Nazi Zombie 002 - Anstalt der Untoten v1.1

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by YaPh1l
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Released: 002 - Anstalt der Untoten
High-quality custom scripts? Just ask :)
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Trailer:
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Changelog v1.1:
 - Fixed several places where players could glitch out of the map
 - Changed objective system to use CoD's system, you can now always view the objectives by pressing Tab in solo / Esc in coop
   (We left the objective button in the map, but it is useless now, it'll just tell you which button to press in order to show the objectives)

Download v1.1:
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Story-Timeline:
1942, during WWII.
The U.S. government got information about Germany's experiments with element 115. They launch their own program at the Eastern State Penitentiary, Philadelphia. They use the prisoners as test subjects.

Early 1944
More and more prisoners die. The researchers suspect element 115 to be the cause.

Early 1945
Almost all prisoners are dead because of the experiments. The prison is now a graveyard.

March 1945, 2 months before end of WWII.
The program is suddenly stopped by the government. The researchers leave the Eastern State.

1947, about one year after the events of “Der Riese”.
Dr. Richtofen was finally able to find out where the USA experimented with element 115, as there are more and more reports about suspicious events. The team of four travels to the Eastern State, trying to prevent the inevitable.

A letter from Dr. Gordon A. Rand:
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The Features:
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Perks:
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Special Thanks:
For list of credits, press "Credits" in the main menu (or even better, beat the map in Solo)

Technical Infos:
* 7152 Entities
* 627 Models
* 215 Materials
* 14119 Brushes
* 14739 Nodes
* 234 Cells
* 1248 Portals
* 80 Primary Lights
Last Edit: March 16, 2014, 11:17:08 pm by YaPh1l
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and PHD?  :(
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I see some influence from UGX Mod :)

Anyways, great job on making a release topic, very straightforward and professional. I'll check the map out soon when I get some free time.
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and PHD?  :(
We figured it wouldn't serve much purpose as you can't Dolphin Dive in WaW. And the number of perks lines up quite nicely with the number of hallways the way it is :)

I see some influence from UGX Mod :)
Actually, I don't think I saw any UGX Mod features until after I scripted the most part of the map.

- Phil.
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We figured it wouldn't serve much purpose as you can't Dolphin Dive in WaW. And the number of perks lines up quite nicely with the number of hallways the way it is :)
- Phil.
there is a tutorial to add the "Dolphin Dive" :)
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there is a tutorial to add the "Dolphin Dive" :)
Which doesn't really work. And I don't want to put half-broken stuff into my map.

- Phil.
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Awesome map by the way...we completed it last night but still need to go back and pick up some of the Easter Eggs. Have to ask though, what exactly does Deadshot Daquiri do?

Also, absolutely AWESOME work on the PointWhore Perk. LOVE IT!

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Which doesn't really work. And I don't want to put half-broken stuff into my map.

- Phil.
or try to get the script from the black ops :)
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or try to get the script from the black ops :)
In black ops the perk is pinned to the engine, you cant see how its done. Not hard to figure out seeing as dolphin dive it self was an engine feature that was added.

Also: Looks great phil :), was looking forward to this map for a while and didn't know it was released.
Last Edit: April 02, 2013, 04:33:05 pm by SajeOne
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In black ops the perk is pinned to the engine, you cant see how its done. Not hard to figure out seeing as dolphin dive it self was an engine feature that was added.
Exactly. There's of course the possibility to imitate Dolphin Dive via scripting, just like how the tutorial works, but I doubt that'll ever result in something that actually works good.

Looks great phil :), was looking forward to this map for a while and didn't know it was released.
Thanks :)

Have to ask though, what exactly does Deadshot Daquiri do?
It makes hip-firing 50% more accurate (indicated by smaller crosshairs), it allows you to hold breath 2x as long on snipers and it gives you 10% damage bonus on headshots.

Also, absolutely AWESOME work on the PointWhore Perk. LOVE IT!
Thank you, thought you'd like it ;D

- Phil.
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isnt it possible to add PHD at a reduced price of say 1000 - 1500 that just protects you from fall damage, grenade damage and splash damage etc, cause i never use the dolphin dive feature only shoot ray gun on the floor and not get damaged, other than that though awesome map, still not sure where everything is but I'll find it, is the ballistic knife in the box or elsewhere as i havent seen it yet
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Yeah, that would be possible and I considered adding it in the map like that. But I have not been able to stop the hit indicator from showing up even though you don't get damage. And I didn't want to add it in like that cause it would seem as if it wouldn't work at all.
Yes, the Ballistic Knife is in the box only.

- Phil.
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Has the release been tested thoroughly? Would like to add it to the Manager if so.
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Well, we had 5 beta testers and fixed everything they reported. Nonetheless a few glitches (unclipped windows) have been reported to be in this release. So we will create a fix v1.1 soon, to stop people from getting outside the map.

- Phil.
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On a properly-calibrated monitor, the gamma in your map is far too low. The contrast is so drastic that I can't even see where I'm going before turning the power on, even with Brightness set to full. I had to use a mod menu to turn on Inverted Contrast vision just so that I could figure out where I was going:



Second thing that I was disappointed with is the monotony of the map style. I understand that it's a prison, and all prison cellblocks are the same, but more than 60% of the map is a copy of itself, which gets really repetitive when exploring. I was also sad to see dog rounds were included in this map, as personally I think they are just annoyances. Dogs kill you too quickly and run faster than you, which makes it almost an inevitable death if you don't have a shotgun in low rounds.

Another thing was in my opinoin, you should have utilized the objectives system already in place for CoD singleplayer; having to run back to the center room to remind myself of the current objective gets pretty bothersome.

Overall I can appreciate the work that went into the map and see a lot of cool scripted attributes that I can appreciate, but the things I pointed out above make the map a dealbreaker for me personally.

I hope to see more content from your 00 team, and I hope your mapper doesn't abandon you next time :(

Good job on getting it all released, though. That within itself is a large accomplishment in modding.

I will still happily add this to the Map Manager once the bugfix version is released, as I am sure my opinion is of the minority :)

Cheers

 

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