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Least favorite part about making maps?

HOT
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Created 11 years ago
by pashan
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I must resubmit mine.. Id have to say the worst part is the days after release when you get the comments that this stat is wrong, this looks off, that guns name is wrong, and those people mostly don't even make maps!

Why do you think it's the worst part?

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
(This part down below is if you're referring to the weapons, which to me it seems like you're doing)

Also:

>and those people mostly don't even make maps

It doesn't matter if they make maps or not; if there's something wrong with a broken custom weapon that people put in into their map, there's nothing wrong with reporting it. If anything, a LOT of people in this community would rather want to have weapons that closely resemble their original counterpart instead of a weapon that's completely different from it (incorrect stats, sounds, etc.)

When JBird632's Overrun came out, there were a LOT of problems that the weapons had...JadenSzewczak and I helped him out by searching for those bugs and we weren't even mappers to begin with, so...
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When JBird632's Overrun came out, there were a LOT of problems that the weapons had...JadenSzewczak and I helped him out by searching for those bugs and we weren't even mappers to begin with, so...
This is different. Jbird was trying to replicate the weapons of Black Ops Zombies exactly so therefore having the correct stats was a necessary part of it.
But other people's custom maps, they can have the stats be whatever they want. I remember before porting guns was so normal, people would customize the stats of the WaW weapons. Nobody complained about that and said their experience of the map was ruined because the colt was full auto or the reload of the thompson was faster than the way Treyarch made it. So why is it different if it's not a WaW weapon then? What's the difference? It's still a gun, the model and animations are different but it accomplishes the same thing. It kills zombies. So why is that there is people going around "The reload on the RPK is too fast. This map is garbage 0/10 will no play cuz I got a hardon for Treyarch stats."
People change the WaW weapons fire sounds all the time and people don't complain. But if a ported weapon doesn't have the correct fire sound then the world is ending to you so the map is ruined.
I understand the no reload sounds thing. Complain about that all you want. It bothers me too. Being a COD player since COD3, listening to reload sounds to know when I can start shooting again is part of the experience. But complaining about the sound not being exactly the same as the game the model is from is just stupid. Just be glad it has sounds.
Something so stupid as a sound or stat that doesn't match exact of the  professional studio that the model was taken from ruining your experience  of a map is ridiculous. That's like saying a corvette engine didn't sound like it did in a TV show so it ruined your experience of driving it.
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When JBird632's Overrun came out, there were a LOT of problems that the weapons had=
A lot? There were a few minor differences, in some select weapons at first, but not 'a lot.'

As for people porting black ops 2 weapons, there is nothing to reference for a weapon file, so stats will never be one to one with the originals unless Treyarch releases them. So you can't expect people to have proper black ops 2 (or even ghost) weapons, which is also one of the reasons you will not be seeing a Black Ops 2 mod.

______________________________________________________________________________________________________________

Back on topic:

I have two main issues with mapping (or scripting);
1) Limits, I have hit so many limits creating this mod that it has just become a constant fight to fit as many assets and features into it without the game exploding from the pressure. It has been quite difficult and I am still having difficulties as of this moment.

2) Lack of flexibility with the engine, it seems that any time you want to add any custom features that would be natural in any current Call of Duty title, they seem quite distant to World at War. The only reason people are seeing such features (like phd flopper; projectiles that link to zombies - semtex, crossbow, scavenger; and even dual wield) exist in custom maps is the sear creativity that some of these scripters/mappers have.
Last Edit: July 12, 2014, 03:57:34 am by JBird632
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FX sound and terrain patches

FX:
makes you map looking more like treyarchs work

Sounds:
Everyone is sick of playing map without reload sounds but you don't have a lot of space to add your one sounds and if you delete some sounds you don't have them for other stuff

Terrain patches:
Won't connect blending looks shit you can see through those  :poker: :rainbow:
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Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
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http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
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This is different. Jbird was trying to replicate the weapons of Black Ops Zombies exactly so therefore having the correct stats was a necessary part of it.
But other people's custom maps, they can have the stats be whatever they want. I remember before porting guns was so normal, people would customize the stats of the WaW weapons. Nobody complained about that and said their experience of the map was ruined because the colt was full auto or the reload of the thompson was faster than the way Treyarch made it. So why is it different if it's not a WaW weapon then? What's the difference? It's still a gun, the model and animations are different but it accomplishes the same thing. It kills zombies. So why is that there is people going around "The reload on the RPK is too fast. This map is garbage 0/10 will no play cuz I got a hardon for Treyarch stats."
People change the WaW weapons fire sounds all the time and people don't complain. But if a ported weapon doesn't have the correct fire sound then the world is ending to you so the map is ruined.
I understand the no reload sounds thing. Complain about that all you want. It bothers me too. Being a COD player since COD3, listening to reload sounds to know when I can start shooting again is part of the experience. But complaining about the sound not being exactly the same as the game the model is from is just stupid. Just be glad it has sounds.
Something so stupid as a sound or stat that doesn't match exact of the  professional studio that the model was taken from ruining your experience  of a map is ridiculous. That's like saying a corvette engine didn't sound like it did in a TV show so it ruined your experience of driving it.
A lot? There were a few minor differences, in some select weapons at first, but not 'a lot.'

As for people porting black ops 2 weapons, there is nothing to reference for a weapon file, so stats will never be one to one with the originals unless Treyarch releases them. So you can't expect people to have proper black ops 2 (or even ghost) weapons, which is also one of the reasons you will not be seeing a Black Ops 2 mod.

______________________________________________________________________________________________________________

Back on topic:

I have two main issues with mapping (or scripting);
1) Limits, I have hit so many limits creating this mod that it has just become a constant fight to fit as many assets and features into it without the game exploding from the pressure. It has been quite difficult and I am still having difficulties as of this moment.

2) Lack of flexibility with the engine, it seems that any time you want to add any custom features that would be natural in any current Call of Duty title, they seem quite distant to World at War. The only reason people are seeing such features (like phd flopper; projectiles that link to zombies - semtex, crossbow, scavenger; and even dual wield) exist in custom maps is the sear creativity that some of these scripters/mappers have.
THANK YOU BOTH I don't get what people expect when there's nothing to ref.   
+1 for the both of you!


BTW
  if there's something wrong with a broken custom weapon

Read that ...... Now tell me how stupid that sounds..... Go on I'll wait.

Sometime later on .......

Read the last 2 words of your quote .....  Its a god damn custom weapon !!! I don't see you with perfect gun stats.   Or anyone with perfect weapon stats at all. My argument is if you want "prefect" or "treyarch" stats get a job there and get the info and leak it to the community otherwise piss off with your " this guns stats are not right" bullshit.

Sry my rants over bye
Last Edit: July 12, 2014, 09:04:50 pm by rambobada555555
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Dat feel when anims "fall from sky" ;)
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True, you can't make it exactly perfect but you can at least TRY to make it as close as possible to its original counterpart.

I would continue this argument if I could but I don't want to go off-topic.
Last Edit: July 12, 2014, 09:15:10 pm by CyberMan1011
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Dude the point is these are custom maps and custom weapons not Treyarchs.
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Adding zones at the moment seems to just get me angry recently. Haha sometimes I struggle with how to first start off map layout wise.

 
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