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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#641

Post by ibm5155 » Wed Jul 24, 2013 9:56 pm

ZM09 information updated
Things like what changed on the map (jesus it was too much thing to update D:)
How to active nedm, new bugs to be fixed,....
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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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#642

Post by Mr.Man » Thu Jul 25, 2013 7:26 am

Canyon Run v.1.2b

Fixes:
misplaced texture
random scrolling walls (i wasnt expecting to make anything scroll but the waterfall underneath it >.<)
a random spot where you fall thru the floor is now fixed

Added:
-The last big waterfall doesnt continue underwater
-A jacks gun spot (its a hard one)
how to get it? vv
[spoiler]Go take the right path when you get to the long river part. Before dropping int he water, go right onto the spot with the stalagmites. From here, take the extention i made to get to the other stalagmite spot, and you find it in a low corner[/spoiler]

http://static.[bad site]/wads/ze31v1.2b.wad

EDIT: Vincent, how's this? its the same as ibm's credits (starts up in console). I think its the best: http://postimg.org/image/vdevburyp/
Last edited by Mr.Man on Thu Jul 25, 2013 7:44 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#643

Post by Guardsoul » Sat Jul 27, 2013 6:36 pm

Well guys, after such a loooooooooooooooong trip around Europe and my country Im back to work again in my map.

Also, I have tried in many ways to make my ZM map decent but without result, so I have changed the theme of my map. Now its a Winters Fury themed map called "Aurora Emitter" (same name that my ZCCP map :P). This one has dynamic lights and some non-slopped 3D floors.

Here it is an early screenshot about it:

Image

Mapping speed: 2 rooms per day
Progress: 6%
Last edited by Guardsoul on Sat Jul 27, 2013 6:38 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#644

Post by fr blood » Sun Jul 28, 2013 8:03 pm

Guardsoul wrote: Well guys, after such a loooooooooooooooong trip around Europe and my country Im back to work again in my map.

Also, I have tried in many ways to make my ZM map decent but without result, so I have changed the theme of my map. Now its a Winters Fury themed map called "Aurora Emitter" (same name that my ZCCP map :P). This one has dynamic lights and some non-slopped 3D floors.

Here it is an early screenshot about it:

Mapping speed: 2 rooms per day
Progress: 6%
Only that progre looks like good :D
In my side I've broke my old compute and ZM20 was in it D: Im trying to get the files.

And I did an update for ZE26, so what is new :
- Fixed some bugs.
- Reduced items count :
. Removed the SGG at begining and replaced it by a mine.
. The first Jacksgun at right has 50% of chance to spawn.
. The Holy cross at right is more harder to get.
. The Jacksgun's room at left has 25% of chance to be open (50% to get a mine, and 25% to get a grenade ).
. Reduced number of Leapstone to 2, and they got 6 spots.
- Now at left if you take the teleporter after the first resist ( at left ) and if you fall at begining there is a new way behind that makes you comeback quickly in the castle.
- Added arrows for lost players.
- Now the doors that will open aren't the same than decorate doors.
- After the first resit, the way under water is blocked a little time to let humans time to run.

Xsnake I'm waiting for your opinion.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#645

Post by Guardsoul » Sun Jul 28, 2013 9:34 pm

Here comes the second image!
Spoiler: Image (Open)
Image

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#646

Post by P_player » Sun Jul 28, 2013 11:48 pm

Good map, Soul, look nice and detailed.
But what about some space areas for fighting?
sometimes it's make the map better. (it just my opinion)

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#647

Post by Guardsoul » Mon Jul 29, 2013 6:30 am

P_player wrote: But what about some space areas for fighting?
sometimes it's make the map better. (it just my opinion)
It will have, dont worry about that :wink:

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#648

Post by Mr.Man » Mon Jul 29, 2013 8:16 am

doesnt look like xsnake posted it here, and since people will probably not know:
http://zandronum.com/forum/showthread.p ... 523&page=8
and update to zombie horde

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#649

Post by fr blood » Mon Jul 29, 2013 8:34 am

Guardsoul wrote: Here comes the second image!
Spoiler: Image (Open)
Image
Nice details, does this map will be very big like ZM01, or medium like ZM02 ?

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#650

Post by Vincent(PDP) » Mon Jul 29, 2013 10:07 am

MODCVARS.acs for my Achievements mod?
-------------------------------------------------

Hi Xsnake!
I'm currently working on an Achievement mod for Doom... And i need use CVars to keep the achievements saved.
So i was wondering if i could use your MODCVARS.acs file to write the CVars to the config?

Or do you know any other way to plus, minus or add CVars?
I'm currently using 'SetCVar("x_ACH_1", GetCVar("x_ACH_1") + 1)' based on MODCVARS.acs.

Thank you.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#651

Post by Klofkac » Mon Jul 29, 2013 10:37 am

Currently the only way to set CVARs from ACS is through ConsoleCommand. But StrParam exists to make it much easier.
And yes, XSnake used MODCVARS.acs, learn to read acs source.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#652

Post by Vincent(PDP) » Mon Jul 29, 2013 10:47 am

Klofkac wrote: Currently the only way to set CVARs from ACS is through ConsoleCommand. But StrParam exists to make it much easier.
And yes, XSnake used MODCVARS.acs, learn to read acs source.
I know how to read ACS source. I tried StrParam but it only says "Function StrParam is used but not defined."
//Visual Vincent ( Vincent (PDP) )
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My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#653

Post by Klofkac » Mon Jul 29, 2013 12:47 pm

Vincent(PDP) wrote: "Function StrParam is used but not defined."
Did the compiler od Zandronum say it?
If compiler did, get latest version of ACC. Otherwise, StrParam is still only ZDoom.
Last edited by Klofkac on Mon Jul 29, 2013 12:47 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#654

Post by Mr.Man » Mon Jul 29, 2013 1:31 pm

ehm not completely sure if its because of fix3, but since i use fix3, when i walk on the blood texture, im getting a water splash instead of the blood splash. Is this correct?

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#655

Post by Xsnake » Mon Jul 29, 2013 4:23 pm

Vincent(PDP) wrote: So i was wondering if i could use your MODCVARS.acs file to write the CVars to the config?
I did not write this library. If you have a look at the comment block at start, it is said the author is Worst (some Zdaemon player). I guess you can use this library as long as you credit him.

blood, I'll have a look at your map by the end of the week.

Guardsoul : Nice screenies :cool:

Edit : Don't forget GL defaults can be forced individually on maps. This might be usesul if you want to do some nice lightning effects.
Last edited by Xsnake on Mon Jul 29, 2013 4:40 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#656

Post by Guardsoul » Mon Jul 29, 2013 4:48 pm

fr blood wrote: Nice details, does this map will be very big like ZM01, or medium like ZM02 ?
I still dont know how big is gonna be the map. I´ll keep adding rooms and connecting them until I consider its big enough.

BTW, next screenshot!
Spoiler: Image (Open)
Image

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#657

Post by ibm5155 » Mon Jul 29, 2013 4:52 pm

Modcvars is a popular "library" to read and save data from the computer (Well, at least an specific file xD).
Since I see even all out war using the same file :O, Well it worked fine here (MODCVAR)
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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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#658

Post by Mr.Man » Mon Jul 29, 2013 7:30 pm

I have made the energy drink as an pickup, for my own use. It will be included with buried.
http://postimg.org/image/3o9e209wx/

It floads on his spot and when picked up it will go into the inventory, as usual.


EDIT: CANYON RUN UPDATE
http://static.[bad site]/wads/ze31v1.2c.wad
be sure to use it, i also fixed a spawnspot that was further in the map
Last edited by Mr.Man on Tue Jul 30, 2013 6:53 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#659

Post by Vincent(PDP) » Wed Jul 31, 2013 10:00 am

Xsnake wrote:
Vincent(PDP) wrote: So i was wondering if i could use your MODCVARS.acs file to write the CVars to the config?
I did not write this library. If you have a look at the comment block at start, it is said the author is Worst (some Zdaemon player). I guess you can use this library as long as you credit him.

blood, I'll have a look at your map by the end of the week.

Guardsoul : Nice screenies :cool:

Edit : Don't forget GL defaults can be forced individually on maps. This might be usesul if you want to do some nice lightning effects.
But can you tell me how to write user CVars in multiplayer?
Because when i try my mod on a server, the progress won't get saved. So if i play it in Singleplayer the progress haven't changed, even if i've killed more monsters on the server. :cry:

Singleplayer:
http://www.mydoomsite.com/WADS/Single.png

Multiplayer:
http://www.mydoomsite.com/WADS/Multi.png
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Zombie HORDE - The mappack project! (8a / r7) 07/20/13

#660

Post by Klofkac » Wed Jul 31, 2013 10:29 am

Are you saving CVars in clientside script?
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