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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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

#1361

Post by Niiro Kitsune » Fri Dec 27, 2013 9:04 am

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
[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

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

#1362

Post by Xsnake » Fri Dec 27, 2013 11:17 am

Interesting map. :smile: 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.

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

#1363

Post by Niiro Kitsune » Fri Dec 27, 2013 12:15 pm

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

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

#1364

Post by Fused » Fri Dec 27, 2013 2:44 pm

fr blood wrote: experiment bug + new ze map
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...
Last edited by Fused on Fri Dec 27, 2013 2:44 pm, edited 1 time in total.
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

#1365

Post by fr blood » Fri Dec 27, 2013 4:08 pm

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...
Tell me how can I forget something that I always don't understand...

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

#1366

Post by Niiro Kitsune » Fri Dec 27, 2013 11:00 pm

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] >=(
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

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

#1367

Post by ibm5155 » Fri Dec 27, 2013 11:15 pm

Xsnake wrote: ...Just place the 24 other player spawns. Look into other maps to see how it's done...
The first time I tried that I did only 16 players spawns xD (but well, I copied from badlands spawn spots :S)
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">

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

#1368

Post by Xsnake » Sat Dec 28, 2013 11:11 am

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] >=(
It sure is an interesting map. No doubt it will be worth a try in some future testpack.
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.

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

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1369

Post by Fused » Sat Dec 28, 2013 1:53 pm

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
Last edited by Fused on Sat Dec 28, 2013 2:18 pm, edited 1 time in total.
My mods
Image Image

My socials
Image Image

Lyra
New User
Posts: 17
Joined: Tue Oct 08, 2013 4:14 pm

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1370

Post by Lyra » Sat Dec 28, 2013 6:04 pm

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
What about my map (ZE18) And ZM10? :L Is there any way they can possibly be included in the next testpack?

bazzoka
Forum Regular
Posts: 147
Joined: Mon Jun 04, 2012 10:49 am
Location: Lithuania

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1371

Post by bazzoka » Sun Dec 29, 2013 9:52 am

Lyra wrote: What about my map (ZE18) And ZM10? :L Is there any way they can possibly be included in the next testpack?
Is it that hard to select BFG in your map and pressing delete on it?
You can say good bye to your thread. Cause i am killing it.

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 / r14) 12/28/13

#1372

Post by Stiff » Sun Dec 29, 2013 10:32 am

Fusegast, there are some homs at zm12:

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

[spoiler]Image
This big one is before church[/spoiler]


And another thing...

[spoiler]Image
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)

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 / r14) 12/28/13

#1373

Post by ibm5155 » Sun Dec 29, 2013 10:50 am

Since it's bugtesting, here're my founds
[spoiler]Do a barrel bridge on the water and have fun :D
Image
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
Image[/spoiler]
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">

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 / r14) 12/28/13

#1374

Post by Stiff » Sun Dec 29, 2013 11:44 am

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)

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 / r14) 12/28/13

#1375

Post by ibm5155 » Sun Dec 29, 2013 12:37 pm

Stiff wrote: Oke I knew that first pic, but I still don't know how I can make lines block barrels.
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...
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">

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1376

Post by ZzZombo » Sun Dec 29, 2013 1:52 pm

Currently pushable items also can't go through monster block linedefs.
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
#grandvoid funny stats

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 / r14) 12/28/13

#1377

Post by ibm5155 » Sun Dec 29, 2013 3:41 pm

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">

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

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1378

Post by Fused » Sun Dec 29, 2013 6:58 pm

@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 -.-"
Last edited by Fused on Sun Dec 29, 2013 7:21 pm, edited 1 time in total.
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 / r14) 12/28/13

#1379

Post by Stiff » Sun Dec 29, 2013 7:41 pm

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)
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)

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 / r14) 12/28/13

#1380

Post by ibm5155 » Sun Dec 29, 2013 9:43 pm

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
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">

Post Reply