UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: JR-Imagine on December 25, 2013, 11:10:52 am

Title: Rise
Post by: JR-Imagine on December 25, 2013, 11:10:52 am
Rise: Prepare to Die!

Description:
Washington DC, USA, 2023 - The apocalypse has begun. The infected have reached an underground base in Washington and are killing thousands of people a day. You are one of the few survivers in the USA and have to stop this madness.

Features:
Some of these features have been implemented AFTER the trailer was made.

Trailer:
CoD: WaW - Rise (Custom Zombies Map) | Trailer (http://www.youtube.com/watch?v=J0RCx0WWyfs#ws)


Weapons:
All of these (with the exception of the Deathmachine) have a Pack a Punch and Double Pack a Punch version.
Spoiler: click to open...
  • M27 IAR (BF3)
  • AK-47 (MW)
  • MP5 (MW)
  • G3 (MW)
  • M40A3 (MW)
  • G36C (MW)
  • M249 SAW (MW)
  • USP .45 (MW)
  • ACR (MW2)
  • UMP-45 (MW2)
  • Vector K10 (MW2)
  • SCAR-H (MW2)
  • M16A4 (MW2)
  • Model 1887 (MW2)
  • Tar-21 (MW2)
  • Desert Eagle (MW3)
  • M4A1 (MW3)
  • PP90M1 (MW3)
  • Five-Seven (MW3)
  • B23R (BO2)
  • STG-44 (BO2)
  • Chicom CQB (BO2)
  • Peacekeeper (BO2)
  • HAMR (BO2)
  • M8A1 (BO2)
  • Deathmachine (BO) (Powerup)

Credits:
  • Tom-BMX (Timed Gameplay, Lime, iPak Extractor, ...)
  • Bamskater33 (BO Perks -> Edited by myself to have Mule Kick working 100%)
  • ConvictioNDR (Double Tap 2.0)
  • ZMBS_DON_GOONY (Basic script for buildables)
  • Ray1235, P0rkRoyalz, susel, Darkraptor, Sanya, T-Max, Hacker22, Koene007, Str1ker, tito (Guns)
  • tito (Origins Player Models)
  • echo000 (Mob of the Dead Zombie Models)
  • YaPh1l (Fix for overlapping HUD text)

Download:
Mega:
https://mega.co.nz/#!ZVxVjB6S!C2LwRXbUYQjCAaYyZb-JhRIGFfMupY0irfCZ631Xe5E (https://mega.co.nz/#!ZVxVjB6S!C2LwRXbUYQjCAaYyZb-JhRIGFfMupY0irfCZ631Xe5E)
Zippyshare:
http://www30.zippyshare.com/v/1685345/file.html (http://www30.zippyshare.com/v/1685345/file.html)

Notes to NGT:
SpiderBite: You should Double PaP the PP90M1, just sayin'.
Hypermole: You should Double PaP the G3, just sayin'.



If you want to see how this map progressed:
http://ugx-mods.com/forum/index.php?topic=1452.0 (http://ugx-mods.com/forum/index.php?topic=1452.0)
Title: Re: Rise
Post by: ocxmwys4mod on December 25, 2013, 11:22:49 am
Thank you for sharing
Title: Re: Rise
Post by: timelordalex on December 25, 2013, 11:32:35 am
sweet, is there not a WW for this map? no ray gun, nothing?
Title: Re: Rise
Post by: JR-Imagine on December 25, 2013, 11:36:28 am
sweet, is there not a WW for this map? no ray gun, nothing?
I just didn't feel like mentioning them, lol, Ray Gun and Wunder Waffe (or however it's spelled) are still in the map together with 4 normal guns from waw.
Title: Re: Rise
Post by: Dust on December 25, 2013, 04:24:55 pm
nice bro! I hope the hamr doesnt have the annoying recoil that treyarch added to it in bo2, thats the only reason why i dont like it.
Also I have a feeling the double pap g3 is called the Beard of Hyper since he always mentions it  ;)
Title: Re: Rise
Post by: Ege115 on December 25, 2013, 06:13:29 pm
I really like maps in this style! And I really like the custom guns you added to this map.
Title: Re: Rise
Post by: DeletedUser on December 25, 2013, 06:58:13 pm
nice bro! I hope the hamr doesnt have the annoying recoil that treyarch added to it in bo2, thats the only reason why i dont like it.
The HAMR has the same recoil as MG42, so I guess it'll be fine for you (I made the HAMR for this map) ;)
Title: Re: Rise
Post by: P0tZ on December 25, 2013, 08:43:58 pm
Thanks for sharing bro.
Downloading now. kudos!
After playing I gotta say well done man. This is a very good map.
Recommend giving this one a go.
Title: Re: Rise
Post by: by3cat17 on December 26, 2013, 01:23:54 am
Thanks man! Lot of fun to play, with a lot of fun weapons.. lot of replay value with all the new weapons and double PaP! Nice work.
Title: Re: Rise
Post by: Gregsta33 on December 26, 2013, 10:21:49 pm
very cool map dude.

lot of fun playing this as single player, I like the "Easter egg" objectives (perhaps a little too easy though)
music Easter eggs are class.

great design and good detail.

will need to play multi-player to fully experience the map though. :)

8/10
(only because the objectives and ending will be too easy with multiple players in my opinion) 

Great map sir!! :)
Title: Re: Rise
Post by: DeletedUser on December 27, 2013, 01:38:41 am
Got around to playing this, very fun map, especially liked all the weapons. The Chicom didn't have any crosshairs though, and the EE songs were under sound effects rather than music, hopefully you can fix that. Very fun regardless though.
Title: Re: Rise
Post by: wolfofthenightt on December 27, 2013, 07:29:28 am
Loved the map, I've played it about 4 or 5 times, only had one problem (listed below). Loved the double PAP and the BO2 weapons
My problem came with the elevator not stopping were is was suppose to, pictures below
http://imageshack.com/a/img849/7014/ru7l.jpg (http://imageshack.com/a/img849/7014/ru7l.jpg)
http://imageshack.com/a/img585/3528/e4vz.jpg (http://imageshack.com/a/img585/3528/e4vz.jpg)
Title: Re: Rise
Post by: treminaor on December 27, 2013, 09:04:59 am
SajeOne and I have playtested the map. We enjoyed playing it and the custom guns were great, other than a few weaponFile settings which were kind of weird but not game-breaking. We played until round 24 (4 more rounds until our extraction).

  • Your Easter-Egg music is playing on the SFX channel instead of the Music channel. Please change this in your soundalias (it's the "bus" setting - set it to "music").
  • Elevator has no "players in doorway" check - if the elevator closes with a player in the door, they get wedged into the ceiling or the floor.
  • Running into the elevator door while it's closing causes a major game-breaking glitch which pushes you out of the map. It also breaks the elevator position, which renders it unusable for other players. The teleporter pad also appaers to be broken at this time, rendering the PaP completely unreachable for the rest of the game. Not sure if this is related to the elevator or not. We only used the pad once, and it was at the beginning of the game.
  • When using the HAMR, the sprintSpeedScale is the same as walking speed.

(https://dl.dropboxusercontent.com/u/7345145/CoDWaW%202013-12-27%2000-49-10-224.png) (https://dl.dropboxusercontent.com/u/7345145/CoDWaW%202013-12-27%2000-49-21-115.png)
Title: Re: Rise
Post by: JR-Imagine on December 27, 2013, 11:17:17 am
nice bro! I hope the hamr doesnt have the annoying recoil that treyarch added to it in bo2, thats the only reason why i dont like it.
Also I have a feeling the double pap g3 is called the Beard of Hyper since he always mentions it  ;)
You'll have to see for youself. :)

I really like maps in this style! And I really like the custom guns you added to this map.
Thanks man!

Thanks for sharing bro.
Downloading now. kudos!
After playing I gotta say well done man. This is a very good map.
Recommend giving this one a go.
Thanks!

Thanks man! Lot of fun to play, with a lot of fun weapons.. lot of replay value with all the new weapons and double PaP! Nice work.
Thanks!

very cool map dude.

lot of fun playing this as single player, I like the "Easter egg" objectives (perhaps a little too easy though)
music Easter eggs are class.

great design and good detail.

will need to play multi-player to fully experience the map though. :)

8/10
(only because the objectives and ending will be too easy with multiple players in my opinion) 

Great map sir!! :)
Yeah, the ee is pretty short and easy, originally I was planning to make the "Unleash the Souls" part killing zombies near the tower, but my script screwed up. :/

Got around to playing this, very fun map, especially liked all the weapons. The Chicom didn't have any crosshairs though, and the EE songs were under sound effects rather than music, hopefully you can fix that. Very fun regardless though.
Crosshairs, idk how to fix it, some have them, some don't, no idea why.

Loved the map, I've played it about 4 or 5 times, only had one problem (listed below). Loved the double PAP and the BO2 weapons
My problem came with the elevator not stopping were is was suppose to, pictures below
http://imageshack.com/a/img849/7014/ru7l.jpg (http://imageshack.com/a/img849/7014/ru7l.jpg)
http://imageshack.com/a/img585/3528/e4vz.jpg (http://imageshack.com/a/img585/3528/e4vz.jpg)
Working on fixing it. ;) & Thanks!

SajeOne and I have playtested the map. We enjoyed playing it and the custom guns were great, other than a few weaponFile settings which were kind of weird but not game-breaking. We played until round 24 (4 more rounds until our extraction).

  • Your Easter-Egg music is playing on the SFX channel instead of the Music channel. Please change this in your soundalias (it's the "bus" setting - set it to "music").
  • Elevator has no "players in doorway" check - if the elevator closes with a player in the door, they get wedged into the ceiling or the floor.
  • Running into the elevator door while it's closing causes a major game-breaking glitch which pushes you out of the map. It also breaks the elevator position, which renders it unusable for other players. The teleporter pad also appaers to be broken at this time, rendering the PaP completely unreachable for the rest of the game. Not sure if this is related to the elevator or not. We only used the pad once, and it was at the beginning of the game.
  • When using the HAMR, the sprintSpeedScale is the same as walking speed.

(https://dl.dropboxusercontent.com/u/7345145/CoDWaW%202013-12-27%2000-49-10-224.png) (https://dl.dropboxusercontent.com/u/7345145/CoDWaW%202013-12-27%2000-49-21-115.png)
Music: Never even noticed that, will be fixed.
Elevator: Saw that in the NGT stream too, working on a fix. Hopefully I can get it working.
Teleporter: It's supposed to be deactivated once you fix the elevator, you can still teleport back once after fixing the elevator but then it removes the triggers.
HAMR: It's based of the MG42, as Ray said, so I guess Treyarch had the same for it. But anyways, will change that. ;)
Edit: Looked into the weapon file and they're different, MoveSpeedScale is 0.75, SprintScale is 0.85.
Title: Re: Rise
Post by: timelordalex on December 27, 2013, 11:51:25 am
i felt the 20,000 radio call at the end was a bit of a troll, as it took all my points on round 20 and then said survive another 10 rounds for pick up so you dont really gain much, it should really by 10k to be hones
Title: Re: Rise
Post by: Ege115 on December 27, 2013, 11:56:26 am
Maybe you could do the same as I did with my elevator in my map, make so when the trigger that activates the elevator has been hit, a clip appears which is a script brushmodel that either spawns or moves really fast directly to in front of the elevator door as soon as the player have activated the elevator and then if the player tries to run out of the elevator, you can't because a clip is there after the player hitted the trigger. And the clip should be the exact same size as the door

I know that this is not the help desk but I just wanted to help JR-Imagine.
Title: Re: Rise
Post by: SajeOne on December 27, 2013, 06:13:58 pm
Edit: Looked into the weapon file and they're different, MoveSpeedScale is 0.75, SprintScale is 0.85.
by "the same" we meant how close they were. It's barely noticeable as it's only being changed by one tenth. The hamr in Bo2 isn't very fast but it's much faster than shown here.

Not a game breaking issue but sure is annoying when using the weapon.
Title: Re: Rise
Post by: DeletedUser on December 27, 2013, 06:23:49 pm
by "the same" we meant how close they were. It's barely noticeable as it's only being changed by one tenth. The hamr in Bo2 isn't very fast but it's much faster than shown here.

Not a game breaking issue but sure is annoying when using the weapon.
JR was using the weaponfile that I made and the player speed when using the HAMR was ok for me.
BTW Guessing by trem's playtest pics I think he loves that M8A1, don't ya trem?
Title: Re: Rise
Post by: treminaor on December 27, 2013, 06:38:26 pm
BTW Guessing by trem's playtest pics I think he loves that M8A1, don't ya trem?
No, it's way too close to my face :P

Reason I had it was because the box gave it to me about 15 times  :poker:

I quite enjoyed using the M4A1 paped and M27 paped. 450+ reserve ammo lol, made it quite easy to get the points for the ending.
Title: Re: Rise
Post by: timelordalex on December 29, 2013, 11:59:35 pm
just played this with a friend, a few bugs to report: if you have the DM, you can trade it for a box weapon and by doing so it gives you that as a third weapon, then any subsequent weapons you take from the box you dont trade for, so your gaining guns but not losing them and i admit to taking advantage of this glitch because of another glitch that was really annoying me and that was Mule kick doesnt function properley, when you go down your meant to lose the perk and your third weapon, i was losing a random weapon every time im sure, i had the wunderwaffe as one of my primaries, but i lost it when i went down, got it back as a third weapon went down and kept it and lost another weapon, so really this mule kick glitch needs to be fixed first
Title: Re: Rise
Post by: fatboypro on December 31, 2013, 08:49:12 pm
by looking at the weapon list i can see somebody took a trip to CFG factory! :)
Title: Re: Rise
Post by: daedra descent on December 31, 2013, 08:53:58 pm
by looking at the weapon list i can see somebody took a trip to CFG factory! :)

No, i'm pretty sure he ported them all himself, or got help from someone else.
Title: Re: Rise
Post by: DeletedUser on December 31, 2013, 09:02:53 pm
by looking at the weapon list i can see somebody took a trip to CFG factory! :)
You could've just looked at the credit list -_-
Title: Re: Rise
Post by: dbg_ghost on January 06, 2014, 07:51:55 pm
hi all come check out us out on RISE very good map

please show some support to my channel just starting out thanks.
https://www.youtube.com/user/DoubleBarrelGamingTV (https://www.youtube.com/user/DoubleBarrelGamingTV)

http://youtu.be/x6LT4OhYlQw (http://youtu.be/x6LT4OhYlQw)
Title: Re: Rise
Post by: tomikaze on January 06, 2014, 09:48:48 pm
hi all come check out us out on RISE very good map

please show some support to my channel just starting out thanks.

dbg_ghost,
For future videos that serve the single purpose to promote your YouTube channel please post them here and not under the thread of each map you play: http://ugx-mods.com/forum/index.php?board=44.0 (http://ugx-mods.com/forum/index.php?board=44.0)
UGX is not against shameless self promotion per se, but there is a place for everything - as mom used to say  ;)
Title: Re: Rise
Post by: DeathBringerZen on January 07, 2014, 12:51:34 am
dbg_ghost,
For future videos that serve the single purpose to promote your YouTube channel please post them here and not under the thread of each map you play: http://ugx-mods.com/forum/index.php?board=44.0 (http://ugx-mods.com/forum/index.php?board=44.0)
UGX is not against shameless self promotion per se, but there is a place for everything - as mom used to say  ;)

Agreed. Posting the video with very little description, or in this case none, looks pretty much like self promotion.

Post in the appropriate section or at least open up a discussion for us all to partake in.
Title: Re: Rise
Post by: Blbrown13 on January 26, 2014, 10:40:40 am
Something else you could do is remove the super fast runners or make them run away from you when you have quick revive in solo. Right now its almost impossible to stay alive after getting up from quick revive.
Title: Re: Rise
Post by: hypertime179 on January 29, 2014, 11:42:23 pm
This map looks fantastic. Downloading it now  8)
Title: Re: Rise
Post by: ragnus on February 23, 2014, 09:46:07 am
 :lol: Man This is a Bestial Fu**ng map!
This map is really awesome!
Thanks for sharing!!! :lol:
Title: Re: Rise
Post by: deikaeus on March 07, 2014, 09:35:02 pm
jrrizzo brought me here  :) :) :) :)