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

#1581

Post by Leonard » Sun Feb 02, 2014 2:03 am

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]

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

#1582

Post by Kaminsky » Sun Feb 02, 2014 4:31 am

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.

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

#1583

Post by Fused » Sun Feb 02, 2014 8:59 am

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

#1584

Post by Xsnake » Sun Feb 02, 2014 11:21 am

Alright, I'll see what I can do about ZE11.
Fused wrote: Xsnake, when Minecraft is ready, can it replace ZM12?
I guess so.

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

#1585

Post by Untitled » Sun Feb 02, 2014 5:02 pm

Fused wrote:
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.
You vastly overestimate the coordination of ZH players if you are worried about this

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

#1586

Post by ibm5155 » Sun Feb 02, 2014 5:55 pm

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
Last edited by ibm5155 on Sun Feb 02, 2014 7:16 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1587

Post by Sean » Sun Feb 02, 2014 7:26 pm

My map will be at least 6MB when completed, is this alright?
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.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1588

Post by ibm5155 » Sun Feb 02, 2014 8:05 pm

CoffeeScripter wrote: My map will be at least 6MB when completed, is this alright?
scrap that, there's maps that are 14MB
but zipped the go to 6-10mb, like my map, it's 10mb on testpak, but zipped its 6mb...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1589

Post by Stiff » Sun Feb 02, 2014 8:19 pm

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)

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

#1590

Post by Kaminsky » Sun Feb 02, 2014 8:26 pm

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.

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

#1591

Post by mr fiat » Sun Feb 02, 2014 8:32 pm

il just leave this here
Spoiler: some changes ive made to the mainhall in the ao oni map (still very wip tho) (Open)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1592

Post by albertoop123 » Mon Feb 03, 2014 3:56 pm

mr 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)
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not bad

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

#1593

Post by Stiff » Mon Feb 03, 2014 5:55 pm

@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)

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

#1594

Post by mr fiat » Mon Feb 03, 2014 5:59 pm

Stiff wrote: @fiat I think you should scale that white wall texture, it looks very inzoomed now.
lel its already scaled but i could scale it more tho, wanted to use something that tiled better then what was originaly used.

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

#1595

Post by Niiro Kitsune » Tue Feb 04, 2014 12:48 am

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...... >_>
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad



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

#1596

Post by ibm5155 » Thu Feb 06, 2014 6:18 pm

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
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!

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

#1597

Post by mr fiat » Thu Feb 06, 2014 6:22 pm

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
have you fixed that unfair house camp yet? as a single human can fend off multiple zombies at once, without too much trouble.

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

#1598

Post by ibm5155 » Fri Feb 07, 2014 12:33 am

mr fiat wrote:
ibm5155 wrote: yada yada yada...
have you fixed that unfair house camp yet? as a single human can fend off multiple zombies at once, without too much trouble.
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...
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!

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

#1599

Post by Xsnake » Fri Feb 07, 2014 11:13 am

I'd like to have some feedback about ZM11 (The island depot). I didn't have the opportunity to try it out yet.

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

#1600

Post by ibm5155 » Fri Feb 07, 2014 12:03 pm

Xsnake 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's not a generic map, it's one of the first maps that goes to testpack that doesn't need alot of changes xD
-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!

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