Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
xrgman
 
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RE: Zombie HORDE - The mappack project! (8a / r6)

#541

Post by xrgman » Tue Jul 02, 2013 3:27 pm

ibm5155 wrote: relax with the numbers, just put zm99, then when it´s completed to show to the people you can easy change the number :p
I´m doing a ze maps just more because of the idea, but i´ll make more zm maps too ^^
noooo please no more maps QQ!

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r6)

#542

Post by Mr.Man » Tue Jul 02, 2013 4:54 pm

xrgman wrote: noooo please no more maps QQ!
lel you make one, its fun and a time waster. Btw, i finished my map, just gotta fix some more stuff and its done. might aswell add a link later today

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RE: Zombie HORDE - The mappack project! (8a / r6)

#543

Post by xrgman » Tue Jul 02, 2013 6:51 pm

Mr.Man wrote:
xrgman wrote: noooo please no more maps QQ!
lel you make one, its fun and a time waster. Btw, i finished my map, just gotta fix some more stuff and its done. might aswell add a link later today
neva :D

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RE: Zombie HORDE - The mappack project! (8a / r6)

#544

Post by Mr.Man » Tue Jul 02, 2013 6:57 pm

xrgman wrote: noooo please no more maps QQ!
neva :D
[/quote]

my profile pic is added specially for you >.<

Update: flaregun is fixed, but zombie keeps it when he took it as human >.>.
Trying to fix it

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RE: Zombie HORDE - The mappack project! (8a / r6)

#545

Post by xrgman » Tue Jul 02, 2013 7:04 pm

Mr.Man wrote:
xrgman wrote: noooo please no more maps QQ!
neva :D
my profile pic is added specially for you >.<

Update: flaregun is fixed, but zombie keeps it when he took it as human >.>.
Trying to fix it
[/quote]

how cute

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RE: Zombie HORDE - The mappack project! (8a / r6)

#546

Post by Mr.Man » Thu Jul 04, 2013 11:06 am

ok so canyon run keeps getting random ass bugs, so i'll hold it in for a while. Since i had the inspiration for a nice zm for a while, i was wondering what map numbers are free. It looks like zm10 is free in the rotation, so if everyone finds it alright if i use it, then i can start.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#547

Post by Esum » Thu Jul 04, 2013 2:18 pm

After nearly a year my map is finished (i may add more details and fix bugs if any are found in the future) and fully playable:
Link: ze32-2c.wad
Most recent version: ze24v3f.wad
Spoiler: Changelog (Open)
-Changed the secret ending
-Added various details
-Added some grenades
-Fixed various things

Thanks Mrman for the very last test.

EDIT: Updated version
Last edited by Esum on Tue Jul 09, 2013 2:44 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#548

Post by Vimana » Thu Jul 04, 2013 3:11 pm

ZM13 finally updated !!
http://www.sickedwick.net/uploader/files/zm13f3.7z

Some stuff added/changed.

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#549

Post by fr blood » Thu Jul 04, 2013 7:17 pm

ZM08 the best camping map =D

[spoiler]Image[/spoiler]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#550

Post by Mr.Man » Thu Jul 04, 2013 7:43 pm

with me ontop lol

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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r6)

#551

Post by ibm5155 » Thu Jul 04, 2013 7:52 pm

Also, while full serv we found a bug on hmm the second kgsys map (with some bombs and cataclysm) because for some reason, many players spawned on the top of the map O_O
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!

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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)

#552

Post by fr blood » Thu Jul 04, 2013 7:59 pm

ibm5155 wrote: Also, while full serv we found a bug on hmm the second kgsys map (with some bombs and cataclysm) because for some reason, many players spawned on the top of the map O_O

Because I used stiff's suicide bomb, and all humans did a fucking big high jump lol.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#553

Post by Mr.Man » Fri Jul 05, 2013 5:45 am

Lol ksg's map WAS glitched actually. Not only the bomb played a nice role that moment, but when endzegame() ended (everyone not in the saferoom dies) There was still this single zombie fighting a human outside at spawn. Not only that, but when he died, there was still a human with the zombiemaker & psysire keps infecting people, but he wasnt even there yet. In other words, 32 players fucks up a server X)

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RE: Zombie HORDE - The mappack project! (8a / r6)

#554

Post by Xsnake » Sat Jul 06, 2013 8:45 pm

fr blood wrote: Nice new, meanwhile I add a new upgrate for ze17.
- The last resist take more times.
- Funny event is fixed.
The map was fine. Now, why did you add a Nyan cat/ghoul ? There already is a secret like this on Rabbit's map. I'd prefer not to see the same secret on multiple maps.
Besides, you might want to fix the huge area with bridges to make it less sniper friendly. I personnally haven't tested the map online yet, but I'm pretty sure this will be unbalanced for zombies.
Guardsoul wrote: Agrees, thats why Im developing ZMXX (still waiting for a free map number :neutral: ).

Progress is too slow but dont worry, Ill recieve a new PC soon so Ill be allowed to make progress faster :twisted:
I guess you can pick whatever free number you like. Don't forget to post some screenshots of your map when you have some :twisted:

Regarding map numbers, I mentioned it already but I'm gonna say it again. Fill in the gaps. No need to go over ZE30 or ZM15 (yet). However, do not use ZE14. It's reserved for a possible comeback of DrDoctor.
fr blood wrote: Ok Mr.man here is your weapon flaregun.wad, I edited it from the Western Shotgun in Realm 667 ( it's the best skin I found in my view, because the sprites of the real flaregun from all wads I seen are already used by the jackguns ).

The weapon's name is Flaregun, his number is 27855, added to slot 0 as you said, when you take it, you get 2 ammo ( it's the max ), zombies can't take it, the missiles do domage to zombies and not to humans, you need shot it to the sky to make the missiles drop his giant flares.

The only problems is, you can't see the ammo because of the new HUD options of the wad, if you want see it, deal it with Xsnake.
And if you want hear the jacksgun sound, load this file with zombie horde's files.
I'm not too favorable to the addition of another human weapon. What would be the pros/cons of such a weapon ?

Edit : Updated my first post with the testpack maplist.
Last edited by Xsnake on Sat Jul 06, 2013 8:53 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#555

Post by ibm5155 » Sun Jul 07, 2013 1:51 am

Well some updates from zm09 (not completed yet)
-Monsters more inteligent.
-Much less net traffic used
-The places looks more like more abandoned over years
-"Compressed" the scripts in 2k of lines of code
-Nedm disabled (while I don´t make it work to disable who dislike it)
-Red key much more harder to be found, since it may let the map harder for humans or zombies
-(white face and ravishing don´t attack more zombies, Since the wrong code´ll be good for zombies and a right code ´ll be bad for they)
-Reduced the amount of dynamic lights outside without lowerig the size and quality of it (increasing 10-20 fps here)
-Energy generators now affect how the lights work (1 generator workin = normal light, 2 generators workin = a bit more light in some places and no flicker lights in others 0 generators workin = well... )

Some screenshots of the progress
[spoiler]
Image
Image
Image
Image
Image
Image
Image
[/spoiler]
Also an ze map on working :)

edit:"reserved for a possible comeback of DrDoctor" hmm I hope it´s not like half life 3 '-', I like alot DrDoctors maps (since hospital map and zm01 inspired me to make zm09 :) )
Last edited by ibm5155 on Sun Jul 07, 2013 1:54 am, 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">

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RE: Zombie HORDE - The mappack project! (8a / r6)

#556

Post by Mr.Man » Sun Jul 07, 2013 7:08 am

Xsnake wrote:
I'm not too favorable to the addition of another human weapon. What would be the pros/cons of such a weapon ?

Edit : Updated my first post with the testpack maplist.
I'm not implenting the flaregun anymore. I asked stiff to make a fix, but he didnt give it. On second thoughts, i think its pretty useless too. Doesnt matter, it wasnt anything needed. My map is almost done. I need 1 more script to implent, and the ghoul doesnt make his sound when attacking. I used a script for that, due to whiteface having scripts for it, which i cant delete for some reason. I have a solution, and i might be done now. I also got a new map idea, a zm map. If nobody uses it, i wanted ZM10. The map will be called buried, and will look alot like the new call of duty zombies map, buried.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#557

Post by Mr.Man » Sun Jul 07, 2013 12:01 pm

http://static.[bad site]/wads/ze31v1h-fixed.wad
Here is the final version of the wad.
NOTE: if you see any homs on the ground, then report it. It randomly occurs for some reason and it's hard to fix.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#558

Post by Stiff » Sun Jul 07, 2013 8:00 pm

In fact i tried to fix, but that wep got lots of fails and is sooo WTF coded i couldn't fix 75% :III
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! (8a / r6)

#559

Post by ForrestMarkX » Sun Jul 07, 2013 8:25 pm

MrMan, want me to do the FlareGun? All I'd need is sprites
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#560

Post by Mr.Man » Sun Jul 07, 2013 8:43 pm

ForrestMarkX wrote: MrMan, want me to do the FlareGun? All I'd need is sprites
meh you can make it fit for zombie horde, but i wont add it anymore. I think its nto really nessecary.
But then, try it:
http://static.[bad site]/wads/flaregunv1c.wad
Last edited by Mr.Man on Sun Jul 07, 2013 8:44 pm, edited 1 time in total.

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