Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
RIP the textures off minecraft yourself and keep the original size which you can resize later. So we don't have a hugh ass download..
[spoiler][/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
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
In my opinion, you should focus on one map at a time to make things more lenient for you. For the time being, make improvements to some of the maps you have already created such as "Buried". There are plenty of changes you could make on existing maps that will take the least amount of time to complete.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
As i typed in my previous post, i will redo it, not change it. I already triet my best on improving it after its sudden add-on, and i'm kind of done with it. It totally did not become like i imagine it, either. So i will just redo it when i have time.
Xsnake, when Minecraft is ready, can it replace ZM12?
Xsnake, when Minecraft is ready, can it replace ZM12?
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Alright, I'll see what I can do about ZE11.
I guess so.Fused wrote: Xsnake, when Minecraft is ready, can it replace ZM12?
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
You vastly overestimate the coordination of ZH players if you are worried about thisFused wrote:If you look, you will see that i did that. Its pretty much impossible to get a proper block point when zombies push eachother.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 !
Also, i doubt your works properly when 3 zombies push eachother.
I have, what, maybe once seen a successful zombie push ever
And even if they do push through
it's pretty easy as a human to just shoot them back out
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
Spoiler: Me in a nutshell (Open)Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
- 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
is there a way to replace pain and death sounds by more than one sound?
like : $random zombie/pain {newpain1 newpain2} $random zombie/death {nd1 nd2 nd3}
I just want to know how to make it work, because I want to try a new sound pack for zombie...
the only random that worked was the one from zombie/sound, but the rest no '-'
EDIT:
nvm, i thinked that zombie/pain and zombie/death made a sound but actually zombie horde uses Z_HIT Z_DIE for sound :S...
well, now I completed the zombies with touruette sounds xD
like : $random zombie/pain {newpain1 newpain2} $random zombie/death {nd1 nd2 nd3}
I just want to know how to make it work, because I want to try a new sound pack for zombie...
the only random that worked was the one from zombie/sound, but the rest no '-'
EDIT:
nvm, i thinked that zombie/pain and zombie/death made a sound but actually zombie horde uses Z_HIT Z_DIE for sound :S...
well, now I completed the zombies with touruette sounds xD
Last edited by ibm5155 on Sun Feb 02, 2014 7:16 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">
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">
- Sean
- IRC Operator
- Posts: 981
- Joined: Thu Jan 16, 2014 9:09 pm
- Location: United Kingdom
- Clan: Zandronum
- Clan Tag: [Za]
- Contact:
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
My map will be at least 6MB when completed, is this alright?
scrap that, there's maps that are 14MB
scrap that, there's maps that are 14MB
Last edited by Sean on Sun Feb 02, 2014 7:28 pm, edited 1 time in total.
<capodecima> i dont say any more word without my loyer jenova
- 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
but zipped the go to 6-10mb, like my map, it's 10mb on testpak, but zipped its 6mb...CoffeeScripter wrote: My map will be at least 6MB when completed, is this alright?
scrap that, there's maps that are 14MB
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">
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">
-
- 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
eh :$
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)
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)
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
When it comes to size, it isn't much of a problem as long as there's a viable reason for it. My map, for instance, is already at ten megabytes, and I expect it to increase by several more megabytes when it's finished.
- 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
il just leave this here
Spoiler: some changes ive made to the mainhall in the ao oni map (still very wip tho) (Open)
-
- New User
- Posts: 7
- Joined: Wed Jan 22, 2014 2:44 am
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
not badmr fiat wrote: il just leave this here
Spoiler: some changes ive made to the mainhall in the ao oni map (still very wip tho) (Open)
-
- 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
@fiat I think you should scale that white wall texture, it looks very inzoomed now.
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)
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)
- 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
lel its already scaled but i could scale it more tho, wanted to use something that tiled better then what was originaly used.Stiff wrote: @fiat I think you should scale that white wall texture, it looks very inzoomed now.
- 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
Ok...
changelog v08-
[spoiler]*made ssg obtainable (feasibly)
*combined 3 OPEN scripts into one
*modified first resist
*simplified ENTER script
*redesigned beginning bridge area
*edited displayed text
*repositioned dead marines
*added an aesthetic window
*adjusted all resist lengths[/spoiler]
I don't think I will need to update this again until it gets server play... if it ever does......
@xsnake: today I was asked by several people about the status of my map (if it will ever be in a testpack)......... so, yeah...... >_>
changelog v08-
[spoiler]*made ssg obtainable (feasibly)
*combined 3 OPEN scripts into one
*modified first resist
*simplified ENTER script
*redesigned beginning bridge area
*edited displayed text
*repositioned dead marines
*added an aesthetic window
*adjusted all resist lengths[/spoiler]
I don't think I will need to update this again until it gets server play... if it ever does......
@xsnake: today I was asked by several people about the status of my map (if it will ever be in a testpack)......... so, yeah...... >_>
[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
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
- 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
Finally I got some cool fixes and news
zm09:
-Fixed a hom sector near outsde
-White Face String is better to read (less english fails)
-Ingame tutorials (only can be actived offline), this tutorials are:how to find redkey, how to find winery key, how to find the right code, how to active nedm,how to up your framerates.
-High quality music pack wasn't working '-', so now I add a new option inside menu (puke 48), you can enable or not the high quality music pack, but for enabling it, you'll need the new music pack inside skins folders (I'll upload with the zm09 release)
-Rainfall script edited (should have +1fps xd)
-others minor fixes
zm1x
-building
-detailing
-nah, still not enough for a testpakc xD
zm09:
-Fixed a hom sector near outsde
-White Face String is better to read (less english fails)
-Ingame tutorials (only can be actived offline), this tutorials are:how to find redkey, how to find winery key, how to find the right code, how to active nedm,how to up your framerates.
-High quality music pack wasn't working '-', so now I add a new option inside menu (puke 48), you can enable or not the high quality music pack, but for enabling it, you'll need the new music pack inside skins folders (I'll upload with the zm09 release)
-Rainfall script edited (should have +1fps xd)
-others minor fixes
zm1x
-building
-detailing
-nah, still not enough for a testpakc xD
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">
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">
- 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
have you fixed that unfair house camp yet? as a single human can fend off multiple zombies at once, without too much trouble.ibm5155 wrote: Finally I got some cool fixes and news
zm09:
-Fixed a hom sector near outsde
-White Face String is better to read (less english fails)
-Ingame tutorials (only can be actived offline), this tutorials are:how to find redkey, how to find winery key, how to find the right code, how to active nedm,how to up your framerates.
-High quality music pack wasn't working '-', so now I add a new option inside menu (puke 48), you can enable or not the high quality music pack, but for enabling it, you'll need the new music pack inside skins folders (I'll upload with the zm09 release)
-Rainfall script edited (should have +1fps xd)
-others minor fixes
zm1x
-building
-detailing
-nah, still not enough for a testpakc xD
- 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
Hmm I did a second way to go up, but I don't know if I should make some kind of stair to go up fast...mr fiat wrote:have you fixed that unfair house camp yet? as a single human can fend off multiple zombies at once, without too much trouble.ibm5155 wrote: yada yada yada...
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">
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">
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
I'd like to have some feedback about ZM11 (The island depot). I didn't have the opportunity to try it out yet.
- 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
It's not a generic map, it's one of the first maps that goes to testpack that doesn't need alot of changes xDXsnake wrote: I'd like to have some feedback about ZM11 (The island depot). I didn't have the opportunity to try it out yet.
-It looks Good
-There're Cool Camp spots
-There're some problens with barrels (like making a barrel bridge), but this almost all maps with a fall have this xD
-There're some kind of jump maze feels in some areas.
-It taste good
So as you can see,there's not much that it needs to fix...
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">
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">