UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: Scobalula on July 09, 2016, 03:42:41 pm

Title: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 09, 2016, 03:42:41 pm
This map does not require T4M.

I put a lot of work into this map, and currently putting a lot of work into upcoming updates and maps, if you enjoy my work, consider donating: :)

Donate (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=6GWZNN9X6QCQ4)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmhouSNb.png&hash=50605dbce29ceb1a819423938e0caf077f7270c2)
Zombie Garage

As the recent outbreak sweeps through the United States, killing all those around you, you and your team take shelter in a nearby Garge, but things aren't what they seem.

Officially this is my second map, but first to be released to the public, I have spent and still am spending a lot of time making sure the map is good enough. :)

It's a small map, make sure to get that into your head, this is not Origins. It's a small survival map, for sitting back and relaxing, there's no easter egg, etc. just kill the zombies!

Download Sweetness:

Mediafire:

www.mediafire.com

Mega:

mega.nz

Screenshots:



(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFS3JhkM.jpg&hash=26016753e67fa662b729d849abf69d8878d381dc)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fmc9J9t3.jpg&hash=10cacb6239bff8c009b33e80583053409ee0ea3a)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqZ5galG.jpg&hash=c9770be35280a3ed69b63b746b10457803136d67)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F2jmRqpu.jpg&hash=a75d5d5c5309c287d5cc940bb8df8577c0453d98)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fr72pGvI.jpg&hash=ed857c3aa49c2c095e4ba593162a29c6f4be5d0f)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKcrnmsk.jpg&hash=11eb0e7215dfb57940a5214436f58fde8f59d0ac)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ft7Q8q5t.jpg&hash=3b37e863d9e86103a36894a34d0b0343ee32be74)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNSKLrHH.jpg&hash=0ff6542c45d5ccc15e394f6559f8cd15b164e637)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJ2aGM9v.jpg&hash=5a2485e61dc8d634b0ff6c9e75710b7d44a22fef)

Videos from community (PM me to be featured):

UltzZ



The Relaxing End:


Kong Zombies




Features

This map uses UGX Mod 1.1, for a list of features, check out the topic here (http://ugx-mods.com/forum/index.php/topic,9571.0.html).


Credits:
UGX-Team - UGX Mod, tools such as Weapon Editor, etc.
Tom_Bmx- Tools such as Xmodel Utils, Lime, Lemon, etc.
Rollonmath42- Porting tutorials
YhPh1l- Kino Like Wall lights, Typewriter intro
DualVII - Rotating Doors
DUKIP - ASM1
JBird632 - Secondary Alias Tutorial
Treyarch- Black Ops 1, 2 and 3 Textures, Models and anims.
Infinity Ward- MW2, 3 and Ghosts Textures, Models and anims
HitmanVere- General Help, Beta Tester.
Koan- Beta Tester
Valve- Textures from Counter Strike - Global Offense
TheScotchGuy- Scrub
Uk_ViiPeR- Why is he here again?


V1.1 Fixes/Additions:

Spoiler: click to open...
+: New areas, access routes, etc.
+: Stamin Up
*: Various bug fixes including playable area bugs, etc.
*: Games of 3 or 4 should be able to enter game now.

+ Many more additions.


If you feel I should have given you credit (helped me, used something made by you, etc.) please do not hesitate to PM me here or on Skype.

Regarding Beta Period: So many applied, lol, and I felt a lot of the bugs were found by Hitman, also the forum wouldn't let me PM since it exceeded 15 PMs :lol:
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Spaceman99 on July 09, 2016, 03:54:38 pm
congrats for the release scoba,downloading
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: KhelMho on July 09, 2016, 04:09:13 pm
NICE  :rainbow:
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: AKScorpion75 on July 09, 2016, 04:40:49 pm
Gersh Devices don't work

I threw a gersh and died because it did the laugh like it was thrown outside of the map. Please fix
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: RadimaX on July 09, 2016, 04:49:16 pm
oh there was no beta? i got the access for it yesterday but saw now its released had no time to test  :lol:
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 09, 2016, 04:54:52 pm
oh there was no beta? i got the access for it yesterday but saw now its released had no time to test  :lol:

yeh so many people applied it wouldn't allow me to even PM the map because it exceeded 15 messages :lol:

Gersh Devices don't work

I threw a gersh and died because it did the laugh like it was thrown outside of the map. Please fix


Thanks, this will be fixed, where did you throw it?

Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: RadimaX on July 09, 2016, 05:37:19 pm
maybe make the roof broken over the vending machine so it dont clip trough the roof but just a suggestion tested solo quickly need somone for a coop game later
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbGQ9VlF.jpg&hash=3bcf9aad244dae6af75df25df27bda7f0da85b29)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: AKScorpion75 on July 09, 2016, 06:17:11 pm
yeh so many people applied it wouldn't allow me to even PM the map because it exceeded 15 messages :lol:

Thanks, this will be fixed, where did you throw it?
I threw in the middle of the area before PAP in the deadshot area.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 09, 2016, 06:32:49 pm
I threw in the middle of the area before PAP in the deadshot area.

The playable area is bugged, this ties in with the bug mentioned in the OP about drops not dropping for zombies in the second area also.

maybe make the roof broken over the vending machine so it dont clip trough the roof but just a suggestion tested solo quickly need somone for a coop game later
(http://i.imgur.com/bGQ9VlF.jpg)

done

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F781001fdeeac4d41901f1261181c0d4a.jpeg&hash=019d151ad5afda942056fe64c2fc409438a18fde)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: GimmeaHotdog on July 09, 2016, 06:37:38 pm
great work on the map m8  :D :D
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 09, 2016, 06:47:06 pm
great work on the map m8  :D :D

Thanks <3
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: DeletedUser on July 09, 2016, 07:35:45 pm
Looking good, downloading :)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: CR19 on July 09, 2016, 07:40:51 pm
Map looks great,downloading.I will play it a lot as i see from screenshots great job scobalula
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: steviewonder87 on July 09, 2016, 08:03:06 pm
Cool looking map, detailing is very nice. Bit cramped though and a few too many dead ends for my liking, makes it pretty hard. :P
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 09, 2016, 10:11:37 pm
Cool looking map, detailing is very nice. Bit cramped though and a few too many dead ends for my liking, makes it pretty hard. :P

That's one thing I've gotten off people who played (Hitman said it was pretty small when he tested), and even from my own playing.

One area in particular is the Power Area, every time I played, and went down there, I was pretty much down there until the zombies stopped coming, lol, I'll try and make it a little easier to get out of there.

I've improved on the "dead ends" a little by adding "loops" so the player isn't constrained to going one way and being stuck that way.

Spoiler: click to open...

I'll expand on the Power Area in another update but for now this might help.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4ecd7945862740559b59b1973a219e19.jpeg&hash=e14f7ded0e8f3c2f3db9b25a9036cb74544cdd46)

PaP has been moved and creates a another way to access the Who's Who area.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4b91a7427c744b93916867f38b35ccd0.jpeg&hash=e6ed16c183b055739c24486fb0fee8fbc74ad658)

This is a new area, I made it so the zombies can only jump up from where the ladder is, as I felt that it would be too OP to have them also jump up from the green door.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2Fb9e77c0408af45d5b5386d4add5e1ab5.jpeg&hash=6e815f5f191b41c6ac8d19b26bcb6cc365b9f878)


V1.1 will come tomorrow fixing Day One bugs, it will include the following fixes/additions:

Code Snippet
Plaintext
* = Bug Fix + = Addition - = Removal
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.

If you find anymore bugs please tell me within the next 2-3 Hours as I will start uploading 1.1 then. :nyan:

Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: steviewonder87 on July 09, 2016, 10:26:02 pm
That's one thing I've gotten off people who played (Hitman said it was pretty small when he tested), and even from my own playing.

One area in particular is the Power Area, every time I played, and went down there, I was pretty much down there until the zombies stopped coming, lol, I'll try and make it a little easier to get out of there.

I've improved on the "dead ends" a little by adding "loops" so the player isn't constrained to going one way and being stuck that way.

Spoiler: click to open...

I'll expand on the Power Area in another update but for now this might help.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4ecd7945862740559b59b1973a219e19.jpeg&hash=e14f7ded0e8f3c2f3db9b25a9036cb74544cdd46)

PaP has been moved and creates a another way to access the Who's Who area.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4b91a7427c744b93916867f38b35ccd0.jpeg&hash=e6ed16c183b055739c24486fb0fee8fbc74ad658)

This is a new area, I made it so the zombies can only jump up from where the ladder is, as I felt that it would be too OP to have them also jump up from the green door.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2Fb9e77c0408af45d5b5386d4add5e1ab5.jpeg&hash=6e815f5f191b41c6ac8d19b26bcb6cc365b9f878)


V1.1 will come tomorrow fixing Day One bugs, it will include the following fixes/additions:

Code Snippet
Plaintext
* = Bug Fix + = Addition - = Removal
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.

If you find anymore bugs please tell me within the next 2-3 Hours as I will start uploading 1.1 then. :nyan:

Yeh some loops was exactly what I'd suggest, look forward to the update. If it's not too late maybe do something with the Sharing is Caring area too? I opened the debris in a panic trying to escape some zombies only to be stuck in that tiny area with no escape lol. ;D
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: timelordalex on July 09, 2016, 11:02:41 pm
man this looks cool, a simple survival map with v1.1 on it - but i must ask is the map portalled? does the map run well? and does this have all the perks? seems like a small map for 12(?) perks?
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 09, 2016, 11:37:20 pm
man this looks cool, a simple survival map with v1.1 on it - but i must ask is the map portalled? does the map run well? and does this have all the perks? seems like a small map for 12(?) perks?

Semi-Portalled, all buildings are, not so much the outside. Runs at 91FPS constant on my 570 @ 1080p with all settings at max.

As for perks, includes all UGX Mod perks, expect Stamin up which will be in another update, don't know why the size of the map would affect perks tho. They work fine on a map 5000 units big and same for a map 100 units. :)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Tim Smith on July 09, 2016, 11:54:25 pm
Nice work scoba. Congrats  on the release. Beta testing now :troll:.
Spoiler: click to open...
stock UGX'S MOD weapons included ? Or custom other ones?
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: timelordalex on July 10, 2016, 12:05:23 am
Semi-Portalled, all buildings are, not so much the outside. Runs at 91FPS constant on my 570 @ 1080p with all settings at max.

As for perks, includes all UGX Mod perks, expect Stamin up which will be in another update, don't know why the size of the map would affect perks tho. They work fine on a map 5000 units big and same for a map 100 units. :)

I agree, i just didnt see PHD in any images, had me worried, no perk limit i take it?
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 12:28:33 am
I agree, i just didnt see PHD in any images, had me worried, no perk limit i take it?

PhD is most certainly included. ^^ No perk limit.

Nice work scoba. Congrats  on the release. Beta testing now :troll:.
Spoiler: click to open...
stock UGX'S MOD weapons included ? Or custom other ones?

The only custom gun is the ASM1 Speakeasy which replaces the M1927, I'll see about replacing other guns in another update.

Double Post Merge: July 10, 2016, 12:32:55 am
Yeh some loops was exactly what I'd suggest, look forward to the update. If it's not too late maybe do something with the Sharing is Caring area too? I opened the debris in a panic trying to escape some zombies only to be stuck in that tiny area with no escape lol. ;D

I'll definitely add something there, maybe a little stairs or ladder to the upper scaffolding.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Epicdude91 on July 10, 2016, 01:16:46 am
That's one thing I've gotten off people who played (Hitman said it was pretty small when he tested), and even from my own playing.

One area in particular is the Power Area, every time I played, and went down there, I was pretty much down there until the zombies stopped coming, lol, I'll try and make it a little easier to get out of there.

I've improved on the "dead ends" a little by adding "loops" so the player isn't constrained to going one way and being stuck that way.

Spoiler: click to open...

I'll expand on the Power Area in another update but for now this might help.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4ecd7945862740559b59b1973a219e19.jpeg&hash=e14f7ded0e8f3c2f3db9b25a9036cb74544cdd46)

PaP has been moved and creates a another way to access the Who's Who area.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F4b91a7427c744b93916867f38b35ccd0.jpeg&hash=e6ed16c183b055739c24486fb0fee8fbc74ad658)

This is a new area, I made it so the zombies can only jump up from where the ladder is, as I felt that it would be too OP to have them also jump up from the green door.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2Fb9e77c0408af45d5b5386d4add5e1ab5.jpeg&hash=6e815f5f191b41c6ac8d19b26bcb6cc365b9f878)


V1.1 will come tomorrow fixing Day One bugs, it will include the following fixes/additions:

Code Snippet
Plaintext
* = Bug Fix + = Addition - = Removal
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.

If you find anymore bugs please tell me within the next 2-3 Hours as I will start uploading 1.1 then. :nyan:



IDK what you said there but ima reply to tell you i got u your 200th respect ;)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: JiffyNoodles on July 10, 2016, 01:36:26 am
Well, I must say, congrats on the Release Scob.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: truenightmare on July 10, 2016, 04:09:30 am
is this the map that took you a billon years to make dude? nice, this will be my next video :)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Studly on July 10, 2016, 07:07:28 am
Looks Good Grabbing it now ,,Thanks  ;D
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Spaceman99 on July 10, 2016, 08:04:52 am
in the pictures i saw widow's wine in the map no :(
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: animallover on July 10, 2016, 03:37:46 pm
I dont know why.. but i would love to see a Christmas version of this map  :D
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 03:59:40 pm
I dont know why.. but i would love to see a Christmas version of this map  :D

That can be arranged.

V1.1 has been pushed to tomorrow while I add a bit more, again make sure to report any bugs/suggestions NOW before I upload.

V1.1 now has the following:

Code Snippet
Plaintext
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Area around Sharing is Caring is now bigger.
+: Added upper area above Sharing is Caring.
+: Added Buyable Ending (Only available on Classic).
+: Other shit.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room and near first box causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: steviewonder87 on July 10, 2016, 04:09:55 pm
Code Snippet
Plaintext
+: Other shit.

 :gusta:
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Psh on July 10, 2016, 04:38:41 pm
That can be arranged.

V1.1 has been pushed to tomorrow while I add a bit more, again make sure to report any bugs/suggestions NOW before I upload.

V1.1 now has the following:

Code Snippet
Plaintext
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Area around Sharing is Caring is now bigger.
+: Added upper area above Sharing is Caring.
+: Added Buyable Ending (Only available on Classic).
+: Other shit.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room and near first box causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.

Buff Vibrator plz :gusta:
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: oshawat750 on July 10, 2016, 04:44:51 pm
That can be arranged.

V1.1 has been pushed to tomorrow while I add a bit more, again make sure to report any bugs/suggestions NOW before I upload.

V1.1 now has the following:

Code Snippet
Plaintext
+: New area on the roof of the Power Building.
+: Loops added near Who's Who and in the Power Building.
+: Area around Sharing is Caring is now bigger.
+: Added upper area above Sharing is Caring.
+: Added Buyable Ending (Only available on Classic).
+: Other shit.
+: Stamin Up added because why not.
+: PaP Moved to the roof.
*: Fixed Playable Area bug in second room and near first box causing power ups and equipment to bug out.
*: Fixed box facing wrong way.
*: Fixed AUG knifing bug.
*: Fixed Mule Kick clipping through ceiling.
I was playing this map, and I walked into the fence next to pack-a-punch, and you can walk right in it, but you get stuck in it.
(https://i.gyazo.com/8d80a379cc6d4a1c9e32af4e1b8930b2.png)
Something you might need to fix  :D
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 05:53:49 pm
I was playing this map, and I walked into the fence next to pack-a-punch, and you can walk right in it, but you get stuck in it.
(https://i.gyazo.com/8d80a379cc6d4a1c9e32af4e1b8930b2.png)
Something you might need to fix  :D

This will be fixes.

Also can people test if more than 3 players work? Some have said (osgawat ^) that the screen stays for more than 3 players, if this is the case, I have 2 potential fixes that MIGHT work, but unfortunately can't test myself:

Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Optic20 on July 10, 2016, 06:34:00 pm
The map is good so far. Me and a friend got to round 22 just messing around trying it out. I like the elemental upgrades. It would have been nice for you to add a Wonderfizz because there are a lot of locations for it. Then, you could put Staminup, Eletric Cherry, Widows Wine, and possible if you can, Banana Colloida (I know I messed that spelling up) in it. Also, the PP19 Bizon elementally upgraded did not give me points. Also, the Thunder Gun makes invisible zombies. One bug I did find was if you buy a weapon or get one from the box and switch weapons whilst getting it your ADS will be off to the left and doesn't fix. I don't know if you could fix that or not. But, those are just minor bugs and ideas. Also, make PHD Flopper available in Gun Game for AcidGhat. But otherwise, probably the best map I've played all year out of the 30+ I've played. I'll try getting Mr. T or SmithPlays to play this map to get more people on it. :) 
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: FinalKill9175 on July 10, 2016, 06:54:49 pm
Gotta give this one a try, nice job on the release!
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 07:20:33 pm
The map is good so far. Me and a friend got to round 22 just messing around trying it out. I like the elemental upgrades. It would have been nice for you to add a Wonderfizz because there are a lot of locations for it. Then, you could put Staminup, Eletric Cherry, Widows Wine, and possible if you can, Banana Colloida (I know I messed that spelling up) in it. Also, the PP19 Bizon elementally upgraded did not give me points. Also, the Thunder Gun makes invisible zombies. One bug I did find was if you buy a weapon or get one from the box and switch weapons whilst getting it your ADS will be off to the left and doesn't fix. I don't know if you could fix that or not. But, those are just minor bugs and ideas. Also, make PHD Flopper available in Gun Game for AcidGhat. But otherwise, probably the best map I've played all year out of the 30+ I've played. I'll try getting Mr. T or SmithPlays to play this map to get more people on it. :)

Glad you enjoyed it.

The map is far too small for WunderFizz, and I don't really like it, if you want to buy the perks, buy them. :D

Stamin Up is already planned though the map is small, shouldn't need it, I'm not putting in Electric Cherry, Widows Wine is a maybe, I'll see about using Harry's version from his perks if he doesn't mind, but I'm not a big fan of it. And I'm not including that perk ever, I don't like sliding in zombies or the perk.

That glitch doesn't appear to be specific to the PP19, but all Ice Guns, I'll look into it.

I can't reproduce the bug relating to the weapons ADS being off and the Thunder Gun.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: RadimaX on July 10, 2016, 08:16:01 pm
there is litterally one way you can play this map, its so small nothing can be done differently, maybe add more rooms or paths? that way it will have more replayability and atleast worthwile downloading the update
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 08:21:29 pm
there is litterally one way you can play this map, its so small nothing can be done differently, maybe add more rooms or paths? that way it will have more replayability and atleast worthwile downloading the update

That my intention the whole time, it's a survival map, hold out in a garage, kill some zombies, throw a Jiffy at the wall, etc.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: RadimaX on July 10, 2016, 09:21:55 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlYgsPmr.jpg&hash=4527274e74c90b0fe78ebc11d4154ef61c470005)
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: Scobalula on July 10, 2016, 09:25:56 pm
(http://i.imgur.com/lYgsPmr.jpg)

Sorry it doesn't live up to your expectations, but your rather shitty attempt at belittling me doesn't change my original statement.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: sryanbruen on July 10, 2016, 09:45:37 pm
Love it!
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: RadimaX on July 10, 2016, 09:50:55 pm
dont know what you mean belitteling we had a game yestarday this map have like 4 rooms its very straight forward maybe you assume something but we took some pictures ingame to fix since you was gonna update it anyway saw now topic is called V1.0 so maybe i posted it to late. just posted suggestion because i thought you was going to work more on mapping, there was one way out of first room one way to power, one way to jugg the only option players have on this was to exit tru door or balcony in that staircase area thats simply what i meant with replayability.
Title: Re: [RELEASE] Zombie Garage [V1.0]
Post by: JiffyNoodles on July 10, 2016, 10:42:40 pm
throw a Jiffy at the wall, etc.
:gusta:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 11, 2016, 09:33:37 am
VERSION 1.1 HAS BEEN RELEASED!

Download here:

www.mediafire.com


V1.1 Fixes/Additions:


Code Snippet
Plaintext
+: New areas, access routes, etc.
+: Stamin Up
*: Various bug fixes including playable area bugs, etc.
*: Games of 3 or 4 should be able to enter game now.

+ Many more additions.

EDIT: So some fucking how Quick Revive went into the ground...er....think of it as a design choice, you know, it sunk into the concrete. :troll:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: steviewonder87 on July 11, 2016, 10:01:27 am
So some fucking how Quick Revive went into the ground...er....think of it as a design choice, you know, it sunk into the concrete. :troll:

Some cowboy builder must have placed the vending machine there while the cement was still wet. ::)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 11, 2016, 10:45:58 am
Some cowboy builder must have placed the vending machine there while the cement was still wet. ::)

Yeah Hitman is really bad at mixing concrete and sometimes steps on it while its wet. :troll: Look at how he left the mixer after the update for example:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F473f99baf54646c7836d946f862fd0ae.jpeg&hash=57e34212350f4acbf89af68dd7c779042448b2c3)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: kotechnique on July 11, 2016, 06:40:52 pm
Hello,
First thanks for the map keep the good work :)
but i have a problem with them, i can't play with ly friend because the "cooperative'" can't be clicked :/
we have the last version of the map 1.1 .

maybe we have doing something wrong but nothing found for this problem :(


Ps : sorry for my bas english
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 11, 2016, 07:00:40 pm
Hello,
First thanks for the map keep the good work :)
but i have a problem with them, i can't play with ly friend because the "cooperative'" can't be clicked :/
we have the last version of the map 1.1 .

maybe we have doing something wrong but nothing found for this problem :(


Ps : sorry for my bas english

It means he either doesn't have a WaW profile, or his profile isn't signed in, launch WaW without mod, and create one/select your profile. I already tested with Hitman and Exofile, Co-Op works.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: kotechnique on July 11, 2016, 07:06:10 pm
We have profile active, that's strange, i keep searching :/
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: RadimaX on July 11, 2016, 09:21:43 pm
i feel like the map improved with the updates done to it but the zombies dont reach you if jumping behind the teddy:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5INzJsJ.jpg&hash=91096a0609e32a262268b752f07406dfec27e8f0)
once your here you get stuck forever however so dont reccomend jumping behind the shed:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcKjjUvn.jpg&hash=a039834580832e5ceca9dd192bbec5b3ed24798b)
Then every zombie on entire map derp out once anyone stand on top of this bridge, maybe add traverses for them or path nodes?
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FohbpgSv.jpg&hash=d654c9ffe77366ab51d596944a57c62f2b2896ed)

its only suggestions you can ignore it or you can try improve the map, its your project after all im just trying to provide information and feedback. good luck
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 11, 2016, 09:31:02 pm
i feel like the map improved with the updates done to it but the zombies dont reach you if jumping behind the teddy:
(http://i.imgur.com/5INzJsJ.jpg)
once your here you get stuck forever however so dont reccomend jumping behind the shed:
(http://i.imgur.com/cKjjUvn.jpg)
Then every zombie on entire map derp out once anyone stand on top of this bridge, maybe add traverses for them or path nodes?
(http://i.imgur.com/ohbpgSv.jpg)

its only suggestions you can ignore it or you can try improve the map, its your project after all im just trying to provide information and feedback. good luck

You posting 4 screenshots of you in little glitch spots as you usually do when you belittle mappers is not feedbacks, thanks though.

For example:

http://prntscr.com/brous0 (http://prntscr.com/brous0)

I'm sure you can voice your bug reports a little better.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: RadimaX on July 11, 2016, 10:04:59 pm
putting things in the chat is not same as posting feedback also i did not reply on Hanois topic just because me and jbird had some fun on a map it have nothing to do with garage different maps are irrelevant here, its not glitch spots its just lack of good clipping usually.

im letting you know you can get stuck in your map and EVERY zombie gets affected if you stand on the bridge maybe you forgot to clip it, maybe you left it on purpose only you know what you will do to the map i offer my help as community mapper to solve some issues you might have, i dont release many maps but i led a helping hand to those who might need it alot of people throughout the 5-years actually by now i got 300+ .map files Pictures speak more then words, hence the images describing the issues that can be encountered while playing
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: DeletedUser on July 11, 2016, 11:14:53 pm
Not to take sides but Radi is not belittling you - he is pointing out clipping issues - he has done this on Leviathan and Ragnarok - this is done so that players do not attempt to cheat in the map....
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: steviewonder87 on July 11, 2016, 11:22:45 pm
Not to take sides but Radi is not belittling you - he is pointing out clipping issues - he has done this on Leviathan and Ragnarok - this is done so that players do not attempt to cheat in the map....


Let's be honest though, he doesn't do it for that reason, he does it because he loves it. :P

Hell, he even made a map of his own dedicated to out of map spots, he loves them so much he made them into an art form ;D
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: JiffyNoodles on July 12, 2016, 12:06:29 am
VERSION 1.1 HAS BEEN RELEASED!

Download here:

-- DOWNLOAD REMOVED, MODERATORS I WOULD ASK FOR YOU TO REMOVE THIS THREAD --

How come the link was removed? I just wanted the patch, but now I'm stuck with the 1.0 version.
R.I.P my dreams, lol
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 14, 2016, 02:04:50 pm
Map is back up, I will giving it a BIG update soon, get your sp00kie sp00ks ready.

Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: KrohhGaming on July 14, 2016, 11:47:05 pm
this map was a lot of fun to play! CHEERS!
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: truenightmare on July 15, 2016, 10:22:15 am
found a few glitch area's where drops wouldnt drop. noticed because i was on gun game and there kinda big areas

shame this happened whist recording
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: spark13 on July 15, 2016, 09:45:33 pm
Map Link isnt working for me :(
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 15, 2016, 10:21:54 pm
Map Link isnt working for me :(

The map link is working for me, what exactly isn't working?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 18, 2016, 04:55:30 pm
I would like to let people in on what's to come soon in an update. I've decided to remove 1.1 in favor of using scripts I've been given/written, guns ported by me and others, etc. Plus some other stuff I would like you to wait and see in the release. :)

Please note these are currently being worked on and anything you see will/might change. :)


New second route through underground area
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK67YBYn.jpg&hash=5f24f6ac32bee0a27afbd14245aca95b8254fa7c)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEILHWUy.jpg&hash=d08308767e0558f27b1c05adb6cc6ec70a03e2e8)

Microwave Gun
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbQ4eEve.jpg&hash=e654ba5b8616049ec681e5e109036b46ea6d1d9e)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC2ELowy.jpg&hash=73358994072459306d1caec6bd376e7f23db01b4)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: JiffyNoodles on July 19, 2016, 01:59:22 am
I would like to let people in on what's to come soon in an update. I've decided to remove 1.1 in favor of using scripts I've been given/written, guns ported by me and others, etc. Plus some other stuff I would like you to wait and see in the release. :)

Please note these are currently being worked on and anything you see will/might change. :)


New second route through underground area
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK67YBYn.jpg&hash=5f24f6ac32bee0a27afbd14245aca95b8254fa7c)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEILHWUy.jpg&hash=d08308767e0558f27b1c05adb6cc6ec70a03e2e8)

Microwave Gun
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbQ4eEve.jpg&hash=e654ba5b8616049ec681e5e109036b46ea6d1d9e)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC2ELowy.jpg&hash=73358994072459306d1caec6bd376e7f23db01b4)

Hazzah  :nyan:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: timelordalex on July 19, 2016, 09:17:13 pm
honestly i was kinda looking forward to a decent but basic survival map with 1.1 to play when my get my new PC... oh well, perhaps still a version with 1.1?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: JiffyNoodles on July 19, 2016, 11:50:19 pm
honestly i was kinda looking forward to a decent but basic survival map with 1.1 to play when my get my new PC... oh well, perhaps still a version with 1.1?
well, there's the current version, which has 1.1, just ask Scob nicely  :please:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: timelordalex on July 20, 2016, 03:42:40 pm
well, there's the current version, which has 1.1, just ask Scob nicely  :please:

yeah theres no point downloading now though as im not on my new pc.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Sidzzz on July 21, 2016, 11:39:48 am
2 sp00ky 4 m3
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Bailwy1 on July 24, 2016, 06:32:51 pm
Anyone for a coop run?
 :rainbow:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: timelordalex on July 25, 2016, 06:40:38 pm
download not working?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 25, 2016, 06:56:03 pm
download not working?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F3ca77fa078cb479d8e1dd83e420694a8.jpeg&hash=f525781bf3e47c01ef7265a9fc15ec0ebf84e085)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: timelordalex on July 25, 2016, 07:14:18 pm
the stupid captcha wont load keeps saying error and reload the page which does nothing
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: DaKraken on July 27, 2016, 05:28:07 am
The Mediafire link doesn't work for me because whenever I go to the Mediafire to download the captcha never load so is there a mirror link I could download this from?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: JmzyM8 on July 27, 2016, 05:41:25 am
nice
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 27, 2016, 06:09:19 pm
The Mediafire link doesn't work for me because whenever I go to the Mediafire to download the captcha never load so is there a mirror link I could download this from?

Try the link I sent you instead.

nice

Thanks. :)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: timelordalex on July 28, 2016, 07:17:07 pm
Try the link I sent you instead.


could you not send it to me as well?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 28, 2016, 07:46:13 pm
could you not send it to me as well?

Sure, sent, it's just a one time link, tho you'll probably get the Captcha again ANYWAY.

I'll try get a Mega link and Google Drive Link up within the next 24 hours, with the Mega link coming first.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 29, 2016, 07:50:47 pm
Mega link added to OP for danka mirror effect.:3
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Jendestroy22 on July 30, 2016, 06:20:23 pm
Very good map :D I messed up my first time playing though because i didn't hold F to end the game... *facepalm* Second time though i won!
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on July 30, 2016, 07:24:15 pm
Very good map :D I messed up my first time playing though because i didn't hold F to end the game... *facepalm* Second time though i won!

Thanks. :)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Tomii00 on August 01, 2016, 10:40:55 pm
I have a bug to report: I always have my FOV at 110 by using the command "cg_fov 110", but on this map, there's an option for it without the console. So, whenever you use a sniper rifle (Intervention) and zoom in with it, your FOV goes down to 45 which is cancer for me.

But overall, the map was wonderful <3
It has:
- Awesome weapons
- Elemental Pack 'n' Punch
- Turrets for some reason (Like Extinction on CoD: Ghost)
- A viable map size so it's fun to just survive instead of running around looking for EE's and stuff
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: KhelMho on August 01, 2016, 11:06:02 pm
Always playing this map!  :D

 :nyan:
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: JadenSzewczak on August 03, 2016, 02:55:09 am
I love the fact that this map is strictly survival fun... I've always thought these types of maps were a nice break. The casual zombie players love maps like this too! My only real complaint would be that zombies don't jump up onto the roof ledge to the right of PaP, which doesn't really make much sense seeing as they are capable of jumping the ledge around the corner from Tombstone ::)
That and maybe the addition of a four perk limit would increase difficulty which for many players including myself, increases replayability! Also worth noting, I got a pack a punch hintstring behind these two stacked cars to the left of Who's Who and that there's some weird clipping near PhD - I could walk into parts of the the control panels and doors.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Dillard1228 on August 18, 2016, 04:36:52 am
boi coop dont work fuck?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on August 18, 2016, 10:11:26 am
boi coop dont work fuck?

It does work.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Dillard1228 on August 18, 2016, 11:41:04 pm
how?
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on August 19, 2016, 12:52:58 am
how?

I don't know.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Dillard1228 on August 19, 2016, 01:10:43 am
i dont understand solo works fine but coop doesnt, there is no way to change the nazi zombie game mode like no map selection and every time i try to launch it with friends it just crashes any fix?

Double Post Merge: August 19, 2016, 01:13:25 am
you dont know?, is there like a differnt way to do it? i click coopritive and then host online then i ivt my friends, in settings there are no settings for changing maps so wtf then i click start then i crash and so do my friends we even tryed differnt hosts and it still doesnt work
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on August 19, 2016, 10:12:19 am
i dont understand solo works fine but coop doesnt, there is no way to change the nazi zombie game mode like no map selection and every time i try to launch it with friends it just crashes any fix?

Double Post Merge: August 19, 2016, 01:13:25 am
you dont know?, is there like a differnt way to do it? i click coopritive and then host online then i ivt my friends, in settings there are no settings for changing maps so wtf then i click start then i crash and so do my friends we even tryed differnt hosts and it still doesnt work

 ¯\_(ツ)_/¯
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: ProwarfareZombie on August 19, 2016, 02:32:04 pm
Quick revive is in the floor (https://snag.gy/JqyYF0.jpg)
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Marie_The_Squid on August 22, 2016, 12:21:46 pm
Wii shop channel music
You Magnificent Person.
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: Scobalula on August 22, 2016, 12:48:09 pm
Quick revive is in the floor (https://snag.gy/JqyYF0.jpg)

It sunk unfortunately.  :-[
Title: Re: [RELEASE] Zombie Garage [V1.1]
Post by: ArSMa-Games on August 23, 2016, 12:09:36 am
i don't know why i can't click on co op i can't play wwith my friends?