UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - treminaor


Hey guys, its time for me to need some testers for UGX Mod v1.1 installation on 3rd party maps. UGX Site Donors  <3 got access to this beta back in August and got first dibs at testing. I've refined it over the last few months and am ready for more testing.

I've been working on a quick modification to the UGX Script Placer called UGX Mod Helper, which will be used to install UGX Mod automatically, generate UGX Mod map scripts automatically, and eliminate the need to ever use the Project Mover again. I will need people to not only test the functionality of this new application but also UGX Mod Standalone v1.1 itself.

I am looking for people with MODDING EXPERIENCE who aren't going to get stuck on small issues or details/problems that aren't even related to UGX Mod. Please don't clutter the thread or waste my time.

If you feel you meet these requirements then please download the mod via the Installation Guide link below. I want to track issues using Jira like I did with Requiem and will probably have a way you can report your own issues that you find, but for now we will use this thread.

To give you an idea of where I'm at currently, I was able to install a totally stock version of WaW, patch it to 1.7, install modtools up to 1.4, and then running the UGX Mod Helper took care of the rest (installed the UGX Modtools Patch (which won't cause the ugx_modder_help error anymore...) and installed UGX Mod v1.1 and generated a working map which I was able to compile and play with no errors). I've also had reports from some early testers that they were able to install the mod successfully to their maps without any issues. One person had to install T4M because they hit some limits after adding the mod.

Known Bugs in v1.1.0

> Start Game and/or Save & Close options button missing from screen (see here for temporary fix!)

Download & Documentation

> UGX Mod v1.1 Installation Guide - how to use the UGX Mod Helper or manually install the mod.
> Mapper Documentation - what prefabs you need to place, configuration, etc.

Releasing a map with the mod beta on it?

If you're able to install the mod to your map successfully then feel free to release it - there are no restrictions on releases at this time. Please be sure to note in your release thread that you installed the BETA version of UGX Mod v1.1, as there may be bugs that I need to fix and release updates for at a later date.

Goal for non-beta release

My goal is to have a non-beta release by the end of December, but we'll see how that goes.
8 years ago
So hopefully you received our awesome newsletter today. (Directlink)

We (UGX-Mods) would appreciate some feedback <3

Our goal is to keep regular e-mail updates for now,
in 2016 we have quite some great news to share and we want to make sure we reach a lot of users.

So how did you liked our first shiny newsletter?
Do you like the idea and do you want to get them regular.
Did you actually received the newsletter (or was it marked as spam)?

We appreciate all your feedback ;)
8 years ago
First place: Abandoned School by JBird632
Second place: Encampment by ProRevenge
Third Place: Project Yeti by chromastone10
All other maps submitted are eligible for the runner-up $10 prize.

If your map is in the list above, please PM me on UGX with your PayPal address so that your prize money can be sent to you.

Remember that you need to wait the 7 day exclusivity period before posting your maps for download on any other website besides UGX and ZomMods, or your prize payment will NOT be issued.
8 years ago
Welcome to the voting thread for the 2015 UGX Mods & ZomMods Mapping Contest! Please read the rules above the poll before voting!

The winners will be chosen in exactly two weeks.

Users with fewer than 20 posts will not be allowed to vote, in order to prevent fraudulent votes from people creating duplicate accounts.
8 years ago
Hi everyone.

A while back, myself and the other site moderators tried to work out a way of resolving the drama that has been unfolding on the site by introducing a 3 strike system to control users who were abusing the community. If you broke a site rule you received one strike, and after three strikes were reached an appropriately timed temp or perma ban would be issued.

4. You will act like a mature adult, even if you aren't one.
Maturity is at the heart of a successful community. A small group of immature members and/or actions can bring down the quality of an entire community experience. Therefore we have decided to implement a three-strike system. If you are acting blatantly immaturely and it is causing any sort of problem in the community or the chat, you will be issued a warning to your account by a moderator. If you receive 3 warnings within a few months' time, you will be temporarily banned from the site to think about your attitude. Warnings are at the discretion of moderators, and your three warnings will be reviewed for legitimacy before you are temporarily banned. You will be notified each time you are warned, and a reason will be given for the warning - when possible, the incriminating post will be referenced.

Clearly this has not been working and we have seen that users are just using the strikes as opportunities to break rules without consequence.

Unfortunately this has led us to now introduce a completely non biased zero tolerance policy. This new non-biased policy will mean that no matter who you are, whether it's an elite group member, mapper with community status or being promoted or even a staff member, if you break any of the site rules you will be given one (and only one) verbal warning before being punished with a ban ranging from 1 week minimum to permanent. Any rules which are already stated as being insta-ban worthy (ex. Rule #10) will still be treated as such - no warning will be given.

This website is being funded out of pocket, donations and ad revenue so you have a place where custom mappers, scripters and fans can come and find out what the latest news and info is regarding the custom modding scene - yet some users seem to think this site is their daily haven to come and verbally abuse people with complete disregard to the thread creator or other users participating in said thread. This is the point where we draw the line once and for all, so starting right now there will be no more sneaky little digs at people or trolling. Anyone who is found breaking the forum rules on the site or in chat will be warned one time then banned if it happens again.

This zero tolerance policy also covers the chat room. There will be no more name calling, spamming or general abuse in the chat room. It is there for all users not just select users and anyone seen to be negative towards new members will be warned one time then banned. We understand the chatroom is used for people to be more relaxed and comfortable, so the rules will be adapted to fit in line with this. We still expect people to be respectful towards other members when using the chat room and to also respect any present staff or moderators.

This is to all members, not just those recently responsible. You will be respectful to all users and their work. If you have nothing constructive to say then say nothing. If you chose to ignore these words then you will not last long as a user on this forum. All moderators must be respected, site and chat. If you are seen to be abusing or talking down to any moderator this will be seen as a bannable offense. We are here to moderate and help, not to be undermined or talked down to. If you feel a moderator has been abusive towards you then report it to a team member. This goes both ways.

This is the final time we will be seeing long-term drama on UGX and those who think it won't last will soon realize that we are not kidding around anymore. This recent drama has made the site and community look bad, we are not going to allow that to happen anymore. If you are not happy with this then just don't engage in the community anymore or just stop using the site altogether.

Again, this comes into effect immediately. Please respect staff and other users from this point on.

Best Regards,
treminaor
on behalf of the UGX-Mods Team, Staff and Moderators
8 years ago
This topic is purely for organization's sake - UGX Requiem can be found here in the regular releases section.
9 years ago


UGX Requiem Official Release v1.1

This map can be downloaded from the UGX Map Manager.

 
This map features UGX Mod v1.1! For a full list of features, click here.
It's finally here! UGX Requiem is the latest map from the UGX-Mods team - featuring UGX Mod v1.1.

Screenshots:




www.youtube.com/watch?v=yhYsN2RNTBM
 
Requiem v1.1 to v1.2 Changelog:
Code Snippet
Plaintext
- VERSION 1.2 TAKEN DOWN DUE TO CRASHES, WILL BE BACK UP SOON.
- Added a UGX Mod setting to reduce or completely disable weapon bobbing.
- Fixed black texture on headless hazmat zombies caused in Requiem v1.1.
- Further reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

Requiem v1.0 to v1.1 Changelog:
Code Snippet
Plaintext
- COOP button is fixed for offline LAN users.
- Fixed the option to turn off Xbox Controller Support when you don't have a controller plugged in. Press ESC on the main menu of UGX Requiem to do this.
- Missing Hell's Retriever textures fixed.
- Reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

Map Features:
  • Winnable Ending - You won't be buying your way out of this one! Fight your way to the finish to earn some awesome rewards and tools to lead into a high-round game or just a couple rounds of fun!
  • Buildables Table - Build the parts for the power switch and one other item later in the map! Keep track of what parts you have by pressing TAB (solo) or ESC/Pause (coop).
  • Insane Objective - Prepare for one of the most fun objective sets you'll ever experience in Custom Zombies! Some say it rivals Treyarch in creativity and fun!
  • Awesome Side Quest - No map is complete without a worthwhile side quest! See if you can find it! The reward is worthwhile.
  • Lots of Perks - Requiem features every single perk ever made in official Call of Duty Zombies except for Electric Cherry and Vulture Aid. We believe that EC is overpowered and unneeded, and VA is just a useless terrible perk.
  • Melee Weapon - Hack and Slash your way through the zombie apocalypse! Make sure you beat your friends at finding it!
  • A Freaking See-Saw - Take a short-cut to escape the zombies! Screw over your friends by leaving them behind! The fastest way to end a friendship.
  • Dynamic Weather - The rain will transition from storm to drizzle randomly while you play - there's also thunder and lightning. When you walk into buildings the sound of the rain will change to an indoor tone.

UGX Mod v1.1 Features:
Click to view v1.1 New Features List
  • Weapons:
  • Pistols: M9 Beretta, Desert Eagle, .44 Magnum, Glock 18, M1911 Dual Wield (Yes, there is Mustang and Sally)
  • Shotguns: Winchester 1200, M1014 Benelli, AA-12, Model 1887 Dual Wield, Blundergat
  • Submachine Guns: AK-74u, P90, Skorpion, M1927, PP19, Honey Badger, FMG9 Dual Wield
  • Assault Rifles: AK-12, M14, HK416, AUG, XM8, FAL
  • Sniper Rifles: Dragunov, L96A1, Cheytac Intervention, Ballista
  • Light Machine Guns: RPD, M249, M60, Stoner-63, LSAT
  • Special/Grenades: Hell's Retriever & Redeemer, Hacker Device, Gersch Device, Q.E.D., Bear Traps, Semtex Grenade, Bouncing  Betties, Electrip Wire, Gas and Match Trap, Concussion Grenades
  • Wonder Weapons: Scavenger, Ray Gun Mark II, Thundergun, Freezegun, Explosive Crossbow + all pink-camo weapons which have special UGX features such as the Gravity Boom, VR-96A1, Mine Placer v2.0, Target Acquired, and more!
  • Perks - Second Chance QR, Double Tap 2.0, Juggernog, Sleight of Hand, Stamin-Up, PHD Flopper, Mule-Kick, Deadshot Daiquiri, Who's Who, Tombstone, Sharing is Caring
  • Dive-to-Prone - We have fully working BO1 Dive-To-Prone animations for all weapon classes (except LMGs) with the correct key combination of Shift + Ctrl or C. Diving off of a high enough surface will cause a Flopper explosion if you have PHD.
  • Traps Machine - Buy 3 types of Playable Sentry Turrets (Bullet, Flame, Grenade), buy upgrades for your existing Sentry Turrets, buy equipment (Electrip Wire, Gas and Match Trap, Bear Traps, Bouncing Betties, Gersch Devices (Requiem Only)
  • Elemental Machine - Pack-a-punch your weapons a second time with the new Elemental Machine! There are 6 different possible elemental types in the mod: Acid, Explosive, Electric, Fire, Ice, and Wind. PaP'd guns which have a BLUE camo color can be upgraded a second time with the Elemental Machine. PaP'd guns which have a PINK camo color already have special abilities and cannot be upgraded a second time.
  • 6 Gamemodes:
  • Classic Mode: Classic zombies experience! Completely stock gameplay which includes the Firesale powerup.
  • Arcademode: Classic zombies experience with UGX Powerups (Terminator, Invisibility, etc) and a Brutus bossround included!
  • Gungame: Compete against your friends or the clock to see how fast you can progress through a list of weapons!
  • Sharpshooter: Compete against your friends or the clock to see how many points you can earn as you progress through a random list of weapons! Earn powerups by not getting hit by zombies!
  • Bounty Hunter: Compete against your friends or the clock to see how many targeted/marked zombies you can eliminate before your friends!
  • King of the Hill: (Coop Only, not yet available) Compete against one or more of your friends to see who can maintain control of the hill while fighting off hoards of zombies and enemy players!
  • CHAOS Mode: Compete against your friends or the clock to see how many millions of points you can earn before the time runs out! - Based on the popular MW3 DLC gamemode.
  • Redesigned Host Menu - Now called the Gamemode Selection Screen, the host menu has been completely redesigned with an improved UI and more options, as well as tooltips explaining what each setting does.
  • Additional Competitive Gamemode Settings - You can now disable Degradation in Gungame, delete all the buyable doors/debris on the map for Chaos Mode, Gungame, and Sharpshooter, plus more!
  • Customizable Weapons List - You can now customize what weapons you are given in Gungame and Sharpshooter!
  • Mutators - There are 16 ways to mutate your zombies experience! A homage to the skulls in Halo, mutators allow you to turn on various fun events for your session such as Zombie Birthday Party, Fireworks, and more. Only 5 mutators are unlocked for the beta so that the surprise isn't spoiled. You will need to unlock the mutators for each map by completing certain UGX Mod challenges (not available in beta).
  • Pandora's Box - A complete re-imaging of the class Mystery Box designed to look like a coffin! You can now let other players buy your weapon from the box at a discounted price!
  • Weapon Boxes - No more wall chalks! We've designed a new way to buy your guns! Mappers who want to still use traditional weapon chalks can still do so.
  • Invite Friends without being Host - Now you can invite any of your friends to the current game lobby without being the host!
  • Respawn to Teammates - Annoyed with being put back at spawn when you die? Now you will respawn close to your teammates!
  • Boss Zombie - The Boss Zombie from UGX Mod v1.0.3 makes a return in v1.1! Now he looks like Brutus from Mob of the Dead but he still uses our special custom attacks such as screaming and barfing! You will only find him in Arcademode.
  • Persistent User Settings - Tired of setting your FOV (and ADS FOV) every time you load the game? Annoyed when a map has the console disabled and you can't change your FOV? Looking for a way to turn off Hitmarkers? You will find all of these settings in the UGX Mod Settings sectinon of the Options Menu in any UGX Mod v1.1-enabled map. The settings you change here will be SAVED to your profile and loaded into any other UGX Mod v1.1-enabled map you play!
  • Togglable Hitmarkers - UGX Mod v1.1 has hitmakers - if you don't like to hear the sound, you can mute them. If you don't want to see them at all, you can disable them. Your setting will be saved for all v1.1 maps.
  • Full Xbox 360/Gamepad Support - Are you a console gamer who prefers to play customs with a controller? Well now you can have an even better experience - You can navigate all menus in UGX Mod with your controller's DPad! You will automatically be switched to mouse control when visiting any unsupported menus or menus which would be inefficient to navigate with a controller. Ingame, the DPad will be used to display your current equipment instead of a row on the bottom of the screen.
  • Solo Scoreboard - You can now view your score in Singleplayer by holding the TAB key or Back button (controllers).
  • Weapon Bobbing - Your weapons will now bob left and right as you walk, mimicking the feel of BO1/2.
  • Footstep Noises - The footstep noises were missing in UGX Mod v1.0.3, now they have been added.
  • Remastered BO2 Perk Icons - Some of the icons in BO2 were lower resolution than the rest for some reason - I recreated those by hand in Photoshop to match the quality of the other perk icons in the mod.

Click to view v1.0.3 to v1.1 Bugfix List
  • v1.0.3 to v1.1 Bugfix - Fixed Juggernaut to be 5 hits before death.
  • v1.0.3 to v1.1 Bugfix - Changed the death penalty in Gungame to be less severe to your score.
  • v1.0.3 to v1.1 Bugfix - Lowered the frequency of Degredation drops in Gungame.
  • v1.0.3 to v1.1 Bugfix - Added a new weighting algorithm which balances the chance of high-desire weapons appearing in the Random Box as frequently.
  • v1.0.3 to v1.1 Bugfix - Removed collision from HELLFIRE'd burning zombies.
  • v1.0.3 to v1.1 Bugfix - Made Painkiller timer proportional to round number. (Example: By round 20 you will get an extra 7 seconds of painkiller, for a total of 12)
  • v1.0.3 to v1.1 Bugfix - Compression and optimization of all files resulted in a major file size decrease for UGX Mod v1,1 - even though a TON of new assets have been added, the size of the mod has only increased by 130mb. Any maps released with UGX Mod v1.1 will be allowed a larger filesize limit to accommodate for the added size of the mod.
  • v1.0.3 to v1.1 Bugfix - Fixed practically unreadable font used for player names in 3rd person.
  • v1.0.3 to v1.1 Bugfix - Fixed bug where random box would refuse to swap out your M9 pistol for a new primary weapon.
  • v1.0.3 to v1.1 Bugfix - Fixed weird-looking viewhands texture.
  • v1.0.3 to v1.1 Bugfix - Fixed low damage and effectiveness of Mine Placer gun - renamed to Mine Placer 2.0.
  • v1.0.3 to v1.1 Bugfix - VR0A3 solider damage now scales higher according to zombie health/round number
  • v1.0.3 to v1.1 Bugfix - Separated ammo between regular and PaP versions of a gun to prevent ammo sharing.
  • + many more subtle improvements, fixes, and features!



Map Credits:
Mapping (First-half of map + all script implementations): treminaor
Mapping (Everything else): xJimmy33
Scripting: treminaor
Q.A. Testing: MrSlagovich, DeathBringerZen, tomikaze, treminaor, SajeOne
Objective Ideas/Planning: tomikaze (mastermind & evil genius), MrSlagovich, treminaor
 
Mod Credits:
Scripting: treminaor
Custom Modeling & Animations: SajeOne
Weapon Porting (models, anims, sounds, weaponfile stats): SajeOne & lukkie1998
Model & Anim Porting Programs: Tom_BMX
Various Ported Models and Anims Also Provided By: RamboBadass, JBird632, other people who requested to remain anonymous.
Q.A. Testing: MrSlagovich, DeathBringerZen, tomikaze, treminaor, SajeOne
9 years ago
UGX Requiem Release Date

UGX Requiem now has a public release date - this Friday 10/16/2015! It will be released to the UGX Map Manager since the UGX Launcher isn't quite ready for public release yet. As soon as the UGX Launcher is ready, all currently hosted maps including UGX Requiem will be moved permanently to the UGX Launcher. The UGX Map Manager will be disabled and no longer supported.

UGX Team Changes

We've added two members to the UGX Team - Lukkie1998 & AoKMikey! Lukkie1998 has been helping with the finishing touches to UGX Mod v1.1 such as fixing some of the weapon ports, and AoKMikey has been designing a sexy new official theme for the UGX Launcher (pictures coming soon ;)).

SajeOne has left our internal team but still remains a staff member on the website for forum moderation when he has time. He no longer has the free time to participate in the team due to school and personal reasons. We're all sad to see him go and he will be missed! He's been in the trenches with us during the UGX Mod v1.1 development for over two years and the mod would not be what it is today without his dedication and work.
9 years ago
we have no idea what the future holds for paid betas like this, this is mainly a trial to see what happens. we think its a great way for mappers to get paid for their work but its also a lot of work to set up and clearly there are mixed feelings in the community on the subject.



well i just woke up to the aftermath of whatever mess was here this morning. clearly a lot of people are not happy about the prospect of mappers being able to make money back through paid betas, even if the public release will be free. i'm very surprised by the response of some mappers earlier who don't see the potential in this, and I'm also very disappointed in anyone who was low enough to report the website to Activision on Twitter or otherwise - keep your business here with us if you want the community to survive as a whole.

anyway this is not worth upsetting the community over the money we would have received to continue supporting this website. for example we just spent $4,000USD of requiem/site donations (i have a receipt for this) on a one year license for the Qt framework to use for the upcoming UGX Launcher redesign which will be released before the end of this year. like we've always said in the past we use the money you guys are kind of enough to donate in order to improve your experience and keep the site online. we are also planning on updating our servers again within the next year.

if this is just about stevie and not about UGX supporting the paid donation process then fine, but I just wanted to make it clear where the money is going on our side. please feel free to discuss both in this topic.
9 years ago
Updated 9/11/2015 with a YouTuber job application!

We are looking for some new faces to become a part of the UGX-Mods Team.

Currently the following positions are available: Web Developer, Web Designer, Staff Manager/Writer, 2D Graphics Artist, and Server Admin.

If you believe you would fit any of these positions, please visit the link below and take a closer look at the job responsibilities and requirements. If you do not fit any of these job positions but still feel you could contribute to our team in an important and meaningful way, please do not hesitate to apply to us and describe what you can do.

Link: https://confluence.ugx-mods.com/pages/viewpage.action?pageId=7176208
9 years ago
I traveled many many miles to shoot the first and final episode of a new video series I'm doing with tomikaze called "May We Survive?". I assure you this has no relation to a popular new YouTube series done by some guys called Can We Survive - nope, definitely not. No references are made to this other show in our new show at all.

Watch as Tom & Andy ask Mother Nature if they may survive in the harsh Texas wilderness, climbing the epic Enchanted Rock mountain in the intense 100 degree heat.

The video is below this post.

Proof we met
9 years ago
Hey all,

I'm currently working on updating my personal work portfolio and I'm at the point where I'm making a page detailing the latest update to UGX Mod.

I need some 1080p (or higher) screenshots of some of your favorite features of UGX Mod v1.1 in action on Requiem. So pictures of zombies being destroyed by upgraded sentry turrets or elemental weapons, or something else entirely.

I will PayPal $10 (or steam gift if you dont have paypal) to the first person to reply with 3+ pictures I like which fulfill the requirements above. I'd take the pictures myself but I'm really busy lately and I'd rather see what other people like the most. Thanks.
9 years ago
All info related to the contest can be found here.
9 years ago
    Welcome to the 2015 Mapping Contest.
    Hosted by UGX-Mods and Sponsored by ZomMods

    There will be 3 main Cash Prizes available to be won:

    1st Place - $500
    2nd Place - $150
    3rd Place - $50
    Runner Ups - $10*


    Note - Payment of cash prizes will be made via PayPal. If you do not have PayPal, you will not be eligible to receive prize money

    *: There will only be a maximum of 10 runner-ups.

    Contest Map Theme

    The theme for the map contest is: Build your ideal zombie base to survive the apocalypse. It could be anything from a cabin in the woods or a local supermarket to a castle in the middle of nowhere, it's up to you!

    Contest Deadline

    The contest officially begins today June 29th, 2015, and will end on November 22nd, 2015 at 11:59PM PST.

    How to Participate

    Those of you interested in participating in the contest will need to start a WIP (Work in Progress) page in the New Contest Entries Section, so that you can provide  the UGX community with updates on your map. This topic does not need to have any pictures right away or a complete features list, but try to keep the community updated at least occasionally to the progress of your map without giving away any information you wish to remain secret.

    Who is judging these maps?

    Once the entry deadline has passed for the contest, we will set up a community poll topic where people can vote for the winners of these maps. There will be a two week period of voting before the winners are determined. Winners will be ranked based on the number of votes they received, in descending order.  We ask that you vote based on the quality of the map and how it follows the theme of the contest, not based on the popularity of the map/mapper or any professional/personal affiliation you have with them. In the event of a tie between two or more maps for a winning place, a re-vote will be cast and users will only be allowed to vote amongst the tying maps.

    Contest & Submission Rules

    All of these rules must be followed in order to be eligible for prizes:

    • UGX Mod is NOT required for contest maps. You may use it at your own discretion.
    • Must have at least one UGX-Mods logo and one ZomMods logo in a visible place in the map. Maps which do not make an attempt to follow this rule will be disqualified.
    • You cannot port your map from any other game or engine - this includes porting Source maps such as de_dust2. If you are remaking a map from another game you must provide reasonable proof of development progress just like everyone else. You can't magically have the whole map layout done in 3 days.
    • Payment of cash prizes will be made via PayPal. If you don't have PayPal, you will not receive any prize money.
    • You need to start a WIP (Work in Progress) page in the New Contest Entries Section, so that you can provide the UGX community with updates on your map. This topic does not need to have any pictures right away or a complete features list, but try to keep the community updated at least occasionally to the progress of your map without giving away any information you wish to remain secret.
    • You cannot post a WIP of your contest entry on any site other than UGX-Mods
    • Maps must be new projects and not a pre-existing WIP, to ensure that the contest is fair. You must release progress updates regularly of your map to prove that you did not start with a map that was already considerably developed in secret.
    • All maps should need to follow the map submission and filehost guidelines.
    • You can enter with more than one map if they all follow these rules.
    • Your map(s) must be fully functioning, and tested, with no glaring issues or game breaking bugs. We will disqualify any winners if we believe their maps do not follow this rule.
    • Maps must be designed using the Theme described above.
    • The download link for your map can be posted to the first post of your WIP topic at any time before the deadline. Again, the deadline is November 22nd, 2015 @ 11:59PM PST). If your topic has an "Edited at" date of later than the contest deadline time, your entry will not be counted.
    • Once the voting period has ended and the maps are publicly released, the release topic and download link must stay exclusive to ZomMods and UGX for 7 days.
    • Prize payment will be withheld for the 7 day download exclusivity period to ensure that mappers abide by the rule. If your map is posted elsewhere you will not receive prize payment.

    Please reply to this topic with any questions or clarifications you have about the contest.

    Required Contest Logo Files


    To install the files, open the RAR file and drag both the map_source and raw folders into the root of your mod tools directory. There are two prefabs included within _prefabs/ugxmods_contest_2015. The logo textures can also be found by setting your Texture Locale to Seelow in Radiant. Make sure you include the images folder in your map so that the textures show up in-game!

    - The UGX-Mods Team & ZomMods[/list][/list]
    9 years ago
    We noticed a lot of people mentioned in their survey response that the auto-lock for topics was too short. I have increased the auto-lock timeout from 30 days on help topics to 60, 60 days on discussion topics and WIP/release topics to 90, and disabled auto-lock in all tutorial and downloadable items sections. Please let me know if this is still not satisfactory. Also remember the purpose of topic auto-lock is to prevent thread necro and bumping old irrelevant topics.
    9 years ago
    Loading ...