UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Removing endings?

HOT
broken avatar :(
Created 5 months ago
by Die_Glocke
0 Members and 1 Guest are viewing this topic.
1,457 views
broken avatar :(
×
broken avatar :(
Location: ru
Date Registered: 19 March 2021
Last active: 17 hours ago
Posts
56
Respect
Forum Rank
Rotting Walker
Primary Group
Member
×
Dev Der Riese Style's Contact & Social Links
bro, the ending can be made not just when you can buy it, it depends on the author, how good they are at scripting, it's just very hard to do, it's easier to set a price and that's it
 
So I finally sat down and gave it a good proper playthrough. Here are my thoughts.
 
Visuals: The level of detail itself was good. It felt very professionally done. There weren't bizarre empty spaces, nor was there excessive clutter, and things sort of made sense in terms of where they were placed. On the flip side, I think the outside may have been a little too white. I understand that you're going for an apocalyptic ice age theme...but some color here and there still wouldn't have hurt. Notably the new perk machines were quite bland. I will say that I very much enjoyed the interiors (the bunker and the...green area). They were nice looking, mysterious. I thought they were really cool. Kudos on taking a really awful map (Tranzit is in my opinion the worst map I've ever played, especially the farm) and making it actually very good, and fairly fun to play on. All while staying somewhat true to the original map. It was very good. It was detailed. The interior areas were mysterious and exciting looking. The map layout enabled me to CHOOSE whether I wanted to camp or train, which is something a lot of map makers don't get. But also the exterior could have used a tiny bit of added color, and the perk machines were dull looking.
 
Guns: I'm sure some people like all these modern weapons. They're not to my liking. That said, all of them functioned as intended. They didn't glitch out or anything. The models looked right. Only issue I had was that because PhD flopper is acquired through an easter egg, and I didn't know. I like to use PhD flopper with the upgraded starting pistol. However, once you put the full auto upgraded on the starting pistol, or Mustang & Sally, there is no way to un-upgrade it. So I sort of had my planned build screwed up because I couldn't unupgrade my Auto-Colt, and I didn't know that PhD was even on the map. Long story short, please make it possible to remove the auto-upgrade from the Colt.
 
Gameplay: It was okay. As I said earlier, because of the way you set up the map, the player has the option to decide for themselves if they want to camp, or train. That's really good because a lot of map makers make maps that force you to play a certain way, and it's not the map-makers job to tell players how to play. That said, the outside area, since it's Tranzit Farm, is in my opinion basically off limits. But that isn't your fault, since in a sense you didn't make that part of the map. But outside, there's nowhere to camp, and it's not that suitable for training. Thus the player is sort of forced to stay in the underground lab area. I'm not sure how you'd actually fix this, but I figured I'd bring it to your attention. Furthermore, I didn't particularly care for the mechanic involving the furnaces. I understand the logic of why they were added. But frankly it just feels like a chore. It didn't make the map more fun for me. I just thought "damn...I guess I have to go stand next to the furnace and kill them for this round." I'd consider scrapping it, or adding more furnaces around the map. Also, I see that you used that spawn system that they implemented in BO1 where zombies will die, and then respawn closer to you. I personally find it very annoying. It adds tedium.
 
Other: The easter egg was fine. I disabled the buyable ending, of course. But I liked that it wasn't overly complicated, and it rewarded you. Having said that, I think you shouldn't make the easter egg a requirement to open the greenhouse. To be honest, I wouldn't have done the easter egg if it wasn't for me wanting to explore that area. So maybe make it so that you can just open that door normally, and then the panels just spawn the boss. Because forcing me to do an easter egg just to open a room I'd like to explore (a big room) feels a little like I'm being forced to do something that should be optional. Something I categorically did not like was the frost-gat thing. I looked it up. Yes, I know. A UFO spawns in the sky around where you spawn and you have to shoot it down. It never appeared for me. I stood around looking for about 10 minutes. In the end, I have better things to do than wait around staring at the sky for some UFO, especially with those damned furnaces going out. Find some way to make this feel like less of a drag. Maybe add a music easter egg as well.
 
Overall: 8/10. You took a really bad map and made it quite good. The level of detailing is superb, and the gameplay was also very solid. The map is really only held back by a few minor issues.
 
Pros
-Lets you play how you want.
-Excellent detail.
-Easter egg is not overly complicated or tedious, and rewards the player for their effort.
-Creative.
 
Cons
-No music easter egg.
-Exterior is a little bland.
-Can't unupgrade the auto-colt.
-BO1 spawn system.
-Frost gat feels very tedious to get.
-Furnace system is a bit annoying.
broken avatar :(
×
broken avatar :(
Location: nl
Date Registered: 20 September 2013
Last active: 10 days ago
Posts
674
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
No code is bug free
Signature
My published cod maps:

Subzero
Djinncaves
Enclosed (a.k.a baconcube)
Bayern
Snowblind
Furtrelock

Black Ops Perks: https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180/
×
gympie6's Groups
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
gympie6's Contact & Social LinksTeffrieGympie5#5971TheRevenantSkullTeffrie
So I finally sat down and gave it a good proper playthrough. Here are my thoughts.
 
Visuals: The level of detail itself was good. It felt very professionally done. There weren't bizarre empty spaces, nor was there excessive clutter, and things sort of made sense in terms of where they were placed. On the flip side, I think the outside may have been a little too white. I understand that you're going for an apocalyptic ice age theme...but some color here and there still wouldn't have hurt. Notably the new perk machines were quite bland. I will say that I very much enjoyed the interiors (the bunker and the...green area). They were nice looking, mysterious. I thought they were really cool. Kudos on taking a really awful map (Tranzit is in my opinion the worst map I've ever played, especially the farm) and making it actually very good, and fairly fun to play on. All while staying somewhat true to the original map. It was very good. It was detailed. The interior areas were mysterious and exciting looking. The map layout enabled me to CHOOSE whether I wanted to camp or train, which is something a lot of map makers don't get. But also the exterior could have used a tiny bit of added color, and the perk machines were dull looking.
 
Guns: I'm sure some people like all these modern weapons. They're not to my liking. That said, all of them functioned as intended. They didn't glitch out or anything. The models looked right. Only issue I had was that because PhD flopper is acquired through an easter egg, and I didn't know. I like to use PhD flopper with the upgraded starting pistol. However, once you put the full auto upgraded on the starting pistol, or Mustang & Sally, there is no way to un-upgrade it. So I sort of had my planned build screwed up because I couldn't unupgrade my Auto-Colt, and I didn't know that PhD was even on the map. Long story short, please make it possible to remove the auto-upgrade from the Colt.
 
Gameplay: It was okay. As I said earlier, because of the way you set up the map, the player has the option to decide for themselves if they want to camp, or train. That's really good because a lot of map makers make maps that force you to play a certain way, and it's not the map-makers job to tell players how to play. That said, the outside area, since it's Tranzit Farm, is in my opinion basically off limits. But that isn't your fault, since in a sense you didn't make that part of the map. But outside, there's nowhere to camp, and it's not that suitable for training. Thus the player is sort of forced to stay in the underground lab area. I'm not sure how you'd actually fix this, but I figured I'd bring it to your attention. Furthermore, I didn't particularly care for the mechanic involving the furnaces. I understand the logic of why they were added. But frankly it just feels like a chore. It didn't make the map more fun for me. I just thought "damn...I guess I have to go stand next to the furnace and kill them for this round." I'd consider scrapping it, or adding more furnaces around the map. Also, I see that you used that spawn system that they implemented in BO1 where zombies will die, and then respawn closer to you. I personally find it very annoying. It adds tedium.
 
Other: The easter egg was fine. I disabled the buyable ending, of course. But I liked that it wasn't overly complicated, and it rewarded you. Having said that, I think you shouldn't make the easter egg a requirement to open the greenhouse. To be honest, I wouldn't have done the easter egg if it wasn't for me wanting to explore that area. So maybe make it so that you can just open that door normally, and then the panels just spawn the boss. Because forcing me to do an easter egg just to open a room I'd like to explore (a big room) feels a little like I'm being forced to do something that should be optional. Something I categorically did not like was the frost-gat thing. I looked it up. Yes, I know. A UFO spawns in the sky around where you spawn and you have to shoot it down. It never appeared for me. I stood around looking for about 10 minutes. In the end, I have better things to do than wait around staring at the sky for some UFO, especially with those damned furnaces going out. Find some way to make this feel like less of a drag. Maybe add a music easter egg as well.
 
Overall: 8/10. You took a really bad map and made it quite good. The level of detailing is superb, and the gameplay was also very solid. The map is really only held back by a few minor issues.
 
Pros
-Lets you play how you want.
-Excellent detail.
-Easter egg is not overly complicated or tedious, and rewards the player for their effort.
-Creative.
 
Cons
-No music easter egg.
-Exterior is a little bland.
-Can't unupgrade the auto-colt.
-BO1 spawn system.
-Frost gat feels very tedious to get.
-Furnace system is a bit annoying.
Thanks for the review. :) 
I do understand the Pro's and Con's which I might consider for my next maybe... upcoming map...
How did you experience the rush rounds with the siren going off in the background?
broken avatar :(
×
broken avatar :(
Location: aqAgartha
Date Registered: 24 November 2014
Last active: 19 hours ago
Posts
23
Respect
Forum Rank
Legless Crawler
Primary Group
Member
Personal Quote
Hurtling through time and space since 1945.
Signature
Kicking zombie ass since 11.11.2008.
×
Die_Glocke's Groups
Die_Glocke's Contact & Social Links
bro, the ending can be made not just when you can buy it, it depends on the author, how good they are at scripting, it's just very hard to do, it's easier to set a price and that's it
Makes no difference to me. As far as I'm concerned, endings are bad. Simple as. Period. Nothing more to it. Buyable or not.
 
 


Double Post Merge: May 02, 2025, 12:47:36 pm
Thanks for the review. :) 
I do understand the Pro's and Con's which I might consider for my next maybe... upcoming map...
How did you experience the rush rounds with the siren going off in the background?
I was neutral towards them. I usually used them as an opportunity to feed the furnaces. I think you should consider giving the player some kind of reward when they complete the round. A max ammo or something, maybe? It just feels logical. But it doesn't make a huge difference either way.
Last Edit: May 02, 2025, 12:47:36 pm by Die_Glocke
broken avatar :(
×
broken avatar :(
Location: ru
Date Registered: 19 March 2021
Last active: 17 hours ago
Posts
56
Respect
Forum Rank
Rotting Walker
Primary Group
Member
×
Dev Der Riese Style's Contact & Social Links
Have you seen the endings on the Battery and Perish maps in BO1? Are they bad?
 
Makes no difference to me. As far as I'm concerned, endings are bad. Simple as. Period. Nothing more to it. Buyable or not.
 
 
 

Double Post Merge: May 02, 2025, 12:47:36 pm

I was neutral towards them. I usually used them as an opportunity to feed the furnaces. I think you should consider giving the player some kind of reward when they complete the round. A max ammo or something, maybe? It just feels logical. But it doesn't make a huge difference either way.
broken avatar :(
×
broken avatar :(
Location: nl
Date Registered: 20 September 2013
Last active: 10 days ago
Posts
674
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
No code is bug free
×
gympie6's Groups
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
gympie6's Contact & Social LinksTeffrieGympie5#5971TheRevenantSkullTeffrie
Makes no difference to me. As far as I'm concerned, endings are bad. Simple as. Period. Nothing more to it. Buyable or not.
 
 
 

Double Post Merge: May 02, 2025, 12:47:36 pm

I was neutral towards them. I usually used them as an opportunity to feed the furnaces. I think you should consider giving the player some kind of reward when they complete the round. A max ammo or something, maybe? It just feels logical. But it doesn't make a huge difference either way.
I decided not to because they already drop powerups like normal.
broken avatar :(
×
broken avatar :(
Location: aqAgartha
Date Registered: 24 November 2014
Last active: 19 hours ago
Posts
23
Respect
Forum Rank
Legless Crawler
Primary Group
Member
Personal Quote
Hurtling through time and space since 1945.
×
Die_Glocke's Groups
Die_Glocke's Contact & Social Links
Have you seen the endings on the Battery and Perish maps in BO1? Are they bad?
I haven't played BO1 in forever. But I don't think I'd enjoy them. Adding an ending changes the game very drastically. 


Double Post Merge: May 07, 2025, 04:49:29 pm
I decided not to because they already drop powerups like normal.
Hm...yeah, I guess that makes sense. 
Last Edit: May 07, 2025, 04:49:29 pm by Die_Glocke
broken avatar :(
×
broken avatar :(
Location: ru
Date Registered: 19 March 2021
Last active: 17 hours ago
Posts
56
Respect
Forum Rank
Rotting Walker
Primary Group
Member
×
Dev Der Riese Style's Contact & Social Links
a map is a very complex thing, any nuance affects it and is important
 
I haven't played BO1 in forever. But I don't think I'd enjoy them. Adding an ending changes the game very drastically. 
 

Double Post Merge: May 07, 2025, 04:49:29 pm

Hm...yeah, I guess that makes sense.

 
Loading ...