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Messages - W1NG3D

Welcome :) Good to see our member base is growing, in time I think additions such as yourself will build this site up to be great one day!

Like Darkmapper said, we've got multiple projects on the go right now so hopefully these will bring you as much joy as you hope for from the site; you may also like to check out the Wiki for some tutorials which you may find useful. :)
13 years ago
I'd like to apologise for the recent lack of updates, having been kept busy with other occurrences for the past week or so... however all is back on track, and treminaor's estimate of 80% is just about spot-on. I've nearly finished revamping all the old areas of the map, and am also working on extending another area to make the gameplay more interesting (since the original 1.1 was so small).

The UGX mod will be fully integrated into this map, as well as additional objectives which will be put in place - however the focus is not entirely on objectives this time round, unlike Cabin.

I'll be able to post some screenshots of the newly revamped areas soon, and once I've finalised the spawner/zone placement, a video may be a possibility too. :)

Stay tuned!
13 years ago
Uploaded some video footage, check out the main post which I edited. :)
13 years ago
Two new screenshots of the map in progress, showing off some new added detail and lighting/mood setup changes:



13 years ago
Patch 2 has been released here.

We have released a patch for Cabin 1.1, which addresses the following issues which were potentially problematic:


13 years ago
We'd like to officially welcome Aidan (ADDICTED) to UGX!
Aidan is now one of our scripters, and will be part of future releases from the team.

This new addition to our ranks means we'll be able to pump out some awesome new content quicker than we previously anticipated, so stay tuned for future updates regarding new projects which are underway. :)
13 years ago
Didn't know how we let this slip through the cracks, but it appears we displayed the incorrect price for the gate on Insane difficulty; it actually costs 4,000 points but still says 2,500! Sorry about that...
13 years ago
It depends on the difficulty, but it's almost more than enough time to get out of the room and have a fighting chance.  :D
13 years ago
This map can be downloaded from the UGX Map Manager.




Jam-packed with all the good stuff from version 1.0, but with additional bug fixes and brand new features, you'd be unwise to miss out on downloading 1.1!

Changelog:
Due to popular demand, a new 'Difficulty' option has been added for SP and Co-Op modes. This mode can be set on the main menu for SP, and in the Server Config screen for Co-Op lobbies. The difficulty is now displayed on the GAME OVER screen. Difficulties added are 'Easy', 'Original', and 'INSANE'.

Easy: Majority of zombies run at Der Riese speed (roughly half the speed of normal Cabin runners), weapons are swapped instead of lost in SP.

Original: Zombies run at full speed, weapons are lost when swapped in SP, less time given after 1st cutscene before zombies spawn.

INSANE: Same as original, but with a few additions: Weapons are not swappable in any mode, even less time is given after first cutscene, barriers are more expensive, less health in all modes, no points for hitmarkers, only kills.

Respawn bug with ranked players has been fixed. No longer will ranked players spawn with no weapon.
Respawn bug with spawning at level start instead of with alive players has been fixed.
Fixed a zone bug that caused wave skipping.
Fixed a bug where if not all players were present to start the Trader cutscene, vox would loop and the game would not progress.
Intermission has been added to the first cutscene to prevent being overwhelmed by zombies before you are able to leave the room.
"G_FindConfigstringIndex: overflow (381): '17493'" error has been resolved.

We have added more features to the GAME OVER for 'bragging rights'. We encourage you, whether you win or lose, to submit brag-worthy scores to http://ugx-mods.com/scores to be entered into the [UGX] Cabin High Scores list.

In order to be eligable for the 'High Scores' list, you must submit valid proof not only of your score, but that you were the person playing. Valid proof includes, but is not limited to, a screenshot of the GAME OVER screen, or a video of the game ending (which includes the GAME OVER screen).
We reserve the right to reject any scores that we do not view as valid, with an explanation as to why we made that conclusion.
13 years ago
Welcome Francisco, a.k.a Valhalla. :)
What airsoft guns do you own? I was looking at getting a PPSh a while ago but decided it wasn't worth the money. :P
13 years ago
Hey everybody,
I'm W1NG3D - co-founder and level designer here for the UGX bunch.
Currently residing in New Zealand, I've been mapping for World at War for 2 years now.

Some quick facts about myself:
  • I'm only 15 years old. ???
  • I am the sole voice actor for all the Cabin characters, spanning 5 characters and 4 different accents.
  • My three individual map releases are HM, HM2, and Bar (which is the most popular).
  • Despite being "MP Specialist" on CustomCod, I haven't released an MP map to date. :P
  • I drive a 1995 Toyota Celica.
  • I'm looking to apply for part-time work at a KFC.

Well that's all I can think of. If you have any questions about mapping, I'll try to help out, but don't expect me to walk you through something when there's already a tutorial! :P
You can contact me via xfire:
silvaph33nix

See you around.  8)
13 years ago

This map can be downloaded from the UGX Map Manager.

This map features UGX Mod v1.0.3! For a full list of features, click here.



The original 1.1 version of Kneipe der Untoten can be downloaded in the map manager:
ugx-mods.com


Return to Kneipe der Untoten is a UGX remake of Bar 1.1, the custom zombie map, which W1NG3D released with the help of Tom_Bmx a couple of years ago. This time around it will feature a plethora of new additions with UGX mod features, which include custom weapons, gamemodes, zombie types, and much more! The layout has been totally revised and tweaked, with the addition of a new area to replace the apartment block (it's now bigger and better). Graphics have also been radically overhauled with custom textures, models, and added detail.

UPDATE 10th DECEMBER 2012: This map will be released as a mostly stock 1.4 version initially,. It'll feature all four perks, the Pack-a-Punch machine, a power switch and a moving random weapons box. Note that this version will lack any UGX features, and will pretty much be a basic 1.4 style map (though from testing so far, I find it's still great fun to play solo and with friends).

Later on, a UGX version will be completed, featuring the mod with all its gamemodes, weapons and some custom objective stuff. This will be a totally separate release. I want to release these two versions because while I love the idea of new features and customisation of zombies, I also desire originality and wish to create a map which follows suit with all the original weapons, powerups, perks and gameplay which basically made zombies what it is.

The stock version should be completed within a week (or two at the most), after which I'll do a quick bit of testing and then release for everyone to enjoy. 




































13 years ago
UGX is currently comprised of the following members, each with important roles in the creation of awesome new content for Call of Duty titles. Here's a list of us with a bit of information about each for you to become acquainted with us all. :)

treminaor

Position: Founder, UGX Mod Standalone Project Leader, Lead Scripter, Site Manager, Level Designer, Lead Menu Designer, Animator.

W1NG3D

Position: Co-Founder

Delta

Position: Lead Server Administrator, Lead Application Developer, Lead Web Developer, Scripter, Menu Designer

CoDMapper

Position: Lead Level Designer

Cold

Position: Prefab Specialist, Music Composer, Level Designer

SajeOne

Position: Lead Asset Creator

MrSlagovich

Position: Lead QA Tester
13 years ago

Hey guys,
As a first attempt at releasing an MP map, I have started working on "mp_warehouse".
It'll be a small-medium sized urban level with a mix of close-quarter environments and longer sight lines. I haven't finalised a layout yet, but am working through the map and have made enough progress on the allied spawn side to show a few pictures of it:











As you can see I have already used some custom textures as well as existing ones brought over from Call of Duty 4. However I'm still going for a WWII themed warehouse, which will have an abandoned look rather than a wartorn one.
13 years ago
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