UGX-Mods

Call of Duty 5: World at War => Map Releases => Custom Maps, Mods & Tools => UGX Team Releases => Topic started by: W1NG3D on June 30, 2011, 05:12:24 am

Title: [UGX] Cabin Version 1.1 - Release
Post by: W1NG3D on June 30, 2011, 05:12:24 am
This map can be downloaded from the UGX Map Manager.



(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F27032717%2FCoDWaW%25202011-04-23%252021-44-58-86.png&hash=59e5c0452dcf141b5504157acfea257fe6bc4fca)

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 (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.
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: xX_ZOMBiEZ_Xx on June 30, 2011, 10:04:10 am
Sweet!!  :D and how much time is there for the cutscene? 60 seconds?
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: W1NG3D on June 30, 2011, 10:10:24 am
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
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: stig4532 on June 30, 2011, 12:04:48 pm
Epic map! Good work guys this is by far the best detailed map I've seen! Well done :D
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: treminaor on June 30, 2011, 05:07:03 pm
Epic map! Good work guys this is by far the best detailed map I've seen! Well done :D
Thanks  :D
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: W1NG3D on June 30, 2011, 11:47:58 pm
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...
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: ZombEkilE on July 13, 2011, 03:38:08 pm
SWEET  ;D
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: Bullfrogprice on January 04, 2013, 04:48:56 am
whenever I open the first gate (starting in the middle of nowhere) it says there's a script error: it couldn't find the file for mosin_rifle? wtf?

Otherwise a really good map.
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: W1NG3D on January 04, 2013, 05:06:55 am
whenever I open the first gate (starting in the middle of nowhere) it says there's a script error: it couldn't find the file for mosin_rifle? wtf?

Otherwise a really good map.

Sounds like it's either a messed up installation, or you have loose files in your mod folder.
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: treminaor on January 04, 2013, 05:14:35 am
whenever I open the first gate (starting in the middle of nowhere) it says there's a script error: it couldn't find the file for mosin_rifle? wtf?

Otherwise a really good map.
http://ugx-mods.com/forum/index.php?topic=526.0
#4
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: treminaor on June 09, 2013, 11:39:22 pm
how do I download
http://ugx-mods.com/forum/index.php?topic=694.0 (http://ugx-mods.com/forum/index.php?topic=694.0)
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: e0894ed4 on August 12, 2014, 01:19:31 pm
It's hard for me to understand why some of you map creators making these zombies run like it's already 70th or 80th wave despite it's on wave1.
Speedy zombies? No thanks.

Just another cool map seemed cool at first but ended up in thrash bin.
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: tomikaze on August 12, 2014, 01:39:24 pm
It's hard for me to understand why some of you map creators making these zombies run like it's already 70th or 80th wave despite it's on wave1.
Speedy zombies? No thanks.

Just another cool map seemed cool at first but ended up in thrash bin.
Bro, this map was made back in 2011 and it's still better than most maps that come out in 2014. I demand that you remove it from your "thrash" bin and play it over and over again until you love it...love it like it is your only child...cute, cute dark child with runners from the beginning...
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: SoulTaker on August 12, 2014, 06:38:51 pm
Bro, this map was made back in 2011 and it's still better than most maps that come out in 2014. I demand that you remove it from your "thrash" bin and play it over and over again until you love it...love it like it is your only child...cute, cute dark child with runners from the beginning...
Your comments never fail to make me laugh man.  :D
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: n123q45 on August 12, 2014, 07:17:30 pm
love it like it is your only child...cute, cute dark child with runners from the beginning...
damn, you must have had a horrible childhood :'(
Title: Re: [UGX] Cabin Version 1.1 - Release
Post by: DeletedUser on August 12, 2014, 07:55:30 pm
It's hard for me to understand why some of you map creators making these zombies run like it's already 70th or 80th wave despite it's on wave1.
Speedy zombies? No thanks.

Just another cool map seemed cool at first but ended up in thrash bin.
Ever heard of a challenge m8ty? I'm sorry to hear that you expect every good map to be like Buried... I LOVE to face off against Verrukt sprinters! Yes, I do think they are a burden at some times - but thats what makes them stand out above the rest! This map was about the term "Challenge", and to this day its still has its place in Custom Z's history! ;)