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! (9a / r10) 09/28/13

#901

Post by ForrestMarkX » Thu Oct 03, 2013 6:58 am

Mr.Man wrote: Blood i would advise removing a possible 25% of 3d floors on "With the Weather". I bet this will save alot of fps. This is the same problem with zm03
3D Floors are heavy performance droppers, I even lag when there's a abundance of them, but it only happened on the part in the center with the pool to get to the roof
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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#902

Post by fr blood » Thu Oct 03, 2013 10:43 am

ZM16 is now finished, I added the automatic doors as p_player wanted, it can be useful for humans.
ZM14 is finished too, I've removed some 3D floors as Mrman wanted, hopping it won't lag, in my side the night isn't too dark by using 1.0 gamma correction level.

Update for ZE17 :
- Raised the time that the pillars before the second cave take to lower.
- Players aren't able to jump around that pillars to pass them without waiting.
- Replaced some wood barrels by little boxes, because some humans shot them and don't let others hide with them, it's unfair.
- The Hiding room is more defendable.
- The other way take a little more time to be open when the first cave is sealed.
- Finally Jacksgun place didn't changed.

Update for ZE26 :
- There is no more bug between the secret ending and the last resist timing.
- Raised the time that the pillars at right take to lower.
- At the second resist at right the door at middle will take more time to open.
- At the last resist at left, humans can spawns armors on the way to block zombies.
- Raised the time that the forcedfield at left take to deactivated.
- Fixed the pillars at left.

Edit : Hum does ZE22 number is used ? :smile:
Last edited by fr blood on Thu Oct 03, 2013 12:10 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#903

Post by P_player » Thu Oct 03, 2013 11:27 am

On ZE26,
did u fix the bug that sometimes the water way for zombies after 1st resist dont open?
And what about the doors in prayer room (Right gate), Is it ok that the switch close also the exit door?
Oh, and there are sometimes 2 leapstones...

And I think that ZE21-ZE24 is possible.
Last edited by P_player on Thu Oct 03, 2013 12:06 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#904

Post by fr blood » Thu Oct 03, 2013 12:09 pm

P_player wrote: On ZE26,
did u fix the bug that sometimes the water way for zombies after 1st resist dont open?
And what about the doors in prayer room (Right gate), Is it ok that the switch close also the exit door?

And I think that ZE21-ZE24 is possible.
Yes don't worry, all that is fixed.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#905

Post by Mr.Man » Fri Oct 04, 2013 7:16 am

If i remember right, ZE14 or something got reserved for DRDoctor right? Well, is he even active? Because it seems useless to me, unlessyou're sure he'll come back.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#906

Post by Xsnake » Fri Oct 04, 2013 9:25 am

fr blood wrote:Edit : Hum does ZE22 number is used ? :smile:
HUM quality > quantity. None of your maps got included in the mappack yet, so you might want to polish them.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#907

Post by ForrestMarkX » Fri Oct 04, 2013 11:36 am

Stiff wrote: ZE25 UPDATE
Found a gamebreaking bug, humans nor zombies get teleported when they fall into the chute and get stuck at the bottom
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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#908

Post by Stiff » Fri Oct 04, 2013 1:37 pm

But I didn't change the chute ... :I

I'll test it!
Last edited by Stiff on Fri Oct 04, 2013 1:38 pm, edited 1 time in total.
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! (9a / r10) 09/28/13

#909

Post by ForrestMarkX » Fri Oct 04, 2013 1:47 pm

Stiff wrote: But I didn't change the chute ... :I

I'll test it!
In every instance of when I feel down I never teleported
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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#910

Post by Stiff » Fri Oct 04, 2013 2:01 pm

This is weard, the code is still the same compared with the previous versions where it worked...

Sigh >_>

EDIT: Oke its fixed, don't ask me why but the chute floor was too low :I

FIX!!!!! http://sickedwick.net/uploader/files/stiffZE25v19.wad
Last edited by Stiff on Fri Oct 04, 2013 2:13 pm, edited 1 time in total.
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! (9a / r10) 09/28/13

#911

Post by Xsnake » Fri Oct 04, 2013 6:44 pm

We will release a testpack tomorrow or on Sunday with stiff and blood's maps updates.

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RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13

#912

Post by Xsnake » Sat Oct 05, 2013 4:56 pm

Testpack r11

• Updated ZE17, ZE26 and ZM09.
• Removed ZE25.

Maplist changes

-ZE25

Note : ze26fixedv1 is no longer needed.

Wads list :
zh-beta27, zh-beta27-fix2, zh-mappack9a, zh-testpack_r11

Download Link

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#913

Post by fr blood » Sat Oct 05, 2013 5:04 pm

Xsnake wrote: Testpack r11

• Removed ZE25.
OMG ZE25 is bugged ? That was one of my favs ZE maps, Stiff, you shall fix that ! D=

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#914

Post by Stiff » Sat Oct 05, 2013 6:02 pm

wut why, I sended a fix...



Post: #910 - RE: Zombie HORDE - The mappack project! (9a / r10) 09/28/13 Posted: Yesterday, 12:01 AM
Stiff




This is weard, the code is still the same compared with the previous versions where it worked...

Sigh >_>

EDIT: Oke its fixed, don't ask me why but the chute floor was too low :I

FIX!!!!! http://sickedwick.net/uploader/files/stiffZE25v19.wad
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! (9a / r11) 10/05/13

#915

Post by Xsnake » Sat Oct 05, 2013 9:32 pm

I'm well aware of that fix you've posted. The reason why I've removed your map is that I'm tired of having surprises every time I look into your updates. Really.

In the latest version, you seem to have added two bonus items; re-opened the vents I told you to close and put these trollface posters back. There is absolutely no way I'm editing your map again. I'm done wasting my time.

If you want it back for the next release, then :
-remove these stupid posters
-close the vents
-remove one bonus

Besides, you really need to fix your code. Many "terminate;" statements do not make any sense at all.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#916

Post by Stiff » Sun Oct 06, 2013 9:16 am

ew, in fact I am surprised too...

The problem is that my map gets heavier and harder for doombuilder and my pc to edit.
The last time it crashes alot. (out of memory error, or no reacts without reason)
When that happens the wad file is totally corrupted and not editable anymore.
I have to load an old version and redo everything I changed, and I allways forget to redo little things like removed / changed items and stuff. An example: in the v17 changelog (1 page back) stands that I closed the vent and at version 18 or 19 it was opened again probably due a crash. If you find out something like this on my map please tell me and ill send another version + double check fast. This is also a big reason why I want to finish and unbug ze25, so I dont have to edit it anymore/much. Same story by ze19, I have 10 minutes to edit ZE19 and than I get the "out of memory" error. Please understand this, I will send a fix later today with the things you want. Sorry for the annoyingness but it annoys me too, becouse this isnt the first time this happens.

Btw, the script dialog is a mess I know, but most of the scripts work properly and the TERMINATE; states are just hints wich makes scripting a little easier. I will try to clean it up abit too for the next version!

So, my TO DO list for ZE25:
- Removing TF posters
- Removing 2 items
- Closing vent
- Cleaning script dialog
- And make 1st resist easier reachable for zombies becouse I think that it is very unfair at the moment

This time I will triple check!!!
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! (9a / r11) 10/05/13

#917

Post by Mr.Man » Sun Oct 06, 2013 10:59 am

ok be sure to add it with the next testpack, i got some stuff in my map that ze25 has with it, but i'm not telling because its a spoiler! D:

EDIT: Aren't there maps in the pack that uses stiff's textures too?

EDIT2: "And make 1st resist easier reachable for zombies becouse I think that it is very unfair at the moment"

This is actually not unfair at all. I'm always able to get there in time, i think its one of the most balanced resists. Maybe extend it a bit
Last edited by Mr.Man on Sun Oct 06, 2013 11:02 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#918

Post by Stiff » Sun Oct 06, 2013 11:29 am

Okay well here is a fix:

- The trollface posters were removed
- The trollface picture has been removed out of the WAD file
- Eeh Xsnake... the vent was already closed, but please don't confuse it with the other vent 512 pixels next to it (http://i.imgur.com/ufl62kb.png) Circle is the vent you want closed
- 2 Firemines have been removed, but as long as I know werent there more bonusses compared with the previous version.
- Script dialog... nah its fine for me at the moment
- First resist is easier for zombies now

File: http://sickedwick.net/uploader/files/stiffZE25v20.wad

Is this version fine Xsnake?
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! (9a / r11) 10/05/13

#919

Post by EnsaladaDeTomate » Mon Oct 07, 2013 8:40 pm

Xsnake wrote: I'm well aware of that fix you've posted. The reason why I've removed your map is that I'm tired of having surprises every time I look into your updates. Really.

In the latest version, you seem to have added two bonus items; re-opened the vents I told you to close and put these trollface posters back. There is absolutely no way I'm editing your map again. I'm done wasting my time.

If you want it back for the next release, then :
-remove these stupid posters
-close the vents
-remove one bonus

Besides, you really need to fix your code. Many "terminate;" statements do not make any sense at all.
Actually, i think he was doing what ppl asked him for, and the map was ok btw, you should check people opinion first, because if you dont like one map, it doesnt mean it isn't good or most ppl won't like it, and in my opinion and other's, as i said be4, that map was really fun and cool, and ZH is getting ruined by the lack of map's....



That's one of the reasons that im quitting ZH, since the new map's r a complete crap, and some other old scrapped map's were much better than the actual one's....
Last edited by EnsaladaDeTomate on Tue Oct 08, 2013 3:49 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9a / r11) 10/05/13

#920

Post by Stiff » Mon Oct 07, 2013 9:35 pm

i allways try to listen to people with good arguments for my map, becouse they can be very usefull.

But makinng the people happy and xsnake happy is sometimes a hard combination indeed

thanks for your arguments those helped alot :)
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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