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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1401

Post by Klofkac » Sat Jan 04, 2014 6:14 pm

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

#1402

Post by ibm5155 » Sat Jan 04, 2014 6:16 pm

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 =/
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1403

Post by Fused » Sun Jan 05, 2014 9:33 am

I'm shocked that you dont know ibm :p

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
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.
Spoiler: the magma drops fire particles (Open)
Image
EDIT2: 1 more screenie
Spoiler: the new explosion (Open)
Image
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

#1404

Post by Stiff » Sun Jan 05, 2014 10:51 am

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.
ZE27 -stiff stuff WIP
EDIT2: For the people who are curious, 7 screenies:

[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]

Sorry for the fail contrast :I
Last edited by Stiff on Sun Jan 05, 2014 11:35 am, edited 1 time in total.
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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 / r14) 12/28/13

#1405

Post by Walkerrr » Sun Jan 05, 2014 10:13 pm

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

#1406

Post by SpaceMarine » Mon Jan 06, 2014 4:28 am

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
ZM10? Isn't it already taken by Vincent<PDP>?
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1407

Post by Walkerrr » Mon Jan 06, 2014 7:30 am

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

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

#1408

Post by Fused » Mon Jan 06, 2014 7:40 am

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.
Last edited by Fused on Mon Jan 06, 2014 7:47 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1409

Post by ibm5155 » Mon Jan 06, 2014 10:11 am

Hmmm and I'm not doibg zm16 right ms.fused?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1410

Post by Fused » Mon Jan 06, 2014 10:39 am

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

#1411

Post by ibm5155 » Mon Jan 06, 2014 11:28 am

Fused wrote: I'm not holding on on all these map numbers ibm D:
You better be next time...
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 / r14) 12/28/13

#1412

Post by Vincent(PDP) » Mon Jan 06, 2014 1:43 pm

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
Yes i use ZM10, and I am fixing some stuff XSnake told me to. C:
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?
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Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1413

Post by Xsnake » Mon Jan 06, 2014 2:28 pm

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
Nice work here, Walkerrr. This one will definitely be in the upcoming testpack. As for the number, let's keep it as ZM11.
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?
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.

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.

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

#1414

Post by Lyra » Mon Jan 06, 2014 4:40 pm

bazzoka wrote:
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?
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. :L

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

#1415

Post by fr blood » Mon Jan 06, 2014 6:07 pm

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.

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

#1416

Post by Walkerrr » Mon Jan 06, 2014 7:11 pm

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?

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

#1417

Post by Stiff » Mon Jan 06, 2014 7:21 pm

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.
Last edited by Stiff on Mon Jan 06, 2014 7:31 pm, edited 1 time in total.
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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 / r14) 12/28/13

#1418

Post by Xsnake » Mon Jan 06, 2014 8:10 pm

Lyra wrote:
bazzoka wrote:
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?
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. :L
http://zandronum.com/forum/showthread.p ... 0#pid51190

This was a polite "nope". :rolleyes:

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

#1419

Post by mr fiat » Mon Jan 06, 2014 8:32 pm

Xsnake wrote:
Lyra wrote:
bazzoka wrote:
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?
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. :L
http://zandronum.com/forum/showthread.p ... 0#pid51190

This was a polite "nope". :rolleyes:
ah damn you beat me to it, i was backtracking the thread to find your post where you already said no.

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

#1420

Post by Lyra » Mon Jan 06, 2014 9:17 pm

Xsnake wrote:
Lyra wrote:
bazzoka wrote:
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?
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. :L
http://zandronum.com/forum/showthread.p ... 0#pid51190

This was a polite "nope". :rolleyes:
I didn't see it as that. xD Sorry lol.

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)
I think that's everything. Is this alright?

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