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

#1441

Post by Vincent(PDP) » Thu Jan 09, 2014 6:39 pm

Already sent link, then i'll send it again:
http://www.mydoomsite.com/WADS/ZM10.wad
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1442

Post by Xsnake » Thu Jan 09, 2014 6:58 pm

Vincent(PDP) wrote: Already sent link, then i'll send it again:
http://www.mydoomsite.com/WADS/ZM10.wad
Please tell me you're doing it on purpose.

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

#1443

Post by Fused » Thu Jan 09, 2014 8:08 pm

Yes, i just want to see what he needs to fix/remove/change in order for it to be done.

EDIT: so, why is duke in it?
Also, i still see textures already added, plus the waterfall is already in Buried. I changed mine to a better one though, see the final version.
You should really use 1 ghoul, and not both the skeleton and the creeper. I would vote for the skeletor, just because the creeper is a big size.

I see unnessecary folders, like key config. IMO you should add a bush gun that doesnt shoot, and only turns you into a bush. Also make it static to human a few times. Your choise (or xsnake's choise :L)

Im not sure what the burning wood floor is for, but it only seems like spam that is already added.

The rest seems to be fine, so i guess try and remove some unnessecary verticles on your map.

Can i have the link to the tnt remix on your map? I'm going to reconvert both music, to see if i can make it any better.

EDIT2: i forgot to mention that you should try to turn EVERYTHING you got to ogg, and if needed resize all your textures to a smaller size if needed.

EDIT3: here is D_BELIVE in ogg. The music starts faster by cutting the pause at the start. It also stops sooner now, because the music is used for some minutes anyway. IMO it loops as good as it can be.
https://www.mediafire.com/?hggwofhir5d3pi7
Last edited by Fused on Thu Jan 09, 2014 8:33 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1444

Post by ZzZombo » Fri Jan 10, 2014 9:09 am

Vincent are you ignorant or what? Remove all redefinition of core resources. ALL. Hell, ALL. For example, you redefined DoomMarine.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1445

Post by Xsnake » Fri Jan 10, 2014 11:05 am

Here is my feedback on a couple of new maps.

ZE18-_Lyra_-V1.2 :
I don't like it. It's too small and aesthetically not really appealing. It's not bad for a first map, however.

ZEscape22v3 :
I could see you have put some work into this since the last version. But I'm afraid it's not good enough. The map sure is decent, but it has nothing special compared to what we have in the mappack/testpack nowadays.

ze23-kitsune-v05 :
That's a map I'm willing to add to the testpack. However, I'd say it deserves to be made a tad longer. Especially between resists 1 and 2. Speaking of the resists points, they really seem impossible to defend to me.
Also, the (friendly?) SSG marine is probably not a good idea.
Oh, and, like I said in a previous post, please remove the destroyable barrels as they would damage both humans and zombies.


Regarding this weekend's update, these maps will be updated : ZE17, ZM14, ZM12, ZE21.

And this map will be added : ZM11 by Walkerrr.

Let me know if I forgot anything.

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

#1446

Post by Vincent(PDP) » Fri Jan 10, 2014 1:41 pm

ZzZombo wrote: Vincent are you ignorant or what? Remove all redefinition of core resources. ALL. Hell, ALL. For example, you redefined DoomMarine.
I've removed the DoomMarine already:
http://www.mydoomsite.com/WADS/ZM10update21.zip
I've made a new item for ZH... Can i use it on my map? It's called Infections Cross.
Here's a video of it:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Download link:
http://www.mydoomsite.com/WADS/InfectionsCross.wad
Oh btw XSnake, can you check my latest map update? :)
http://www.mydoomsite.com/WADS/ZM10update22.zip
Last edited by Vincent(PDP) on Fri Jan 10, 2014 1:48 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1447

Post by ibm5155 » Fri Jan 10, 2014 2:37 pm

I always thinked on a item that infect humana, somethink like a grenade that infect...
hmm Im gonna add some 3d models on my map, but Ill not abuse from putting alot on a single área, and they re better than make some objects by 3d floors + slopes ...
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1448

Post by Stiff » Fri Jan 10, 2014 2:46 pm

hey calm down, a range infect item is not a very bad idea.

He just needs a push in the right direction, but this cross would be too OP I agree.
As Fused said: 'Most maps are already zombie friendly', I agree with this but some campspots are very human friendly too if they are with alot of humans.
The idea is good, an infection item but it should be nerved...

- Add a maximum range
- Make it goes slower
- Make 1 missile from it and not 5 plasmaballs wich goes in 5 different directions

^ Some idea's.

Also, it should be very hard to get!

Also, I don't like it when things get copy/pasted. (Example: Uboacopies)
Please try to make something original, like a spitball or something.

BUT It's also possible that it fucks the whole game, and I think using claws is still the best way since it's already like that the 4 or 5 years that ZH exists.

EDIT: Also, i cannot believe you dont use my ogg music. Saves a megabite. A MEGABITE. @Fused

1. It is possible that he didn't notice the post with the music before he made his post.
2. A megabite, people were happy with that in 1976 or something... I agree that if there is an easy way to lower your filesize that you should do that, but it's not nessisary.
3. Seriously downloading an extra megabite is as fast as winking with your eyes. (Exept for da poor countries, but hey why should these guys even wanna connect if they already lagout the first second they are ingame)
4. Scared your harddisk gets full? -_-
Last edited by Stiff on Fri Jan 10, 2014 2:58 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

#1449

Post by ZzZombo » Fri Jan 10, 2014 4:01 pm

What's a megabite? Is it like a very powerful bite?
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1450

Post by fr blood » Fri Jan 10, 2014 4:21 pm

This new item isn't a bad idea, but just make it usable only in some maps, not everywhere.

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

#1451

Post by Xsnake » Fri Jan 10, 2014 4:25 pm

ZzZombo wrote: What's a megabite? Is it like a very powerful bite?
Naah. It's more like an energy drink apparently :

[spoiler]Image[/spoiler]

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

#1452

Post by Vincent(PDP) » Fri Jan 10, 2014 4:28 pm

Well stiff, 1 projectile is way too hard. And besides, it's extremely hard to get the vrids on my map. Have a look at my latest update. (Link in my previous post ^)
And btw you're right. Since i've got lots of stuff to do these days i haven't been on Zandronum Forum, and i've not seen Fused's post about the ogg music. :razz:
XSnake, what do you think of my new "Infections Cross"?
If you want to see how hard it is to get, i suggest you look at my map's ACS script. It's script 76, case 2.
Oh, i'll have to add a new script to the cross so that it doesn't give the infect to another player.
Xsnake wrote:
Vincent(PDP) wrote: Already sent link, then i'll send it again:
http://www.mydoomsite.com/WADS/ZM10.wad
Please tell me you're doing it on purpose.
Sorry for not have seen this. Do what on purpose?
Fused wrote: Yes, i just want to see what he needs to fix/remove/change in order for it to be done.

EDIT: so, why is duke in it?
Also, i still see textures already added, plus the waterfall is already in Buried. I changed mine to a better one though, see the final version.
You should really use 1 ghoul, and not both the skeleton and the creeper. I would vote for the skeletor, just because the creeper is a big size.

I see unnessecary folders, like key config. IMO you should add a bush gun that doesnt shoot, and only turns you into a bush. Also make it static to human a few times. Your choise (or xsnake's choise :L)

Im not sure what the burning wood floor is for, but it only seems like spam that is already added.

The rest seems to be fine, so i guess try and remove some unnessecary verticles on your map.

Can i have the link to the tnt remix on your map? I'm going to reconvert both music, to see if i can make it any better.

EDIT2: i forgot to mention that you should try to turn EVERYTHING you got to ogg, and if needed resize all your textures to a smaller size if needed.

EDIT3: here is D_BELIVE in ogg. The music starts faster by cutting the pause at the start. It also stops sooner now, because the music is used for some minutes anyway. IMO it loops as good as it can be.
https://www.mediafire.com/?hggwofhir5d3pi7
I kept the Duke stuff 'cause my computer (with the Duke sources) crashed. I'll remove them later.

Burning Wood Floor is like a 30 sec fire crystal. If you find matches on my map and also cut down some trees, you can "light" the Wood and it'll burn for about 30 sec.

I don't use the skeleton any more. I'll remove it, i've just been to lasy to remove it before. :razz:

Bush weapons is removed. I just forgot to remove the acs and keyconf.

I missed to remove some textures? Sorry, I'll fix that.

My wad is kinda messed up, because when i started it (about 3 years ago, i know, i know... Long time :3) i imported the whole ZH source because i didn't know how to add the acs source n' stuff. So that's why there're already existing things inside it.

What the he'll is verticles?
Wow this is a long post, why does it have to stick ALL of my post together?
Last edited by Vincent(PDP) on Fri Jan 10, 2014 5:25 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1453

Post by Vincent(PDP) » Fri Jan 10, 2014 7:59 pm

Fused wrote: Also you should really give it a new sprite. IMO this one doesnt fit. Maybe something devil like, like the rage rune.
I know another sprite i can use. Let me think about it.

Fused wrote: Verticles are those dots between linedefs. What i ment is that maybe you could remove those, which saves size alot. I did this on buried once and saved atleast a mb.
Thought they were called vertices...
And i assume that you mean the verticles in different circles I've made; We'll see what I'll do.

Fused wrote: Reasons is because your map can be alot less, which is a requirement, amirite?
Explain that sentence please.

Fused wrote: Since i'm a lo-lifer, i'll give you one more chance for help, take it or not. If you want i can remove all unneccesary/unused things in your wad.
If you want i can give you what i will change.
Sure. But let me release update 23 first. 'Cause there will be alot of fixes. AND when you do, be sure to rename the wad to like "ZM10_fixed" or something.
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1454

Post by Fused » Fri Jan 10, 2014 8:04 pm

Vincent(PDP) wrote: Explain that sentence please.
Well if i remember right, there was a requirement to have the level at 5mb or lower. Since barely any new maps have that, we can atleast try and reach as close as possible, right?
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1455

Post by Stiff » Fri Jan 10, 2014 8:15 pm

Fused wrote: Well if i remember right, there was a requirement to have the level at 5mb or lower.
Ehehehe ... heh
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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

#1456

Post by mr fiat » Fri Jan 10, 2014 8:57 pm

Stiff wrote:
Fused wrote: Well if i remember right, there was a requirement to have the level at 5mb or lower.
Ehehehe ... heh
5mb for 1 map is still much imo.

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

#1457

Post by fr blood » Fri Jan 10, 2014 9:18 pm

Fused wrote: This will require either a special MAPINFO code, or acs in the level itself, which will be alot of work.
Thats depend on who works on the script for that, from my side it won't take more than 20 mins. But I think that the chance for this item to be added are low, a lot of players will make complains about that.

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

#1458

Post by ibm5155 » Fri Jan 10, 2014 10:24 pm

5mb? If I remember right it was 10mb xD ( if not stiff maps, zm09 and dr.doctor maps wouldnt here xD[+-10mb each one])
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RE: Zombie HORDE - The mappack project! (9b / r14) 12/28/13

#1459

Post by Xsnake » Sat Jan 11, 2014 10:39 am

zh-testpack_r15

• Updated maps : ZM12, ZM14 & ZE17, ZE21
New map : ZM11

Download

ZM11 needs to be added to the maplist. Also, since there are enough ZM maps for now, I suggest removing ZM02 for a while.

As you can see, the testpack is getting really big. That's why I won't include any new map in it until some maps get swapped to the official mappack.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1460

Post by Stiff » Sat Jan 11, 2014 10:56 am

Xsnake wrote: As you can see, the testpack is getting really big. That's why I won't include any new map in it until some maps get swapped to the official mappack.
Well I already asked a request for ZM14 and ZE25 Into the mappack 3 times, but if I don't get a response from what must be bettered than it's quite hard.
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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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