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

#1541

Post by mr fiat » Sun Jan 26, 2014 11:28 am

i just took a lil peek at the oni mansion map, and it seems the creator seems not to know how to make angled linedefs as the entire thing is confined to 90 degree angles (even the outdoor areas)
but i think it could make a decent base for a new map as long its handled with care, i also found it odd how it's entirefilesize was almost nothing but the see sound of the oni?
also i think several portions of the mansion could be removed as the manion is enourmous, allot of the rooms look the same as a result it makes navigating quite difficult.
regardles it isnt hosted now but im sure it can be made into a decent map, but as i said with care.

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

#1542

Post by ibm5155 » Sun Jan 26, 2014 12:18 pm

Ao oni map was cool,I think that map was as detailed as ao oni map, and by the way, it comes with the bad iuses like simple map geometry, little areas (but on the wad was big) and zero, zero, zero camp spots...
So I would sugest to not make 100% like ao oni, adapting it for be playable at zombie horde
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1543

Post by ZzZombo » Sun Jan 26, 2014 1:40 pm

Wikia sux.
Zandronum wiki the best.
Period.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1544

Post by Stiff » Sun Jan 26, 2014 1:43 pm

An early ZE27 version is here:

http://sickedwick.net/uploader/files/StiffZE27BCV.wad

This version is playable online but still needs some improvements.

Planned changelog:
- Detail
- Activating last resist by placing treasures
- Red skybox at the end
- More ambient sounds
- Better dynamic lightning
- Better map lightning
- A print for the first one who reached the end
- It must take 2 seconds longer before the zombie can get out of his room
- Resist 4 should be 7 seconds lesser
- Easier to reach the right lever
- Removing scrolling ice
- Crates by 4th resist
- Fixed teleporters < needs to be tested online
- Fixed weard rocktrapdeaths

~ Maybe another map title
~ Maybe a second way to reach the end, else it's a long walking time
~ Maybe different music
~ Maybe a script for turning of reflections, dynamic lights and camera's

* Playing this map with multiple people for checking bugs online


Known bugs:
- The server/clients crashes when you add a bot to this map
- The end is glitchable


Other information:
Mapname: Stijfje - Lavatemple
Mapnumber: ZE27
Mapformat: Skulltag - Doom in UDMF
Filesize: 9,67MB
Textures: STICARPT - STIFWOOD - BOOMPICT - STIFIRE1
Sprites: CROWA0 - CROWB0 - LEVERIC1 - LEVERIC2
Sounds: LEVERSND
Music: D_STIFFQ
Fonts: STIFFLEVERFONT
DECORATE: Fakecrowbar, nessisary for opening a crate
SECRET 1: Firebomb
SECRET 2: Shortcut (*)
SECRET 3: Circulator (*)
SECRET 4: Itembox (*)
SECRET 5: Shortcut
SECRET 6: Jacksgun, reachable with crowbar (*)

When someone reaches a secret it will be printed on the screen
Falling damage is turned off


* = Hard to reach

Questions, suggestions and opinions are always welcome!

EDIT:

I started a best-ever server including ZE27, for online testing.
You are welcome to join.

Servername: Zombie Horde ZE27 Testserver
Last edited by Stiff on Sun Jan 26, 2014 7:38 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)

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

#1545

Post by Sean » Sun Jan 26, 2014 2:22 pm

It's been a couple of days since I posted.
My map seems to be going good, it's not 25% done but it's looking good.

Anyway, I've decided on a couple of music tracks.
Main: https://www.youtube.com/watch?v=1XD2b5bfN8Q
End: https://www.youtube.com/watch?v=5UYjrZMdmXw (the end won't be 3 minutes I can assure you)

What do you think?
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1546

Post by Klofkac » Sun Jan 26, 2014 4:53 pm

Stiff wrote: An early ZE27 version is here:
Screenshots? 2lazy2downloadmap&joinserver
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1547

Post by mr fiat » Sun Jan 26, 2014 5:19 pm

ibm5155 wrote: Ao oni map was cool,I think that map was as detailed as ao oni map, and by the way, it comes with the bad iuses like simple map geometry, little areas (but on the wad was big) and zero, zero, zero camp spots...
So I would sugest to not make 100% like ao oni, adapting it for be playable at zombie horde
wel it would need a serious makeover anyway because almost all areas look extremely bland, it would be a good idea to give each floor a distinctive design element so people can navigate easier.

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

#1548

Post by Stiff » Sun Jan 26, 2014 5:22 pm

2lazy2postscreenshots
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)

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

#1549

Post by Kaminsky » Sun Jan 26, 2014 5:48 pm

I am currently working on a map, perhaps taking the ZM16 or ZM18 slot depending on when it will be finished. However, this map will contain a lot of 3D floors and 3D slopes. I would like some feedback from you on this idea, as I'm not certain as to how it will affect the game for some people.
Last edited by Kaminsky on Sun Jan 26, 2014 5:49 pm, edited 1 time in total.

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

#1550

Post by Lyra » Sun Jan 26, 2014 6:27 pm

Dr.Robotnik wrote: I am currently working on a map, perhaps taking the ZM16 or ZM18 slot depending on when it will be finished. However, this map will contain a lot of 3D floors and 3D slopes. I would like some feedback from you on this idea, as I'm not certain as to how it will affect the game for some people.
Well 3D floors seem to cause alot of lag (Especially in the software render.) so as long as it isn't too ridiculously laggy it should be fine.

Also I was kinda planning on making a ZM map of my ZE map sometime in the future (Which would end up being ZM18) but tbh I don't know if that's ever going to happen. xD I'm still trying to change my ZE map to get it accepted for the testpack but I'm kinda stuck at that. :S

How long have you been working on it?

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

#1551

Post by Kaminsky » Sun Jan 26, 2014 6:32 pm

I have been working on my map for several weeks now. The only progress completed was preliminary designs and scripting. It will take time to complete the final product of my map (at least a month). If you can complete a map before I do, you can take the map slot.

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

#1552

Post by Stiff » Sun Jan 26, 2014 7:39 pm

Played ZE27 on a server with 10 other persons.
Lots of positive feedback, but there is still some work to do.
I updated my to do list...

http://zandronum.com/forum/showthread.p ... 0#pid57330
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)

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

#1553

Post by Vincent(PDP) » Tue Jan 28, 2014 11:31 am

I've built on an escape map for a while now, but i kinda built it for fun... I haven't put that much effort to it.
Here's the link if you want to check it out: http://www.mydoomsite.com/WADS/ZE27.wad
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1554

Post by mr fiat » Tue Jan 28, 2014 7:38 pm

so i felt like poking around with the old ao oni map in doom builder might post some results later.

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

#1555

Post by albertoop123 » Tue Jan 28, 2014 10:07 pm

Well a new version :)
http://sickedwick.net/uploader/files/Th ... sionv2.wad


[spoiler]HEEEEEEEELP`!!!
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1556

Post by ibm5155 » Tue Jan 28, 2014 10:12 pm

did you put zmgame.acs on the exact same folder that your map is? (not zmgame.acs in zh-beta27 but yes the one from sources)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1557

Post by Kaminsky » Tue Jan 28, 2014 11:11 pm

If you are searching for the correct .acs files to create your map, XSnake has provided a link to obtaining these files. The link to these sources can be found at: http://zandronum.com/forum/showthread.php?tid=523.

You must extract these files into a folder with your map as well as including the .acc files. Otherwise, this error will presume.
Last edited by Kaminsky on Tue Jan 28, 2014 11:12 pm, edited 1 time in total.

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

#1558

Post by Fused » Wed Jan 29, 2014 5:44 am

Yeah zmgame.acs needs to be in the exact same folder as your wad, otherwise it cant find it. I'm not sure if you can guide it to the file, but if you can, be sure to change it backw hen you are finished.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1559

Post by albertoop123 » Wed Jan 29, 2014 6:37 pm

And this is the last version for now
(zm19 now)
http://sickedwick.net/uploader/files/Th ... sionV3.wad

Screenshots
Before
[spoiler]Image
Image
Image
Image
Image[/spoiler]



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

Xsnake and rabbit what do you think?

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

#1560

Post by mr fiat » Wed Jan 29, 2014 6:44 pm

i was editing the oni mansion too, how ever seeing those screenshots it looks like you just added only minor decorations.
Last edited by mr fiat on Wed Jan 29, 2014 6:48 pm, edited 1 time in total.

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