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
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#1461

Post by Vincent(PDP) » Sat Jan 11, 2014 11:10 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.
Aaaaaaaaaw... Even if it will take a bit more time for me to fix the ZM10 stuff, i still think it's sad. D:

Btw, how about packing the files into a .pk7 file instead of .pk3?
.pk7 files are much smaller.

Read about it under "7z":
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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 / r15) 01/11/2014

#1462

Post by fr blood » Sat Jan 11, 2014 11:57 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.
Ok, but can we have more information on the selection of maps that'll get include, because the only map that were included are guardsoul's map ( for their high quality and cool gameplay I suppose ).

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

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

#1463

Post by mr fiat » Sat Jan 11, 2014 12:52 pm

Xsnake wrote: 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.
hopefully this wil stop the shitflow for now, the testpacks hardly brought anything good so far and has killed my interest in zh allot.

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

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

#1464

Post by Fused » Sat Jan 11, 2014 1:05 pm

mr fiat wrote: hopefully this wil stop the shitflow for now, the testpacks hardly brought anything good so far and has killed my interest in zh allot.
Yeah, if only the community came with actual reasons why the maps sucked, instead of the usual "zombie like".

Also, overload on maps is like... a good thing right? Always new things to replace the old ones.

Does this mean by the way, that ze maps will be excluded for a while too? I got canyon run at a 86% at the moment (im at the wild waterroad part), so i might be done soon.

EDIT: @blood, the windmill wings on ze17 dont really make sence. :p
They pretty much let wind through, not that i care.
Last edited by Fused on Sat Jan 11, 2014 1:06 pm, edited 1 time in total.
My mods
Image Image

My socials
Image Image

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 / r15) 01/11/2014

#1465

Post by ibm5155 » Sat Jan 11, 2014 3:52 pm

Stiff maps are overdetailed (such sectors inside sectors inside sectors D:) but they're still cool :D
Blood: fun maps, but abuse alot of 3d floors on that bridge and there're some unsecessary sectors ...
ms.Fused:is getting better on mapping
guardsoul:ze map: cool, zm map: a lost maze where there isn't many spot to camp/hide (you stay most of the time running or on a specific spot...)
me:make a too random map, so every time you enter on zm09 it'll be different from the last time you played...
lyra:too much black and white and short areas...
vincent:I need to test your maps :s
others guys I didn't tested your maps yet :s

my tip is to make just 1 or 2 maps, then send it to testpack and fix all the bugs that'll come (and edit some areas too)

edit:also I did a rip of some models, there're 5mb of 10 or 15 3d models...
if you guys want I can send u the link of it...

edit2:map updates
[spoiler]Image
Image
Image
Image
Image
Image[/spoiler]
Last edited by ibm5155 on Sat Jan 11, 2014 4:11 pm, edited 1 time in total.
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 / r15) 01/11/2014

#1466

Post by Stiff » Sat Jan 11, 2014 6:03 pm

Ibm add big cyan dynamic lights around the crystals I think that looks sexy, btw ze19 is quite ugly in my opinion :| becouse It's made 3 years ago and I never redetailled it.
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
Fused
Contributor
Posts: 682
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

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

#1467

Post by Fused » Sat Jan 11, 2014 6:36 pm

ibm5155 wrote: edit2:map updates
Are those models, or did you just take it at a good angle? If it is, i guess we need to implent zh-models again?
Also, where do i know those lanterns from... :p

EDIT: stiff his maps are great, and i agree it needs less detail. I dont see what is ugly about ze19, because i like it alot. Maybe try to remove some size by music by cutting it some. Is it alright if i redo d_weegee? I dont like it, and i use it too :L

EDIT2: if those are models, and zh-models will be used again, can i add my minecraft 3d modelled creepers & zombies? I was planning on adding those as a secret.
Last edited by Fused on Sat Jan 11, 2014 6:52 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 / r15) 01/11/2014

#1468

Post by Stiff » Sat Jan 11, 2014 6:52 pm

Use your own weegee music and sprite.
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 / r15) 01/11/2014

#1469

Post by ibm5155 » Sat Jan 11, 2014 6:58 pm

Fused wrote: Are those models, or did you just take it at a good angle? If it is, i guess we need to implent zh-models again?
Also, where do i know those lanterns from... :p
They're models, md2 files from sitters (actually i was on the beach, I had no internet D:, so I ripped all my models that I have and made a pk3 file...)
Change weapons to 3D models, that's with xsnake, I'll only add some details for my map, not affect all maps...
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 / r15) 01/11/2014

#1470

Post by Stiff » Sat Jan 11, 2014 7:08 pm

Nope.

You can think by yourself why.
Last edited by Stiff on Sat Jan 11, 2014 7:22 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
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 / r15) 01/11/2014

#1471

Post by fr blood » Sat Jan 11, 2014 8:15 pm

mr fiat wrote: hopefully this wil stop the shitflow for now, the testpacks hardly brought anything good so far and has killed my interest in zh allot.
The problem is that you helped us in nothing to make testpack more interesting for people that has your opinion, so don't be surprised. If all players that were giving feedbacks on maps were in the forum that should be really better.
Fused wrote: EDIT: @blood, the windmill wings on ze17 dont really make sence. :p
They pretty much let wind through, not that i care.
Huh you told me to make something really new, thats all I found, I've no more ideas for now in this theme.
ibm5155 wrote: Blood: fun maps, but abuse alot of 3d floors on that bridge and there're some unsecessary sectors ...
I'm agreee for the abuse at the big place, but I didn't noticed the unsecessary sectors when I did them, I'll maybe remove them if the map need another update.

Klofkac
Forum Regular
Posts: 481
Joined: Sat Jun 09, 2012 1:31 pm
Location: Ask Grandvoid servers

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

#1472

Post by Klofkac » Sat Jan 11, 2014 10:51 pm

Fused wrote: in case you wonder, i recorded the music off http://www.youtube.com/watch?v=s0VRqU10khU
No. Just no. Recording from youtube is the worst idea you could do. The sound is already compressed to save up bandwidth and compressing it again screws it up even worse. Imagine it as compressing 64 kbps MP3 to 48 kbps Vorbis.

If I have a really good mood, I will rip it for you directly from .nds file.[/size]
Last edited by Klofkac on Sat Jan 11, 2014 10:54 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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

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

#1473

Post by Fused » Sat Jan 11, 2014 11:04 pm

I never heard a difference than the in-game version (its pretty obvious that i do with ds though) so i never really minded. Also, apparently there is a reason i should know why he doesnt use it. I guess ill use it for my own purpose instead.
My mods
Image Image

My socials
Image Image

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 / r15) 01/11/2014

#1474

Post by Niiro Kitsune » Sun Jan 12, 2014 7:31 am

Xsnake wrote: Here is my feedback on a couple of new maps.

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.
Barrels can be removed and consider the SSG-marine gone, but I'm having a difficult time understanding how you think the resists are "impossible to defend." I don't know what else I could do to make the map more human-friendly. I'm not saying it can't or won't be done but I honestly think it's fine as is. (Maybe someone can enlighten me if I'm wrong...?) I can try to extend the area between 1st and 2nd resists but I'm not sure I will be adding more areas to the map right now, because I will probably have to change more things already in the map.

Now I guess I'll work on v06 >_>
[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 / r15) 01/11/2014

#1475

Post by Fused » Sun Jan 12, 2014 9:27 am

Niiro Kitsune wrote: but I'm having a difficult time understanding how you think the resists are "impossible to defend."
You could make it real hard for zombies, so op for humans. and when the resist is done, use some acs to make it alot easier for zombies.

EDIT: too lazy to make a new post for just this. Got a screenie of the waterslide sequence. You can say what will happen in the level now will be close to the same as the old canyon run.
http://i.imgur.com/6tT01Pi.jpg
Last edited by Fused on Sun Jan 12, 2014 10:43 am, edited 1 time in total.
My mods
Image Image

My socials
Image Image

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 / r15) 01/11/2014

#1476

Post by Niiro Kitsune » Sun Jan 12, 2014 9:39 am

Fused wrote:
Niiro Kitsune wrote: but I'm having a difficult time understanding how you think the resists are "impossible to defend."
You could make it real hard for zombies, so op for humans. and when the resist is done, use some acs to make it alot easier for zombies.
Well I don't know how to make it more difficult for zombies, I think the areas in question already have many acceptable spots that can be defended well =/

EDIT: There are generous amounts of grenades at every resist point; to me it seems that the skill of the players is what dictates how good or bad spots are for defending

EDIT II: Xsnake- are you insisting that the zombies should have an extremely challenging time at every resist? I don't disagree that humans should get help, but like I was saying to Fused: I think the effectiveness of the resist spots depends on the human/zombie player abilities
Last edited by Niiro Kitsune on Sun Jan 12, 2014 10:16 am, 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
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#1477

Post by Vincent(PDP) » Sun Jan 12, 2014 12:30 pm

Another update:
http://www.mydoomsite.com/WADS/ZM10update24.zip

Changelog:
- Bug fixes.
- Adding bushes as decoration in the park. (FINALLY FUSED :razz: )
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Untitled
Forum Regular
Posts: 519
Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

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

#1478

Post by Untitled » Sun Jan 12, 2014 1:40 pm

Niiro Kitsune wrote:
Fused wrote:
Niiro Kitsune wrote: but I'm having a difficult time understanding how you think the resists are "impossible to defend."
You could make it real hard for zombies, so op for humans. and when the resist is done, use some acs to make it alot easier for zombies.
Well I don't know how to make it more difficult for zombies, I think the areas in question already have many acceptable spots that can be defended well =/

EDIT: There are generous amounts of grenades at every resist point; to me it seems that the skill of the players is what dictates how good or bad spots are for defending

EDIT II: Xsnake- are you insisting that the zombies should have an extremely challenging time at every resist? I don't disagree that humans should get help, but like I was saying to Fused: I think the effectiveness of the resist spots depends on the human/zombie player abilities
It depends. Generally speaking, you can get away with a difficult resist on the first resist, since there`s only one zombie, and potentially 15 humans (but I generally only play at 16+ players - where two start zombies can really ruin a few maps. It`s not too bad, for the most part), but the last resist has to be the easiest to defend, since at that point there will be more zombies and less humans to defend them. This is a problem I've seen with several ZE maps. They're one-sided; either humans lock the start zombie down (and thus the map is almost certainly lost once two start zombies are selected at 16+ players), or the zombies just run forward and the humans can do nothing.

Another thing: imagine playing your map at 25-30 players, where there's two start zombies. The amount of grenades you get doesn't scale up, so that means that zombies can get an effectively free reign of the map.

Yet another problem with using the whole grenades and player skill as defense is that the zombies can get smart. What if the zombies decide to ignore the players and just run forward, getting to the final resist before the humans do? And this point, you're screwed (since once zombies are in the final resist, you're doomed).

Remember: one smart zombie can infect 3 people, but one smart human might kill, what, one zombie?

Maps that have final resist problems at really high player counts include:
ZE04
ZE06
ZE12
ZE15
ZE18
ZE20
ZE25
Last edited by Untitled on Sun Jan 12, 2014 1:42 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#1479

Post by Vincent(PDP) » Sun Jan 12, 2014 2:30 pm

Another update :3
http://www.mydoomsite.com/WADS/ZM10update25.zip

Changelog:
- Bug fixes.
- Decorated a bit more.
- Made 2 new codes for the electricity generator.
- Added lamps in the park.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Klofkac
Forum Regular
Posts: 481
Joined: Sat Jun 09, 2012 1:31 pm
Location: Ask Grandvoid servers

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

#1480

Post by Klofkac » Sun Jan 12, 2014 3:18 pm

Alright, I did the promised direct NDS rip of D_WEEGEE.
The loop is perfect in Zandronum 2.0, the mid loop is not supported in zandronum 1.2. So after zan 2.0 is released, this can be freely used.
Last edited by Klofkac on Sun Jan 12, 2014 3:26 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

Post Reply