 2012 1:31 pm
Location: Ask Grandvoid servers

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

#1342

Post by Klofkac » Wed Dec 11, 2013 11:00 am

Xsnake in the main thread OP wrote: Beta 27 Sources
http://xsnake.online.fr/wads/zm_screen/ ... ources.zip
ZMGAME is inside the archive.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#1343

Post by Vincent(PDP) » Wed Dec 11, 2013 11:38 am

Sadly, i hadn't got time to fix my map this week, I'm hoping on fixing it soon though :razz:
//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

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#1344

Post by ibm5155 » Wed Dec 11, 2013 12:11 pm

So, as example, it would be somthing like this http://www.mediafire.com/download/of06s ... est+zh.wad

Then one guy select a sector tag, and when he finish it he could select another one
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">

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

#1345

Post by Mr.Man » Wed Dec 11, 2013 3:07 pm

Seems big enough. Hold on, ill make something real quick, k?
Be right back

EDIT:

Rabbitlord: ZM12 "Buried" - Fused [Testpack] < Has bugs that need to be addressed | PM Incoming

what bugs and what pm?
Alright done. This is what ibm had, but a bit like i would do. Shall we do this, or are there better idea's?

http://static.[bad site]/wads/ze27.wad

EDIT: i actually made it to look like a building map ingame, like i wanted in my idea. If its alright i also got a good script
Last edited by Mr.Man on Wed Dec 11, 2013 4:20 pm, edited 1 time in total.

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

#1346

Post by fr blood » Wed Dec 11, 2013 4:37 pm

Hey stiff, you told me that the line horizon doesn't work online, that's true ?
If it's true I'll replace it by a simple water wall, I don't have other idea.

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

#1347

Post by Stiff » Wed Dec 11, 2013 5:32 pm

@blood Hey stiff, you told me that the line horizon doesn't work online, that's true ?
If it's true I'll replace it by a simple water wall, I don't have other idea.

I think both those ways don't work online (You will see through the waterwall too).

I used both ways at ze19 boat at very early versions, and saw through 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)

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#1348

Post by ibm5155 » Fri Dec 20, 2013 12:24 am

Is there someone using ZM10,11 or 16?
If there's noone using zm10 I'll use it, if not, 11, and if not 16..

Also, I'll update soon a final version of zm09, no more debug scripts on it and fixed the console zm09 version to the final.

EDIT:Line horizon works online, I use it at zm09 on the castle area... (but it doesn't look good when you mix a line horizon with a 3D floor that's a water [unless you dont make the water transparent])
Last edited by ibm5155 on Fri Dec 20, 2013 12:26 am, edited 1 time in total.
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">

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

#1349

Post by fr blood » Fri Dec 20, 2013 10:04 am

I'm telling about line horizon thats you active with scripts during the game, and not at the begining of the map.
I tested it online and it doesn't work.

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

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

#1350

Post by Xsnake » Fri Dec 20, 2013 10:55 am

There will likely be an update this weekend.

Maps to be udated :
ZM12, ZM14
ZE14, ZE25

Maps I need to check out :
ZE23
ZE18
ZM10

Am I forgetting anything ?

Also, if the old Minecraft map were updated (it was a bit too laggy IIRC), it would be welcome in the testpack again.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#1351

Post by ibm5155 » Fri Dec 20, 2013 11:17 am

fr blood wrote: I'm telling about line horizon thats you active with scripts during the game, and not at the begining of the map.
I tested it online and it doesn't work.
It's pocible? O_o
well, like I love to do, there's always a way to make it work :B,put a wall or a middle texture before the line horizon, and then when you activate it, you'll up the floor or remove the mid text :)

Also, I'll upload the zm09 update today, it's just the final version with no debug things...

========================================================
ZM09 FINAL VERSION: DOWNLOAD LINK:http://www.mediafire.com/download/tb93f ... +FIXED.zip

NEWS:
-Debug scripts removed
-Add some granades to a camp spot (maybe now there'll be one ore more people there)
-Fixed console zm09 version
-Add some help text at console.

Also: I'm going to use ZM16 slot

If people want, here's the high quality music pack from zm09, yes, it's bigger than the actual mod xD:Download, you can drag and drop it on skins folder or replace the zm09 musics with this one using slade or other editor...
For ending ZM09 Log updated, with more old betas links (I don't know if people download that but it's there)
Last edited by ibm5155 on Fri Dec 20, 2013 12:26 pm, edited 1 time in total.
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">

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

#1352

Post by manuelspark » Fri Dec 20, 2013 4:33 pm

Xsnake wrote: There will likely be an update this weekend.

Maps to be udated :
ZM12, ZM14
ZE14, ZE25

Maps I need to check out :
ZE23
ZE18
ZM10

Am I forgetting anything ?

Also, if the old Minecraft map were updated (it was a bit too laggy IIRC), it would be welcome in the testpack again.
And my map ZE22 CITYSCAPE :C ? i send a new pm to you coz i found a bad texture :)
also, minecraft map need a rework and help
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

#1353

Post by Niiro Kitsune » Sat Dec 21, 2013 7:29 am

I'm trying extremely hard to find time to finish making changes to my map (ZE23) but with the holidays and all it has been quite difficult to do so, I'm hoping I will be able to release v02 sometime tomorrow but I'm not certain it'll be ready.
[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

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

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

#1354

Post by mr fiat » Sat Dec 21, 2013 12:05 pm

manuelspark wrote:
Xsnake wrote: There will likely be an update this weekend.

Maps to be udated :
ZM12, ZM14
ZE14, ZE25

Maps I need to check out :
ZE23
ZE18
ZM10

Am I forgetting anything ?

Also, if the old Minecraft map were updated (it was a bit too laggy IIRC), it would be welcome in the testpack again.
And my map ZE22 CITYSCAPE :C ? i send a new pm to you coz i found a bad texture :)
also, minecraft map need a rework and help
iirc the lagg came from the large open area with the forest id say replace a part of the forest with som hills, also you might want to make the camps in the open area less overpowered,

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#1355

Post by ibm5155 » Sat Dec 21, 2013 12:42 pm

and it's the same problem as zm02, a big open area, make some sectors that the floor have the same size of ceiling and delete it, put a texture and you'll won a sector who blocks the render to a short distance :)
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">

User avatar
Fused
Contributor
Posts: 682
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

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

#1356

Post by Fused » Sun Dec 22, 2013 2:45 pm

Xsnake, is it possible for you to wait 2 more weeks? Vacations started here and i have full time to finish up Canyon Run. I havent done anything about it, but with my increased skills over the past week (because of my WIP mod) i can finish it pretty quick and make it look good.
My mods
Image Image

My socials
Image 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

#1357

Post by Stiff » Sun Dec 22, 2013 7:50 pm

Just do that for a later testpack, there are updates waiting to get released
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)

User avatar
Fused
Contributor
Posts: 682
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

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

#1358

Post by Fused » Mon Dec 23, 2013 8:08 pm

[spoiler]Image[/spoiler]

Something i have been working on today. As you can see it has a familiar resist...
My mods
Image Image

My socials
Image Image

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

#1359

Post by fr blood » Mon Dec 23, 2013 9:25 pm

Fused wrote: [spoiler]Image[/spoiler]

Something i have been working on today. As you can see it has a familiar resist...
I hope that you fixed this f****ing experiment. :neutral:

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

#1360

Post by fr blood » Fri Dec 27, 2013 8:59 am

I'm actually making update for ZE17 and ZE26, and finishing my new ZE map, all that could be ready in one month.

Post Reply