UGX-Mods

Call of Duty: Black Ops 3 => Work-in-Progress => Custom Maps, Mods & Tools => Zombie Maps in Progress => Topic started by: ihmiskeho on July 04, 2017, 02:56:19 pm

Title: [WIP] Project Elemental
Post by: ihmiskeho on July 04, 2017, 02:56:19 pm
Project Elemental

RELEASED
: https://steamcommunity.com/sharedfiles/filedetails/?id=1709627064 (https://steamcommunity.com/sharedfiles/filedetails/?id=1709627064)

The sequel to Hanoi (WaW Zombie version) that nobody expected or wanted. Anyways, this map will be somewhat similar to Origins (hopefully not that broken). I will try to make enjoyable to everyone so I will be listening to your suggestions.

Story:
Hidden Text
Our four heroes used the teleporter in Hanoi and got theirselves in the middle of a jungle. After some aimless searching they find a huge research centre hidden in the middle of nowhere. They soon realize that the events in Hanoi were just the tip of the iceberg. And it seems like Richtofen knew this all along.


(https://i.imgur.com/eiCF37R.jpg)
(http://i68.tinypic.com/afhvrp.png)
(https://i.imgur.com/GCnunyM.jpg)

Planned Features:
-Origins styled elemental wonder weapons (not the staffs). Each "weapon" works a bit differently. Upgrading them will change their effects so you have even more ridiculous ways to kill zombies. There will probably be other wonder weapons as well.
-Power is turned on using generators. There will be a total of 4 in the map. They are similar to the origins ones but once activated they can't shut down.
-Weapons from various game titles: BO1, BO2, Ghosts, BO3 DLC etc., and a possibly weapons from non-cod games, for example Battlefield series. (Listed games are the ones I can port weapons from. Guns from other games, for example mw2, mw3, aw, would be great if someone is willing to share them)
-Huge Easter Egg for you to solve.
-Multiple Boss Zombies. Some are round based, some spawn when you make progress. There will also be a final boss battle similar to other bo3 maps.
-Customizable game options: Options to choose different gamemodes and game options, such as Classic (no easter eggs, or objectives, all weapons accessable through mystery box) (Not sure if this this is possible/how it would work in BO3)
-Big map layout: The map has five sections. Each section has it's own objectives to complete in order to progress with the easter egg. There will also be multiple ways to move from one place to another so these sections wont just be dead ends.

Planned map layout (and current progress)
(http://i64.tinypic.com/f9qj4i.png)

That's pretty much it. If you have any ideas or requests, leave them in the comments.



Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on August 02, 2017, 05:27:06 pm
Update Time!

(http://i67.tinypic.com/2eq45lk.jpg)
First weapon port (normalmap needs to be fixed) and a new areas. Had more images but for some reason can't upload them.

Also been trying to script the first boss zombie to the map. So you can expect to see him soon...
Title: Re: [WIP] Project Elemental
Post by: RadimaX on August 02, 2017, 07:45:02 pm
do you need any help with those arches they look super low res or blocky if you know how i mean
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on August 03, 2017, 05:43:35 am
do you need any help with those arches they look super low res or blocky if you know how i mean
So you mean the arches need to be smoother?
Title: Re: [WIP] Project Elemental
Post by: RadimaX on August 03, 2017, 12:50:40 pm
yeah you can increase the subdivision of bevels and patches to make it smoother. i notice you have alot of curves going on in the roof so could look cool if they were improved. thats why i asked if you needed any help :) its super easy to do and later on in the map you can just copy+paste parts over for other types of rooms or even with other textures.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on August 03, 2017, 06:45:41 pm
I was supposed to upload this pic yesterday but for some reason imgur didn't want to cooperate. But here's an outside view of the map. Also updated the arches so they are smoother now, thanks to RadimaX for pointing that out.

(http://i.imgur.com/YSIHf3J.jpg)

And here's one of the bosses of the map!
Title: Re: [WIP] Project Elemental
Post by: cadurling on September 25, 2017, 12:09:12 pm
Wow looks great.
Title: Re: [WIP] Project Elemental
Post by: Kezio on October 21, 2017, 09:25:42 pm
very  nice!
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on November 03, 2017, 09:32:18 pm
Been awhile since last update

(https://i.imgur.com/Hp31QjK.png)
(https://i.imgur.com/fzIiw3s.png)
Title: Re: [WIP] Project Elemental
Post by: zombieslayer3 on December 13, 2017, 07:38:40 am
looks and sounds awesome man , if you are talking about the waw hanoi zombie map , then awesome , or if not still sounds awesome,  just a suggestion but to match the setting maybe use the shangri la or shi no numa bo3 chronicles zombie models for this map , would match the jungle / swamp like environment , just a suggestion , and content sounds awesome man , wish you well with this project and hope someday in the future to try it out .
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on December 21, 2017, 06:25:40 pm
In-game screenshot:
(https://i.imgur.com/5CCK9l5.jpg)

Also if anyone has any ideas for a jungle themed specialist weapon, I'd like to hear them.

looks and sounds awesome man , if you are talking about the waw hanoi zombie map , then awesome , or if not still sounds awesome,  just a suggestion but to match the setting maybe use the shangri la or shi no numa bo3 chronicles zombie models for this map , would match the jungle / swamp like environment , just a suggestion , and content sounds awesome man , wish you well with this project and hope someday in the future to try it out .
Yeah, the waw Hanoi map. Forgot to mention that in the OP. And thanks for the support!
Title: Re: [WIP] Project Elemental
Post by: poliorcete on December 22, 2017, 10:03:28 am
if anyone has ideas for a specialized jungle-themed weapon, simply a "machete", amazing job, your boss too. encouragements .
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on February 13, 2018, 08:41:22 pm
Update:
One of the four elemental wonder weapons:

And an updated spawn room:
(https://i.imgur.com/xVWSNRy.jpg)

Map is still in early developement, so don't expect a release soon. I want to make this map as good as possible rather than rushing it.
Title: Re: [WIP] Project Elemental
Post by: adfgdagasdf2 on February 14, 2018, 07:25:33 pm
Looks good, I appreciate all the smaller details.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on March 25, 2018, 06:44:21 pm
(https://i.imgur.com/iPO9Vwk.jpg)
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on May 05, 2018, 08:35:05 am
Some new areas:
(https://i.imgur.com/lrFdkdh.jpg)
(https://i.imgur.com/sT5xkVx.jpg)
The image quality sucks for some reason, idk why

Overall map info:
Map layout is about 80% done, but still needs alot of detail and proper lighting

Scripting:
An afterlife system may be implemented. Currently about 20% done, we'll see how things go.
Other scripted features (some already done, others are WIP) include digsites, elemental weapons and custom traps. Any other requests will be taken into consideration

Weaponry:
Similarly to Origins, wall weapons will fit the time period of the map (so mainly BO1 and WWII weapons)
Box weapons are more modern (many weapons are from Ghosts)

Any feedback is appreciated
Title: Re: [WIP] Project Elemental
Post by: HitmanVere on May 05, 2018, 09:02:15 pm
Second pic is mmmm, very tasty
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on May 13, 2018, 01:02:08 pm
Afterlife :D

Still need to:
-Set up proper viewhands and body models
-Create proper hud effects and vision
-Figure out why grenade physics don't return back to normal (I use SetPlayerGravity() in the script)
-Set up proper anims and models (I don't have them so need help)
-Some other script fixes
Title: Re: [WIP] Project Elemental
Post by: Phantomcatgaming on June 12, 2018, 06:24:11 pm
Wow yeah, nice job man! This map rocks, it gives off the feel like a real cod map should!
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on July 02, 2018, 03:48:15 pm
Watch your step! You don't want to get muddy...
(https://i.imgur.com/vpciL0E.jpg)
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on September 28, 2018, 03:30:32 pm
Added new images. Haven't had much time to work on this map since summer. Also the map file got corrupted and I lost about a months work.
 but progress should be faster now.

What's new:
-New lighting
-Afterlife somewhat functions properly with proper anims and models
-Four wonder weapons now done
Title: Re: [WIP] Project Elemental
Post by: conn6orsuper117 on September 28, 2018, 07:03:12 pm
Wish I could like and fave comments, this map makes me excited.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on September 28, 2018, 07:35:52 pm
Wish I could like and fave comments, this map makes me excited.
Thanks. Always nicer to work on something when you know there is someone who's interested in it.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on October 17, 2018, 12:30:35 pm
For some reason I couldn't embed images but here's the link:
]http://oi66.tinypic.com/23vdbol.jpg (http://[object Object)

Also, I'm thinking of releasing a small map that features some of the scripts of this map. For example afterlife, digsites etc. The main reason is that I have no one to coop test with. So basically it would be like a test map that you could play and report bugs.
Would anyone be interested in this sort of map?

By the way it wouldn't be a box map but rather include some areas of this map.
Title: Re: [WIP] Project Elemental
Post by: zombieslayer3 on December 18, 2018, 05:26:03 am
is this still being worked on ? hope so really been hoping to someday get to try it out, really looked good from the pics I've seen and hope all is going well.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on December 18, 2018, 02:41:55 pm
is this still being worked on ? hope so really been hoping to someday get to try it out, really looked good from the pics I've seen and hope all is going well.
 Yes, this map is still a thing
(https://i.imgur.com/okplzj6.jpg)(https://i.imgur.com/pBbKLNo.jpg)

Title: Re: [WIP] Project Elemental
Post by: poliorcete on December 18, 2018, 06:52:22 pm
the wait and the desire to discover this card will be rewarded I feel it8)

Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on December 27, 2018, 03:50:42 pm
Finally something new on the scripting side:

Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on January 30, 2019, 08:44:47 pm
Map layout is done (yay) so it's time to detail some of the bare looking rooms.
Here's some progress:
(https://i.imgur.com/vKTu7qa.png)
(https://i.imgur.com/0FhtSoY.jpg)
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on February 16, 2019, 09:30:35 pm
New lighting once again (this time I'm pretty happy with how it turned out)
(https://i.imgur.com/RvNKlag.jpg)
Some remade/new areas:
(https://i.imgur.com/WszUgvz.jpg)
(https://i.imgur.com/AV1ENAS.jpg)

Also I haven't really mentioned anything about the weaponry, so here's a list of the current weapons in the map (if you have any suggestions, feel free to share them)
Weapon List
===========WEAPON LIST======================





Starting weapons:

-Nambu (Takeo starting weapon)           

-Walther P38 (s2, Richtofen starting weapon)   

-Makarov (t6, Nikolai starting weapon)       

-Colt M1911 (s2, Dempsey starting weapon)       



Wall Weapons:

-M14 (t7)       

-Olympia (t7)       

-M16 (t7)       

-Galil (t7)       

-Sten (t7)       

-MP5 (t6)       

-RPK (t7)       

-Dragoon       

-AK47 (t6)       



Assault rifles:

-Honeybadger       

-SC2010           

-AK12           

-ARX           

-AN94 (t7)       

-Remington R5       

-MSBS           

-Maverick (ar variant)   



SMGs:

-CBJ Ms           

-Vector CBR (iw6)       

-K7           

-Vepr

-MSMC (t7)      

-MTAR-X (iw6)



LMGs:

-Ameli (iw6)           

-LSAT (iw6)       

-PKM           



Snipers:

-L115 A3       

-VKS           

-SVU (iw6)      

-XPR-50 (t7)      

 

Shotguns:

-MTS-225

-Spas12 (t6)       



Pistols/Handguns:

-.44 magnum (iw6)   

-M9A1          

            

Launchers:

-Panzerfaust

-Kastet



Special:

-Elemental wonder weapons (ice/fire/wind/lightning)

-Ray Gun            

-Ray Gun Mark2       

-Minigun (iw6)

-Crossbow

-Machete


There's also going to be a custom Pack-a-Punch system, which will be replacing the BO3 style AATs, such as Blast Furnace. More on that later.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on February 27, 2019, 08:16:18 pm
Everyones favorite boss makes a return
(https://i.imgur.com/D3kBtyD.png)
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on March 08, 2019, 03:38:49 pm
Arguably everyone's least favorite boss. So why not bring it to Black Ops 3.

By the way I'm open to suggestions on how to improve him (I don't want a 1-1 replica of the Tranzit version) so feel free to give your opinion.
This was the first time I've tried to script a shooting enemy, and I think it turned out alright. Still needs some FX work and sounds.

Title: Re: [WIP] Project Elemental
Post by: conn6orsuper117 on March 09, 2019, 04:45:29 am
maybe the boss could add bonus points or a fire sale drop if he was defeated without anyone getting shocked
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on April 01, 2019, 02:24:16 pm
115 posts...

Been working on some buildables:

This is most likely the last scripted feature I'm going to add (other than the easter egg of the map). As for a release date, hopefully it will be done by summer.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on April 08, 2019, 06:25:01 pm
Since I now have some time to work on this mod again, I've decided to start posting weekly updates. So here's what has been done in the past week.

Mapping:
Pictures
(https://i.imgur.com/xztHVHQ.jpg)
(https://i.imgur.com/zczk9ZC.jpg)
(https://i.imgur.com/zbAmKfI.jpg)

Scripting
Code Snippet
Plaintext
-Due to map balancing and a frankly a hellish amount of script issues that I can't fix, I have had to change afterlife to a more soe beast style mode. 
This basically means removing the last stand abilities.

Afterlife now contains the following purposes:
-Shock to power up traps/generators
-Can shock zombies to teleport them away
-Faster movement, low gravity and access to special areas
-Can shock revive other people (custom feature)
-If anyone has any further ideas to compensate the loss of laststand, let me know.I really don't want this to be a completely pointless ability
since it has taken so much time

-Both boss zombies had issues with coop (not attacking player properly) but are now fixed.

-Avogadro fx has been moved over to csc. This should prevent issues from fx not always showing up.

-Finally found a fix for instakill not working. Fixing this also fixed some wonder weapons.
Other:
Code Snippet
Plaintext
-Created custom gloss maps for all BO2 and Ghosts weapons, since they didn't have these.

-All snipers now use BO3 style dual-render scopes.

-Started working on custom chalk textures for wall weapons.

-Weaponfile fixes.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on April 14, 2019, 08:39:59 pm
Weekly Update #2


No pictures today, there's really nothing to show/I don't want to spoil all areas


This week was the first coop-test of the map (I guess you would call it an alpha build). And of course, there were some good and bad things to notice.

A pleasant surprise was that we didn't really experience any game-braking script issues. There were no crashes and all features worked relatively well.

There was a game-breaking bug though. For some reason the map has these invisible walls, that block access to many areas. These are weird because

there's literally nothing I have placed in radiant in these spots, yet these "walls appear". There doens't appear to be any errors related to this in the compile log either.

I have no idea what this issue is, I have never seen anythinglike this. Hopefully it will get sorted though.

The other concern was the map size. Due to the map being so big, especially earlier rounds seemed to go quite slowly. Will improve on this as well.

Other updates:
Code Snippet
Plaintext
Mapping:
-Entire map is now clipped
-Entire map is now zoned
-Added new routes for zombies to get to players

Scripting:
-Re-scripted avogadro and engineer "choose spawn" logic. The older one, which was based on debris/door flags, was inconsistent and had some issues
if the area was opened elsewhere.
-Improved avogadro projectile shooting, projectiles disappearing instantly should not be an issue anymore
-Avogadro now has the ability to teleport to nearby players, if the players are too far away. I'll also script the tranzit style avogadro teleporting soon
-Added shield buildable
-Added traps (thanks to Harry and Symbo)
Next week I will start scripting the boss fight.

I don't want to spoil much, but if you've seen recent updates, you might have already seen mr boss guy ;)


Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on May 08, 2019, 10:36:24 am
So much for those weekly updates but the modtools have been a pain the last few weeks. First of all the mapfile broke, so pretty much everything mapping wise is the same as it was 2-3 weeks ago. After that, APE stopped working and refused to open.

But anyways, here are some in-game pics (lighting might look different since I have settings pretty low on BO3, looks better in radiant)

Hidden Text
(https://i.imgur.com/3NbSBP1.jpg)
(https://i.imgur.com/NKJl1ig.jpg)
(https://i.imgur.com/Djl3RGl.jpg)
(https://i.imgur.com/7roV8lg.jpg)
(https://i.imgur.com/sITgC7q.jpg)
Code Snippet
Plaintext
Mapping:
-DETAIL, lots of detail that pretty much disappeared with the map file. So nothing much on the geometry side
-Made huge areas harder to train at
-New lighting, new LUT (still tweaking it)
-Fixed (majority of) invisible walls

Scripting:
-Now uses original BO1 characters to go with theme of the map. (Thanks to The Indestructable Mike Pence)
-New characters also fixed the playermodel revive issue I had with Chronicles characters
-Added Fire sprinters. These start spawning later on and will sprint to the player and blow up. Killing them from distance is your best choice
which shouldn't be too hard since they have low health
-Added origins mud (thanks to Ardivee)
-Upgraded Olympia lights zombies on fire, just like in BO1/BO2 (this is actually scripted in BO3 if anyone wants to use it, works with any weapon)
-Added blue progress bar for afterlife
-Added shock hints for afterlife
-Fixed afterlife jumping
-Scripted MOTD style afterlife number code, may be used in the Easter Egg
-Scripted a "pre game area" where players spawn upon connecting. Host can change gamemodes and start the game, clients have the option to vote what gamemode they want
-Scripted Gun Game
-Pretty much all wonder weapons are now done with proper fx and functionality (still trying to create a tornado fx for the upgraded wind)
-Origins style digsites (may not be 1-1 functionality, since I have never played Origins)
-Boss fight started
-IMS is now buildable and functions just like any other buildable in the game
-IMS now uses the exact same code as any BO3 placable killstreak from MP, so no more issues with alignment/clipping into walls
-Return back to unedited behaviour for zombies, since coop had issues with zombies ignoring players (needs testing)

Other:
-Added Shangri-La zombies from Zombie Chronicles (thanks to Erthrock)
-All weapons that have been in previous zombies maps are now upgradeable (If anyone has good name suggestions for Ghosts weapons, let me know)
-New weapons: Vepr, IA2, UTS, MSBS, MP443 (single and DW)
-All weapons are now in the box, altough you can't pick them up for some reason
-Tweaked zombies speeds and other gameplay balancing
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on June 17, 2019, 04:11:17 pm
Some early gameplay of the map. Lighting and detail in outside areas is still not finished so they look quite bad.

Title: Re: [WIP] Project Elemental
Post by: conn6orsuper117 on September 13, 2019, 08:21:41 pm
any more updates?
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on September 16, 2019, 09:01:07 am
any more updates?
 Map layout is done, most of the map in general is done. Weapons are done. All it's pretty much missing is the easter egg and bossfight. And of course some things need some polishing. I can't think of anything on the easter egg side, which is why it's taking longer than expected (I don't want the easter egg to be just random soul chests).

Also due to my current life situation I'm only home once every two weekends or so, which is why I barely have any time to work on the map.

I do have an early version of the map in the workshop, which I have sent to a few people, and if you're interested in trying that, you should PM me.
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on November 18, 2019, 09:24:42 am
I was hoping to get a beta out this weekend, but I have some serious issues with the map. I have the easter egg scripted and nearly finished in my test map and it works fine, but for some reason the scripts refuse to work on this map. I've literally copy-pasted everything from the test map to this map without success. So we'll have to see how things go.

Hidden Text
About these issues: it has something to do with level properties not getting defined. I can literally do this:


Code Snippet
Plaintext
level.teleporter_parts = 1;
if(!isdefined(level.teleporter_parts))
{
IPrintLnBold("Undefined");
}
And it will print that "undefined". And since I need to track the easter egg progress with stuff like this, it completely breaks the progression (and even fx, since they're defined as level._effect["something"] )

 
 
Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on December 28, 2019, 01:55:11 pm
Showed this a few days ago on Discord but for those who don't use it, here's the trailer. Hopefully the map will be out within a couple of weeks

Title: Re: [WIP] Project Elemental
Post by: ihmiskeho on January 05, 2020, 10:44:15 am
RELEASED: https://steamcommunity.com/sharedfiles/filedetails/?id=1709627064 (https://steamcommunity.com/sharedfiles/filedetails/?id=1709627064)