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Messages - CoDMapper

Everything in this post is by me, but Tom will be adding his melee weapons and a couple of his mod features in the future.
12 years ago
Zombie Seelow

Map Background:
A small set of Marines were sent into Seelow Heights, Germany, the night after the Battle of Seelow between the Russians and the Germans. These Marines were sent in by the Allied Forces because the
Russians didn't finish what they were supposed to, which is rid the area of any German forces and to destroy any German AA guns. The Marines make it to Seelow, find out what happened to the Russians, but they weren't expecting anything like this.

Description:
The players find themselves waking up in a German entrenchment after a jeep crash that caused many of the other Marines to die, leaving the players behind. The players must follow out their initial objectives, along with staying alive against the waves of zombies, and finding a way out. Seelow is not a remake of any map, since it is created from scratch. It just uses the style of the Russian v. German battle in Seelow Heights. Zombie Seelow consists of cottages, trenches, creek beds, a small German camp, and other fortifications.

Map Features:
  • Cinematic Intro
  • Mission Style Objectives
  • Treyarch level detail
  • Mounted MGs
  • Satchel Charges, Mortar Rounds, and Bouncing Betties
  • All pickup weapons (Except satchel charges, bouncing Betties, and mortar rounds)
  • Buyable Ammo boxes throughout the map
  • Shovel and Axe Melee Weapons
  • Four zombies perks (Quick Revive, Juggernog, Double Tap, and Sleight of Hand)
  • Perk machines can be upgraded
  • Areas to mount deployable guns
  • Deployable PTRS-41 Weapon
  • Findable key door blocker system (Key randomly changes position per map load)
  • Findable explosive and detonator system (Explosives randomly change position per map load)
  • Cinematic Exit





















This map is still a work in progress, so there are still some modifications and additions to do.
12 years ago
I'm outdated..
12 years ago
I'm not at my pc ATM but I will be soon and I can check it out, but from what I can remember there is a function in your maps main .gsc like include_powerups(); and you should have your new powerup in there.
12 years ago
Code Snippet
Plaintext
Lunar()
{
    self endon("disconnect");
    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();
    self setHintString( "Power Must Be On To Use THE GOONMOBILE" );   
    level.LunarInUse = false;
    level.LunarPosition = "Spawn";
    SpawnPos = (1536, -1128, 0);
    level.Lunar1 = spawn( "script_model", SpawnPos );
    level.Lunar1 setmodel( "zombie_teleporter_pad" );
    level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
    level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
    level.PlayerOrig0 linkto( level.Lunar1 );
    level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
    level.PlayerOrig2 linkto( level.Lunar1 );
    level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
    level.PlayerOrig3 linkto( level.Lunar1 );
    level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
    level.PlayerOrig4 linkto( level.Lunar1 );
    flag_wait( "electricity_on" );
    self setHintString( "Press &&1 To Use THE GOONMOBILE" );
    for(;;)
    {
        self waittill ("trigger",player);
        level.LunarInUse = true;
        self PlayerCheck(0,level.PlayerOrig0);
        self PlayerCheck(1,level.PlayerOrig2);
        self PlayerCheck(2,level.PlayerOrig3);
        self PlayerCheck(3,level.PlayerOrig4);
        self thread platform_effect();
        self thread platform_Sound();
        self setHintString( "THE GOONMOBILE IS IN USE" );
        level.Lunar1 moveto( ( 1528, -1128, 552 ), 3, .5 );
        level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
        level.Lunar1 waittill( "movedone" );
        wait .2;
        level.Lunar1 moveto( ( 2824, 848, 480), 6 );
        level.Lunar1 waittill( "movedone" );
        wait .2;
        level.Lunar1 moveto( ( 3104, 864, 0 ), 3, 0, .5 );
        level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
        level.Lunar1 waittill( "movedone" );
        self PlayerUnlink(0);
        self PlayerUnlink(1);
        self PlayerUnlink(2);
        self PlayerUnlink(3);
        self notify( "platform_arived" );
        self enable_trigger();
        level.LunarPosition = "Spawn";
        level.LunarInUse = false;
        wait .2;
        while(1)
        {
            self waittill ("trigger",player);
            level.LunarInUse = true;
            self PlayerCheck(0,level.PlayerOrig0);
            self PlayerCheck(1,level.PlayerOrig2);
            self PlayerCheck(2,level.PlayerOrig3);
            self PlayerCheck(3,level.PlayerOrig4);
            self thread platform_effect();
            self thread platform_Sound();
            self setHintString( "THE GOONMOBILE IS IN USE" );
            level.Lunar1 moveto( ( 2824, 848, 480 ), 3, .5 );
            level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
            level.Lunar1 waittill( "movedone" );
            wait .2;
            level.Lunar1 moveto( ( 1528, -1128, 552 ), 6 );
            level.Lunar1 waittill( "movedone" );
            wait .2;
            level.Lunar1 moveto( ( 1536, -1128, 0  ), 3, 0, .5 );
            level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
            level.Lunar1 waittill( "movedone" );
            self PlayerUnlink(0);
            self PlayerUnlink(1);
            self PlayerUnlink(2);
            self PlayerUnlink(3);
            self notify( "platform_arived" );
            self enable_trigger();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            wait .2;
            break;
        }
    }
}
12 years ago
What type of zombie map are you doing? In my Verruckt scripts it's "power_on"
12 years ago
Very nice Darkmapper!
12 years ago
I'm happy to be part of the team, I'm getting close to finishing my current project.
12 years ago
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