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! (9b / r15) 01/11/2014

#1621

Post by Stiff » Tue Feb 18, 2014 4:46 pm

ESTAR wrote: Hey, Deluxe and I wanna make a ZM and probably a future ZE map, can we?
Well participating is allways great.
But we have a small problem:

http://zandronum.com/forum/showthread.p ... 3#pid23889

As you can see, the mapslots are full.
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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! (9b / r15) 01/11/2014

#1622

Post by Camiel » Tue Feb 18, 2014 4:55 pm

is that small problem going to be solved?
is that small problem going to be solved?
Last edited by Camiel on Tue Feb 18, 2014 4:55 pm, edited 1 time in total.

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

#1623

Post by Xsnake » Tue Feb 18, 2014 6:09 pm

Slots aren't important. Make a map if you like; name it MAP01 and if it's good enough, we will find a slot for it. That's how it should have been working since the very beginning.

Note that Rabbit mentioned the idea of naming the testpack maps TExx/TMxx and I think that's a pretty good idea. Once the mappack gets updated and the testpack emptied, we will likely use that system. That's why I don't want any new map in the testpack for now.

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

#1624

Post by mr fiat » Tue Feb 18, 2014 7:26 pm

maybe encourage people to work on ZM rather then ZE, as there are (almost) twice the ZE maps then ZM.

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

#1625

Post by ibm5155 » Tue Feb 18, 2014 7:29 pm

mr fiat wrote: maybe encourage people to work on ZM rather then ZE, as there are (almost) twice the ZE maps then ZM.
I'm working on a zm map, the main idea is there, now it only needs detailing xD (and maybe I'll need to increase the map size, it's big, but it may suffer from the same problem as guardsoul's zm map)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1626

Post by Kaminsky » Wed Feb 19, 2014 2:54 am

The way at which map slots are taken among the mappers should be based on who's the first person to complete their map(s) and submit them. For instance, there are some map slots taken that aren't showing any progress or results, leaving the slot reserved for nothing. There are other mappers who are waiting for their maps to be approved, which unfortunately, cannot be done at the moment.

Speaking of map slots, I am curious about the ZM07 slot. Will "Virtual" ever return into the map pack (after some refining) or be replaced by another map?

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

#1627

Post by Niiro Kitsune » Wed Feb 19, 2014 4:29 am

Xsnake wrote: Slots aren't important. Make a map if you like; name it MAP01 and if it's good enough, we will find a slot for it. That's how it should have been working since the very beginning.
Dr.Robotnik wrote: The way at which map slots are taken among the mappers should be based on who's the first person to complete their map(s) and submit them. For instance, there are some map slots taken that aren't showing any progress or results, leaving the slot reserved for nothing. There are other mappers who are waiting for their maps to be approved, which unfortunately, cannot be done at the moment.
I think some sort of middle ground between these two ideas would be best. Maps can be made without the map name/slot being an issue, and should be judged based on their quality. But I also think mappers who are punctual in submitting their work and actively involved in improving/updating their maps should get priority.
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~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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~ ZM19 - Chemical Facility for Zombie Horde (28%)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1628

Post by ibm5155 » Thu Feb 20, 2014 3:06 pm

Here goes a zm09 update :D
>Fixed Hom
>That church like building now have 3 ways to go up (actually there was already 2 lol)
>Offline tutorials created
>Map statistic created, so I and others would be able to see what's going on the map
>Text scale may be working now
>High quality music pack now works (need to configure on zm09 menu)
>Edited rainfall script (you may get 0 or 1 fps more :lol: )
>Soulsphere now comes much less times.
>White Face death string grammar fixed
>Maybe another thing but I missed what did I fixed :S

DOWNLOAD LINK:DOWNLOAD
DOWNLOAD LINK FOR high quality music pack:DOWNLOAD
I'm uploading the files, but 2g isn't my friend now =/
Last edited by ibm5155 on Fri Feb 21, 2014 12:00 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1629

Post by Xsnake » Thu Feb 20, 2014 10:36 pm

A tutorial ? Statistics ? Do we really need those ? I don't think so. Besides, most of your stats are irrelevant to me.
On top of that, I haven't checked your code in detail, but what if a player keeps puking script 65 ? The server will send them the cvars values through a clientside scripts mechanism each time the script is triggered, making it possible to spoil the server bandwidth :rolleyes:
IMO you're focusing on what's around the map rather than on the map itself.

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

#1630

Post by ibm5155 » Fri Feb 21, 2014 11:50 am

Xsnake wrote: A tutorial ?
Some people requested me, and ask many times to teach they how to find/active things, so I decide to make an offline tutorial (nothing special here)
Xsnake wrote: Statistics ? Do we really need those ? I don't think so.
I need :S I can't wait for the next zm09 on server (each 1 hour) for see what'll happen D:
So I decided to make a map statistic, so I would be able to know everything that's going on the game, balance better the gameplay,...(also check if
Xsnake wrote: On top of that, I haven't checked your code in detail, but what if a player keeps puking script 65 ? The server will send them the cvars values through a clientside scripts mechanism each time the script is triggered, making it possible to spoil the server bandwidth :rolleyes:
puke 65 will only be called each 80 tics, you cannot call it betw this time, and by server bandwidth checked serverside, it used almost nothing :p
Xsnake wrote: IMO you're focusing on what's around the map rather than on the map itself.
Well I don't have as many time as I had on the start of zm18/09, so I'm doing what I can on my free time D:,and I'm only fixing the gameplay for now, making spots less op or more, and making anormal things coming less time if they're summoned most of the time, with statistics I would be able to check how balanced the map is without playing one round :D...
I don't know if you guys think the map is big enough, I could large it even more, open some doors inside third floor, open some areas inside cave,... but only if the map now isn't big enough :p

Also to not waste your time use this, copy and paste testpack on the left and then the new one on the right and just compare, you'll see what change xD (It doesn't gave me a link, and when I send by e-mail, it crashes D:, so you'll need to manually compare it :S)
zm09 testpack15 acs
zm09 new script
http://text-compare.com/

Since my internet back, I'll post the high quality music pack :D

EDIT:uh this place looks so messy what about a thread, or another place for people post their updates/new maps?

something like this:
"map name", "version" - "update date", "status", "Download Link"
ZM20 1.0 - 02-22-2014, alpha, requiring feedback,Download Link
ZM09 1.4 - 02-21-2014, not on testpack,Download Link
ZE30 ? - 11-10-2013, on mappack 8,Download Link
ZE50 0.4 03-01-2015, rejected ,Download Link
this would make eaiser for people to test new maps, and even find updates xD
Last edited by ibm5155 on Fri Feb 21, 2014 12:08 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1631

Post by Leonard » Fri Feb 21, 2014 2:38 pm

ibm5155 wrote:
Xsnake wrote: A tutorial ?
Some people requested me, and ask many times to teach they how to find/active things, so I decide to make an offline tutorial (nothing special here)
Just make a video like RabbitLord did..
[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

#1632

Post by Fused » Fri Feb 21, 2014 10:42 pm

After some mp tests and tweeks, i guess i can call this a beta. Experiment isn't added yet, because i want to keep it secret untill the testpack after.

http://static.[bad site]/wads/ze29betav1.0.wad

Also the resource pack again. I think i did some changes, but i only remember making FSDPLANT unsolid.

http://static.[bad site]/wads/fusedr ... packv1.wad

EDIT: i am aware that radius_quake doesnt work. It is a Zandronum bug which is fixed in Zandronum 2.0
Last edited by Fused on Sat Feb 22, 2014 12:26 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1633

Post by ibm5155 » Sat Feb 22, 2014 1:44 pm

Fused wrote: EDIT: i am aware that radius_quake doesnt work. It is a Zandronum bug which is fixed in Zandronum 2.0
It works, but they re limited to a short time, even if you put a high value
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1634

Post by Fused » Mon Feb 24, 2014 10:15 am

Started the minecraft map.
[spoiler]Image[/spoiler]

Mspark your map is way too messy, so i'm fully redoing it.

inb4 stop making maps and focus on your finished maps
Last edited by Fused on Mon Feb 24, 2014 10:16 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1635

Post by Vincent(PDP) » Mon Feb 24, 2014 10:26 am

Fused wrote: Started the minecraft map.
[spoiler]Image[/spoiler]

Mspark your map is way too messy, so i'm fully redoing it.

inb4 stop making maps and focus on your finished maps
Use the current Minecraft water texture instead, the old one is ugly. :#
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1636

Post by Fused » Mon Feb 24, 2014 11:41 am

Vincent(PDP) wrote:
Fused wrote: Started the minecraft map.
[spoiler]Image[/spoiler]

Mspark your map is way too messy, so i'm fully redoing it.

inb4 stop making maps and focus on your finished maps
Use the current Minecraft water texture instead, the old one is ugly. :#
Yeah but i'm having issues with that. I can only find textures like these, and most are only 1 frame. Like the fire, i can only find one. It sucks, so if you have some, please share.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1637

Post by Vincent(PDP) » Mon Feb 24, 2014 11:43 am

Fused wrote:
Vincent(PDP) wrote:
Fused wrote: Started the minecraft map.
[spoiler]Image[/spoiler]

Mspark your map is way too messy, so i'm fully redoing it.

inb4 stop making maps and focus on your finished maps
Use the current Minecraft water texture instead, the old one is ugly. :#
Yeah but i'm having issues with that. I can only find textures like these, and most are only 1 frame. Like the fire, i can only find one. It sucks, so if you have some, please share.
Yes i have them. All are found in (version number).jar
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1638

Post by ibm5155 » Mon Feb 24, 2014 3:01 pm

why dont you use a scroll on that water? and, put a texture on it, minecraft isn't transparent :B
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1639

Post by Fused » Mon Feb 24, 2014 3:21 pm

I already got all textures. I also got all frames now because of Vincent, thanks for that by the way.

It might take quite the size im afraid, but there is no other way if you want a minecraft map.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1640

Post by Vincent(PDP) » Tue Feb 25, 2014 2:47 pm

ibm5155 wrote: why dont you use a scroll on that water? and, put a texture on it, minecraft isn't transparent :B
Some minecraft textures are transparent.
The water and portal are already transparent when exported.
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