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 / r15) 01/11/2014

#1561

Post by Stiff » Wed Jan 29, 2014 7:42 pm

Why can't I discover the fun in Onimap...
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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 / r15) 01/11/2014

#1562

Post by Kaminsky » Wed Jan 29, 2014 7:57 pm

albertoop123 wrote: And this is the last version for now
(zm19 now)
http://sickedwick.net/uploader/files/Th ... sionV3.wad

Xsnake and rabbit what do you think?

BYE
There isn't much of a difference between the two versions of this map. Despite including some decorations, the map still feels dull, empty, and undetailed. Personally, I suggest that you change some of the textures and incorporate more detail in the map.

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

#1563

Post by ibm5155 » Wed Jan 29, 2014 8:06 pm

hey, someone know a download link for dr.doctor ze15 ""The Zinger Hive" ?
Really, where did he go O.o is he dead? D:
because Idk why someone would left with 2 workings maps D:
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1564

Post by Fused » Wed Jan 29, 2014 8:54 pm

He never started it, just like Castlevania part 2.

I really wonder where xsnake got the idea that he will come back.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1565

Post by Lyra » Thu Jan 30, 2014 12:46 am

Fused wrote: He never started it, just like Castlevania part 2.

I really wonder where xsnake got the idea that he will come back.
How did he disappear in the first place? Did he just vanish without saying anything?

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

#1566

Post by fr blood » Thu Jan 30, 2014 10:52 am

If you want start to edit Ao oni mansion map you need to begin by letting 75% of the doors open, or humans will be infected too easily like in ZM17.

You can't change the textures, or it won't respect the map theme, just add more details, moooooooooooore details and that will be great.

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

#1567

Post by Stiff » Thu Jan 30, 2014 1:00 pm

XSnake, humans almost never win ZE11.
I think it's a better idea if zombies get freezed instead of humans.
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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 / r15) 01/11/2014

#1568

Post by Kaminsky » Thu Jan 30, 2014 2:28 pm

Stiff wrote: XSnake, humans almost never win ZE11.
I think it's a better idea if zombies get freezed instead of humans.
In my experience with that map, humans have a probable chance of winning, depending on how they cooperate and other factors. For example, in previous versions of ZE11, the stack of crates near the beginning of the map was an ideal outpost for humans to settle in and kill nearby zombies before they were lowered in further updates.

It would be difficult for zombies to win on that map if they were frozen every time they fell off a ledge. Freezing them makes them a vulnerable target for humans to ambush. Considering that their lower mass allows them to be pushed at greater distances, humans could continuously fire at zombies before they have a chance to thaw. This could especially happen early in the round where the humans outnumber the zombies, thus having greater firepower.

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

#1569

Post by fr blood » Thu Jan 30, 2014 5:37 pm

Just remove the freeze for all, that's all, make shields block only zombies and this map will be great.
Last edited by fr blood on Thu Jan 30, 2014 5:37 pm, edited 1 time in total.

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

#1570

Post by bazzoka » Thu Jan 30, 2014 6:24 pm

fr blood wrote: Just remove the freeze for all, that's all.
I second it.
Last edited by bazzoka on Thu Jan 30, 2014 6:24 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1571

Post by Untitled » Thu Jan 30, 2014 9:27 pm

Yeah, but this allows humans to get ahead by deliberately jumping into pits if they know where to jump, I think.

I second the request to make shields only block zombies. More maps need to do this.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1572

Post by Kaminsky » Fri Jan 31, 2014 1:45 am

I have been working on my map for some time and I believe that it's time to show some sections partly finished, ignoring the F_SKY1 textures. Here are some images of what's complete:

[spoiler]Image

Entrance to the fortress.
Image

The finished portion of the fortress... for now.
Image

A staircase.[/spoiler]

As of now, this map is approximately twenty to thirty percent complete and takes ten megabytes of space (mostly coming from music and other resources). There is more to come as the map progresses.
Last edited by Kaminsky on Fri Jan 31, 2014 1:48 am, edited 1 time in total.

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

#1573

Post by ZzZombo » Fri Jan 31, 2014 2:21 am

Is it some kind of joke? "There is more to come as the map progresses."
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1574

Post by Kaminsky » Fri Jan 31, 2014 2:47 am

ZzZombo wrote: Is it some kind of joke? "There is more to come as the map progresses."
I meant by images and other footage. I'm certain that was obvious.
Last edited by Kaminsky on Fri Jan 31, 2014 2:48 am, edited 1 time in total.

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

#1575

Post by Fused » Fri Jan 31, 2014 6:37 am

Untitled wrote: I second the request to make shields only block zombies. More maps need to do this.
With the result to push others through it, which happends on my map alot.
I vote making zombies teleport, instead of thrust. Also something i'll be doing on ZE21
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1576

Post by fr blood » Fri Jan 31, 2014 10:45 am

Fused, wtf with u ? I told you more than one time to add 10 lines that push zombies who try to pass, did you see any zombie pass my blocking lines ? no, because there aren't only 1 line blocking them, but 5~10, and only one of them is visible !

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

#1577

Post by Leonard » Fri Jan 31, 2014 11:28 am

Dr.Robotnik wrote:I meant by images and other footage. I'm certain that was obvious.
I think he was talking about that
Dr.Robotnik wrote:and takes ten megabytes of space (mostly coming from music and other resources).
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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

#1578

Post by Fused » Fri Jan 31, 2014 1:35 pm

fr blood wrote: Fused, wtf with u ? I told you more than one time to add 10 lines that push zombies who try to pass, did you see any zombie pass my blocking lines ? no, because there aren't only 1 line blocking them, but 5~10, and only one of them is visible !
If you look, you will see that i did that. Its pretty much impossible to get a proper block point when zombies push eachother.

Also, i doubt your works properly when 3 zombies push eachother.

@stiff: what about this for temple run or w.e its called:
http://www.youtube.com/watch?v=fvchmvOtJlI
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1579

Post by Stiff » Fri Jan 31, 2014 1:49 pm

Fused than you should put bigger distances between those lines.

Example:
10 lines with each 16 pixels between them.

The lengt would be 160, but that would definately block zombies.

At the other side, teleporting zombies is a good idea too.
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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 / r15) 01/11/2014

#1580

Post by Fused » Sun Feb 02, 2014 1:54 am

I started working on the minecraft map a bit, and to be clear, i will fully redo it. IMO the old version lacks alot, and i didn't like it at all. I WILL keep the layout close to the same, with features by myself. You can atleast expect the Nether.

Canyon isnt much to say about. I barely worked on it.

Same to Colossus, maybe an update for the blocks.

I was thinking about redoing Buried too. I agree it sucks, and it didnt turn out what i wanted it to be anyway. So with the skills i gained i will try and redo that after Minecraft and Canyon Run.

Maaaaaaybe Nuked city zm map/ vulcano escape ze map.

EDIT: i know this looks like a lot of work. It IS alot of work, but i prefer to plan ahead, and i'm sure myself this might even take a year, with the free time i have.
Last edited by Fused on Sun Feb 02, 2014 1:56 am, edited 1 time in total.
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