Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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.
Banned for cheating at DoomBuilder.
Banned for cheating at DoomBuilder.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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]
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
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.
- 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)
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
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
nah it would be alot of xD, but I actually thinked on a item that transform people into a pig
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

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">
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Two monthes of no updates, I think it's enought, it's time to change the things....
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Do you work at Valve? Valve time...fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Considering ZH has been in beta since what ? 2008 ?ZzZombo wrote:DO you work at Valve? Valve time...
[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
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Working on it, be patient a tad more.fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
*Invasion of the Imps [03/19/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
Complaining about it won't help make it any faster.fr blood wrote: Two monthes of no updates, I think it's enought, it's time to change the things....
Not everybody is still a student and has a lot of free time, like you.
Fine. Nobody cares btw.fr blood wrote: in my side I stopped to play it.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
HeheheheXsnake wrote: Not everybody is still a student and has a lot of free time, like you.
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)
- fr blood
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- Location: France
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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.
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.
RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014
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.
• 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
I want to know what you think of ZM10. :(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 will fix the last stuff next week.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
It's good to see someone replaced my rainfall sprites with explosions sprites U.U ...
[spoiler]
[/spoiler]
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
}
}

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!
<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! (10 / r16) 03/18/2014
...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
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.
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
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
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
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)
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)
- ibm5155
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- Posts: 1641
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
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!
<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">
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
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)
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)