UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: JBird632 on December 31, 2013, 11:15:54 pm

Title: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: JBird632 on December 31, 2013, 11:15:54 pm
Lockdown

This map can be downloaded from the UGX Map Manager.


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F207p0rn.jpg&hash=2b4a03bdb89661ad9266dd2aa5751c25f3f66a63)

Screen Shots:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2ivf8s4.jpg&hash=f4ac29ab0abf8d5c96b0d39500dfe47c7505f9e7)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2Fsfjz0k.jpg&hash=67cdec517f2062aaccf2633058f84284e283a337)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F28gv961.jpg&hash=8b23f56c3dfd81fc6b704a81526004e4f2103ada)

______________________________________________________________________________

Overview:
Join our heroes in Lockdown, the sequel to Overrun.
Once the four soldiers were teleported by one of Richtofen's prototype teleporter,
they ended up in Warsaw Germany. Fight off the undead and find a way to end this once and for all.
Lockdown provides players with with a detailed map and tight corridors. Camping is difficult and
trains are only for the professionals. Find a good spot to hold out and get some friends together and form
a strategy to take on the hordes of undead.

Features:
- Modern Warfare, Modern Warfare 2, Black Ops, Black Ops 2 Weapons
- Music easter egg
- Buildables with custom hud
- Buyable Ending
- Kino Style Teleporter
- Claymores
- Lots of Detail

______________________________________________________________________________

Beta Testers:
mxa96               soarwisdomkid               knzombiemaster               fatboypro
pacman25        lilhumdyhump99             thezombiekilla6                 timelordalex
genuosnolife    wesley64                        jjbradman                          Swazzy
Edgey_97        mrthomas3697               zombie madness               Earth

Special Thanks:
YaPh1l for his help in many of the scripts used in Lockdown
Hexzombies for his amazing load screen
UGX for Thundergun fixes, PP19 wall chalk texture, and other scripts and textures
Aidan/Addicted for his Kino-Style teleporter tutorial and electric zappers
bamskater33 for his black ops perks
Cinnober for the rain
Tom for his tools & autoturret script
The Zombie Don for his buildables

______________________________________________________________________________

Update 1.04 Fixes:

- Buildables now work properly (there was a part called box for both the thundergun & electric grid which interfered with eachother) -- thanks to a youtuber by the name MrZ0mbiesfanatic
- Once quickrevive was purchase three times and disappeared there would be nothing there but an invisible barrier
- The door to the flooded zone had two doors, one costed 1000 while the other costed 1250. They both cost 1000 now.
- Although cheats were disabled the give cheat was not, now it is.
- More detail added
- Building in the background was not chalked fully
- Fixed nuke sound

______________________________________________________________________________

Official Trailer:
Lockdown Trailer (http://www.youtube.com/watch?v=xf1ySMnl3pY#)
Title: Re: Lockdown [Release]
Post by: DeletedUser on December 31, 2013, 11:21:26 pm
yeeey, first map I see taking place in a polish city :D
Title: Re: Lockdown [Release]
Post by: SajeOne on December 31, 2013, 11:23:40 pm
Damn those pictures look good, can't wait to give it a try!
Title: Re: Lockdown [Release]
Post by: JBird632 on December 31, 2013, 11:36:11 pm
yeeey, first map I see taking place in a polish city :D
Actually, this is the sequel to my first map Overrun, which I have not posted on this site.
Title: Re: Lockdown [Release]
Post by: SajeOne on January 01, 2014, 12:00:11 am
It is a requirement that maps are uploaded using the UGX Installation Creator. I have replaced the download links with the correct installer. If you wish to upload mirrors please do so with the correct installer.
Title: Re: Lockdown [Release]
Post by: JBird632 on January 01, 2014, 12:16:13 am
My apologies, I notice that in the rules, but thought that the installer I provided was ok too.
I will keep this in mind for next time.
Title: Re: Lockdown [Release]
Post by: P0tZ on January 01, 2014, 12:21:19 am
Thank you for sharing.
Gonna try this immediately
Title: Re: Lockdown [Release]
Post by: tanglong on January 01, 2014, 12:43:49 am
this  map  seems  good ;)
Title: Re: Lockdown [Release]
Post by: treminaor on January 01, 2014, 05:19:22 am
So in your map credits you have two mentions... YaPh1l for scripts and HexZombies for a loadscreen... Where's [UGX] treminaor for the ugx_thundergun csc and other assets of mine that you're using? Or Aidan for the kinostyle_teleporter.gsc that you're using?

(https://dl.dropbox.com/u/7345145/ShareX/2013-12/2013-12-31_21-08-58.png)

Even if you didn't end up using the csc in the long run (I don't see a call to it), the fact that you accidentally included it in your map download means that you were trying to use my code and learned something from it in the process, then applied it as your own "fix" to the black ops script.

Your thundergun gsc also appears to have taken excerpts from mine. You've used my custom logic for estimating the value of the nonexistant BO1 getMuzzlePoint() engine function, using the exact same arbitrary math equation from mine
Code Snippet
Plaintext
view_pos = self.origin + (0,0, 72/2 + 10);
instead of just evaluating the inline math to view_pos = self.origin + (0,0,46); That's not a coincidence in the least. Can you explain how you reached that conclusion? The reason I wrote that code was because the player's height is roughly 72 units, so half of that is roughly their waist height, plus a random guess of about +10 units to get the general spot of the viewmodel in the player's view. You also could have just used player getEye() (and it would have been the logical thing to do), or subtracted 26 from 72, so again this is beyond coincidence and the copying has become obvious.



It also looks like you're using SajeOne's weaponFile sprint settings that he set for it in UGX Mod v1.0.3, but that could be coincidence. He arbitrarily made up values for the sprint settings in order to fix an ammo bug that was occurring - interestingly you are using the same values that he settled upon after some trial and error...



Your PP90M1 wall chalk is an exact-pixel copy of the UGX Mod v1.0.3 PP19 wall chalk, as seen here (Yours on the left, mine on the right):

(https://dl.dropbox.com/u/7345145/ShareX/2013-12/2013-12-31_21-06-24.png)

I did the wearing on the white outline completely by hand using some grunge brushes, and as you can see we have an identical match. Since the filesize is a few bytes smaller, I'd guess and say you converted it to dds, then back to iwi again with a new name.



Because of the above evidence, I have temporarily removed the download links for the map as it is violating the Release Topic Guidelines (http://ugx-mods.com/forum/index.php?topic=1173). Please either respond accordingly or amend this map release topic with appropriate credit.

On a final note, your map size is freaking huge! You need to compress your images - a third of them are over 1mb, and it seems like you have way more than necessary. Did you just bulk copy a ton of BO1/2/etc files, or did you actually take the time to figure out exactly which ones you needed...? UGX Mod v1.1 on a stock map is still less than 200MB currently, I don't see justification for this map zip to be over 430mb (!!). Because of this alarmingly high filesize I have realized that we needed to add a filesize limit to maps which can be accepted into the Map Manager, which is now 325mb. Any map file which, when in a .zip, exceeds ~325mb is not eligible to be posted to the Map Manager. We simply cannot bog down our server and waste bandwidth hosting unnecessarily large maps.

If you would like your map to be available on the UGX Map Manager, please reduce the filesize of your map by removing all unnecessary images, compressing the remaining images by resizing them and using DDS export, and removing unneeded folders from the IWD that you included such as ui, ui_mp, soundaliases, materials, and fx. These belong in the FF, not the IWD. They do absolutely nothing from the IWD.

I feel bad for not saying anything positive about the map before writing all of that - I did play the map and you did an excellent job of level detailing. It is very professional work and you should be proud of it.
Title: Re: Lockdown [Release]
Post by: daedra descent on January 01, 2014, 05:56:11 am
I'm not really surprised that he took UGX assets. People from other sites have been doing it for awhile, or atleast use the UGX scripts as references to make their own.


Title: Re: Lockdown [Release]
Post by: RamboBadass on January 01, 2014, 07:21:33 am
whoa...

Title: Re: Lockdown [Release]
Post by: JBird632 on January 01, 2014, 10:39:42 am
So in your map credits you have two mentions... YaPh1l for scripts and HexZombies for a loadscreen... Where's [UGX] treminaor for the ugx_thundergun csc and other assets of mine that you're using? Or Aidan for the kinostyle_teleporter.gsc that you're using?

(https://dl.dropbox.com/u/7345145/ShareX/2013-12/2013-12-31_21-08-58.png)

Even if you didn't end up using the csc in the long run (I don't see a call to it), the fact that you accidentally included it in your map download means that you were trying to use my code and learned something from it in the process, then applied it as your own "fix" to the black ops script.

Your thundergun gsc also appears to have taken excerpts from mine. You've used my custom logic for estimating the value of the nonexistant BO1 getMuzzlePoint() engine function, using the exact same arbitrary math equation from mine
Code Snippet
Plaintext
view_pos = self.origin + (0,0, 72/2 + 10);
instead of just evaluating the inline math to view_pos = self.origin + (0,0,46); That's not a coincidence in the least. Can you explain how you reached that conclusion? The reason I wrote that code was because the player's height is roughly 72 units, so half of that is roughly their waist height, plus a random guess of about +10 units to get the general spot of the viewmodel in the player's view. You also could have just used player getEye() (and it would have been the logical thing to do), or subtracted 26 from 72, so again this is beyond coincidence and the copying has become obvious.



It also looks like you're using SajeOne's weaponFile sprint settings that he set for it in UGX Mod v1.0.3, but that could be coincidence. He arbitrarily made up values for the sprint settings in order to fix an ammo bug that was occurring - interestingly you are using the same values that he settled upon after some trial and error...



Your PP90M1 wall chalk is an exact-pixel copy of the UGX Mod v1.0.3 PP19 wall chalk, as seen here (Yours on the left, mine on the right):

(https://dl.dropbox.com/u/7345145/ShareX/2013-12/2013-12-31_21-06-24.png)

I did the wearing on the white outline completely by hand using some grunge brushes, and as you can see we have an identical match. Since the filesize is a few bytes smaller, I'd guess and say you converted it to dds, then back to iwi again with a new name.



Because of the above evidence, I have temporarily removed the download links for the map as it is violating the Release Topic Guidelines (http://ugx-mods.com/forum/index.php?topic=1173). Please either respond accordingly or amend this map release topic with appropriate credit.

On a final note, your map size is freaking huge! You need to compress your images - a third of them are over 1mb, and it seems like you have way more than necessary. Did you just bulk copy a ton of BO1/2/etc files, or did you actually take the time to figure out exactly which ones you needed...? UGX Mod v1.1 on a stock map is still less than 200MB currently, I don't see justification for this map zip to be over 430mb (!!). Because of this alarmingly high filesize I have realized that we needed to add a filesize limit to maps which can be accepted into the Map Manager, which is now 325mb. Any map file which, when in a .zip, exceeds ~325mb is not eligible to be posted to the Map Manager. We simply cannot bog down our server and waste bandwidth hosting unnecessarily large maps.

If you would like your map to be available on the UGX Map Manager, please reduce the filesize of your map by removing all unnecessary images, compressing the remaining images by resizing them and using DDS export, and removing unneeded folders from the IWD that you included such as ui, ui_mp, soundaliases, materials, and fx. These belong in the FF, not the IWD. They do absolutely nothing from the IWD.

I feel bad for not saying anything positive about the map before writing all of that - I did play the map and you did an excellent job of level detailing. It is very professional work and you should be proud of it.
I am sorry if I left anyone out of the special thanks,
realistically I should have been keeping a list of people as I made the map.
Unfortunately it didnt dawn on me until now.
The thundergun script was from a player on zombiemodding, who I presume got the script from you, seeing that it has ugx written all over it. If you would like I can remove the thundergun if that is what you wish.
I am sorry if anyone was offended by this, and I hope that I can resolve this.
My only am is to make quality maps for people, not stir up conflicts

My apologies
JBird632
Title: Re: Lockdown [Release]
Post by: ocxmwys4mod on January 01, 2014, 10:43:30 am
Thank you for sharing
Happy New Year
Title: Re: Lockdown [Release]
Post by: JBird632 on January 01, 2014, 10:56:55 am
I would like to note, that I have removed the download from zombiemodding as well.
So that I can remove all ugx property.

Once again I am truly sorry.
Title: Re: Lockdown [Release]
Post by: Delta on January 01, 2014, 03:08:25 pm
We don't have anything if you use our scripts.
We can't prevent this at all and we appreciate it when people use our scripts or learn from it.

All we want is proper credit in gerneral. - As long as you extend your credits and mention what you use and it's author everything will be ok.

I really like your map and I appreciate any high quality map. ( especially when it is listed here on UGX aswell )
It would be a personal lost for me if this map isn't listed here on our page and (if you would agree) on our map manager.
Title: Re: Lockdown [Release]
Post by: DeletedUser on January 01, 2014, 03:17:39 pm
Crap, just wanted to click download and found out that the link got deleted.
Title: Re: Lockdown [Release]
Post by: RonanMerriman on January 01, 2014, 03:21:30 pm
Link removed!?!?!?! I want it now!!!!!!
Title: Re: Lockdown [Release]
Post by: DeathBringerZen on January 01, 2014, 03:21:37 pm
After playing Overran, I could not wait to see how your next map turned out and I am glad to say it is every bit as good, neigh, better than Overran. The level of detail you put into your maps is just incredible.

Overall, this is a fantastic map that has a great layout and perfect balance to each area as the player makes his way through the map. Keep making maps mate... you do it very, VERY well. :)
Title: Re: Lockdown [Release]
Post by: timelordalex on January 01, 2014, 03:30:20 pm
Links have been removed and hes deleted the files of the sites :/
Title: Re: Lockdown [Release]
Post by: treminaor on January 01, 2014, 05:51:38 pm
I would like to note, that I have removed the download from zombiemodding as well.
So that I can remove all ugx property.

Once again I am truly sorry.
As Delta said, you don't need to remove UGX property - you just need to give proper credit where it's due. You can use our PP19 texture and my thundergun script and whatever else you've used, but you need to give credit for each of them in every version of the map release topic. I have put the download link back, thank you for owning up to your mistake.

Also please consider what I said about the filesize of your map - it is too large at the moment and some file management and compression should be done.
Title: Re: Lockdown [Release]
Post by: JBird632 on January 01, 2014, 08:55:55 pm
As Delta said, you don't need to remove UGX property - you just need to give proper credit where it's due. You can use our PP19 texture and my thundergun script and whatever else you've used, but you need to give credit for each of them in every version of the map release topic. I have put the download link back, thank you for owning up to your mistake.

Also please consider what I said about the filesize of your map - it is too large at the moment and some file management and compression should be done.

How might I condense the file?
Title: Re: Lockdown [Release]
Post by: treminaor on January 01, 2014, 09:03:18 pm
How might I condense the file?
First remove the folders I mentioned:
reduce the filesize of your map by removing all unnecessary images, compressing the remaining images by resizing them and using DDS export, and removing unneeded folders from the IWD that you included such as ui, ui_mp, soundaliases, materials, and fx. These belong in the FF, not the IWD. They do absolutely nothing from the IWD.
Then you need to make sure that you are only including iwi files that you actually NEED for your weapons and map - there appears to just be huge collection of images in the folder, way more than would be expected for the content in the map.

To compress the files, take all the images which are larger than 1mb and convert them back to dds. Open them with photoshop and reduce the image size to 1024x1024. If they are already 1024, then go down to 512x512px. Then re-save them as DDS-3 or 5 and convert them back to iwi. I did this for every single BO1/2 texture in UGX Mod v1.1 which reduced our filesize by over 75mb.
Title: Re: Lockdown [Release]
Post by: MrSlagovich on January 01, 2014, 09:42:52 pm
This map is pretty good a few bugs i noticed, 1 the colt isn't aligned properly so the bullet doesn't go where you are aiming it goes just below that. Also check the weapon sound files some guns seem to have the FG42 as a secondary sound. Awesome map just needs some fixes.
Title: Re: Lockdown [Release]
Post by: JBird632 on January 02, 2014, 01:04:42 am
First remove the folders I mentioned:Then you need to make sure that you are only including iwi files that you actually NEED for your weapons and map - there appears to just be huge collection of images in the folder, way more than would be expected for the content in the map.

To compress the files, take all the images which are larger than 1mb and convert them back to dds. Open them with photoshop and reduce the image size to 1024x1024. If they are already 1024, then go down to 512x512px. Then re-save them as DDS-3 or 5 and convert them back to iwi. I did this for every single BO1/2 texture in UGX Mod v1.1 which reduced our filesize by over 75mb.

I have been resizing images for quite some time now, and I think I've managed to get reduce the images folder size in half. I can try to go further, but what is good map size to aim for? I think mine is around 270mb atm, is that good enough?
Title: Re: Lockdown [Release]
Post by: treminaor on January 02, 2014, 01:08:28 am
I have been resizing images for quite some time now, and I think I've managed to get reduce the images folder size in half. I can try to go further, but what is good map size to aim for? I think mine is around 270mb atm, is that good enough?
That's MUCH better - Thank you. Feel free to continue but 270 is a decent size.
Title: Re: Lockdown [Release]
Post by: by3cat17 on January 02, 2014, 02:29:56 pm
Very good map, I had a great time playing it! Very good balance of challenging and attainable for the different buildables and easter eggs, as it left me spending some time searching around the map, which I enjoy. Buildable Thundergun was awesome! The only thing i noticed, and perhaps it was intentional, was the Mark 2 ray gun does not shoot through the zombies, so when shooting at a a line of zombies the first one is the only one that gets hit. Upgraded as well. Not a big deal at all, and perhaps it was designed that way, just thought I'd mention it.

Great map, thanks for sharing!
Title: Re: Lockdown [Release]
Post by: RonanMerriman on January 02, 2014, 03:04:20 pm
Great way to start to 2014 with such an epic map, I love it! The detail is amazing, the buildables are creative and the parts are well hidden, as are the teddy bears for the song easter egg. Custom weapons, custom hud, man... I have been looking forward to your next map since I first played Overrun. You never disappoint! ;)
Title: Re: Lockdown [Release]
Post by: tomikaze on January 02, 2014, 04:27:38 pm
JBird,
        I have to agree with almost everyone else here. This is a good map, great weapons and is a lot of fun to play. When I found 3 work benches that all needed parts I knew it was going to be a long night :D I thought a buyable ending of that price was a bit much, but it's not a huge deal as the map has a GREAT camping spot.

I would also like to note that I appreciate you having such a good attitude about making the necessary amendments to your map as requested by UGX staff, that means a lot to see that you didn't take offense. Pretty refreshing really. Keep up the good work man.
Title: Re: Lockdown [Release]
Post by: JBird632 on January 04, 2014, 01:37:22 am
That's MUCH better - Thank you. Feel free to continue but 270 is a decent size.
I managed to keep the file size under 300mb; however, I did not take into consideration the solo loadscreen. So the file size is 292mb, but is still in the 300mb limit. I have also update the special thanks section with more people who deserve credit (if I am missing anyone please tell me).

I have also fixed a couple bugs in the map itself, so if anyone has already downloaded the map, please download the update version.
Title: Re: Lockdown [Release]
Post by: treminaor on January 04, 2014, 02:12:42 am
I managed to keep the file size under 300mb; however, I did not take into consideration the solo loadscreen. So the file size is 292mb, but is still in the 300mb limit. I have also update the special thanks section with more people who deserve credit (if I am missing anyone please tell me).

I have also fixed a couple bugs in the map itself, so if anyone has already downloaded the map, please download the update version.
Do you have a list of the bugs you fixed? It would be useful to post one in the OP which will make it clear that the map itself has been updated :)
Title: Re: Lockdown [Release]
Post by: JBird632 on January 04, 2014, 02:14:58 am
Do you have a list of the bugs you fixed? It would be useful to post one in the OP which will make it clear that the map itself has been updated :)
Here is a list of the fixes that are in the update:
- Buildables now work properly (there was a part called box for both the thundergun & electric grid which interfered with eachother) -- thanks to a youtuber by the name MrZ0mbiesfanatic
- Once quickrevive was purchase three times and disappeared there would be nothing there but an invisible barrier
- The door to the flooded zone had two doors, one costed 1000 while the other costed 1250. They both cost 1000 now.
- Although cheats were disabled the give cheat was not, now it is.
- More detail added
- Building in the background was not chalked fully
- Fixed nuke sound
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: iBarnett on January 04, 2014, 02:20:40 am
This map is great!! Your detail is flawless! Hope to see more to come. If you don't mind what do you figure your hrs were for this map?
Title: Re: Lockdown [Release]
Post by: JBird632 on January 04, 2014, 02:22:05 am
This map is pretty good a few bugs i noticed, 1 the colt isn't aligned properly so the bullet doesn't go where you are aiming it goes just below that. Also check the weapon sound files some guns seem to have the FG42 as a secondary sound. Awesome map just needs some fixes.
I almost forgot, I have also rescaled the blackops 2 colt to fit the animations of the World at War one.

This map is great!! Your detail is flawless! Hope to see more to come. If you don't mind what do you figure your hrs were for this map?
I'm not actually sure, both Lockdown and Overrun took me about half a year each to make. But that was because I did not dedicate a lot of time to making the maps. Got to have some life lol.
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: DeathBringerZen on January 04, 2014, 02:40:03 am
I just played this map with ZK and Axel (AkitakaTsuya - NGT associate) and InvDenial, and they were ALL blown away with the detailing in this map. ZK and Axel gave you mega props for your work.

Cannot wait to see what you deliver next. Any possibility of including UGX Mod 1.1 in your next map?
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: JBird632 on January 04, 2014, 02:53:19 am
I just played this map with ZK and Axel (AkitakaTsuya - NGT associate) and InvDenial, and they were ALL blown away with the detailing in this map. ZK and Axel gave you mega props for your work.

Cannot wait to see what you deliver next. Any possibility of including UGX Mod 1.1 in your next map?
Did anyone record, I would like to watch some gameplay.
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: DeathBringerZen on January 04, 2014, 11:43:12 am
Did anyone record, I would like to watch some gameplay.

Yeah, InvDenial recorded and Axel live streamed it. Inventives video should go up today at some point. I will link it on here when it goes live. :)
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: timelordalex on January 04, 2014, 12:36:13 pm
I just played this map with ZK and Axel (AkitakaTsuya - NGT associate) and InvDenial, and they were ALL blown away with the detailing in this map. ZK and Axel gave you mega props for your work.

Cannot wait to see what you deliver next. Any possibility of including UGX Mod 1.1 in your next map?

gutted i missed out
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: SajeOne on January 05, 2014, 01:00:51 pm
This map can be downloaded from the UGX Map Manager.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: SpiderBite on January 06, 2014, 03:44:19 am
One question: is Warsaw not in Poland?
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: DeletedUser on January 06, 2014, 04:15:04 am
One question: is Warsaw not in Poland?
It was under German control during WW2 but since it seems this map is set in modern times I assume the mapper made a mistake.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: JBird632 on January 06, 2014, 04:20:16 am
It was under German control during WW2 but since it seems this map is set in modern times I assume the mapper made a mistake.
This was a mistake; however, lets assume this is an alternate timeline where Germany won and took over Poland... idk lol. I just googled famous towns in Germany and this came up for some reason.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: Subzerokid on January 07, 2014, 05:43:46 pm
 :rainbow:  :D
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: DeletedUser on January 07, 2014, 07:51:11 pm
I just googled famous towns in Germany and this came up for some reason.
At least you made my dream true. Have a custom zombie map take place in Poland. Thought my "Alone in the forest" map will be the first one, but no and I'm happy. :D
Title: Re: Lockdown [Ver 1.04 Update] 03/01/14
Post by: franco95 on January 07, 2014, 07:55:06 pm
Did anyone record, I would like to watch some gameplay.
http://youtu.be/1z8e0QDVfsw (http://youtu.be/1z8e0QDVfsw)

 ;)
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: dbg_ghost on January 07, 2014, 11:07:56 pm
hi all come check out us out on LOCKOWN very good map

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

http://youtu.be/-7hofd2z_A8 (http://youtu.be/-7hofd2z_A8)
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: DeathBringerZen on January 07, 2014, 11:39:48 pm
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  ;)

@dbg_ghost - Incase you missed this last time around.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: treminaor on January 08, 2014, 01:39:19 am
hi all come check out us out on LOCKOWN very good map

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

http://youtu.be/-7hofd2z_A8 (http://youtu.be/-7hofd2z_A8)
You've already been warned about posting your videos like this. You also posted the exact same "hi all come check out..." message on the topic for Rise. This is not a place to advertise your channel. If you wish you do so, you must post in the YouTube section of the forum. This is your second and final warning, if you post your videos again in a map topic I will take away your posting privileges.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: treminaor on January 12, 2014, 10:25:13 pm
Added to the homepage slideshow.
Title: Re: Lockdown [Release]
Post by: GrantDaddy007 on January 21, 2014, 12:52:02 am
JBird,
        I have to agree with almost everyone else here. This is a good map, great weapons and is a lot of fun to play. When I found 3 work benches that all needed parts I knew it was going to be a long night :D I thought a buyable ending of that price was a bit much, but it's not a huge deal as the map has a GREAT camping spot.

I would also like to note that I appreciate you having such a good attitude about making the necessary amendments to your map as requested by UGX staff, that means a lot to see that you didn't take offense. Pretty refreshing really. Keep up the good work man.

Agree!
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: conn6orsuper117 on April 05, 2014, 12:37:22 am
why do all the guns sound like the FG42.

even the thundergun and the raygun mk.2
 :-\
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: treminaor on April 05, 2014, 12:42:59 am
why do all the guns sound like the FG42.

even the thundergun and the raygun mk.2
 :-\
Probably because all of his soundaliases have the FG42 firesound as the secondary alias...
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: JBird632 on April 05, 2014, 02:10:16 am
Probably because all of his soundaliases have the FG42 firesound as the secondary alias...
Yes, unfortunately I did not know how to make soundaliases properly back then, but I am already remaking Overrun and Lockdown with the black ops mod. Overrun should be ready soon, but Lockdown is having issues with compiling atm.
Title: Re: [Manager] Lockdown [Ver 1.04 Update] 03/01/14
Post by: conn6orsuper117 on April 28, 2014, 12:33:40 am
Yes, unfortunately I did not know how to make soundaliases properly back then, but I am already remaking Overrun and Lockdown with the black ops mod. Overrun should be ready soon, but Lockdown is having issues with compiling atm.

Ok, so that explains the unique m16 sounds  :poker: thanks  8)