UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: jei9363 on March 17, 2014, 04:17:23 pm

Title: [Manager] TITAN Corp
Post by: jei9363 on March 17, 2014, 04:17:23 pm
This map can be downloaded from the UGX Map Manager.


Titan Corp

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F2mfyakz.jpg&hash=427aa2f3b22f0f61c78c68120ed2f5d5e334ae67)

- Weapons will be all WAW except for Napalm Betties
- Sounds restored
- Added Detail (Bo models)
- Zombies will not get confused in the case that a player is downstairs and the only players up-top are downed
- Zombies will slow near the cart so there's less of them jumping trough it and walking around in it while moving
- Zombies will not group up at tour tracks and get themselves stuck
- Some invisible brushes restored
- PAP will be clearer in what you have to do
- Removed Unnecessary files
- More Optimization
- Glitchy Looking water in Coop replaced
- Start room "buried" rock lift scenery re-implemented

Titan Trailer [OFFICIAL] (http://www.youtube.com/watch?v=oWUDdza1I0s#ws)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2Fnxt0dj.jpg&hash=4d384d7de5838cc56c403e3629486a6797c99de5)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F2ylo6yd.jpg&hash=afb8f42a0c3f6b3b967aac32ced8a7a0a9fc98e5)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F2q9fhft.jpg&hash=9640761572c9a517a61dced29e8e09fcaae74047)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Ft6qzyb.jpg&hash=5f1f066355b17dc983192d37757dd689a3ef78a0)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Fbgwd54.jpg&hash=cb4407daff0a4045bb0aae0376c545d8800bcf8c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F3038yue.jpg&hash=cbca69c7074433c7a7744e024577b88ace1215ad)

Features:

Custom Perks:

Porter Punch

BO Perks:

MuleKick
Phd Flopper (no splash damage indicator)
Staminup
Deadshot Daiquiri
Quick Revive (zombies run away now)

WAW Perks:

5-hit Juggernog
Speed Cola
DoubleTap 2.0

Transportation:

Teleporter
Tour Cart
Porter Punch
Air Blowers
Elevator

Equipment:

Napalm Nancies

Extras:

PAP opening System
GIFs
Environmental Ambiance
FX Detailing
Zombie Eye Glow
BO Zombies
Zombie Hats (that fly off)
No Dogs
Some BO weapons + their upgrades
Box Location Indicator

Optimized Enough for me to play it connecting an HDMI between my ASUS laptop and my TV with no real noticable lag.

Credits:

Alerion (Black Ops Hands)
YaPh1l (Box Indicator Lights and BO ammo counter)
HexZombies (intro video)


Beta Testers:
hexzombies
Alwoke78
xXxCowmanxXx
thezombiekilla6
rambobada555555
Zombiejelly

treminaor(General Help)

tom_bmx (awesome tools)



 
Title: Re: Project TITAN
Post by: DuaLVII on March 17, 2014, 04:21:49 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpsychobabblesblog.files.wordpress.com%2F2012%2F02%2Fthumbsup_2-1kkdh18.gif&hash=1564006f2e353aeaaf796f234486d837a826fa46)

Downloading! Can't wait to try this!

Thanks Jei!

Post Merge: March 17, 2014, 04:57:00 pm
Just 5 minutes into the map and loving it.
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 05:30:29 pm
glad you're enjoying it! Tried to make it fun and challenging. dont recommend training in the underground waste swamp unless you have Staminup
Title: Re: Project TITAN
Post by: Zombiejelly on March 17, 2014, 05:34:54 pm
downloading this now, the beta was quite immpressive should I be looking for any surprises that were not in beta?
Title: Re: Project TITAN
Post by: jjbradman on March 17, 2014, 05:46:00 pm
mmm i have a weird bug, when i press the escape button while in your map waw crashes .-.
but it is an awsome map, the waiting time was totally worth it xD
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 05:48:08 pm
downloading this now, the beta was quite immpressive should I be looking for any surprises that were not in beta?

not really, PAP got its own room and just some more detail

Post Merge: March 17, 2014, 05:48:39 pm
mmm i have a weird bug, when i press the escape button while in your map waw crashes .-.
but it is an awsome map, the waiting time was totally worth it xD

Thats not the case for me. Were you in coop?
Title: Re: Project TITAN
Post by: Zombiejelly on March 17, 2014, 06:03:15 pm
is anyone else having an issue when you pause the game crashes?

it then says "unhandled exception caught"

then console says "failed to find sound alias"
"could not load material" then something having to do with a menu
"max_scene_surf exceeded not drawing surface
Title: Re: Project TITAN
Post by: jjbradman on March 17, 2014, 06:05:36 pm

Post Merge: March 17, 2014, 05:48:39 pm
Thats not the case for me. Were you in coop?
[/quote]

solo .-.
Title: Re: Project TITAN
Post by: DuaLVII on March 17, 2014, 06:08:24 pm
I paused and no problems for me.
Title: Re: Project TITAN
Post by: Zombiejelly on March 17, 2014, 06:10:58 pm
im not sure what the issue is but yes I was in solo. I am going to try it again
Title: Re: Project TITAN
Post by: Zombiejelly on March 17, 2014, 06:19:31 pm
I tried it 4 more times changing various things and still when I hit esc it crashes :(
Title: Re: Project TITAN
Post by: jjbradman on March 17, 2014, 06:20:29 pm
I tried it 4 more times changing various things and still when I hit esc it crashes :(
it seems im not the only one with that problem  :(
Title: Re: Project TITAN
Post by: P0tZ on March 17, 2014, 06:21:21 pm
Looking forward to playing this tonight.
Will play and edit later
Thanks for the up dude :rainbow:

Quote
I tried it 4 more times changing various things and still when I hit esc it crashes :(

Same thing is happening to me.
Boot into solo, and anytime i hit esc to pause, it crashes straight to desktop stating cod waw stopped responding.
No toilet breaks tonight then  :troll:
Title: Re: Project TITAN
Post by: timelordalex on March 17, 2014, 06:24:55 pm
looking forward to playing, didnt think it would be released this early, i thought this would have UGX on?
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 06:41:45 pm
when 1.1 comes out Ill update it with the mod
Title: Re: Project TITAN
Post by: blackrock555 on March 17, 2014, 07:03:47 pm
apart from the quitting bug where your game crashes which really isnt a big deal, this map overall is very good and provides a good challange.
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 07:05:36 pm
If someone could printscreen the crash error I could try to fix it. But errors that happen on some computers and not others are usually really hard to fix.
Title: Re: Project TITAN
Post by: SajeOne on March 17, 2014, 07:06:49 pm
Crashes for me aswell:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDBpSPGj.png&hash=780a974fab169bf10a3745f195d54eacb4728588)
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 07:08:25 pm
Crashes for me aswell:

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDBpSPGj.png&hash=780a974fab169bf10a3745f195d54eacb4728588)

I cant see spoiler things.. and test something out for me.. type map nazi_zombie_titan into consol, because right now it runs as a devmap when you press the button to start. maybe it wont get upset if its not devmap
Title: Re: Project TITAN
Post by: SajeOne on March 17, 2014, 07:11:18 pm
I cant see spoiler things.. and test something out for me.. type map nazi_zombie_titan into consol, because right now it runs as a devmap when you press the button to start. maybe it wont get upset if its not devmap
Why can't you see spoilers?(Removed). Same result from "map nazi_zombie_titan".
Title: Re: Project TITAN
Post by: jei9363 on March 17, 2014, 07:59:28 pm
this file will not say that menu_map_nazi_zombie_titan is missing. Sorry for the inconvience, and enjoy your pausability! (hopefully...)

https://www.dropbox.com/s/1ja3clvveofcgud/nazi_zombie_titan.exe (https://www.dropbox.com/s/1ja3clvveofcgud/nazi_zombie_titan.exe)

Title: Re: Project TITAN [Menu crash should be FIXED!]
Post by: SajeOne on March 17, 2014, 08:09:28 pm
Tested on my end and it seems to be working fine. Nice job on the quick fix.

Post Merge: March 17, 2014, 08:14:50 pm
Noticed your ASP is using the reload/reload empty sound slots and not notetracks? Any particular reason for this? Using notetracks would fix the sound timing issue. Small issue but definitely worth a look.
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: DeletedUser on March 17, 2014, 08:38:00 pm
The beta of this map was fun i am hoping the Non beta even better :D  :nyan:
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: Ege115 on March 17, 2014, 09:49:05 pm
Sorry to bother but is it possible that you maybe could add a mediafire link for this map? The Dropbox host interrupt the download for me all the time.
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 17, 2014, 10:51:02 pm
http://www.mediafire.com/download/y64vz2u39whlxhi/nazi_zombie_titan.exe (http://www.mediafire.com/download/y64vz2u39whlxhi/nazi_zombie_titan.exe)
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: daedra descent on March 18, 2014, 01:06:30 am
Firstly, let me just say that this map is AWESOME AS ALL HELL. It was very challenging but not impossible and had enough custom content to keep me interested for a long time.

But as much as i like it it still has some issues, the first and most obvious one is the weapon balancing/Missing sounds/sounds not playing at right time/No muzzle FX. I don't know if you edited the damage values for some guns or made the zombies stronger, but it feels like the MP40 and STG take an entire clip just to kill a single zombie. The upgraded SMG near Jug does an insane amount of damage unupgraded, but when you upgrade it it becomes total weak sauce with a way too much ammo. The upgraded Thompson didn't have any fire affects when you shot it, so it just looked derpy whenever i was using it. These are only a few of the issues that i found, there are PLENTY more.

One of the slanted brush in the starting room has a very small(but noticeable) gap (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fb8b40546191efeb36b1d8f2c1ebde5f6.png&hash=cb2d0ba6adc9f74541ea6dbf7ed0ba177ab1285f)

the elevator and "The Tour" both have issues where zombies can clip right inside the script_brush/script_model. I think they should be killed if they touch either of them while moving, otherwise it looks derpy.

And lastly(and i know i've already talked about this before), Double Tap 2.0 isn't DoubleTap 2.0. Yes, you can potentially increase damage output by 2x per bullet, but thats a chance for BO2's Double Tap and is not guaranteed. The map's DoubleTap 2.0 setup guarantees 2x damage output, therefor it is not DoubleTap 2.0. It would be MUCH more fitting in my opinion if the damage increase affect was made into a separate perk than combined it with another.

All in all i never found anything gamebreaking which is real nice, i just wish the Beta testers did a better job. A lot of this stuff i noticed right away on my first playthrough and was easily noticeable.  :P
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 01:24:33 am
haha Ive tried to fix that gap but its weird.

I know the weapons weren't 100%, but I couldnt fix them. Im going to come out with a UGX version of the map.

In the future release ill make it so the zombies walk near the tour cart so they cant keep up with it

Ill probably restore doubletap to its original version

custom weapons aren't my thing, they just never work out and they even mess up normal weapons. Glad you enjoyed the map and youll stick around for a future release!
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: steviewonder87 on March 18, 2014, 01:27:13 am
Yeh this map has some nice custom features and was enjoyable but like daedra descent said there are quite a few bugs...
Almost every gun (apart from the ASP which has incorrect timing) is missing reload sounds - even WAW ones  ??? the PM63 sounds like a PPSH and the upgraded Olympia has an unupgraded Trenchgun sound for the first shot and the double barrel sound for the second shot which just sounds weird  ??? (The Olympia is also missing a world model in the weapon file as the player holds it above his head lol (I think, I didn't check but you can see it in the box so you must have included it) The elevator to PAP is very buggy and the zombies glitch out when one player goes down and another stays up, also you need to add a time limit or something to it as you can just keep going up and down the elevator for 250 and practically never die...
The teleporter hint string also glitches out and says 'cooling' forever after the first use even though it is useable, oh and I don't think you fixed the hit box model on the 'five' zombies, I'm not 100% but it seems like they don't take any damage to the head area  :o That's all I can think of for now...
Also it could really do with some more non-WAW guns, the PM63 and Olympia were the only ones I saw...
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 01:35:58 am
thought this wouldve made it so the one player down and the one player up situation wouldnt be a problem.. 

Code Snippet
Plaintext
zombies_should_go_to_mainframe()
{

level.numInBasement = 0;

players = get_players();

for(i=0;i<players.size;i++)
{

players[i].is_in_pap = false;

for(k=0;k<level.in_pap_room_trig.size;k++)
{
if(players[i] isTouching(level.in_pap_room_trig[k]))
players[i].is_in_pap = true;
}

if(players[i].is_in_pap == true)
level.numInBasement++;

}

if(self.numInBasement == players.size)
return true;
else
return false;

}


and for the FIVE zombies, sometimes you can get headshots and sometimes you cant.. idk
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: daedra descent on March 18, 2014, 01:45:12 am
NVM, lol.
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 01:49:24 am
no the problem is self.numInBasement should be level.numInBasement. will fix for later version.

the logic is "only if everyone is downstairs, head for the mainframe. otherwise chase who's upstairs"
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: daedra descent on March 18, 2014, 01:52:17 am
no the problem is self.numInBasement should be level.numInBasement. will fix for later version.

the logic is "only if everyone is downstairs, head for the mainframe. otherwise chase who's upstairs"

Yeah i realized that. I had thought that the script meant something like "Only one player can be downstairs at a time" or something like that.  :P
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 02:58:25 am
whats confusing is it works for solo. oh well. how you like Porter Punch?
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: ocxmwys4mod on March 18, 2014, 03:36:41 am
Thank you for sharing  热爱cod的基友屌丝们QQ群145471670.   :please:
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: daedra descent on March 18, 2014, 03:47:54 am
whats confusing is it works for solo. oh well. how you like Porter Punch?

Haven't tried it. Does it make PAP cheaper?
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jorgep28 on March 18, 2014, 04:16:29 am
awesome map!!! :)
exept for the weapons it feels like a bo1 map.
the 4 perk limit was intended?
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: Zombiejelly on March 18, 2014, 08:38:30 am
well I really must suck at playing these maps :-[ I really did not know that there were all those issues. I need to do a better job I guess. All guns that I got had proper reloading sounds. I guess I must have missed a few. I also never noticed the gap either
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: DuaLVII on March 18, 2014, 09:48:11 am
Hey Jei,

Just want to say, Overall loved the map entirely, One little issue I had where one last zombie couldn't get to me and I think he was down in the starting area and didn't know how to use the air lift vents to get up to me but other than that, Loved it.

Not a great carer personally about the little minor gaps and such, not off putting in the slightest to me, It was just a lot of fun which is what counts :)

Thanks,
DuaLVII
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: steviewonder87 on March 18, 2014, 10:04:51 am
Took me a while to figure out wtf Porter Punch did (I too thought it might have made PAP cheaper) but after I did I unfortunately got teleported into the middle of the mainframe area while the other player was in the PAP room and was immediately downed by about 20 zombies lol  ;D

Btw one other thing, I can't explain exactly coz it's a little glitchy but it's possible to get down into the PAP room from upstairs, and vice versa, without using the elevator.....
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 01:06:15 pm
did you do it by jumping on top of the elevator and dying? or can you do it without going down?
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: Psy0ch on March 18, 2014, 01:13:25 pm
seems good :) downloading ;)
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: jei9363 on March 18, 2014, 01:21:07 pm
Hey Jei,

Just want to say, Overall loved the map entirely, One little issue I had where one last zombie couldn't get to me and I think he was down in the starting area and didn't know how to use the air lift vents to get up to me but other than that, Loved it.

Not a great carer personally about the little minor gaps and such, not off putting in the slightest to me, It was just a lot of fun which is what counts :)

Thanks,
DuaLVII

Glad you like it. what round was it that you thought the zombie got stuck? cause they can take their time on early rounds and can seem like theyre not coming. idk hasnt happened to me yet
Title: Re: Project TITAN
Post by: steviewonder87 on March 18, 2014, 02:00:28 pm
did you do it by jumping on top of the elevator and dying? or can you do it without going down?

You can do it without going down
Title: Re: Project TITAN
Post by: jei9363 on March 18, 2014, 02:20:44 pm
what do you do? I cant figure it out..
Title: Re: Project TITAN
Post by: steviewonder87 on March 18, 2014, 02:36:58 pm
Like I said I'm not sure, but at one point I was in the PAP room and the other player was in the start room and suddenly he ended up in the PAP room without taking the elevator and he wasn't sure how, the way to get up is something to do with jumping in the elevator area when the elevator is going down...
Title: Re: Project TITAN
Post by: DeathBringerZen on March 18, 2014, 03:40:59 pm
So, unfortunately due to work commitments, I have not played any custom maps in over 4 weeks, but now that I have got free time on my hands again, I decided to try this map out first.

I really think you have done a stellar job here. Straight from the off, I felt the map had a 'Der Riese' vibe to it. The spawn was nicely designed, and has a great difficulty balance to it for solo or co-op play, but it was progressing through the map that really made me appreciate the effort put in.

I thought the features like the wind vents and breakable flooring was a really nice addition, and the balance in each area as you try to make your way through it all (and to the nearest good wall gun) was well planned out.

It took several attempts to make it past round 5, but when I did, I managed to obtain Jug and get to know that map more. All the ambient sounds were also very effective. I jumped out my skin a few times. lol. I also think the Buried theme was a nice touch.

I have only played a handful of games on it so far, but I am really enjoying it. I will test it for bugs later on fully, but as is, this map is really impressive.

Well done. :)
Title: Re: Project TITAN [Menu crash is FIXED!]
Post by: DuaLVII on March 18, 2014, 03:57:24 pm
Glad you like it. what round was it that you thought the zombie got stuck? cause they can take their time on early rounds and can seem like theyre not coming. idk hasnt happened to me yet

Round 2 or 3 I believe. Maybe 4 Can't remember, I played the map like 6 or 7 times last night, really enjoyed it.
Title: Re: Project TITAN
Post by: jei9363 on March 18, 2014, 04:25:28 pm
Glad people are enjoying it.  ;D When I release it with the UGX mod any shortcomings with weaponry will be gone so hope everyone sticks around for it!
Title: Re: Project TITAN
Post by: JBird632 on March 18, 2014, 05:07:57 pm
The map was wonderful, truly well detailed and a lot of hard work was put into it.
I did notice a few bugs/glitches in it though:
- the nacy's would not always disappear
- if you tried to crawl into the vents you could fall down it (and get out of the map)
- I was using the pm63 and the knife anim was super slow (don't know if other guns were the same)

Title: Re: Project TITAN
Post by: jei9363 on March 19, 2014, 07:05:49 pm
so yeah this map's coop kind of a disaster. Until the next update I hope everyone can enjoy solo.

Apologies,

Jay
Title: Re: Project TITAN
Post by: DuaLVII on March 20, 2014, 10:00:19 am
so yeah this map's coop kind of a disaster. Until the next update I hope everyone can enjoy solo.

Apologies,

Jay

Bearer of good words is back to say I had a co-op game on this last night with a friend and had a lot of fun. Glitches didn't put us off because we weren't trying to find or use them.

As for the zombie issue I was telling you about before jei, only happened that one time, doesn't seem like it's happening again.
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: jei9363 on March 20, 2014, 01:23:19 pm
the problem occurs when the players up top are downed. So I just need to figure that into zombies_should_go_to_mainframe();
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: Dust on March 20, 2014, 01:34:49 pm
I just played this map coop yesterday and didnt run into any problems, it ran smooth. may i ask exactly what is wrong in coop?
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: jei9363 on March 20, 2014, 01:43:58 pm
well the guys over at zombiemodding didnt go easy on the map so they made a pretty useful video for me.

- Olympia world model is above players head
- if someones downstairs and the people upstairs are downed, the zombies will get confused as they are still looking for people upstairs
- the teleporter trigger works, but the cooling hintstring is off in its timing
- missing sounds
- cart ride is abuse-able without cool down
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: HitmanVere on March 22, 2014, 10:47:03 am
Loved the map, but I couldnt find Power, except the "fake" one by STG
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: DeletedUser on March 22, 2014, 11:33:59 am
- Olympia world model is above players head
Unedited BO1 worldmodel works fine for me.
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: P0tZ on March 22, 2014, 12:20:35 pm
Loved the map, but I couldnt find Power, except the "fake" one by STG
Haha
the power switch is a very cool feature in this map. Oh if u mean the power just outside of the walk way..It isn't fake, you just have to work out how to flick the switch. Your hand is one way, how else could a switch be moved???
 I suggest you have another try  :troll: :nyan:
This map is a true work of quality. Massive KUDOS!
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: HitmanVere on March 22, 2014, 03:39:13 pm
Haha
the power switch is a very cool feature in this map. Oh if u mean the power just outside of the walk way..It isn't fake, you just have to work out how to flick the switch. Your hand is one way, how else could a switch be moved???
 I suggest you have another try  :troll: :nyan:
This map is a true work of quality. Massive KUDOS!

Oh, ok, I will try it again soon, it was confusing, because I noclipped to it and it didnt show indication of switching it on
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: MikeVLC on March 23, 2014, 04:00:37 am
one of the bests customs maps I have played ever.
very genuine and very worked.
hard at beginning till you have jugg, flopper and stamin up and when you have all done it is a very playable and funny map.
the only thing I dont like me of this map is you only can get 4 perks or I dont know how to get more, but amazing map, one of my favourite custom maps.
congratulations to people who did this map.
Title: Re: Project TITAN [SOLO is recommended for now]
Post by: dazzibhoy1 on March 23, 2014, 11:08:54 am
nice map had some fun :D :D
Title: Re: Project TITAN [V2 Coming Soon!]
Post by: jei9363 on March 23, 2014, 09:51:45 pm
What to expect in Version V2. Releasing in 1-2 days.

- Weapons will be all WAW except for Napalm Betties
- Sounds restored
- Added Detail (Bo models)
- Zombies will slow near the cart so there's less of them jumping trough it and walking around in it while moving
- Zombies will not group up at tour tracks and get themselves stuck
- Some invisible brushes restored
- PAP will be clearer in what you have to do
- Removed Unnecessary files
- More Optimization
- Glitchy Looking water in Coop replaced
- Start room "buried" rock lift scenery re-implemented

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F116m6iw.jpg&hash=d9fba8b3ee191d30094a270ce6b3fd66281b320e)

UGX Version Coming Soon!

Title: Re: Project TITAN [V2 Coming Soon!]
Post by: timelordalex on March 23, 2014, 10:04:35 pm
I await the UGX version, little interest in WaW weaponry
Title: Re: Project TITAN [V2 Coming Soon!]
Post by: pashan on March 24, 2014, 03:07:36 am
Looks great gonna try it out.

Good Work
Title: Re: Project TITAN [V2 Coming Soon!]
Post by: conn6orsuper117 on March 24, 2014, 03:03:01 pm
seeing mrdalekjd play... already downloading this...

but how do you turn on the power, is it a  :troll: ?
Title: Re: Project TITAN [V2 Coming Soon!]
Post by: RalphonsoTG on March 24, 2014, 03:17:53 pm
Looks pretty good. I'll try it out when I get home, and edit this post.
Title: Re: Project TITAN V2
Post by: jei9363 on March 25, 2014, 03:32:31 am
Titan Corp.

https://www.dropbox.com/s/0v0yr3ii2pbc99v/Titan%20Corp.exe?m= (https://www.dropbox.com/s/0v0yr3ii2pbc99v/Titan%20Corp.exe?m=)

- Weapons will be all WAW except for Napalm Betties
- Sounds restored
- Added Detail (Bo models)
- Zombies will slow near the cart so there's less of them jumping trough it and walking around in it while moving
- Zombies will not group up at tour tracks and get themselves stuck
- Some invisible brushes restored
- PAP will be clearer in what you have to do
- Removed Unnecessary files
- More Optimization
- Glitchy Looking water in Coop replaced
- Start room "buried" rock lift scenery re-implemented
Title: Re: Project TITAN V2
Post by: franco95 on March 25, 2014, 10:05:48 pm
http://youtu.be/72dD2hfwK5s (http://youtu.be/72dD2hfwK5s)
Title: Re: Project TITAN V2
Post by: EZEQK on March 25, 2014, 10:21:22 pm
Hi,
nice map. Pretty graphics. Sorry for my english, i'm a frog :P

I like the map but some stuff maybe need to be modified (imo):

You can't go back (and down to the spawn area) to take quick revive if you're downed (on the rooms up)  without jug. You die jumping down.
This means end of game many times.
Same if you jump down to take bowie knife without jug.
Taking knife before jug is a nice strategy in BO1, allowing you to make early points.

Can't you reduce the damage jumping down without jug?

Weapons need more damage. I'm not sure but seems that at level 6 for example, mp40 need a lot of bullets to kill, more than BO1 equivalent.

This + dying if jumping without jug makes the start of the game little too difficult.

I didn't go very far but when i test pack a punch, there were a glass blocking the access. Why complicating the access to pap?

Title: Re: Project TITAN [V2 Coming Soon!]
Post by: fatboypro on March 25, 2014, 11:24:05 pm
seeing mrdalekjd play... already downloading this...

but how do you turn on the power, is it a  :troll: ?
you shoot the switch
Title: Re: TITAN Corp
Post by: FATKIDSLOV3CAK3 on March 27, 2014, 01:08:09 am
download is broken. have you got another link?
Title: Re: TITAN Corp
Post by: jei9363 on March 27, 2014, 03:42:53 am
https://www.mediafire.com/?3g59m3gi4s67ci6 (https://www.mediafire.com/?3g59m3gi4s67ci6)
Title: Re: TITAN Corp
Post by: chromastone10 on March 27, 2014, 04:10:12 pm
OMG my friends and I where having SO much fun on this map, we got to a point where I was the only one alive and the only way I could survive was to keep riding the tour car over and over in order to live, my friends ended up calling it the "chrome cart" because of my username :P Really liked this map despite there not being an easter egg or ending or something you could probably do really cool, and I really like the air blowers, I would like to request you make a tutorial for them because they are that cool.
Title: Re: TITAN Corp
Post by: jei9363 on March 27, 2014, 09:35:53 pm
thanks man! thats what I was going for, fun treyarch looking map.
Title: Re: TITAN Corp
Post by: DirtyShoe on March 28, 2014, 07:29:35 pm
Anyone want to play this with me?
skype:terrafrisk
cod ingame:dirty_shoe
Title: Re: TITAN Corp
Post by: treminaor on April 11, 2014, 06:36:46 am
(https://dl.dropbox.com/u/7345145/ShareX/2014-04/CoDWaW%202014-04-10%2023-34-46-629.png)

Map ran fine, didn't run into any issues. I noticed you can't use the elevator even when you are the only player alive, but I assume that is intentional.

Will upload to the Manager soon.
Title: Re: [Manager] TITAN Corp
Post by: treminaor on April 11, 2014, 06:47:56 am
This map can be downloaded from the UGX Map Manager.
Title: Re: [Manager] TITAN Corp
Post by: NexxiZ on April 12, 2014, 12:34:10 pm
This map not work on coop ):
Title: Re: [Manager] TITAN Corp
Post by: jei9363 on April 12, 2014, 03:31:57 pm
yes it does.

https://www.youtube.com/watch?v=b5EzXsPzqWo (https://www.youtube.com/watch?v=b5EzXsPzqWo)