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Topics - HitmanVere

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1
Mod Releases / CODWare [Mod]
« on: March 29, 2017, 12:10:44 pm »


Download the REQUIRED MAP here!


THIS MOD IS RECOMMENDED TO BE PLAYED WITH >6 PLAYERS AND REQUIRES 2 PLAYERS TO PLAY!

CODWare is a brand new multiplayer gamemode based off of TF2Ware for TF2. In CODWare, players are thrown into an arena with nothing but their own wits and have to face off against each other in intense, fast-paced microgames in order to score points.

Microgames:
Microgames range from double-negative thought challenges to avoiding a blood-thirsty shark in a dark underwater arena! Each microgame has a set of rules that will appear on the screen and will guide the player on how to complete them.

Current list of Microgames:
  • Nailgun Jump
  • No Scope Only
  • Gravity Mayhem
  • Don't Move
  • Don't Stop Moving
  • Crab Walk
  • Sawblade Course
  • Get on a Platform
  • Marco Polo
  • Shark Dodge
  • Wallrun!
  • Target Practice
  • Kill an Enemy
  • Fight & Stay Alive
  • Exploding Man
  • Simon Says
  • Axe Rain

Boss Games:
At the end of a microgame set, the players will have to strategize in a final mega BOSS GAME! These boss games are longer games that have their own special arena and special rules.

Current list of boss games:

  • Don't Fall!
  • Get to the End!
  • Avoid the Cuddly Margwas!
  • Frogger!
  • Survive the Maze!

Special Rounds
Special rounds are special rules that apply to the match for one entire cycle of microgames.

Current Special Rounds:

  • Don't Score!
  • Double Boss!
  • Thirdperson

Wanna find people to play with?



Versions:

v1.0.2
  • Fixed a bug where spectators could ruin certain microgames (Dodge the Shark)
  • Fixed a major issue where non-English game versions could not play.
  • Fixed an issue where two of the same boss game could be played in a row.

v1.0.1
  • Fixed a bug where spectators would cause the Margwas to lose.
  • Fixed a bug where spectators would cause the Maze Hunters to lose.
  • Fixed a bug where spectators could win the game.

v1.0
  • Public release!

2
Map Releases / CODWare Official [Map]
« on: March 29, 2017, 12:10:18 pm »


This is the official launch map for the CODWare Gamemode!

THIS MAP WITH MOD IS RECOMMENDED TO BE PLAYED WITH >6 PLAYERS AND REQUIRES 2 PLAYERS TO PLAY!

Supported Microgames:

  • Nailgun Jump
  • No Scope Only
  • Gravity Mayhem
  • Don't Move
  • Don't Stop Moving
  • Crab Walk
  • Sawblade Course
  • Get on a Platform
  • Marco Polo
  • Shark Dodge
  • Wallrun!
  • Target Practice
  • Kill an Enemy
  • Fight & Stay Alive
  • Exploding Man
  • Simon Says
  • Axe Rain

Supported Boss Games:

  • Don't Fall!
  • Get to the End!
  • Avoid the Cuddly Margwas!
  • Frogger!
  • Survive the Maze!

Wanna find people to play with?



Special Thanks:
Special thanks to all the playtesters who helped make CODWare a fun experience for everybody!

Big thanks to DTZxPorter for Wraith used in extracting the Margwa & other models.

Any and all Wario Ware and related audio used in this modification are ©Nintendo and is used without permission.

3
Map Releases / UGX Christmas Remastered
« on: December 24, 2016, 02:57:55 pm »



Note: Map is meant to be played with UGX Mod BO3. We highly suggest installing/loading it first before playing, thank you! Link can be found here:
http://ugx-mods.com/forum/index.php/topic,13781.0.html


UGX Christmas Remastered is a map originally made in 2011 and was brought into Black Ops 3 with twice the playable area's size and more stuff to do than in original, very basic map!

Screenshots:






Features:
- Small Pack-A-Punch Easter Egg Quest
- Buyable Ending
- Small modifications to stock setup, like Dark Matter-Pack-A-Punch camo, new round/Game Over sounds and new starting weapon

Download link:


Contributors:
- HitmanVere: Mapping more areas, adding features and handling release
- treminaor/W1NG3D: Original mapping/layout
- JBird632: Help on converting to Black Ops 3

Extra Credits:
- Ardivee: Soundalias help

4
Map Releases / UGX Azrael
« on: October 31, 2016, 02:13:22 pm »


Note: Map is meant to be played with UGX Mod BO3. We highly suggest installing/loading it first before playing, thank you! Link can be found here:
http://ugx-mods.com/forum/index.php/topic,13781.0.html


UGX Azrael is a Halloween map made in less than a month. While it's not big or most detailed map, it has thought put into it and can be fun to play with friends, especially while running our new mod: UGX Mod BO3!

Screenshots:






Features:
- Small Pack-A-Punch Easter Egg Quest
- Buyable Ending
- Easter Egg Song
- Small modifications to stock setup, like Shadows of Evil-PaP camo, new round/Game Over sounds and new starting weapon

Download link:

Contributors:
- HitmanVere: Mapping most of this, scripting extra map-related EE's, sounds etc.
- Delta (and his GF KokoAwesome): Feedback, ideas, pumpkin models/sound/FX, testing
- treminaor: Mapping, Feedback, Ideas
- MrSlagovich: Testing

5
Announcements / TheOGKody has left the building
« on: October 26, 2016, 08:58:30 am »


Unfortunately our second Quality Assurance member TheOGKody has left the team due to just being inactive.
Thank you for being in the team even when it was for a small amount.

6
Mod Releases / Kill Confirmed in Zombies
« on: October 07, 2016, 01:47:24 am »

Kill Confirmed is a Multiplayer gamemode, first introduced in Call of Duty: Modern Warfare 3. After making the mode for World at War and Black Ops 1, I decided to modify it slightly and get it to work in Black Ops 3 stock maps.

This version (v1.0.2) supports Shadows of Evil, The Giant, Der Eisendrache, Zetsubou No Shima, Gorod Krovi, Revelations and custom maps.

Main Point of Mode:
-Every zombie drops a tag. Pick it up and you get a point. Special zombies (except Keepers) do not drop tags (dogs, parasites and spiders). Bosses drop blue tags which are worth five points. If you don't pick up the tag before 15 seconds is up, the tag disappears into thin air.-
First person to get 150 tags wins. Game will then automatically end, announcing winner.

Notes:
-Best played in co-op (the more players, the merrier) Solo is same as surviving to certain round, so I highly suggest getting friends and playing with them.
-Dead Ops Arcade 2 is not supported (duh)
-Dog tags can sometimes drop outside the map and I 100% can't fix that. This isn't gamebreaking issue, but mentioning it so you don't need to report tags dropping behind barriers and such.

Credits:
-Syphon (For doing announcer quotes)
-TheRelaxingEnd (For testing first build)
-FranticCbeezy (For testing final build)
-HypeCreature (For testing final build)



7
Zombie Maps in Progress / Compound (BO3 Edition) [WIP]
« on: September 25, 2016, 06:34:36 am »

Description:
Compound is a map released in 2015. Back then main work crew consisted of ElTitoPricus, iZaRTaX and I. After release, RadimaX joined up and made the map two times bigger for update. After update, Compound was forgotten in about month or two later, which was a real shame as it was (and still is) a gem. But now we can see this map inside Black Ops 3 and hopefully as playable product to everyone later on!

While working on Courtyard (my current testmap that I will make playable to everyone at some point and that is not remaster or remake), I wanted to see how well new Radiant responds to old brushes/patches and while I had some issues with cylinders and lightleaks as usual, everything ported over pretty well. While all brushes/patches are there, I had to remove all models since I want to update them to BO3 versions and thus you dont see almost any models in pictures. About 97% of what you see is brushes/patches.

More info soon...

Features:
-Original layout of Compound + more added areas
-Stock perks that are included in tools (Quick Revive, Juggernog, Double Tap 2.0, Speed Cola, Deadshot Daiquiri, Stamin-Up, Mule Kick)
-Possibly boss zombie
-Ending of some sort (whether it's buyable ending or something related to small scaled Easter Egg

Screenshots:

All screenshots are taken inside Radiant Black.






8
General / New Alpha testers
« on: August 01, 2016, 04:13:26 pm »
Seems like BO3 got new set of Alpha testers:


9
Content Reviews / [19/40] Zombie Pogreb - The old way of Zombies
« on: June 26, 2016, 01:36:00 am »

Mapper: ville88



Setting: Old Nazi cabin in the middle of burning forest with secrets buried under. Have we been here before? Rack up on guns and we shall see, if there is way out.



Pros: Detailing was on-point with this map, feeling like one of those very old custom maps that were highly detailed with only stock assets.

Stock setup. Both pro and con for me. I can appreciate the stock setup more, when the map looks good at least and isnt just some boxmap.

Ambient sounds were really well laid out across the map and Russian announcer quotes are also always fun to hear for some reason.

Power objective. Although base he used for this objective has been in multiple different maps, he changed it a bit to have zombie brains as triggers, which felt unique.



Cons: Stock setup. As I said before, it is both pro and con for me. Everything is stock in this map (well, some stuff was changed, but they were still from World at War)

Map is very small and can be hard to train in. Camping is the only choice really, which can get boring,



Conclusion: Although we have seen a lot of maps like this, it is still a good map and deserves at least one playthrough, especially if you like World at War content still.



Level of Detail: 9/10
Custom Content: 2/10
Fun Scale: 5/10
Replayability: 3/10

Overall Score: 19/40

Download link: http://ugx-mods.com/forum/index.php/topic,11603.0.html

10
Mod Releases / [BO1] Kill Confirmed
« on: June 08, 2016, 12:05:05 pm »

Ever wondered how Kill Confirmed would work in zombies? No need to anymore, thanks to this mod. Idea given by TheRelaxingEnd, I started making this mod in the middle of the night and finished next day, so it's really not filled with features, but it can be very hectic and is most suitable with more players rather than playing alone. This mod should work on all maps, except Dead Ops Arcade. If there are any issues, report them and I will check, if they are happening due to this mod or if its stock scripts.

Features:
-Classic gametype from Infinity Ward/Treyarch titles, Kill Confirmed, brought into Black Ops 1 zombies. Alone or in co-op, gain 150 tags and you win. Penalties will be given, if you go down though. Going down, when you have more than five tags makes you lose five of them, so better be without downs. And also remember, lonely tags will disappear after 15 seconds, so grab them quick!
-Starting pistol has been changed to MK23 from Killing Floor 1, which is also upgradable to Dual Wield version, just like M1911.
-Custom perk and powerup shaders are applied in this mod, which are also used in some other mods, such as Mod Of The Dead by Rollonmath42. Round chalks have also been changed to be ones from Black Ops 3 zombies.
-Pack-A-Punch camo has been changed to Etching camo from Black Ops 3 (Note, this camo does get applied to World at War guns as well, except it will look a bit different)

Video of the Mod:

Note: To run this mod, you will need game_mod made by SE2DEV, which can be found here:
http://ugx-mods.com/forum/index.php/topic,10956.0.html

After installing game_mod, you need to drag the mod in root/mods, then extract it there. After that, run BO_Mods.bat and select this mod. After that, just run any map other than Dead Ops Arcade and have fun!

Download link:

Credits:
  • Rollonmath42
  • SE2DEV
  • Gildor
  • Fruckbatt
  • TheRelaxingEnd
  • Tom-BMX

11
Got bored, decided to release this, as some people might find it useful. Yes, I know its easy to do yourself. Yes, I know there are better ways.
Just something better to use rather than using non-fading iPrintLnBold, that a lot of people use

Text itself in use in 8 seconds:


Code: [Select]
/*
level.iprint_1 = false; // Need these 3 in init
level.iprint_2 = false;
level.iprint_3 = false;
self thread randomizing_partprint(); // Calling it on player
*/

At the bottom of your script:

Code: [Select]
randomizing_partprint()
{
text_1 = "Picked up One Thing"; // Change to whatever you like
text_2 = "Picked up Anything";
text_3 = "Picked up Something";

defined_text = undefined;
rand = randomInt(3);
if(rand == 0)
{
if(level.iprint_1 == false)
{
defined_text = text_1;
level.iprint_1 = true;
self thread new_text_function(defined_text);
}
else
{
self thread randomizing_partprint();
}
}
else if(rand == 1)
{
if(level.iprint_2 == false)
{
defined_text = text_2;
level.iprint_2 = true;
self thread new_text_function(defined_text);
}
else
{
self thread randomizing_partprint();
}
}
else if(rand == 2)
{
if(level.iprint_3 == false)
{
defined_text = text_3;
level.iprint_3 = true;
self thread new_text_function(defined_text);
}
else
{
self thread randomizing_partprint();
}
}
}

new_text_function(defined_text)
{
screen_text = newClientHudElem(self);
screen_text.foreground = true;
screen_text.sort = 1;
screen_text.hidewheninmenu = false;
screen_text.alignX = "center";
screen_text.alignY = "bottom";
screen_text.horzAlign = "center";
screen_text.vertAlign = "bottom";
screen_text.fontscale = 8;
screen_text.color = (1, 1, 1);
screen_text.x = 0;
screen_text.y = -265;
screen_text.alpha = 0;
screen_text SetText(defined_text);

screen_text FadeOverTime(1);
screen_text.alpha = 1;
wait 2;

screen_text FadeOverTime(2);
screen_text ScaleOverTime(2, 0, 0);
screen_text.alpha = 0;

wait 2;

screen_text destroy_hud();
}

12
Zombie Maps in Progress / [BO1] Perish [WIP]
« on: May 08, 2016, 07:49:31 am »

Set your feet to the solid grounds of Paris to unfold its mysteries. Will you find your way or will you perish in the darkness?

99.5%

What do you get when you combine a well-known standalone mod maker, a level designer who was behind creation of Rainy Death and Project Contamination, maker behind popular Nova Six-series, and Black Ops 1 Radiant? A Paris-themed map with high quality features and unique ambience.

We as a team want to bring an authentic zombies feel to Perish, as if it belonged with the other maps already in Black Ops 1.

In terms of the gameplay and level design, we are drawing upon inspiration from Kino, Moon, and Origins while mixing some Black Ops 3 elements to make a balanced feel between what is just normal gameplay and objective-focused.

Special thanks to SE2DEV for making this project possible in the first place.
Also thanks to Harry Bo21 for scripting work he did that was implemented.


Features:
-Fully non-Black Ops 1 weaponry, such as some World War 2, Infinite Warfare, Modern Warfare Remastered, Killing Floor 2 and Payday 2 weapons
-Black Ops 3 characters to play as
-New enemies, Buildables, Time Trials, Dig Sites and more
-Ten perks with one being something special...
-In-depth main Easter Egg and various smaller ones lying around








13
YouTube / Killing Floor 2 - Normal Difficulty Gameplay on Catacombs
« on: February 23, 2016, 02:56:23 pm »
Decided to record some Killing Floor 2, since I cant stream it due to bad Internet :P


14
In World at War up to Black Ops 2, rounds show chalks up to round 10. They changed this in Black Ops 3 to show chalks up to round 5. Not hard modification to do, so I decided to release this.

All modifications are done in _zombiemode.gsc in functions chalk_one_up() and round_start()



First, search for this:

Code: [Select]
		level.chalk_hud1 = create_chalk_hud();
level.chalk_hud2 = create_chalk_hud( 64 );
   
Comment out level.chalk_hud2 = create_chalk_hud( 64 );, so it looks like this:

Code: [Select]
		level.chalk_hud1 = create_chalk_hud();
// level.chalk_hud2 = create_chalk_hud( 64 );


   
Then search for this: hud = undefined;
Under it should be if and else-statements like this:

Code: [Select]
	hud = undefined;
if( level.round_number < 6 || level.round_number > 10 )
{
hud = level.chalk_hud1;
hud.fontscale = 32;
}
else if( level.round_number < 11 )
{
hud = level.chalk_hud2;
}

Replace if and else-statements under it, so it looks like this:

Code: [Select]
	hud = undefined;
if( level.round_number < 6 || level.round_number > 5 )
{
hud = level.chalk_hud1;
hud.fontscale = 32;
}
else if( level.round_number < 11 )
{
hud = level.chalk_hud2;
}
   


Then go more down and you should see this:

Code: [Select]
	if( level.round_number > 10 )
{
hud SetValue( level.round_number );
}
   
Change it to:

Code: [Select]
	if( level.round_number > 5 )
{
hud SetValue( level.round_number );
}


   
Then again, more down until you see this:

Code: [Select]
	if( level.round_number > 10 )
{
}
else if( level.round_number > 5 )
{
hud SetShader( "hud_chalk_" + ( level.round_number - 5 ), 64, 64 );
}
else if( level.round_number > 1 )
{
hud SetShader( "hud_chalk_" + level.round_number, 64, 64 );
}
   
Change it to:

Code: [Select]
	if( level.round_number > 5 )
{
}
else if( level.round_number > 1 )
{
hud SetShader( "hud_chalk_" + level.round_number, 64, 64 );
}



To fix round number going too much to left, change this:

Code: [Select]
//		hud.x = 0;

To this:

Code: [Select]
hud.x = 10;

Remember to remove // on that, so it gets uncommented, otherwise it wont work.



After this, compile mod with modified _zombiemode.gsc included and it should work.

Comment, if you get any issues with this script. I have used this script in Project Contamination: Awakening and nobody has reported any bugs with it, so it should work.

Might update this tutorial at one point to have chalks changing immediately like in Black Ops 3, but for now, this should be enough, lol

15
Help Desk / Map crashing
« on: February 15, 2016, 04:39:47 am »
I tried to compile new map and it compiled fine with a lot of missing models/textures (which I intend to fix) But for some reason when the game is done loading, I press to start and it crashes, saying Unhandled exception caught. Other mapfile loads fine on same mod, so it has to be in mapfile. Tried with and without T4M, no luck

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