Zombie Tunnels Update

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Zombie Tunnels Update

Postby Turquoise Dragon on Sun Apr 01, 2012 9:39 pm

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
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Last edited by Turquoise Dragon on Tue Apr 03, 2012 3:19 pm, edited 3 times in total.
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Re: Zombie Tunnels Update

Postby Magyk on Sun Apr 01, 2012 9:50 pm

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.
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Re: Zombie Tunnels Update

Postby Max Rambone on Mon Apr 02, 2012 12:14 pm

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.

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Re: Zombie Tunnels Update

Postby Magyk on Mon Apr 02, 2012 2:24 pm

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.)
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Re: Zombie Tunnels Update

Postby j3rk on Tue Apr 03, 2012 2:05 pm

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.
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Re: Zombie Tunnels Update

Postby Magyk on Tue Apr 03, 2012 2:09 pm

A wild jerk appears!
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Re: Zombie Tunnels Update

Postby Turquoise Dragon on Tue Apr 03, 2012 3:20 pm

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.
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Re: Zombie Tunnels Update

Postby Kain on Tue Apr 03, 2012 5:31 pm

Quick! Throw a master ball!
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Re: Zombie Tunnels Update

Postby GUARD!AN on Sat Apr 07, 2012 3:24 pm

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.
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–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
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from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
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Re: Zombie Tunnels Update

Postby j3rk on Mon Apr 09, 2012 11:35 pm

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.)
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