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Zombie Colossus
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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
there's many maps where i see models that are random and shouldnt be in that timeperiod/theme
Do you think im doing a good job so far hex on my new map?
Style - Asylum
The map - Large enough that you won't have everything opened by round 8. Map should should have a "custom" feel to it.
Detail - some detailing but not a ridiculous amount.
Features - No custom weapon/perks/bosses/anything thats not from World at War(With the exception of some CoD4 stuff if done right). All other custom content is somewhat original and done well. Map has enough features to keep me interested for awhile like custom MP weapons.
Like Dead Sand Elite, Berlin Bank, and nazi zombie lighthouse.
-more zombie models
-new zombies, such as bosses, zombie monkeys, etc.
-detailing, at least like black ops
-Wonder weapons? Maybe, if the suitable ones were there.
-Training area, maximum 1 area
-An understandable EE, because sometimes, the EEs can be complicated and too hard for someone to solve.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
once the main release is out im going to want to try out more weapons!
I hope I can add a few more I hit the sound limit last night, so im gonna have to try to get rid of a bunch of unused sounds
But its just those little things that make the map better right?
Exactly, many maps succeed when little details of any thing is added, and such little things combined with each other make up a true map. Some mappers take care of the hardest and largest part or aim of their maps and forget the easy and simple things, which would in some cases reduce the replayability of the map