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! (10 / r17) 03/30/2014

#1741

Post by manuelspark » Sat May 03, 2014 3:39 pm

Xsnake wrote: zh-testpack_r17

• Added ZE27.
• Updated ZM09, ZE23 and ZE29.

Download Link

Maplist change : +ZE27

I was quite impressed by that Lava Temple map. Congrats.
Niiro, I had to change a few DoomedNums in your decorate due to conflicts with DrDoctor's ceiling bulbs. Please use the version inside the .pk3 as a base for future modifications so I dont have to redo it.
IBM, there is a script lump in your wad right after the TERRAIN lump. I guess you placed it here by accident ?
and my map isn't yet.. (ze22) why?
Ze 22 Cityscape 100%
ZMinecraft (rework in process) ??% <------ :)
Ze 31 The Darkness 99% (Done but i need people comments)
Zm xx Heavenly Host Elementary School 0%
Zm xx Ao Oni Mansion (i made changes but isn't my map)
Zm 22 Someplace (Only on Old & New maps SERVER)

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1742

Post by mr fiat » Sat May 03, 2014 9:36 pm

stiff, it could also be hardware related issues like a failing harddrive. but as lolli said back-up all your important files to a diffrent pc or storage device.

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1743

Post by Stiff » Mon May 19, 2014 4:41 pm

Hey XSnake, may I still not add a new custom weapon...
I had a very nice idea about a Deadfallrevolver with 4 flamable bullets for ZE27.

I will send a new version if you responsed :) .
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 / r17) 03/30/2014

#1744

Post by Xsnake » Sat May 24, 2014 9:26 am

Stiff wrote: Hey XSnake, may I still not add a new custom weapon...
I had a very nice idea about a Deadfallrevolver with 4 flamable bullets for ZE27.

I will send a new version if you responsed :) .
Flamable bullets sounds great. I think this is worth a try. :cool:

Also, since I'm not really around anymore, I guess you guys can send your maps/updates to Konar directly. Addons such as smoothweapons or zh-duel can come back too, I think these were really great.

I guess it was a mistake to try to "filter" everything that's hosted on GV considering I don't have the time/motivation to do so anymore... So, yeah.

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1745

Post by Stiff » Sat May 24, 2014 9:39 am

Sooo the chanche that we see you again is small? :/
Well, lets say less.
Last edited by Stiff on Sat May 24, 2014 9:45 am, edited 1 time in total.
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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! (10 / r17) 03/30/2014

#1746

Post by ibm5155 » Sat May 24, 2014 1:36 pm

hmm what about a devpack? what I propose is that we would release every month (or another time) a devpack, where it includes all the maps that people are making...
The testpack would be released by xsnake while the devpack would be released by us, it'll not have a specific player to release it, but it would be released on the time (like 05-01, 06-01,...) if on the middle of this time someone founded a bug that would make the map unplayable or crash or another kind of bug, it would have an hotfix wad, but it wouldn't if that bug would not affect the gameplay (like homs, missing texture, texture unaligned,...)

And, there're some simple rules

Code: Select all

-A map could be removed from devpack if people don't like it and if the mappers don't agree (not just "it sux") with that map (and it can come back if the map author fixed the things that people didn't like it)
-Don't replace other people stuff and don't use the same map number than others...
-Use Zombie Horde scripts.
-If it's a Zm map it must be a zm map, and the timer should be respected (don't change the 6 minutes remain timer).
-If it's a Ze map it must be a ze map.
-People may not send maps bigger than 13mb (zipped) [including resources pack + maps]
-You may not add doom monsters on it
-If you're going to put new monsters/ghouls, you should not make the spawn all the time, since it's a Zombie map and not a ghoul/doom map (see abandoned mine/the hospital map as example, it has -Ghouls, but they don't spawn all the time, just sometimes)
-People shouldn't put net scripts that would give some advantage to someone (summon monsters, cheats, ...) But they can be used to change clientside things as a menu to select the "detail level" or to debug your map.
New addons will enter on dev pack only if other modders agree that the addon should be on.

I think this idea is good because the server will not have to update everyday to update it, it'll not have 100 wads on the server and people would not depend from a specific guy to update the devpack.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1747

Post by Zeberpal » Sat May 24, 2014 3:02 pm

Xsnake wrote: I was quite impressed by that Lava Temple map. Congrats.
This map reminds me of Temple of Doom: Indiana Jones. Music is also somehow similiar I think.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1748

Post by Stiff » Sat May 24, 2014 4:40 pm

Zeberpal wrote:
Xsnake wrote: I was quite impressed by that Lava Temple map. Congrats.
This map reminds me of Temple of Doom: Indiana Jones. Music is also somehow similiar I think.
Yes indeed, but next to the soundtrack and the idea there is nothing from the movie becouse I never saw it.

Also, adding every wad to the server sounds like hell imo.

Edit:
-People may not send maps bigger than 13mb (zipped) [including resources pack + maps]

:L
Last edited by Stiff on Sat May 24, 2014 4:54 pm, edited 1 time in total.
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 / r17) 03/30/2014

#1749

Post by mr fiat » Sat May 24, 2014 4:58 pm

or you'know have someone else in charge? since xsnake clearly has no interest in ZH anymore. maybe someone like rabbitlord and set up a small team to actualy finish the mod, as there are still a truckload of issues with ZH itself.

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1750

Post by Stiff » Sat May 24, 2014 5:08 pm

Rabbitlord aint that much online either.
In his first post still stands that ze27 is a wip and that it‘s still named stiff stuff Lol.

I‘m not a coding expert so I'm not going to try, but would like it to update Xsnake his maps if needed.
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 / r17) 03/30/2014

#1751

Post by Fused » Sat May 24, 2014 5:14 pm

I already volunteered to continue this project through pm as soon as he posted that. I still have no awnser yet however, so we'll have to wait.

EDIT: The music in Lava Temple was called Slave Children's Crusade or something, i think i had a link somewhere...

EDIT 2: found it!
http://grooveshark.com/#!/search/song?q ... %20Crusade
Last edited by Fused on Sat May 24, 2014 5:18 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1752

Post by ibm5155 » Sat May 24, 2014 6:41 pm

if there's something that need to be fixed on acs pm me or klokfac (even esum)
I may not have alot of free time but I may be able to fix some things...
Ehm, what about devpack? :s
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1753

Post by Fused » Sat May 24, 2014 9:21 pm

Devpack seems useless, the same thing can be done with the testpack. It's a testpack for a reason.
Also if we want this alive, it would be good if people actually made use of the irc channel #zh-dev which Esum and me made long ago, incase of discussion.

Lastly, i would like to call a vote. I'd like to see how many people want ze17 and/or ze26 removed. I've discussed this with blood a long time ago, and he did not care what happened to the maps, as long as it's not just me that wants it gone so bad. I know many people want both these maps gone, so here's a vote.
Last edited by Fused on Sat May 24, 2014 9:23 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1754

Post by ibm5155 » Sat May 24, 2014 9:37 pm

yes it can, it's just a name thing, it could be the testpack name ...

I just think blood map should use the older version with the newer acs, I think there're so many useless sectors on the new one, and that end part would need a rework, for some people it may be unplayable and for others lag alot...
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1755

Post by Fused » Sat May 24, 2014 10:15 pm

Yes but like i said, he doesnt care about the maps anymore. Same thing as with TGK, since they dont care about it, noway they will fix it. So i guess the same consequences should be made.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1756

Post by ibm5155 » Sat May 24, 2014 10:53 pm

So, isn't better to start "a new mod" just like gvh nordic saga or gvh lod?
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1757

Post by Fused » Sat May 24, 2014 11:08 pm

A Zombie Horde 2? What for? I dont think that has much use. You dont have anything to update sprite-wise anyway. IMO as long as some active person keeps an eye out on this and releases packs with proper content frequently, this will go fine.
Zombie Horde should also need an overall patch job to make it prettier too, because the current graphical features are very old.
Mr_Fiat i'm not sure what you refer to, but the only issue i can imagine at the moment is the unbalancement of maps. (EDIT: ok now that you say it, there is more...)

Xsnake, it would be very wise to give somebody the stick for this mod. It's still the future of one of the most popular mods ever.

EDIT: I discussed this a bit with ibm, and i think it would actually be nice to call it Zombie Horde 2. Because if other people develop it, it's gonna be changed by their taste. Also we got lots of idea's already, we just need clarification.
Last edited by Fused on Sat May 24, 2014 11:49 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1758

Post by Stiff » Sun May 25, 2014 5:08 pm

Oh god ...

@Fused: Zombie Horde should also need an overall patch job to make it prettier too, because the current graphical features are very old.
Really, I'm totally not waiting to turn whole ZH into the ZH Enchanted mod or ZH with Brutaldoom effects with an overdose of useless weapons and stuff.

@Ibm: Zombie Horde 2
Hopefully not too much changes, like adding range weapons for zombies.

@XSnake: Filtering was a bad idea
Partially, I'm scared that the server will get a giant load of bad maps/addons so in fact I was a bit happy with this filtering.

@Ibm: Dev-Pack / Testpack whatever
Sounds better in my ears, I would like it to maintain this if possible.

Hopefully there won't change too much gameplay, else I'm probably out.
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 / r17) 03/30/2014

#1759

Post by Fused » Sun May 25, 2014 6:55 pm

What i mean is some polishing to the maps, sounds and graphics should only be done, not big things like the whole enhanced arsenal. But it's useless to discuss this now when maybe we're not allowed to change it at all, since Xsnake might refuse handing over this mod.

I also had in mind that when he agrees, that we should all try and volunteer in this, so we all can be happy with the future of this mod.
Last edited by Fused on Sun May 25, 2014 7:10 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1760

Post by ibm5155 » Sun May 25, 2014 7:03 pm

@Stiff:
The main idea for now is to make it a "free" mod, basically the idea is.
-the release of the mod will only not depend from the mod creator, so if me or fused or other guy who made the thread disapear, others people will be able to release updates on it (and if other people agree too)
ex:I'm releasing the testpacks everymonth, but then, I died (lol), so on the next month another guy will continue the testpacks releases...
-Addons may be added, but, only if everyone agrees (for now the only thing I would add is the smooth weapons animation, and replac the chaingun/pistol for persiskian pistol sound)
-There will be filtering on what new maps are going in, we don't want a 100mb single map or another kind of weird maps on it...
-ACS fixes for any kind of problem or limitations on zombie horde code would be acepted.
-Zombie Horde 2 name may or may not be replaced (like zombie horde,...)
-A better system to evaluate maps, so people could fix their problems faster
-And plus a devpack xD, it wouldn't be used on servers, but yes for testing new maps, even if they're not going to be acepted,that would help to find all the new maps/updates that people has been doing, since everyone would be able to create a new devpack
ex:stiff made a new map, and fused made a map udate) both put it into a devpack, so they can test it online to see if it's working, and when a month passed, I or someone would check what maps on devpack was aproved to go to testpack (ex: stiff map goes but fused update don't because there were some problems when playing online)...

And not all the ideas from it could be used, but, the idea is there (basically, devpack would be the same as testpack, but it wouldn't be running on the official zombie horde servers, and yes on testing servers, so people would be free to create servers with devpacks and test their mods with others one without limitation)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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