Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
Repost:
Version 2 of my map is finished, link in my sig...
Changelog-
*altered and merged (old) script 24 into 23
*replaced one music file
*shortened resist lengths
*removed final area insta-kill water sectors
*modified some dynamic lighting
*added more defendable spots in various areas
*simplified the second and fourth/final resists
*expanded one secret
*redesigned all endrooms
*fixed some miscellaneous issues
Also, I hope everyone enjoyed their holidays
Version 2 of my map is finished, link in my sig...
Changelog-
*altered and merged (old) script 24 into 23
*replaced one music file
*shortened resist lengths
*removed final area insta-kill water sectors
*modified some dynamic lighting
*added more defendable spots in various areas
*simplified the second and fourth/final resists
*expanded one secret
*redesigned all endrooms
*fixed some miscellaneous issues
Also, I hope everyone enjoyed their holidays
[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
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
RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
Interesting map.
I just don't understand why there are 8 player spawns only. I suppose you wanted to make the others spawn with Teleport_NoFog(100+PlayerNumber(), 1, 0); but it's not a proper way to handle this. Just place the 24 other player spawns. Look into other maps to see how it's done.

- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
Xsnake: Was that directed towards me? It probably was since I'm a novice lol, but if so, I'll change it =3
[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
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
RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
It wasnt bugged, it was a challenge. If there really was a bug, atleast describe it.fr blood wrote: experiment bug + new ze map
As for that ze map, it better be good. Dont forget what happened to your previous 2 ZM maps...
Last edited by Fused on Fri Dec 27, 2013 2:44 pm, edited 1 time in total.
- fr blood
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
Tell me how can I forget something that I always don't understand...Fused wrote: It wasnt bugged, it was a challenge. If there really was a bug, atleast describe it.
As for that ze map, it better be good. Dont forget what happened to your previous 2 ZM maps...
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
Here's a quick update to version 3 already haha
Changelog:
*substituted one secret texture
*placed player 1 spawn in correct sector... -_-
*fixed player spawn points
*enabled disabled flare... [goddamnit] >=(
Changelog:
*substituted one secret texture
*placed player 1 spawn in correct sector... -_-
*fixed player spawn points
*enabled disabled flare... [goddamnit] >=(
Last edited by Niiro Kitsune on Fri Dec 27, 2013 11:26 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
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
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
The first time I tried that I did only 16 players spawns xD (but well, I copied from badlands spawn spots :S)Xsnake wrote: ...Just place the 24 other player spawns. Look into other maps to see how it's done...
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">
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">
RE: Zombie HORDE - The mappack project! (9b / r13) 11/23/13
It sure is an interesting map. No doubt it will be worth a try in some future testpack.Niiro Kitsune wrote: Here's a quick update to version 3 already haha
Changelog:
*substituted one secret texture
*placed player 1 spawn in correct sector... -_-
*fixed player spawn points
*enabled disabled flare... [goddamnit] >=(
But right now, it looks a bit too much zombie friendly. Especially the secure room. I doubt it will be defendable if zombies cannot be pushed over the bridge.
Also, I'd avoid using explosive barrels since they would damage humans and not only zombies.
I guess I will just release a new testpack without it for now. But I will make sure another one gets released in one week or two so that MrMan's map and your map can possibly get included in it.
zh-testpack_r14
• Updated maps : ZM09, ZM12, ZM14 & ZE14, ZE25
Download
Last edited by Xsnake on Sat Dec 28, 2013 11:31 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Really off-topic, but nice picture xsnake :p
Canyon run is halfway. I finished the vent room. I used a code to make a vent using sectors, instead of the hundred vents on the ceiling. its really nice :D
Canyon run is halfway. I finished the vent room. I used a code to make a vent using sectors, instead of the hundred vents on the ceiling. its really nice :D
Last edited by Fused on Sat Dec 28, 2013 2:18 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
What about my map (ZE18) And ZM10? :L Is there any way they can possibly be included in the next testpack?Xsnake wrote: I guess I will just release a new testpack without it for now. But I will make sure another one gets released in one week or two so that MrMan's map and your map can possibly get included in it.
zh-testpack_r14
• Updated maps : ZM09, ZM12, ZM14 & ZE14, ZE25
Download
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Is it that hard to select BFG in your map and pressing delete on it?Lyra wrote: What about my map (ZE18) And ZM10? :L Is there any way they can possibly be included in the next testpack?
You can say good bye to your thread. Cause i am killing it.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Fusegast, there are some homs at zm12:
[spoiler]
This is in cave wich goes to little laboratorium with teleporter.[/spoiler]
[spoiler]
This big one is before church[/spoiler]
And another thing...
[spoiler]
I cannot go here, is this place supposed to be blocked? Else it's an invisible hom.
And btw, there are too much ponies at this forum treath >_>[/spoiler]
[spoiler]

This is in cave wich goes to little laboratorium with teleporter.[/spoiler]
[spoiler]

This big one is before church[/spoiler]
And another thing...
[spoiler]

I cannot go here, is this place supposed to be blocked? Else it's an invisible hom.
And btw, there are too much ponies at this forum treath >_>[/spoiler]
Last edited by Stiff on Sun Dec 29, 2013 10:33 am, 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)
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)
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Since it's bugtesting, here're my founds
[spoiler]Do a barrel bridge on the water and have fun :D

Hmm it looks like it's not fixed yet, but the interesting part is that all zombies have 100 or less hp but only one guy have no weapon O_o
[/spoiler]
[spoiler]Do a barrel bridge on the water and have fun :D

Hmm it looks like it's not fixed yet, but the interesting part is that all zombies have 100 or less hp but only one guy have no weapon O_o

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">
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 / r14) 12/28/13
Oke I knew that first pic, but I still don't know how I can make lines block barrels.
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)
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)
- ibm5155
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- Posts: 1641
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
It's a stupid solution, but on places where the barrel could go outside, you could make a bridge block, so humans/zombies would pass there without problem and barrels would get blocked since they cannot go over an actor/object, but don't put at all spots of the map, just some areas where the barrel could go outside...Stiff wrote: Oke I knew that first pic, but I still don't know how I can make lines block barrels.
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">
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">
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Currently pushable items also can't go through monster block linedefs.
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Then ZzZombo solution is better D:
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">
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">
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
@stiffpics, i know the second hom when i played my map, gotta love doombuilder bugs. The first one is kinda small, how did you find it o.o
The blocking line is another bug where the builder somehow blocks some part (where sometimes not even a linedef is) when you add something close.
I also seem to have forgotten 2 things:
rain at the church, you still hear it.
some lava pool has a blue color, because it used to be water...
edit: a thirth thing: some lava sounds in the sea -.-"
The blocking line is another bug where the builder somehow blocks some part (where sometimes not even a linedef is) when you add something close.
I also seem to have forgotten 2 things:
rain at the church, you still hear it.
some lava pool has a blue color, because it used to be water...
edit: a thirth thing: some lava sounds in the sea -.-"
Last edited by Fused on Sun Dec 29, 2013 7:21 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Hehehe good looking, and those small complicated caves are great places for homs, my new map also got something like 8 homs.
By the way why are people ignoring my pm's?
(Xsnake and Rabbitlord, I sended you both a pm 3 weeks ago)
By the way why are people ignoring my pm's?
(Xsnake and Rabbitlord, I sended you both a pm 3 weeks ago)
Last edited by Stiff on Sun Dec 29, 2013 7:50 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)
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)
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
stiff, cursed said that one of your maps have a place that you can be stucked...
But I don't know witch map he said xD
But I don't know witch map he said xD
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">
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">