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Zombie Tunnels Update

Posted: Sun Apr 01, 2012 9:39 pm
by Turquoise Dragon
I got a second BETA for zomb_tunnels banged out. Two things:

1) fix'd; thanks Mag!

2) fix'd; thanks J3rk!

Ah....yes...Never noticed that before. .zip as .pk3 isn't supported.
zomb_tunnels_BETA2.zip
(1.12 MiB) Downloaded 253 times

Re: Zombie Tunnels Update

Posted: Sun Apr 01, 2012 9:50 pm
by Magyk
Can you attach it directly to a forum post?

I have jerk on xfire, but I don't see him ever.. I think it's a matter of waiting for him to see this post or catch him on tempest. Maybe someone has his email or something.

Re: Zombie Tunnels Update

Posted: Mon Apr 02, 2012 12:14 pm
by Max Rambone
J3rk is pretty reclusive.

Wish he would jump on vent or xfire more.

I don't think Guard would mind if we stuck it on Impulse...if that's what you guys want.

~archi

Re: Zombie Tunnels Update

Posted: Mon Apr 02, 2012 2:24 pm
by Magyk
The problem with putting on Impulse is that we have no one to jump on the game and reset the spawns for us. (And then change them back after we're done.)

Re: Zombie Tunnels Update

Posted: Tue Apr 03, 2012 2:05 pm
by j3rk
Wassup. I'm glad you're still working on this map dude. You may or may not recall but Zombieland Advanced is nub's baby; I think he wants to keep it non-custom mappified for now. (I don't really admin it, I just provide the server.)

I'll be bringing another Zombies server online soon with Omega Man (reverse Zombie) support and the more "classic" Zombie experience and I'll upload this (and whichever other maps you crank out) to it. It'll probably be up in a day or two. I'll post when it is.

Re: Zombie Tunnels Update

Posted: Tue Apr 03, 2012 2:09 pm
by Magyk
A wild jerk appears!

Re: Zombie Tunnels Update

Posted: Tue Apr 03, 2012 3:20 pm
by Turquoise Dragon
j3rk wrote:Wassup. I'm glad you're still working on this map dude. You may or may not recall but Zombieland Advanced is nub's baby; I think he wants to keep it non-custom mappified for now. (I don't really admin it, I just provide the server.)

I'll be bringing another Zombies server online soon with Omega Man (reverse Zombie) support and the more "classic" Zombie experience and I'll upload this (and whichever other maps you crank out) to it. It'll probably be up in a day or two. I'll post when it is.

Way cool! Thanks, dude.

Re: Zombie Tunnels Update

Posted: Tue Apr 03, 2012 5:31 pm
by Kain
Quick! Throw a master ball!

Re: Zombie Tunnels Update

Posted: Sat Apr 07, 2012 3:24 pm
by GUARD!AN
I have talked with Kera who thinks there is a solution for Keramod to allow you guys to yews Impulse for zombies at will, so you aren't at the mercy of tards like nub to be able to enjoy a game.

Re: Zombie Tunnels Update

Posted: Mon Apr 09, 2012 11:35 pm
by j3rk
Thanks for the PM Mike... Zombieland Classic is up and running this map. It seems to have some problems with invisible walls unless that's just a conflict in my base. (I didn't check for a previous version. I should do that.)