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Messages - redspace200

Addressing most of these in game issues now, however I don't know if I am going to update it for another week or so, or else everyone will have different versions of the map and coop games will be alot more difficult to find.
9 years ago
-Grabbing zombie blood when having zombie blood removed my afterlife from that round
-When panzer grabbed me and moving towards him, I did dolphin dive anim whole process and couldnt shoot him for that reason
-Zombies sometimes goes through models, like the middle part next to Jugg and crane part near generator 4

These were found while playing co-op, really good map with ambience and HQ stuff, really looking forward for official release, if that can get any better :D
- You get one afterlife every 2 rounds, which changes to every 3 rounds, past 15
- Will add to bug list
- Zombies will probably go through some models which are movable or deletable, such as the chests. I'll see if theres any fix for this

Glad to see you, and everyone else is enjoying this so far :)

Bug report

Spoiler: click to open...
The places where you can enter into the boy of silence room if you go prone and move your way to the end of the edge.  The zombies can't find where you are if the boy of silence room is not open.

^ Radiant entily window if you are wondering.
- Will add to bug list
9 years ago
the recent version is 1.02 right? someones hosting the map on v1.0 so cant join
Had to quickly do a update to fix a gamebreaking issue, sorry about any problems this causes.
9 years ago
glad you decided to release this man, look forward to playing it, and whatever beef you had with GunofTruth, I'd suggest you credit him for at least beta testing or he'll just get mad.
Just added to the list, forgot to add him originally. Thanks for the reminder.
9 years ago
Seems you are a fan of Mikeeeyys ( a cod 5 console modders ) work since you seem to of used some of his code/ideas/designs/scripts etc.
Yeah he was one of the first few people who inspired me to do this. Completely forgot about him until now, added to credit list.
9 years ago
I'm very happy you decided to release this, despite all the critique. When you mean "beta," though, does that mean you're still working on it? Or is it just a release so everyone will stop annoying you?
The map itself is pretty much finished, as I can't really add much more even if I wanted to due to limitations.

Its not a full release, I just opened the beta to everyone. I want to see everyone thoughts on how the map plays and will likely make modifications depending on the feedback I get. Also people will likely find bugs that I have yet to encounter myself, so i'll be fixing those as well.
9 years ago
Project Viking has been updated!

---------------------------------------------------------------------------------------
Project Viking V1.1 Update.

I have decided to update my map which was released roughly 2 years ago, Project Viking! This update will feature some bug fixes, and modifications to the map overall.
One of the main additions to this map is a full easter egg for classic mode. Many people have been constantly requesting that I add a easter egg which can be completed to earn victory on classic mode.
Previously, the only way to "beat" the map was to play a specific gamemode and detonate a moab without going down. Now, players can earn victory by completing a series of steps in the map. I won't reveal
all these steps instantly, however I will say that most of the sidequests (such as filling up chests, collecting afterlife skulls, riding crane, boy of silence), are now all apart of the main easter egg.

Since I wanted to add some final features into my map, that ment I had to sacrafice some of the older features not much people liked or used.

Aside from the easter egg, a series of other things have been updated.  Heres a small list of some of the changes:

Removed beta message :)
Removed ability to hold out bowie knife
Removed deadshot
Fixed beta G_SPAWN error. (Implemented debug system to track ents)
Fixed logic for vulture and widows drops (only player who has perk can see and colled drops)
Fixed series of bugs which occured in beta version
Added gravity spikes/Ragnarok dg4, obtained in a step of ee.
Allowed players to release themself from panzer after fully retracted
Allowed panzer to sprint and use flamethrower
Added ability for zombie king to control a panzer soldat during the zombie king gamemode
Allowed players to stay in the lower floor for longer in zombie king. Players can also stay on lower floor while capturing a generator or while zombie king is controlling a panzer.
Added Widows Wine
Added Surge Gin (Custom Perk)
Added Minigun Maham gametype
Added EE Secret
Added EE Victory minigame
Rescripted Bos Room Logic (To prevent bos not respawning issue)
Added bos light indicator near entrance when free perk is not ready


At this point, the map has pretty much reached the limit for everything. I do not intend on making any more changes after this, as I have already put enough time into this engine. I am pretty happy with the
final product, even if its not perfect. A full EE is something I always wanted to add into the map, so I look forward to seeing if anyone is able to complete it! Aside from the EE, I have finally finished some changes
that I had planned earlier but scrapped.

Hope everyone enjoys the map!
I will post the ee steps if people are unable to figure it out, but are interested in making an attempt. It's not easy, it took me and theRelaxingEnd over 25 attempts to complete it! I'd like to see people make some attempts first before I give it all away though.

Download the Update!

HOTFIX 7/5/2016

- Prevented chaos mode from instantly ending upon start
- Fixed some zoning issues
- Increased wunderwaffe powerup duration to 60 seconds
- Allowed players to keep wunderwaffe after using afterlife
- Allowed players to begin using the wunderwaffe whenever they want. Timer doesn't start until the first shot is made. You know if the wunderwaffe timer is active if you see the deathmachine powerup icon towards the bottom of the screen.

EASTER EGG TUTORIAL AND GUIDE TO THE MAP!!



New Credits
HitMan: Surge Gin Icon & Surge Gin Texture on Machine

Some screenshots from the new update below












------------------------------------------------------------------------------------------------------------------------------------------------



Warning: Not Completely Copyright safe - This map uses some copyrighted music. I suggest turning the music volume down in settings if you plan to upload video gameplay of this map online

Project Viking is a zombies map which is a attempt to do something out of the usual. Gameplay is very different then the average zombie map, introducing many new ways to play the game. You'll also be seeing a mix of multiple features combined from the past cod games, all in one map. The playable space isnt to large, but should be enough for you to barley survive :).
Take Advantage of the maps features to aid you in your survival, or if you would prefer to play without using these new features, just throw on the No Objective Challenge! There are many different gametypes for you to try, some to play with friends and some to play solo.

A few features of what this map has to offer:
Some BO2 Bosses, and new bosses which have not appeared in zombies before!
BO2 style buildables
BO2 style stingers
BO2 gametypes
BO1+2 Wonder Weapons
Custom Wonder Weapon
Perks from BO1+2
Custom Character effects such as falling from a high height, catching fire, injecting
Difficulty Setting
Challenge addons which all have winnable endings
Inspired "No Objective" mode which disables most side-quest features as well as killstreaks + adds winnable ending
BO2 like generator system
BO1 Style Diving System
Multiple Revive methods, Quick Revive, Whoswho and Afterlife!
+ Many More

Preview Screenshots:






Credits: (Also displayed at start of map, before game starts)
GudMan Yokel - Beta Testing, Support
offthewall - Model/ViewModel/Weapon/Script help & support
ChazBrooksy - Lots of Beta Testing
Ray - Early Beta Testing, Scripting Support
YaPh1l - Scripting Support
Awesome Pie Man - Support
Treminaor - added code to HUD files, Video Tutorials, Scripting Support, Overall Support
SajeOne - Video Tutorials
Tom_Bmx - Tools, Models/Animations
echo000 - Weapon Assets/Animations, Early Support
PorkRoyalz - Weapon Assets/Animations
Nikolai Belinski - Weapon Assets/Animations
xXxCowmanxXx09 - Weapon Assets/Animations
jZob123 - Weapon Assets/Animations
n123q45 - Early Testing, Support
DuaLVII - Support
MrTombone8 - Support
ClaytonM456 - Weapon Assets/Animations
GunOfTruth - Early Testing
Steviewonder87 - Weapon Assets/Animations
Mikeeeyy - Early Inspiration, some ideas/concepts
Jellal - Early Testing, Scripting Support
Tito - Weapon Assets
Chromastone10 - Menu file help, Update Patch Testing

Thanks for everyones continued support - Redspace200.

V1.0.3 Log
Spoiler: click to open...

- Now Displays Current version on screen
- Added common YouTube challenge, two box only
- Changed death area on electrified zappers by center of map to a slow death area. (Deals damage over time)
- Fixed occasional powerup offset in height
- Improved AI pathing in multiple areas
- Fixed 2 powerups being dropped by the same zombie
- Fixed clients not seeing knuckle crack animation while building
- Fixed a infinite health/insta kill issue
- Improved overall clipping
- Improved ai spawn locations in multiple locations
- Fixed all known out of map glitches
- Fixed security room ledge
- Fixed subwoofer counting towards melee kills
- Fixed subwoofer spawning in the air if grabbed from a powerup while jumping
- Addressed timebomb issue which would cause clients to lag out of the game
- CBJ wallbuy hintstring is now only visible from within the crate
- Added a fix to reposition your shovel icon if someone leaves the game
- Timebomb icon moved slightly upwards
- Added a 5 second delay to some challenges on drop zone
- Added a countdown timer to some challenges on drop zone
- Improved a few drop zone challenges
- Disallowed mule kick weapon drop to drop deathmachine and wunderwaffe
- Increased the slowguns damage to a reasonable rate
- Fixed loose mule kick 3rd weapon after whoswho revive
- Addressed a issue where the elevator would not move after someone leaves the game
- Reduced the mechs claw health by half of what it used to be
- Fixed a issue where someone in afterlife could gain points
- Fixed a issue where brutus would occasionally drop a normal powerup
- Fixed airstrike not dealing any damage at all to ai
- Updated some wallchalk images
- Afterlife hud icon will now be the color of the current afterlife type you have
- Added "Denied" effect on hintstrings
- Addressed a issue where a pred missile could pick up powerups
- Addressed a issue where you would instantly die if you killed a napalm zombie inside a pred
- Addressed a issue where calling in a moab would disconnect all clients
- Reverse powerups can no longer spawn below round 5
- Reverse powerups can no longer spawn if you melee an ai
- ZombieKing menu updated to allow for upwards scrolling and smoother scrolling
- Changed and Added a few options to the ZombieKing menu
- Removed the "Shake Effect" whenever a message appeared on the screen
- Made the "IMS" killstreak count towards explosive kills
- Changed perk hintstrings
- Added failsafe respawn to the pred and ac130 killstreaks
- Slightly increased maximum zombie distance from player
- Security Room Crusaders won't stick around if they have no one to target, or if there target is in a second chance mode
- Removed Mortar Round and Airstrike killstreaks from all challenge addons
- Few other unmentioned improvements
9 years ago
Hey everyone, would just like to clear some things up.

- Yes, I do not think I will be continuing with waw modding anymore, as I don't have the time. However, this has nothing to do with the release of my map
- Yes, I did have the idea in mind to not release this, however I was undecided at the time, and wasn't prepared to make the decision. Certain people were pressuring me into making this decision fast, which partly resulted in this.
- No, I have not deleted the map from radiant. I never will throw any work I have spent this long on away.

- If I am 100% sure that this map will not be publicly released, which I am not, I would have posted already saying so.
9 years ago
That looks so cool but does he do anything else besides stand there?
Well he is supposed to scan a area without moving, making it so the players have to use stealth to get through a area. He shouldn't be considered a boss, more so a threat to the players. He is going to be completely avoidable, for those who don't like this idea.

Awesome addition!  ;D

As for a 'punishment' how about sealing all the exits to the area you're in until it is vanquished
That plus, if possible, a constant stream of enemies [both regular and special maybe?] either in that area or across the map - this would hinder taking the enemy out and also prevent revives if people are split up

Or maybe have the map become almost pitch black/covered in thick fog [though I imagine that may cause issues] to make taking him out even more treacherous

Irrespective of the eventual decision I cannot wait to see how this addition mixes up the gameplay, a thoroughly deserved +1  :)
Sealing the exits to the area was my original idea, and I still kind of like that one as well. The map already uses alot of fx, so I don't think covering it in fog would be a option. If I do the sealing exits, I may be able to have the bos turn into a cloud of mist, which has to have a certain # of damage dealt to free the trapped player.

Then again, I don't want to make the map extremely confusing. Theres already so much going on at once, Im worried players wont know how to react.
9 years ago
Oh god that Bioshock enemy scared the crap out of me one time in Bioshock Infinite. Loving how the idea maybe when he sees you you can make it so he turns off the power for 10 seconds leaving you perkless so kind of like a EMP punishment.
I really like that idea, ill defiantly consider it :)
9 years ago
Thanks everyone for the continued support. As Im nearing completion to this project, I have decided to add in one more enemy type (as the result of me removing many other bosses) which will be found in a new area I have planned that is slightly more open then the current areas I have now. The purpose of this is to allow you to move around a bit more, while still making this area kind of risky to stay in.

The preview video to this new enemy can be found here:
https://www.youtube.com/watch?v=R_rvmZK2zAs&feature=youtu.be

Now I need some feedback on this. I don't currently have a "punishment" or downside if he is able to sound the alarm. I thought about spawning more AI, but didn't see that as to big of a deal to the player. I want to do something that will make the players not want to get caught, but not insanely bad to the point where it will ruin there game. Any ideas are welcome!
9 years ago
Mmm... I think you should add more things like this ones:

- Add more areas, like Moon's dome (BO1).
- Add Ascension Stage (Where is the lander A. I'm based on this map to specify this location...
Spoiler: click to open...
- Add the Ascension's Lunar landers. It can be 1 or 2 of them.
- Add custom models for the characters.
- Randomize (Nico, Richtofen, Dempsey, Takeo)
- Add an Industrial shredder as a Custom Trap. It will be closed and when you activate it, the floor opens and start to shred  zombies  :gusta:  :gusta: Something like this:
Spoiler: click to open...

All of these are very good suggestions, but I was getting the idea that people did not want more features as it would just make the map more complicated then it needs to be. I do have quite a few ways of transportation (Instead of landers), cia models (no voices), and placeable traps. I have a new area planned before release which will expand the maps size to.
9 years ago
This is not necessary at all. You can let the bosses, just need to organize them. What i mean? Well, This is a part of an idea I will post later for the Custom Map Ideas Section.

Put 2 random special bosses on every 2/3 rounds, not the hellhounds/Spacemonkeys, etc, but the ones who appear at the same time with the zombies, like the panzer Soldat, Napalm, Astronaut, etc. Even you can include some hellhounds (Maybe 4 or 5 per random round). :yeah:
I mainly removed them because they did not suit the map at all. I know not everything I have scripted relates to the setting of my map, but the moonman was totally out of place. At least now I have room for more suitable features that people will probably prefer.
10 years ago
I like that idea though, since round 20 is about the point when you should have all perks, a good arsenal of weapons, at least 1 pap and should have no problem surviving.
Thats exactly why I had it setup that way. I figured people would get bored if the ai was moving slow for the entire game
10 years ago
Oh its just im pretty sure DalekJD played on easy and he said come 21 panzers spawn and its as if you're playing the other difficulties
Yeah because past round 20, easy mode deactivates and it turns into the original mode
10 years ago
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