Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Geez, if you need minecraft textures, just use faithful 32x32 pack... or if you need, 64x64.
Last edited by Klofkac on Sat Jan 04, 2014 6:15 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
ahm, quick question.
How to make sounds when a player walk on a texture? I tried to make it before but it didn't worked =/
How to make sounds when a player walk on a texture? I tried to make it before but it didn't worked =/
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
I'm shocked that you dont know ibm :p
Basicly, you define the sand sound, and add it to a texture.
EDIT: since i'm taking big steps, i now know how to make some nice effects.
Code: Select all
splash sand
{
smallclass None
smallclip 0
smallsound njmt
baseclass None
chunkclass None
chunkxvelshift 0
chunkyvelshift 0
chunkzvelshift 0
chunkbasezvel 0
sound floor/sand
NoAlert
}
terrain sand
{
splash sand
footclip 0
//liquid
}
ifdoom
floor DESTEX01 sand
endif
EDIT: since i'm taking big steps, i now know how to make some nice effects.
Spoiler: the magma drops fire particles (Open)EDIT2: 1 more screenie
Spoiler: the new explosion (Open)
Last edited by Fused on Sun Jan 05, 2014 5:00 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Can I have mapslot ZE27, becouse I'm remaking an old map of mine (3/4 years old).
It's a temple map, progress: 66%
I'm not sure if I will finish this map, but if I don't than you will see.
EDIT: Oh wow look who checked my pm, thx rabbitlord.
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Sorry for the fail contrast :I
It's a temple map, progress: 66%
I'm not sure if I will finish this map, but if I don't than you will see.
EDIT: Oh wow look who checked my pm, thx rabbitlord.
EDIT2: For the people who are curious, 7 screenies:ZE27 -stiff stuff WIP
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Sorry for the fail contrast :I
Last edited by Stiff on Sun Jan 05, 2014 11:35 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)
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Sorry, did not know the ZM10 was busy. Right now I correct
Last edited by Walkerrr on Mon Jan 06, 2014 7:34 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
ZM10? Isn't it already taken by Vincent<PDP>?Walkerrr wrote: hi! I'm Walerrr, I play this mood and is awesome :D, and I thought to build my own map I really put a lot effort desinging it, hope you like it ;)
www.sickedwick.net/uploader/files/ZM10_Walkerrr.wad
Spoiler: ibm5155 wrote (Open)

RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Sorry, had not realized that the place "ZM10" was already occupied.
Already corrected the error. Change my map to place "ZM11" besides to correct some details.
Hope you like my map is my first map. Greetings!
http://www.sickedwick.net/uploader/file ... lkerrr.wad
Already corrected the error. Change my map to place "ZM11" besides to correct some details.
Hope you like my map is my first map. Greetings!
http://www.sickedwick.net/uploader/file ... lkerrr.wad
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Vincent indeed uses map slot ZM10 for his map, but as you can see in rabbit's map slots, he isn't added to the list.
@walkerr
The first thing i did, was open it it in slade. It seems like you use 2 music types. This is fine, but put them in ogg. I have a software that could possible make it 1mb both, want me to use it?
Next up, i tried it ingame. I have one word to say about this: awesome. The enviorment was really viewable. The use of textures was really well done. The secret implented was a very nice addon. The size is good, music is awesome. Really a map needed in zombie horde.
9/10, i found it awesome. I really liked the layout.
EDIT: my slowpoke action to keep this open while testing caused you to ninja me, no problem :L
You can take ZM10, since you're first. It's how its done. Your choise. Although i would advise give it ZM16 or ZM18, because of the maps before that.
@walkerr
The first thing i did, was open it it in slade. It seems like you use 2 music types. This is fine, but put them in ogg. I have a software that could possible make it 1mb both, want me to use it?
Next up, i tried it ingame. I have one word to say about this: awesome. The enviorment was really viewable. The use of textures was really well done. The secret implented was a very nice addon. The size is good, music is awesome. Really a map needed in zombie horde.
9/10, i found it awesome. I really liked the layout.
EDIT: my slowpoke action to keep this open while testing caused you to ninja me, no problem :L
You can take ZM10, since you're first. It's how its done. Your choise. Although i would advise give it ZM16 or ZM18, because of the maps before that.
Last edited by Fused on Mon Jan 06, 2014 7:47 am, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Hmmm and I'm not doibg zm16 right ms.fused?
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
I'm not holding on on all these map numbers ibm D:
Canyon run is lets say... 80% done. Things to complete:
-small resist + final resist
-secret ending
-w/e inbetween + end room.
Canyon run is lets say... 80% done. Things to complete:
-small resist + final resist
-secret ending
-w/e inbetween + end room.
- ibm5155
- Addicted to Zandronum
- Posts: 1641
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
You better be next time...Fused wrote: I'm not holding on on all these map numbers ibm 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">
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Yes i use ZM10, and I am fixing some stuff XSnake told me to. C:Walkerrr wrote: Sorry, had not realized that the place "ZM10" was already occupied.
Already corrected the error. Change my map to place "ZM11" besides to correct some details.
Hope you like my map is my first map. Greetings!
http://www.sickedwick.net/uploader/file ... lkerrr.wad
Also, I've asked XSnake a thing about my map but he hasn't answered... WHICH rooms/places do you want me to decorate more?
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Nice work here, Walkerrr. This one will definitely be in the upcoming testpack. As for the number, let's keep it as ZM11.Walkerrr wrote: Sorry, had not realized that the place "ZM10" was already occupied.
Already corrected the error. Change my map to place "ZM11" besides to correct some details.
Hope you like my map is my first map. Greetings!
http://www.sickedwick.net/uploader/file ... lkerrr.wad
I think I've already told you what's wrong one month ago. First, fix your decorate : remove the custom weapons and all the unnecessary stuff that is conflicting with the core decorate definitions. We'll see about the map itself after that.Vincent(PDP) wrote: Also, I've asked XSnake a thing about my map but he hasn't answered... WHICH rooms/places do you want me to decorate more?
Niiro Kitsune, I'll check your latest map version and see if it's ready for a testpack trial.
manuelspark, I'll check your map aswell.
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Xsnake himself hasn't told me if it's alright or not. I'm still waiting for him to say what I need to change in my map for it to be added to the testpack. :Lbazzoka wrote: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?
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
Here is an update for ZE17, I used your feedbacks to make it better.
- Added more details.
- Changed Sky.
- Remove some Medikit/FireGrenade/FlareBox.
- Changed FireCrystal place.
- Added a new way to reach the hotel that'll need the winery key ( 3 different spots ).
- Fixed some textures bug.
- If the first cave is sealed the human teleporter has only 40% of chance to be available.
- Reduced time of apache's force.
- Reduced time that hidding cave take to be re-sealed.
- Added more details.
- Changed Sky.
- Remove some Medikit/FireGrenade/FlareBox.
- Changed FireCrystal place.
- Added a new way to reach the hotel that'll need the winery key ( 3 different spots ).
- Fixed some textures bug.
- If the first cave is sealed the human teleporter has only 40% of chance to be available.
- Reduced time of apache's force.
- Reduced time that hidding cave take to be re-sealed.
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
There is a problem with my map ZM11 :/
Sorry, but I forget to put the "teleport destination" for Ztele, no problem if I put them on the map and forwarding?
Sorry, but I forget to put the "teleport destination" for Ztele, no problem if I put them on the map and forwarding?
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
EDIT:
ZE27 early version:
http://sickedwick.net/uploader/files/St ... ersion.wad
Far from done, but just have a look inside.
Ofcorse critism is appreciated!
I played zm11 (walkers map) and ofcorse I have a little review too ;)
Good:
- Everyone can see that the detail is good, including the linedef tree's wich I personally like (these are good hiding spots).
- The music fits
- Not too much enivorment sounds (Or however you typ it, lets say that enivorment sounds are annoying in my opinion).
- Pillars in a zm map, I don't think it's a very bad idea. It can be very usefull to hold zombies on a distance while you are running away from them.
Mwah:
- I noticed that your linedef tree's don't have a vertex in the middle, and that it are overlapped lines, I don't know if this is a big problem but I have a bad experience with that.
- I think your map is a little bit too small to handle (almost) full servers, but don't worry about that becouse lots of the maps in zh are like this.
Bad:
- The bonusmusic... I don't know how to explain I just don't like it.
- I'm missing the dynamic lights a little bit.
- I think the keycards are a little bit too hard to find.
I think the map is good and I surely want to play it on the zh server.
ZE27 early version:
http://sickedwick.net/uploader/files/St ... ersion.wad
Far from done, but just have a look inside.
Ofcorse critism is appreciated!
I played zm11 (walkers map) and ofcorse I have a little review too ;)
Good:
- Everyone can see that the detail is good, including the linedef tree's wich I personally like (these are good hiding spots).
- The music fits
- Not too much enivorment sounds (Or however you typ it, lets say that enivorment sounds are annoying in my opinion).
- Pillars in a zm map, I don't think it's a very bad idea. It can be very usefull to hold zombies on a distance while you are running away from them.
Mwah:
- I noticed that your linedef tree's don't have a vertex in the middle, and that it are overlapped lines, I don't know if this is a big problem but I have a bad experience with that.
- I think your map is a little bit too small to handle (almost) full servers, but don't worry about that becouse lots of the maps in zh are like this.
Bad:
- The bonusmusic... I don't know how to explain I just don't like it.
- I'm missing the dynamic lights a little bit.
- I think the keycards are a little bit too hard to find.
I think the map is good and I surely want to play it on the zh server.
Last edited by Stiff on Mon Jan 06, 2014 7:31 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)
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
http://zandronum.com/forum/showthread.p ... 0#pid51190Lyra wrote:Xsnake himself hasn't told me if it's alright or not. I'm still waiting for him to say what I need to change in my map for it to be added to the testpack. :Lbazzoka wrote: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?
This was a polite "nope".

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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
ah damn you beat me to it, i was backtracking the thread to find your post where you already said no.Xsnake wrote:http://zandronum.com/forum/showthread.p ... 0#pid51190Lyra wrote:Xsnake himself hasn't told me if it's alright or not. I'm still waiting for him to say what I need to change in my map for it to be added to the testpack. :Lbazzoka wrote: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?
This was a polite "nope".![]()
RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13
I didn't see it as that. xD Sorry lol.Xsnake wrote:http://zandronum.com/forum/showthread.p ... 0#pid51190Lyra wrote:Xsnake himself hasn't told me if it's alright or not. I'm still waiting for him to say what I need to change in my map for it to be added to the testpack. :Lbazzoka wrote: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?
This was a polite "nope".![]()
Anyway here's the new version: http://www.sickedwick.net/uploader/file ... _-V1.2.wad
- BFG is no longer reachable. I might replace it with something else similar later on though. Because of this the blue keycard was removed and replaced with the bonusitem crate.
- Yellow key is now completely removed, and the red one is used to open up a door in the endroom where 5ish grenades can be found.
- Dynamic lights are now in the map! I had to start using OpenGL lol.
- The hallway to the second resist was extended slightly (For when the server is nearly full) And the resist was made a little more defendable. The time was also increased a bit.
- Added detail (Primarily in the 2nd resist hallway)