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

#1681

Post by Guardsoul » Thu Mar 13, 2014 8:37 pm

Those sector glitches are also know as HOMs (Hall of mirrors) and are the most horrible pain to any mapper because its very difficult to deal with them. Its caused because the ZNodeBuilder (for some reason) doesnt work well when there are many irregular sectors in a small place of the map.
Last edited by Guardsoul on Thu Mar 13, 2014 8:37 pm, edited 1 time in total.
I dont care about how bad your maps are. Everything can be improved.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1682

Post by Fused » Thu Mar 13, 2014 9:02 pm

FYI it took me 2 hours to remove all homs on Canyon Run, and i'm pretty sure i'm not finished.

Also that spot is fixed
by removing the whole map muahahaha[/size]
Last edited by Fused on Thu Mar 13, 2014 9:02 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1683

Post by Stiff » Sat Mar 15, 2014 11:42 am

http://sickedwick.net/uploader/files/ZM14stiffV6.wad
- New item "Lockpick", can open locked doors.
- Added "Locked doors" and "Jammed doors" messages, Locked doors contain a locktexture.
- When humans fall into water, they will loose 30 health
- Changed some parts of the map, especially the northwest
- There's a party at the bookstore, this party will end in the next version.
Don't expect new ZE14, ZE25, ZE19 versions soon.
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

#1684

Post by ibm5155 » Sat Mar 15, 2014 12:26 pm

the fun parts about HOMs and UDMF is that even if you didn't touched some sector, it may appear a hom on it D:

also zm09 update comming soon.
-10 or 30 more fps when rainfall starts (I lowered the distance of rainfall, since the outside areas are little, there's no need for a 1km rainfall :D
-Fixed the statistic system division by zero (thanks xsnake for finding this one)
-A new small area inside the cave, nothing special but, it may make the nuke sector more used...
-Fixed 100% right code script
-Add a new action when the code is 0% right (to make it spawn less ghouls when you have 0%)
I still need to fix it to arrays :S and only store data when the map ends :S

also a new item like cross, but when it hits a human, he'll be transformed into a pig that can only run for 1 minute :lol: nah it would be alot of xD, but I actually thinked on a item that transform people into a pig
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

#1685

Post by fr blood » Sun Mar 16, 2014 1:36 pm

Two monthes of no updates, I think it's enought, it's time to change the things....

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

#1686

Post by ZzZombo » Sun Mar 16, 2014 3:36 pm

fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
Do you work at Valve? Valve time...
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1687

Post by Leonard » Sun Mar 16, 2014 4:47 pm

ZzZombo wrote:DO you work at Valve? Valve time...
Considering ZH has been in beta since what ? 2008 ?
[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

#1688

Post by Rabbit lord » Sun Mar 16, 2014 5:07 pm

fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
Working on it, be patient a tad more.

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

#1689

Post by fr blood » Sun Mar 16, 2014 7:54 pm

It's not for me, I just saw a lot of players telling for some changes or new maps, in my side I stopped to play it.

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

#1690

Post by Xsnake » Mon Mar 17, 2014 9:19 am

fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
Complaining about it won't help make it any faster.
Not everybody is still a student and has a lot of free time, like you.
fr blood wrote: in my side I stopped to play it.
Fine. Nobody cares btw.

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

#1691

Post by Stiff » Mon Mar 17, 2014 2:48 pm

Xsnake wrote: Not everybody is still a student and has a lot of free time, like you.
Hehehehe
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

#1692

Post by fr blood » Tue Mar 18, 2014 7:21 am

What's wrong ? I just saw a lot of good maps on the test servers, and I think they're are waiting for a too long time, I didn't see the link with my freetime.
The amount of boring, and lack of humor coming from here can't make it anymore funny, good luck with it then.
Last edited by fr blood on Tue Mar 18, 2014 7:25 am, edited 1 time in total.

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

#1693

Post by Xsnake » Tue Mar 18, 2014 9:37 am

zh-mappack10

• Added 3 new maps : ZM11 (Walkerrr), ZE14 & ZE25 (Stiff).
• Fixes in ZM15 by Rabbit Lord.
• Fixes in ZE11 : the forcefield right after the first resist will now block zombies only.

Download Link

zh-testpack_r16

• Removed ZM12.
• Added Kitsune's ZE23.
• Added Fused's ZE29.
• Updated ZM14, ZM09 and ZE21.

Download Link

Maplist change : -ZM12, +ZE23, +ZE29.

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1694

Post by Vincent(PDP) » Tue Mar 18, 2014 9:59 am

Xsnake wrote: zh-mappack10

• Added 3 new maps : ZM11 (Walkerrr), ZE14 & ZE25 (Stiff).
• Fixes in ZM15 by Rabbit Lord.
• Fixes in ZE11 : the forcefield right after the first resist will now block zombies only.

Download Link

zh-testpack_r16

• Removed ZM12.
• Added Kitsune's ZE23.
• Added Fused's ZE29.
• Updated ZM14, ZM09 and ZE21.

Download Link

Maplist change : -ZM12, +ZE23, +ZE29.
I want to know what you think of ZM10. :(

I will fix the last stuff next week.
//Visual Vincent ( Vincent (PDP) )
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My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
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Parkskolan Zombie Horde Map (ZM10) - Done
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1695

Post by ibm5155 » Wed Mar 19, 2014 2:18 pm

It's good to see someone replaced my rainfall sprites with explosions sprites U.U ...

Code: Select all

fused code
Actor ExplosionParticle2
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +DontSplash
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  RenderStyle Add
  Scale 1
  States
  {
  Spawn:
    COMT ABCDEFGHI 2 Bright
    Stop
  }
}

Code: Select all

ibm code
Actor ExplosionParticle2
{
  //$Category Ibm Stuff
Height 0
Radius 0
Mass 0
+Missile
+NoBlockMap
//+NoGravity
+DontSplash
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+THRUACTORS
RenderStyle Add
Scale 0.04
Speed 6
States
{
Spawn:
SPAK AAAAAAAAAAAAAAAAAAAAAAAA 1  A_FadeOut(0.02)
Stop
}
}
[spoiler]Image[/spoiler]
Last edited by ibm5155 on Wed Mar 19, 2014 2:22 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!

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1696

Post by Fused » Wed Mar 19, 2014 2:35 pm

...why did you name it explosionparticle?

EDIT: Also, i never seen that code, i made my own from scratch. Dont ask why i added +MISSILE, because idk.
This is just your faulth because you were too lazy to change it, like you said ingame... :v
Last edited by Fused on Wed Mar 19, 2014 3:36 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1697

Post by Lollipop » Wed Mar 19, 2014 2:58 pm

Make it a possible outcome of the switches, would make it more interesting.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014

#1698

Post by Stiff » Sat Mar 22, 2014 10:08 am

Nice update, and ofcorse I got some reviews ehe.

Kitsune, your map is impossible for humans... becouse you cannot defend the resists!

Also, some ways are very small (Inside the towers).
But I'm a bit positive too, becouse the detail is okay and the music fits very well.

Conclusion: The detail is okay, but the gameplay isn't.
Score: 5/10

Fused: You already know what I think.
I like maps with a long length, so I like yours.
You only should make some resists easier to defend, else it's very hard for humans.
The detail is okay in most area's, but not fantastic. (But I really like the lava effect)
Also, some doors take a lot of time to open... wich is annoying.

Score: 6.5/10
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! (10 / r16) 03/18/2014

#1699

Post by ibm5155 » Tue Mar 25, 2014 2:09 pm

We Want Screeens D: (even if I already played this map 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! (10 / r16) 03/18/2014

#1700

Post by Stiff » Tue Mar 25, 2014 2:13 pm

Please read my post more specific
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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