Zombie HORDE - Testpack project (R28) - 17/12/15

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
manuelspark
 
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#81

Post by manuelspark » Sun May 03, 2015 9:06 pm

Sorry but I went back and i read that my map (ze24) make conflicts with other maps but i don't know what kind of conflicts.
Can you tell me pls}?
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 - Testpack project (R26/F01) - 23/03/15

#82

Post by Fused » Sun May 03, 2015 11:24 pm

manuelspark wrote: Sorry but I went back and i read that my map (ze24) make conflicts with other maps but i don't know what kind of conflicts.
Can you tell me pls}?
There are a few sprites and sounds that overwrite existing things in the mod. I only remember my waterfall being replaced, but I'm certain there were more, so you'll have to check that.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#83

Post by laggerguy » Mon Aug 17, 2015 2:56 am

I know this is old but, what's the music used in the map ZM14 Jailbreak PART 2?

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#84

Post by Fused » Mon Aug 17, 2015 6:18 am

laggerguy wrote: I know this is old but, what's the music used in the map ZM14 Jailbreak PART 2?
[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]



Well, I've noticed ZH is actually being played again. Since it was never being played I also didn't really bother updating it again. If you guys have any suggestions be sure to leave them. I'm going to check out the testpack again.
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ibm5155
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#85

Post by ibm5155 » Sun Sep 13, 2015 9:13 pm

DOWNLOAD LINK: http://www.mediafire.com/download/yl1r8 ... 9_1_64.zip
Ok here comes another ZM09 update :D
-No more pots in rainfall :(
-ZM09 Menu Reworked
-Ravishing code reworked (still in beta and may have some bugs)
-White Face code reworked (still in beta and may have some bugs)
-New music [secret]

To be planned:
-New event when the code is 0% right
-fix bugs, fix bugs, fix bugs, fix bugs
-Better Menu pictures
Last edited by ibm5155 on Sun Sep 13, 2015 9:15 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">

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RE: Zombie HORDE - Testpack project (R27/F01) - 12/12/15

#86

Post by Fused » Sat Dec 12, 2015 2:52 pm

Testpack R_27

- updated ze22 & ze26
- removed ze18

maplist change: -ze18

Download Link

zh-testpack_f02 will be released with IBM's update as soon as IBM has fixed his texture glitch which was discovered during testing today.

ZE18 seems to still have issues with its music, lag and the textures, even after receiving an updated version, so it will be removed untill a properly updated version is released. Because of this the crate texture is now fixed. Galaxy/Cigo, feel free to hand over updates so I can test them.

ZE22 has been updated to fix the telefragging at the first resist. Instead of a teleport there's now a hallway that leads back to the main area. There have also been a few alignment and mid texture fixes and the second to last resist is mroe balanced.

ZE26 has received a small update where the spawn area has been angled a bit to prevent the whole area from rendering, which caused lag before. The music has also been updated to a better quality and smaller size.

Lastly my servers will be updated with these wads and it will now also include IBM's HQ sounds pack (check OP) and the hud fix for higher resolutions as optional wads which has been a feature for a while.
Testpack F02

- updated zm09 with the fixes

Download Link

EDIT: also ZE26 is a lagfest in some servers because Bagel Horde is not properly compatible with it. I don't now what Beetus did to make it lag so much, but if you want a fix it's up to him.

EDIT 2: Uploaded a fix for the lag of ze26. The sparks of the holycross were infinite due to a frame with a negative duration, causing them to stay forever. Download the fix here
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RE: Zombie HORDE - Testpack project (R28) - 17/12/15

#87

Post by Fused » Thu Dec 17, 2015 10:12 pm

Testpack R_28

- merged zh-Testpack_F02.pk3
- added ze19
- updated ze26
- readded the Abandoned UAC Facility by TGK

maplist change: +ze18

Download Link

Here's anoher quick testpack to fix the mistake I made in Scarlet's castle where I didn't properly remove the zombie spawns after I angled the spawn area.

I also readded TGK's map because it was really decent and was only removed because a lift could become stuck because it lacked a tagwait action (people actually forget this...?)

Since ze19 from the mappack has this bug where the zombie spawn does not raise all of a sudden, I'm not sure if everything is currently actually bug-free. It's been a while since anything has been properly tested, so for the time being everything will be readded to the testpack. and it will probably stay this way because finished stuff should be moved to the mappack anyways...[/size]

Just to clarify, this testpack fixes the zombie spawn from not rising and the first zombie blockpoint from becoming stuck (Which was ALSO because it lacked a tagwait (You are still able to block it but it will lower after 10 seconds after being fully raised)).

So dont use zh-Testpack_F02.pk3 if you're using this testpack or later unless mentioned it's fine to use again.
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RE: Zombie HORDE - Testpack project (R28) - 17/12/15

#88

Post by Fused » Thu Dec 24, 2015 11:33 am

I had a look into the maps to see what could use an update. I want to catch up on detail and balance on some maps, but sadly most people are not around anymore to deliver these updates. So instead I will update the maps below. Is the creator of these maps below against me updating them with this?
ZE18 - Abandoned UAC Facility: Seems fine to me. mappack ready

ZE19 - Stijfje - Total Destruction: Currently has some pretty bad glitches. I will try to fix these.

ZE23 - Byelomorye Dam: Seems fine. The spawn seems to lack some spawn spots though, but the rest is fine. mappack ready

ZE26 - Scarlet's Castle: The map can do with some less marble still. The big amount of things on the map also cause slight fps drops.

ZE27 - Lavatemple: Very unoptimised in software mode. People without knowledge of the map can have alot of trouble finding the right way. This has to be fixed. There's also a few glitches to the map.
ZM09 - abandoned mines: Map seems alright right now. If there are any problems I could contact IBM very easily on these so I won't touch it. mappack ready

ZM14 - Jailbreak PART 2: Very good and optimised map. The music is a bit unfitting though. mappack ready

ZM18 - Laboratoty A-75: The campspot in the outside area is very unbalanced. It could do with an update. The music is also terrible quality and should be updated. Apart from that the map is fine. Maybe a little bit of a maze, but it's fine after playing it a few times. The Kameleon is also a bit weird in Bagel Horde as it represends a zombie still, but I might make a patch for that.

ZM19 - The Oni Mansion (I put this under ZM15 in the testpack on accident): Nice map. Maybe a little big. I havent seen this online alot because I forgot to add it to the config in my servers, causing it to never load (oops). I'll have to see this in MP some more.

ZM21 - City of the silence: the crane-like structure next to the boat is very unbalanced as people can block almost every spot off with the barrels up there. Those barrels should be removed imo. Apart from that the map is fine, though I highly disagree on changing the music. Just join in on a filled server while the old music plays, and you will see why the old one is much better ;). All in all, it's mappack ready.

ZM25 - The Good, the Bad and the Ugly Part-2: I'm not sure about this map. I know it's a ZM version of my update for ZE17, but then again it's also alot of copy-paste from it. I'll have to think about this map.
Last edited by Fused on Thu Dec 24, 2015 11:40 am, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R28) - 17/12/15

#89

Post by Niiro Kitsune » Thu Dec 24, 2015 5:42 pm

ZE23 - Byelomorye Dam: Seems fine. The spawn seems to lack some spawn spots though, but the rest is fine. mappack ready
How many spawn points are missing? I'm pretty sure they're all there, but if I missed some then I'd gladly fix it.
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RE: Zombie HORDE - Testpack project (R28) - 17/12/15

#90

Post by Vincent(PDP) » Thu Dec 24, 2015 10:28 pm

Fused wrote: I had a look into the maps to see what could use an update. I want to catch up on detail and balance on some maps, but sadly most people are not around anymore to deliver these updates.
  • ZE17 - The Good, the Bad and the Ugly (by you, Fused): Telefrag needs to be fixed (one or a few Teleport Destination(s) isn't enough, I have an anti-telefrag script you know :razz: ).
    The jump before the ending room is hard to perform due to that the floor is slightly lowered right before the gap.

I'm would like to help you with ZE17 or any other map if you'd let me, Fused. :)
Last edited by Vincent(PDP) on Fri Dec 25, 2015 12:22 pm, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R28) - 17/12/15

#91

Post by Fused » Wed Feb 03, 2016 8:03 am

Niiro Kitsune wrote: How many spawn points are missing? I'm pretty sure they're all there, but if I missed some then I'd gladly fix it.
This might be related to the mod/engine itself though. I believe this sometimes happened on other maps aswell, but yours is more common than others. I could take a look but this might take a while.

Vincent(PDP) wrote:
  • ZE17 - The Good, the Bad and the Ugly (by you, Fused): Telefrag needs to be fixed (one or a few Teleport Destination(s) isn't enough, I have an anti-telefrag script you know :razz: ).
    The jump before the ending room is hard to perform due to that the floor is slightly lowered right before the gap.

I'm would like to help you with ZE17 or any other map if you'd let me, Fused. :)
Sure, that would be appreciated. Send me your code and I will add it to the update and if it turns out to be a good solution, it could be added to other maps.

EDIT: thanks for the teleportation script. Everything works.
Last edited by Fused on Thu Feb 25, 2016 10:31 am, edited 1 time in total.
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