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 / r18) 06/10/2014

#1821

Post by Vincent(PDP) » Tue Jul 15, 2014 4:51 pm

ibm5155 wrote: Maps that need to be fixed:
ze17 - stifje mep: exploit on the first zombie block may stuck they on it
fused map - after the cave open there's a big triangle hom inside it
Ehrm, ZE17 is Blood's "The good, the bad and the ugly" map... Not stiffs.
Perhaps you meant ZE27? (:
Fused wrote: Since you two still have updates for your map, i will release the testpack even later then. Meanwhile i can improve ze22 myself too (the map is really still containing alot of blank areas and lack of textures).
Ok, got a new approximate date? :)
Last edited by Vincent(PDP) on Tue Jul 15, 2014 4:54 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1822

Post by Kaminsky » Tue Jul 15, 2014 6:13 pm

ibm5155 wrote: I put a pk3 file inside a .wad file,

yes that would work BUT, I would need a special folder inside testpack, and that wouldn't be as good as it should be, so, I just made the old way to add an acs file to a wad file
I would insist that you organize your resources and map(s) into pre-defined folders (Music, Sounds, Textures, Sprites) within the .pk3 file of the Test Package. Doing so is much easier than attempting to nest .pk3 or .wad files, which wouldn't be successful.

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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1823

Post by ibm5155 » Tue Jul 15, 2014 6:31 pm

Dr.Robotnik wrote:
ibm5155 wrote: I put a pk3 file inside a .wad file,

yes that would work BUT, I would need a special folder inside testpack, and that wouldn't be as good as it should be, so, I just made the old way to add an acs file to a wad file
I would insist that you organize your resources and map(s) into pre-defined folders (Music, Sounds, Textures, Sprites) within the .pk3 file of the Test Package. Doing so is much easier than attempting to nest .pk3 or .wad files, which wouldn't be successful.
Actually I do that, I have organized into some wad files (acs, code, map, sounds, music, sprites, textures wad files), So I don't need to edit all that amount of data at the same time, and also I can change things on the fly while I'm with gzdoom builder opened to quick test...
And at the end, I create a new wad file, and I open all the wad files that I already have and just drag and drop. The problem here was that the way I wanted to make it with acs wouldn't work so I needed to rename the files ;--;
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1824

Post by Kaminsky » Tue Jul 15, 2014 7:28 pm

ibm5155 wrote:
Dr.Robotnik wrote:
ibm5155 wrote: I put a pk3 file inside a .wad file,

yes that would work BUT, I would need a special folder inside testpack, and that wouldn't be as good as it should be, so, I just made the old way to add an acs file to a wad file
I would insist that you organize your resources and map(s) into pre-defined folders (Music, Sounds, Textures, Sprites) within the .pk3 file of the Test Package. Doing so is much easier than attempting to nest .pk3 or .wad files, which wouldn't be successful.
Actually I do that, I have organized into some wad files (acs, code, map, sounds, music, sprites, textures wad files), So I don't need to edit all that amount of data at the same time, and also I can change things on the fly while I'm with gzdoom builder opened to quick test...
And at the end, I create a new wad file, and I open all the wad files that I already have and just drag and drop. The problem here was that the way I wanted to make it with acs wouldn't work so I needed to rename the files ;--;
You don't have to use .wad files to organize resources. Personally, I use folders to organize any data for .pk3 files, without the need to replace them when they've been updated.
Last edited by Kaminsky on Tue Jul 15, 2014 7:29 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1825

Post by Fused » Fri Jul 18, 2014 12:22 pm

So after alot of testing (no really, ALOT) all the problems are most likely fixed. And with that, i present:

ZH-TESTPACK_R19

updated: ZM09, ZM10, ZE23, ZE29
new: ZE22 (Canyon Run 1)

Download Link

Maplist change : +ZE22


I could have waited longer for the update of ze27, but according to Stiff that update will not be finished in a while sadly.

Also yes i am aware that the menu won't close, but i have not been able to fix that and this update took too long anyway...[/size]

EDIT:
Spoiler: ze29 changelog (Open)
- Fixed 2 spots where the player could get stuck.
- Updated the waterfalls.
- Included a menu.
- Clientsided a thing_remove that wasn't clientsided (FYI these things don't work without it).
Last edited by Fused on Fri Jul 18, 2014 12:26 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1826

Post by Vincent(PDP) » Fri Jul 18, 2014 7:59 pm

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1827

Post by Fused » Sun Jul 20, 2014 5:31 pm

@Niiro kitsune
Could you add 32 player spawns. If there are more players than 8, people get telefragged. This causes the chosen zombie to sometimes die because it was telefragged before. If there are 15+ players playing, it's almost impossible to play the level without either one or both zombies dying immediatley.

EDIT: Also it looks like r_20 might be a little early. We already got updates for 4 maps + a new map. There is just 1 map left which needs its update and then i know all the updates i heard about.
The update for ZE17 is far away however and i haven't worked on it for the past weeks... BUT i will try and make something nice of it for the next testpack and probably update it with the rest of the stuff i wanted to add when r_21 arrives

EDIT2: @Stiff
Perhaps this link might come in useful. I used the original soundtrack of d_yeaboi instead of the one featured in spongebob and reconverted it. I reconverted it in 2 different types, both in 3 different ways.
http://www.[bad site]/download?file=d_yeaboi.pk3
Last edited by Fused on Sun Jul 20, 2014 6:59 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1828

Post by Niiro Kitsune » Sun Jul 20, 2014 7:37 pm

I thought I already had 32 player spawns... O_O
[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! (10 / r19) 07/18/2014

#1829

Post by Fused » Sun Jul 20, 2014 7:47 pm

You're right. I checked your level and you have it. I don't get why people get telefragged on your map then, is it some sort of bug?
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1830

Post by Niiro Kitsune » Mon Jul 21, 2014 2:04 am

I've never seen players get telefragged on ZE23, but I guess it happens sometimes if other players have witnessed it. Also I can't figure out why there are those "bugged linedefs" at the beginning of the map... it might have something to do with the other player spawns (thing type 4005-4028)
[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



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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1831

Post by Fused » Sun Jul 27, 2014 11:09 pm

Here are some screenshots of the update of ze17. I might reconsider the layout into a more western styled theme, but i have great ideas for the things i have left.
Spoiler: images (Open)
Spoiler: old and new 1 (Open)
Image
Image
Spoiler: old and new 2 (Open)
Image
Image
Spoiler: old and new 3 (Open)
Image
Image
Spoiler: old and new 4 (Open)
Image
Image
Spoiler: old and new 5 (Open)
Image
Image

EDIT:
@Niiro Kitsune I have been thinking about our spawn bug, and i might have found out the problem. I did not check it, because i lacked time, so perhaps you could. My idea was that you maybe disabled the spawns for a certain skill level. For example, disabled it for Ultra-Violence, while servers use that as default.

I had a similar problem with Buried. The skybox didn't work and it turned out i disabled the necessary at the viewpoint. Perhaps you've done the same.
Last edited by Fused on Sun Jul 27, 2014 11:11 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1832

Post by Niiro Kitsune » Mon Jul 28, 2014 4:33 pm

Fused wrote: I have been thinking about our spawn bug, and i might have found out the problem. I did not check it, because i lacked time, so perhaps you could. My idea was that you maybe disabled the spawns for a certain skill level. For example, disabled it for Ultra-Violence, while servers use that as default.
I'll have to check this but I've been very busy lately since I just moved to a new city
[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



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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1833

Post by Walkerrr » Tue Aug 05, 2014 1:09 am

Hi, I need help to finish my next map, I have a problem with the "Thing_Move" script

Thing_Move(26, Random(27,29), 1);

All MapSpot's are right with the correct tag, everything seems fine, but I do not understand why sometimes the key does not appear in the "MapSpot" and the key stays in place where I put it in DoomBuilder.

or there is another way to Spawn the key without "Thing_Move"

thanks for attention

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1834

Post by Stiff » Wed Aug 06, 2014 12:29 pm

Okay, I was working on ZE19, ZE27 and something else, when suddently my PC began to make a weard sound.
I heard some ticking sounds every second, and opened my PC to check which component was making that sound.
I thought it was the powersupply, and 10 minutes later my PC restarted and restarted and restarted.
At every tick he made he restarted, so I turned off the powersupply and went to a friend to check that thing.
He hang it at a different PC, and the powersupply worked for 100%, wich was weard.
He gave me another powersupply, a big 500W modulair powersupply.
I hang it at my PC, and everything works... Except the harddrive!

So it was probably the harddrive wich died, I am going to try if a linux repair works, someone has any other ideas to fix the harddrive? :(
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 / r19) 07/18/2014

#1835

Post by Klofkac » Wed Aug 06, 2014 5:08 pm

The ticking sound was probably the click of death.
The drive's platter is probably scratched enough to kill tons of sectors. It's physically damaged, meaning linux repair wouldn't do anything with the lost parts.
Or I was just completely confused.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1836

Post by Stiff » Wed Aug 06, 2014 8:44 pm

It had no rithm and it wasnt loud, and the sound doesnt even sound like it
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 / r19) 07/18/2014

#1837

Post by Walkerrr » Thu Aug 07, 2014 3:38 am

Hello everyone, I finish my second map, I hope you like it, there are new stuff in it, there are some screenshots (:

Image
Image
Monster of the map
Image
The new Stuff, 2 things and 1 texture
Image


Download link: www.sickedwick.net/uploader/files/zh/Walkerrr_ZM21.wad

SUGGESTION
There are some textures without sound "Terrain" The new texture have already "TERRAIN" sound (specific sound while walking on texture).
for that reason I decided to add the best sound for each type of texture.
The textures are not mine. But I really like that they could assign the sounds I chose for these textures.
Here is the list (The sound of my texture "WALTILE" is in the wad working fine, the rest of the textures of the list does not have the sound added because I wonder if my suggestion is APPROVED)

floor WALTILE tile - - - My texture with sound already in the wad.
floor N_GRT02A metal
floor FLR1_3_ metal
floor FNEW4 hard
floor BMUD hard
floor FLAT26 metal
floor NOWALL09 metal
floor BOX1F metal
floor BOX2F metal
floor FMETAL10 metal
floor N_WOOD06 wood
floor N_WOOD05 wood
floor FNEW3 metal

For now is all, the map works fine and I have not found problems on the map or the things added.
Hope you have fun :D!
Last edited by Walkerrr on Thu Aug 07, 2014 3:50 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1838

Post by Fused » Thu Aug 07, 2014 10:08 am

Me and some other people have tried out your map in a public server, and it was quite enjoyable.

So the first thing we noticed as soon as we started was that there is no Zombie HORDE code included. I see you did import ZMGAME.ACS, but it didn't work. Of course i cannot add this map with this unfixed.

The second thing i found was a texture mistake, as seen in the images below.
Spoiler: image (Open)
ImageImage

apart from those two, we haven't found any mistakes.

now for the review

Code: Select all

-Nice big open map.
-Lots of good balanced hiding spots
-2 well hidden bonus items
-Fine ambience

Code: Select all

-The ghoul is too OP in my opinion. Perhaps you could make it attack the player for 40 hp, and them make it dissapear in smoke and make it spawn somewhere else?
-MP3 music

-Even though the ambience is fine, it would have been better if you gave it a more 'abandoned' feeling (more broken stuff, spiderwebs, etc.). That would fit the music and the ghoul alot more too probably.

-There were a few spots that could have had some more detail. Not asking for a 'Stiff amount', but there were some parts (mostly outside) that lacked a bit of detail.

I will add your map as soon as you fix the code issue.
Last edited by Fused on Thu Aug 07, 2014 12:06 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1839

Post by Walkerrr » Thu Aug 07, 2014 6:26 pm

Hey thank's for your opinion, I took them in account and I fixed most of the problems, but I dont know what is the ZOMBIE HORDE CODE
If could tell me what it is, or how to fix it, that will be great (:
would it be possible to add the TERRAIN sound to the textures I mentioned?

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1840

Post by Fused » Thu Aug 07, 2014 6:35 pm

That will have to be done by xsnake probably. It most likely has to be added to the TERRAIN lump in zh-beta.pk3 for it to read for every map. I don't think it works if it's in just the testpack.

The code i mentioned is that no zombie will be chosen, nor will the round end. people can also teamkill eachother. Unless i made a mistake on my end that is a problem that has to be fixed. However, the point is that you added ZMGAME.ACS, so i am unsure why it doesn't work. It seems like the issue is also in your screenies, considering i see no timers.
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