UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: Uk_ViiPeR on October 11, 2014, 09:17:41 pm

Title: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on October 11, 2014, 09:17:41 pm
To read more recent updates, either view them below or look at the most recent posts ive added to the thread for more



Update 2016: April

Quote
Hello everyone, today i'm bringing some up to date news about the project and what will be happening in the future, now don't be affraid with what i'm about to say because there is a silver light to it.

The Shadowlands Project for W@W has been cancelled for now. unfortunately due to the amount of limitations with the engine itself i regret to inform you that the project won't be at its full potential with this version of the engine. there are many reasons to this but i will explain them below.

- The map capability is limiting, the original plan was to make a single map have a "open world" feel to it. while fitting with the world and other gamemodes.

Quote
- Custom content has been restricted, this effects how much content is used within the UI or ingame.

- The maps i've already designed and are ready i'm just not happy with, they have so much more potential and could really use a 'remastered' look to it.

- This also helps me focus on doing the DLC maps ready in advance.

Currently, this project will be held mainly for BO3 as we have a wide range of new tools to mess around with and i can meet the higher standard i've always wanted.

There will be a W@W version shortly after the BO3's version is released, but it will have to be a LITE version because of the stated issues above, but will function nearly the same as bo3's version just with less content and access.

I'm sorry for any inconvenience and false hopes (especially after the recent pre-alpha preview video) but i hope you all understand why i'm doing this.

This WIP thread will remain the main topic until a bo3 section is open, it will stay open and i will continue to show updates and progression overtime. i have a lot to show you all soon, but please stand by for now.

See you in the future,
Uk_ViiPeR.



Early preview as promised! Credit to relaxing for recording it for me :)





What is shadowlands?
Shadowlands is a co-op zombie story modification for Call Of Duty: W@W PC. The main focus of this mod was to bring a new singleplayer experience to zombies from a co-operative and solo view.

Come back soon for more information regarding this modification.


UPDATE FALL 2015: due to security problems with the verification system I would advise people to request access whether its for the pre-alpha or not. I'm only saying this because on the release of the project your name has to be in the mod in order to validate your account.

You can request access by requesting beta access (your name will be added to the google document) or simply comment on the document itself. if your name is on that document (within reason) then you have been granted access to the shadowlands project.

You can comment on the document here (make sure to comment on the next available box): https://docs.google.com/spreadsheets/d/1hUtyYW-NnVanEuJxsg5OTgSBCkLI5pm7MlOw5o74BQk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1hUtyYW-NnVanEuJxsg5OTgSBCkLI5pm7MlOw5o74BQk/edit?usp=sharing)

If by any chance you would not like your name displayed on the graph then please notify me before applying to the list and i will happily keep your waw user private.


Thank you for your patience and I hope to see a lot of you on here soon :)

Requirements:
- Must abide by selected rules given on the day (e.g. no leaking etc..)
- Must supply your WAW ID (username) through private message to me directly
- Must have over 50 posts in order to apply.
- Must request beta access in order to be finally put onto the waiting list.


Alpha features:
Code Snippet
Plaintext
- 100% FREE TO PLAY
- Double TKN EXP for 12 hours of ingame time
- Special alpha-only bonuses
- Access to all 4 Maps and 12 different gamemodes.
- Ranks are limited to 20, until DLC1 and 2 arrive.
- Custom UI
- Buy your stock in the UI, use it in-game.
- Rank and token system live
- Anti-Cheat, Ban, stat system live (can be toggled in the server menu)
- Handful of server settings
- Customize your gameplay
and a lot more!

WARNING: If the requirements are failed to be met then either testing in the future will be discontinued or you will be instantly banned from any modification brought out by myself dependant on your reasoning.

There will be 50 slots for now, a week or two later as updates will be dished out I will announce a public release.

4 maps down, 8 more to go.


Newer screenshots:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fk3x3m%2F74508db314.jpg&hash=b00b8f9f97c1e9bdbf2f0b9999fc3d71ae04ddf3)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fk9i4X%2F4c7196629d.jpg&hash=6bfb9971ee63a41d89d67051bf0c680912ccba7a)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fk0lFE%2Fbe9d4648b7.jpg&hash=ce2091eda5cbbc4840f99cf148e0e3161a7c204d)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FjdNg5%2F56b5cf7964.jpg&hash=22431a19b0203b8743a4f0774546482ef299f1a2)

Screenshots since the last build

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiS74v%2Fb4d778b23f.jpg&hash=5969cd3f8919f8e39c65e5962a06150565fb2d37)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FgWS44%2F761bdbafa7.jpg&hash=77caf68051bc92193a78d366d87ebe146130086e)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FgWSEa%2F5b75f2110b.jpg&hash=fb8b15b103a5ebed931c173b2153e83bc5c9e378)

(https://gyazo.com/373a976020492e26e031e6617c7ed75b.gif)

(https://gyazo.com/822614b594e4dfbfda8f050d419eec0f.gif)

(https://gyazo.com/07d397c9e13bb2a8bb940bd66f997ead.gif)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FhBp7x%2F0efcf6bc5b.jpg&hash=5313d919e0334778603819ea429264abb643be7f)


OLD BUILDS

Spoiler: click to open...
(PS - Screenshots provided are the previous alpha build)
Testers and recorders needed (for gameplay and trailer) - Contact me via direct message or skype (CodGlitcherXi)

Hello everyone, today I will be bringing you some new content from me to the community so keep checking back for any updates and I hope you enjoy my little project that I've been working on for about 3 months :)

First Build
Deep within shadowlands you will encounter many different things, ranging from side missions to bosses. Never wonder alone in the woods, you never know what's around the corner.

Shadowlands (since previously mentioned in the past via other sources) has changed a lot, its gone from a standalone 8 chapter season to an all in one map, this is quite possibly the biggest zombie map I've ever seen! and for the lag...well theirs only a minor bit of lag (due to my 2gb ram) so i'm trying to find a solution to reduce the lag for lower ram users. Anyway's enough talking here's a screenshot of the map size so far (only contains 4 chapters at this point in time)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fc5y4n%2F9c01bc0095.jpg&hash=7dd1ce8477c4a14a6ed980d1a48034129823fb7a)

Note: the screenshot was taken too high so not all models and textures can be shown (if you look at the white patch on your right and see that dark texture, well that's the big japanese ship from stock based on its original model scale)

Main focuses of this mod (check list)

- Give other players the ability to fight or work together for survival (between your other 3 opponents)

- Side missions (e.g. get supplies for AI) -
  • [More to be added]

- Overall map Size - []
- Der Riese scrips -

- More barriers? - []
- Storyline - []
- Grphical tweaks - []
- Easter eggs -

- Bosses - []
- Better perk system - []
- More challenges - []
- More detail w/o lag - []
//More to be added

Here are some alpha build screenshots of the standalone version (fog has been tweaked since taken), I hope you enjoy! :)

Second Build

Update 0.2: Implementing more detail and scripts




Overall view of the map (now contains 6 chapters, will be sticking with that for the time being and see how it goes)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch6uJ%2F1f7e186427.jpg&hash=282add935aad9c66273809a1feb2a7586ea19f70)


Other addons:

- Mob of the dead ai models
- Five teleporters (for quicker travel)
- power source and electric barriers
- more ai scripts added
- two cutscenes under testing
- including more decals for detail
- more easter eggs added
- custom sound tweaked (for tree and water animations)
- some alternative scripts (not all mandatory due to testing)
- tree and grass animation
- Boss (varies)
- Hud tweaks (round display removed also, will be replaced shortly)
- FX (for more detail)
- Credits cinematic (for ending)


Changes to be done:

- More FX needed
- Fog display will be tweaked
- The seeing distance (FOV) will be tweaked depending on what version you will be running (LITE or standard) to optimize graphics and reduce lag
- More AI stories and cutscenes
- introduce a "save AI" script for realism and challenging events
More TBA..

Credit given to the original founder for five teleporters, motd models and foliage animation (forgot the names but if youre the creator of these let me know and ill edit the post)

Anyway's enjoy a few more screenshots :)

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch7FR%2F628c085673.jpg&hash=b27204c70ae00e37db7185ced9244ee09bc79ab2)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch7GW%2Fef06b52b26.jpg&hash=981a811c9c78deb12e0b13a864a03c67b59d9ce4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch7Ip%2Fb9e4c7f9f8.jpg&hash=b9ab96cdeded4e1547910bf1feb2ecad10007717)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch7Jm%2F20f0f2d182.jpg&hash=3c4a5ea3e8127108a63cb22ec035f62f0c3cd138)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fch7Kf%2F3964e04977.jpg&hash=443c7bba0f06dff323ded76c5aafac72bb142149)

Third Build

Update 0.3: Halloween pre-beta announcement




Finally, after the last week of trial and error I am happy to announce that the mod will have a beta for halloween, due to quite frequent demand I will be releasing the beta version of the map. You will have access to town, woods, asylum, shoreline and sanctuary.
 
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FcvfUw%2F5c95ab7fc8.jpg&hash=6ca81cd9c03c9600bd2286840158af8a034b46d4)
 
 
Other addons:
 
- 8 Custom weapons (from bo2)
- Perks (Die riese for the time being)
- texture changes (tweaked to fit)
- Day and night system
- Church bell
- Destructible doors (varies)
- Explosive triggers (varies)
- Improved Anti-Cheat
- Dynamic foliage
- Intro hints
- ammo purchase
- Survival cans (tbd)
- Bonus boxes (tbd)
- Side missions (e.g. find this, find that for reward)
- Friendly fire enabled (choose whether to kill or work with team mates)
- Triggered doorways (e.g. blast doors)
- Zombie counter
- Flashlight (tbd)
- Round display removed
- Mob of the dead ai models
- Five teleporters (for quicker travel)
- power source and electric barriers
- more ai scripts added
- two cutscenes under testing
- including more decals for detail
- more easter eggs added
- custom sound tweaked (for tree and water animations)
- some alternative scripts (not all mandatory due to testing)
- tree and grass animation
- Boss (varies)
- Hud tweaks (round display removed also, will be replaced shortly)
- FX (for more detail)
- Credits cinematic (for ending, needs to be updated asap)
more tba.
 
 
Changes to be done:
 
- More FX needed
- More AI stories and cutscenes
- introduce a "save AI" script for realism and challenging events
More TBA..
- Possible treasure chest fix
- Custom perk machines
more tba.
 
Credit given to the original founder for the following (forgot some names but if your the creator of any let me know and ill edit the post)
 
five teleporters - AwesomePieMan
motd models - jei9363
foliage animation - Somebody Else
Anti-Cheat V2 -
Zombie Counter -
Ported BO2 Guns - CFGFactory
Intro hints (to be changed but was used for the time being) -
 
Anyway's enjoy another teaser trailer for halloween! :)
 

Fifth Build

Update 0.5: Introduction to cinematics and extras




Well, since the beta was delayed i thought i'd add a few extra features to the map and try to optimize it as much as possible to make it stable for every player on different graphical settings.

Cinematic's: Introducing cinematic's into this mod has be something i've had in mind for awhile, back since my previous project i've always wanted to include something different to your every-day call of duty experience, whether its triggered events, destructible's or even these. below you will find a small snippet; one of many that you will see in season one so I hope you enjoy :)

Shadowlands Cinematics teaser (https://www.youtube.com/watch?v=VPeCwr2L8eY)

Bonus features (to treat the beta testers, will open a poll so you decide)

Save position - This option allows a player to save its position, upon death, it will auto load that position. The catch is, you're only allowed once every 5 minutes to save your position to keep it realistic.

Mute grenades - as seen in advanced warfare, these are used just like a grenade but instead of damaging the zombies, it causes them to become confused giving you the 10 seconds needed to get out of a crowded area. In other words, a better and more efficient version of monkey bombs.

More tba.

public beta release date will be announced shortly.

Sixth build
Update 0.6: More news since last update




Today i will be announcing what you will almost see in this map, nearly everything above (excluding the overall layout of the map) will no-longer be used in this map, however any custom content/ideas that ive put forward in the past (e.g. mute grenades etc..) will still be in use.


So what is shadowlands now? Well, lets just say its not just a 'map' now. Shadowlands: Chernobyl is run by the newly developed mod Minus-1 which has a new unique user interface layout allowing you to do more than you bargained for. What does it include you may ask?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FfsS7r%2F64ea769cfe.jpg&hash=f55686877def9b2710591378d277caabdb738bbc)

Minus-1 will run all of the following upon release

- Custom UI Design
- Character customization
- Custom online playlist
- 6-9 singleplayer maps
- 5 custom map slots (explained below)
- Ability to customize the UI using a UI placer
- Editable popup messages
- Dev CP, for more control
- Monitor systems (explained below)
- information/contact box
- store (explained below)
- Stock and custom maps (solo, explained below)
- Custom map settings (e.g. gamemodes, set zombie health, speed etc..)
- Easter eggs (who doesn't like them?)
More tba.


Custom UI Design
as seen above i had decided to re-create my own version of a main menu, this menu is a 2-sided split integration where you have campain on your left, and zombies on your right. online and offline options are displayed in the zombies menu also. this has been the main focus recently and as i learn more about how things work the more i want to add.

Custom map slots
There are 5 slots for 5 different custom maps you can run with this map, all you be done simply by adding the fastfile to the mod dictionary and edit the mapname in the map settings/or dvar in your config. all will be displayed onto the ui.

Custom online playlist
Same as the custom map slots, it allows you to select one of your 5 maps by editing the server map name in map settings.

character customization
This is a work in progress, but the final outcome will be to allow the player to attach different parts of the characters body such as the head, body and arms. the preview i showed in the chatbox was a troll ;)

UI Placer
For a change i had decided to allow the player to customize the menu to how he likes it, although; this doesnt mean you can change everything but popup boxes, colours and maybe the option boxes will be included.

Dev CP
Allows you to have more control over the mod, kick a player, warn a player, debugging, profile bans, maybe map customizer (place and save models etc..), and enable/disable monitor systems. However, this option is only available if you're a approved client.

Monitor Systems
This you may or may not like, but its only to help educate myself and maybe others. there are several monitor systems that are inside the mod, these can be any of the following if i decide to enable them. The priority in this is to see how much security i can add, and i know someone will want to crack it. so that could be an easter egg for you ;)

Anti-Cheat system - detects if a vars value is tweaked
Host-Issue system - issues bans, kicks and notifys
Ban system - temp/perm profile ban (this mod limits you to one profile, this is a maybe)
Under/Higher value system (for hex value injections or unknown tweaks, e.g. score received in x second is more than average)

Each system branches into 3-4 different parts, so its not as simple to work out. but its all down to you guys to decide whether or not i should include these.


Store
This mod will be running a token system, where after each game session has ended your overall map score will be saved into an external file, then loaded through the UI and can be used to buy content such as weapons, weapon add-ons, upgrades, perks and redeem codes. Once an item is bought, the points are deducted and you can use that content (on-spawn) the next time you load up a map (if it has the content precached in the map)


Stock and custom maps
A menu dividing Minus Creations (stock) maps and custom external maps, Same as the custom map slots, but the slots will be visibly displayed in the solo menu.

Custom map settings
When creating a server you will have the option to edit your map settings, within the settings menu you will have many different options ranging from the zombie speed/health to where you're spawned, all will be announced soon.

Easter eggs
Within the shadowland maps or even the main menu you will find some easter eggs, let the games begin aye?



And finally, What about the mapping side?

Well, did you notice that i said "maps" above?

Shadowlands is not only a standalone, but includes two huge dlc maps for you to unlock when its released. But how would you unlock them you may ask, thats for you to find out ;)


Shadowlands: Chernobyl
Shadowlands: Shangri-la
Shadowlands: Extended Cut (wip)

This may also include the 6 maps from the old standalone version as a special treat :)

This also includes the 9-singleplayer missions which revolve around chernobyl, you will hear more news about this sometime soon.

p.s. ive said this to many others in the past, but i hate lacking in creativity. why use something which is already created? im trying to maintain the overall zombie feel but make a change to how it works, and im not going to lie, its hard.

I hope you enjoyed this little overview of what is to come in the near future :)

Title: Re: Shadowlands - Season One
Post by: timelordalex on October 11, 2014, 09:39:05 pm
I'm not entirely sure what this is meant to be, but it sounds good and you sound of a professional?
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 11, 2014, 09:41:31 pm
I'm not entirely sure what this is meant to be, but it sounds good and you sound of a professional?

Well, picture this.. Dead island with a nazi zombie crossover, apart from you have the option to kill or work with your team mates :) and I may be new to the site but i've had a few years backed up behind me, this isn't the only project ive worked on so I understand a lot (not all) about mapping and scripting for this engine :)
Title: Re: Shadowlands - Season One
Post by: timelordalex on October 11, 2014, 09:44:28 pm
Well, picture this.. Dead island with a nazi zombie crossover, apart from you have the option to kill or work with your team mates :) and I may be new to the site but i've had a few years backed up behind me, this isn't the only project ive worked on so I understand a lot (not all) about mapping and scripting for this engine :)

Well i'll be sure to keep my eyes peeled on this and any testing news.
Title: Re: Shadowlands - Season One
Post by: ShotgunRagtime on October 12, 2014, 03:03:21 pm
So this is basically a "total conversion" mod? Like it uses the assets of W@W but not the traditional zombies setup? So can we expect to see rounds, mystery box, ect or is this something completely new? Either way, this is probably the coolest thing I've seen on UGX, the screenshots look really nice!
Title: Re: Shadowlands - Season One
Post by: DeletedUser on October 12, 2014, 03:19:05 pm
Well, this might be the best zombie map we'll ever play.
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 12, 2014, 05:09:48 pm
So this is basically a "total conversion" mod? Like it uses the assets of W@W but not the traditional zombies setup? So can we expect to see rounds, mystery box, ect or is this something completely new? Either way, this is probably the coolest thing I've seen on UGX, the screenshots look really nice!

Well, i'm keeping all the old stock scripts from the der riese package (e.g. mystery box, teleporters [maybe], and perk system) to keep it enjoyable for everyone but ive added a few user-created (some by me) content to go that extra mile. with the standalone version of this mod I introduced ai pathing for friendly ai's to assist you to different locations (no further animation was done since it was only a test) and it runs smoothly. The final outcome of this mod is to give a singleplayer/multiplayer deathmatch experience within a zombie mod on a massive scale. I'm now currently scripting a side mission where a soldier is trapped on a train, your job is to kill the surrounding zombies and set him free.. a lot like what they did on dead island. The only downfall on this map would be the lack of detail, there's only so much you can add before it lags.

Double Post Merge: October 12, 2014, 05:10:38 pm
Well, this might be the best zombie map we'll ever play.

If it meets its full potential when finished (as described) then it could we be :p
Title: Re: Shadowlands - Season One
Post by: ShotgunRagtime on October 12, 2014, 05:19:09 pm
Well, i'm keeping all the old stock scripts from the der riese package (e.g. mystery box, teleporters [maybe], and perk system) to keep it enjoyable for everyone but ive added a few user-created (some by me) content to go that extra mile. with the standalone version of this mod I introduced ai pathing for friendly ai's to assist you to different locations (no further animation was done since it was only a test) and it runs smoothly. The final outcome of this mod is to give a singleplayer/multiplayer deathmatch experience within a zombie mod on a massive scale. I'm now currently scripting a side mission where a soldier is trapped on a train, your job is to kill the surrounding zombies and set him free.. a lot like what they did on dead island. The only downfall on this map would be the lack of detail, there's only so much you can add before it lags.

Double Post Merge: October 12, 2014, 05:10:38 pm
If it meets its full potential when finished (as described) then it could we be :p
So it's a campaign kind of map, like Trazit, only better  ;). So if this was gonna be multiple chapters before, but you decided to merge them into one map, then how long will each playthrough be (roughly)? Oh, and I think a good solution to the lag problem would be two versions of the map - Lite (less detail) and Full (all detail)
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 12, 2014, 05:54:38 pm
So it's a campaign kind of map, like Trazit, only better  ;). So if this was gonna be multiple chapters before, but you decided to merge them into one map, then how long will each playthrough be (roughly)? Oh, and I think a good solution to the lag problem would be two versions of the map - Lite (less detail) and Full (all detail)

Yeah exactly! well only one person has tested chapter one (standalone) and that took a good 40 minutes, chapter two took 25 minutes w/o its extension :p chapter three is really small so that one could be quick to complete but its in tight areas so theres a higher chance you could die. chapter five is by far the longest one though (if i can include that into the huge map since it was a "gone-back-in-time" sort of map, towards the beginning of the outbreak. by my prediction, since there are a lot of doors on that map you can buy, and a mean a lot! it could take you around a good 2 hours or so to complete. ps. its also a headmess map, your character starts to go crazy and weird stuff happens. the map will be reshaped and it will make it even more challenging for you to finish (you'll see what i mean when you play it) but the story will make sense in the next few seasons :p

ps. just included a bonus chapter into the big map, chapter seven is now amongst one, two, three and six :p messy chapter layout but ive worked out that seven works better before four :)

And for the lite and full build, yeah i will include that :)
Title: Re: Shadowlands - Season One
Post by: Ramiabdh on October 12, 2014, 06:58:30 pm
The main focus of this mod was to bring a new singleplayer experience to zombies from a co-operative view.

That's just confusing, I don't get it ??? ???
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 12, 2014, 07:33:34 pm
That's just confusing, I don't get it ??? ???

An easier way to put it: Nazi zombies with a storyline (singleplayer aspects added) built for coop and solo :')
Title: Re: Shadowlands - Season One
Post by: ShotgunRagtime on October 12, 2014, 07:42:53 pm
Yeah exactly! well only one person has tested chapter one (standalone) and that took a good 40 minutes, chapter two took 25 minutes w/o its extension :p chapter three is really small so that one could be quick to complete but its in tight areas so theres a higher chance you could die. chapter five is by far the longest one though (if i can include that into the huge map since it was a "gone-back-in-time" sort of map, towards the beginning of the outbreak. by my prediction, since there are a lot of doors on that map you can buy, and a mean a lot! it could take you around a good 2 hours or so to complete. ps. its also a headmess map, your character starts to go crazy and weird stuff happens. the map will be reshaped and it will make it even more challenging for you to finish (you'll see what i mean when you play it) but the story will make sense in the next few seasons :p

ps. just included a bonus chapter into the big map, chapter seven is now amongst one, two, three and six :p messy chapter layout but ive worked out that seven works better before four :)

And for the lite and full build, yeah i will include that :)
Wow man, I gotta say I'm already hyped! I'm also glad that you're doing the Lite and Full idea, I don't want to miss out on any juicy detail that my machine could handle.
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 12, 2014, 07:50:19 pm
Wow man, I gotta say I'm already hyped! I'm also glad that you're doing the Lite and Full idea, I don't want to miss out on any juicy detail that my machine could handle.

Well its all down to how creative I am with detail now, im pretty much done with the lite version now; just a ton of scripts and maybe integrate the pathed ai system (if i have enough time). if you want you can test the overall map layout if youre interested? i need to see if it can cope with 4 players without causing new bugs :p
Title: Re: Shadowlands - Season One
Post by: ShotgunRagtime on October 12, 2014, 08:13:27 pm
Well its all down to how creative I am with detail now, im pretty much done with the lite version now; just a ton of scripts and maybe integrate the pathed ai system (if i have enough time). if you want you can test the overall map layout if youre interested? i need to see if it can cope with 4 players without causing new bugs :p
Hell yeah, I'd love to test the map! Just lemme know when it's ready!
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 12, 2014, 08:14:33 pm
Hell yeah, I'd love to test the map! Just lemme know when it's ready!

Will do! just doing a quick compile tonight and ill see how it goes in solo mode, if alright ill let you know and we can test :)
Title: Re: Shadowlands - Season One
Post by: JiffyNoodles on October 13, 2014, 12:12:47 am
Will do! just doing a quick compile tonight and ill see how it goes in solo mode, if alright ill let you know and we can test :)
I would love to test with you mate, but my W@W is being a bitch with online stuff, so unfortunately, i will have to wait until it's released to the public.  :'(
Title: Re: Shadowlands - Season One
Post by: FATKIDSLOV3CAK3 on October 18, 2014, 03:48:10 pm
i may be wrong here but have you got 1 zone over the whole map? if so do you have any buy-able doors in the map? and if so you really need to spilt the map up with more zones
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 18, 2014, 04:43:18 pm
i may be wrong here but have you got 1 zone over the whole map? if so do you have any buy-able doors in the map? and if so you really need to spilt the map up with more zones

Sorry i forgot to say, its broken up into 8 zones, theres around 13 doors/debris which cover the whole map, avoids long zombir waiting times :)
Title: Re: Shadowlands - Season One
Post by: DeletedUser on October 29, 2014, 03:05:44 pm
I'd suggest recoloring the dynamic_water patch to black as white doesnt look good.
Other than that, the update looks awesome :D
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 29, 2014, 06:53:08 pm
I'd suggest recoloring the dynamic_water patch to black as white doesnt look good.
Other than that, the update looks awesome :D

May i ask how you would do that? ive never recoloured water textures before :p i'm guessing its to do with the overall light map (e.g. glow tweaks etc..) but ill give it a shot! :) ps. beta out tomorrow night (GMT+ London time) just to let you know ;)
Title: Re: Shadowlands - Season One
Post by: DeletedUser on October 29, 2014, 07:06:03 pm
May i ask how you would do that? ive never recoloured water textures before :p i'm guessing its to do with the overall light map (e.g. glow tweaks etc..) but ill give it a shot! :) ps. beta out tomorrow night (GMT+ London time) just to let you know ;)
you do it the same way as alpha blending except you change the color value.
Also, cant wait for the beta :D
Title: Re: Shadowlands - Season One
Post by: Gunoftruth on October 29, 2014, 07:25:36 pm
Very nice! Ill Give it a test go (i dont see if beta testing option is enable,) so i Ask here XD. Looks absolutely amazing though!
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 29, 2014, 07:32:29 pm
you do it the same way as alpha blending except you change the color value.
Also, cant wait for the beta :D

Alright, well ill sort it out tonight so fingers crossed it works! :)

Very nice! Ill Give it a test go (i dont see if beta testing option is enable,) so i Ask here XD. Looks absolutely amazing though!

I'm quite new here so i dont have "edit" options enabled to make it beta available, i'll contact a mod to do it for me :p Yeah there will be limits for the time being since its only a beta so its more of a focus on what people think of the overall layout before I put together a more detailed version of it. just hope things run smoothly once released :)
Title: Re: Shadowlands - Season One
Post by: haxman123 on October 29, 2014, 07:45:51 pm
This images reminds me of S.T.A.L.K.E.R Shadow of Chernobyl for some reason (which is a good thing). Keep it up bro :D
Title: Re: Shadowlands - Season One
Post by: Gunoftruth on October 29, 2014, 07:50:02 pm
I'm quite new here so i dont have "edit" options enabled to make it beta available, i'll contact a mod to do it for me :p Yeah there will be limits for the time being since its only a beta so its more of a focus on what people think of the overall layout before I put together a more detailed version of it. just hope things run smoothly once released :)

Yes agreed. Im making a mod myself ( A mod that applys to map) So im going do same :). But if u need me just say :3
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 29, 2014, 07:56:45 pm
This images reminds me of S.T.A.L.K.E.R Shadow of Chernobyl for some reason (which is a good thing). Keep it up bro :D

I was originally going along a chernobyl theme but got sidetracked with the whole 'woodland' idea, but i'm looking forward to season two since it will move away from the woods :) and cheers man it means a lot!

Yes agreed. Im making a mod myself ( A mod that applys to map) So im going do same :). But if u need me just say :3

Have you got any preview or description of it? i may be able to make it compitable with my map if you wanted? :)
Title: Re: Shadowlands - Season One
Post by: Gunoftruth on October 29, 2014, 08:01:26 pm
I was originally going along a chernobyl theme but got sidetracked with the whole 'woodland' idea, but i'm looking forward to season two since it will move away from the woods :) and cheers man it means a lot!

Have you got any preview or description of it? i may be able to make it compitable with my map if you wanted? :)

Cyborg mod sorry you cant with that xd, it replikating the 1 from cod online into waw (have the game so porting stuff :))
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 29, 2014, 08:07:33 pm
Cyborg mod sorry you cant with that xd, it replikating the 1 from cod online into waw (have the game so porting stuff :))

Thats pretty cool man! if you can port the ai aniscripts that would be awesome! the models on that game are outstanding though!
Title: Re: Shadowlands - Season One
Post by: Noxes5431 on October 31, 2014, 06:18:30 pm
Is a test of the map going to be available today?
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on October 31, 2014, 06:37:03 pm
Just a little update, due to major weapon errors yesterday I couldn't release the beta last night, I will hopefully have it up by tonight! sorry for the delay everyone.

Double Post Merge: October 31, 2014, 08:19:00 pm
Is a test of the map going to be available today?

Yeah it will be, im just adding a few more scripts to it as i write this message, do a full compile and will prepare it for the beta, if you're still interested in testing make sure to add yourself to the beta list (or contact me via PM) on the thread, i will send out a PM to all testers with the link and instructions before publically posting the link to the thread :)
Title: Re: Shadowlands - Season One
Post by: Noxes5431 on October 31, 2014, 09:07:00 pm
Will do! just doing a quick compile tonight and ill see how it goes in solo mode, if alright ill let you know and we can test :)
I emailed you
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 01, 2014, 01:46:05 pm
I emailed you

Done and dusted!


Everyone else: For Pre-Beta you must request beta access to get the map, it wont be posted as a direct link on this thread!
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 01, 2014, 03:14:42 pm
IMPORTANT NOTICE: CO-OP is not operational with more than one person due to spawn node misplacement, a fix is being created and should be posted on hereshortly. Sorry for any inconvenience!
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 10, 2014, 01:32:57 pm
Thread updated, please read the main post from update 0.5 for more information :)
Title: Re: Shadowlands - Season One
Post by: HitmanVere on November 10, 2014, 01:44:34 pm
Thread updated, please read the main post from update 0.5 for more information :)

I didnt get beta, even though Im in testers? :P
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 10, 2014, 02:03:05 pm
I didnt get beta, even though Im in testers? :P

It's because i delayed it for the time being because when i handed it out to the first two testers (one off this site and another on) they both came back and said there were some major problems with coop and solo so I needed to address these before sending it out to everyone. i added a notice when this happened on the main post but I will contact you shortly with a date and we'll sort things from there. it should hopefully be fit for gameplay by this weekend :)
Title: Re: Shadowlands - Season One
Post by: HitmanVere on November 10, 2014, 02:24:33 pm
It's because i delayed it for the time being because when i handed it out to the first two testers (one off this site and another on) they both came back and said there were some major problems with coop and solo so I needed to address these before sending it out to everyone. i added a notice when this happened on the main post but I will contact you shortly with a date and we'll sort things from there. it should hopefully be fit for gameplay by this weekend :)

That is good to hear :D
Title: Re: Shadowlands - Season One
Post by: GdayitsVishnu on November 11, 2014, 09:25:06 am
this map looks way too big for just four perks, please tell me you have more like vulture aid, phd, electric cherry, mule kick oh you gotta have mule kick :rainbow:
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 11, 2014, 11:55:05 am
this map looks way too big for just four perks, please tell me you have more like vulture aid, phd, electric cherry, mule kick oh you gotta have mule kick :rainbow:

I don't plan on keeping just four perks for this map but I will introduce them shortly, hopefully for the pre-beta! may even add a few custom ones or score streaks ;)
Title: Re: Shadowlands - Season One
Post by: GdayitsVishnu on November 12, 2014, 08:57:19 am
I don't plan on keeping just four perks for this map but I will introduce them shortly, hopefully for the pre-beta! may even add a few custom ones or score streaks ;)

i have added you on skype..id like to talk if you can accept.. and this map looks great btw im so hyped!  :rainbow: :troll:
Title: Re: Shadowlands - Season One
Post by: mxtxm on November 12, 2014, 12:18:28 pm


Mute grenades - as seen in advanced warfare, these are used just like a grenade but instead of damaging the zombies, it causes them to become confused giving you the 10 seconds needed to get out of a crowded area. In other words, a better and more efficient version of monkey bombs.

Sounds like they will work similarly to the way emps worked on zombies in bo2...with the exception of the zombies waking back up from the emp blast if you sprint, jump, dolphin dive, or shoot
Looks good. I can't wait to give this a run through. I can already tell, that when it does come out I'm going to be putting hours into it.
Title: Re: Shadowlands - Season One
Post by: GdayitsVishnu on November 12, 2014, 01:02:58 pm
Sounds like they will work similarly to the way emps worked on zombies in bo2...with the exception of the zombies waking back up from the emp blast if you sprint, jump, dolphin dive, or shoot
Looks good. I can't wait to give this a run through. I can already tell, that when it does come out I'm going to be putting hours into it.

i 100% agree
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 12, 2014, 03:53:01 pm
Sounds like they will work similarly to the way emps worked on zombies in bo2...with the exception of the zombies waking back up from the emp blast if you sprint, jump, dolphin dive, or shoot
Looks good. I can't wait to give this a run through. I can already tell, that when it does come out I'm going to be putting hours into it.

i 100% agree

I'm looking forward to releasing the full version of this, but as every other project i do. i want it to be at a great standard where i can release it and not feel like ive missed something out. Thats what the pre-beta and beta is for, its to allow you guys to see what you like/dislike and take suggestions from everyone to make this map have that special feeling you wouldn't get in many other maps. Of course, the aim is to make it fun and less complicated but over time you'll understand that when new ideas are introduced they never always fit perfectly into the gameplay so by continuously experimenting I can achieve that. Obviously the wait will always kill but when its released i'm sure it will be worth it! i can assure you that if it does get positive feedback it won't be the only map i will be doing, ive got some bigger plans for next season that you may like ;)

For anyone who wants to know what I have to go through so far, here's a "to do" list until the pre-beta is ready and its yet to be updated :)

Code Snippet
Plaintext
- AI xanims on ai thrower
- Coop backgrounds and cinematics
- Solo cinematics
- more weapon spawns
- zone 3 spawners autokill (railyard)
- removal of peacekeeper (temp)
- apply command shortcuts
- ai origin followers fix
- spawners don't spawn in teleporter zones
- Improve custom weapon damage (prefered shotguns)
- mute grenade (yet to finish)
- scorestreaks (introducing a few killstreaks from mine and my friends past of scripting
- Hint chats
- Custom traps (tbd)
- Bo and bo2 perks (yet to be added)
- New boss (tbd)
- changing stock boss model

Title: Re: Shadowlands - Season One
Post by: nickst98 on November 12, 2014, 10:38:25 pm
Looks epic from the screenshots, keep up the good work
Title: Re: Shadowlands - Season One
Post by: Centric on November 13, 2014, 03:29:12 am
Yea how about no friendly fire? Or you vote on it before the game starts? If it's on by default I will probably not play this map, everyone will just kill each other. I haven't read all the replys so sorry if someone else already said this
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on November 13, 2014, 03:14:46 pm
Yea how about no friendly fire? Or you vote on it before the game starts? If it's on by default I will probably not play this map, everyone will just kill each other. I haven't read all the replys so sorry if someone else already said this

I'm creating a ton of custom dvars for the host to decide what he wants enabled, so that option will be there :)
Title: Re: Shadowlands - Season One
Post by: ocxmwys4mod on November 26, 2014, 11:07:04 am
 :lol:
Title: Re: Shadowlands - Season One
Post by: Uk_ViiPeR on February 04, 2015, 05:15:33 pm
main Post updated (0.6), more details on the mod and its features. map information coming soon
Title: Re: Shadowlands
Post by: Andy Whelan on February 11, 2015, 08:29:29 am
This looks amazing. Can't wait for release.
Title: Re: Shadowlands
Post by: Uk_ViiPeR on April 01, 2015, 01:55:33 pm
New fast rendered screenshots of one of the maps recently created :)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FgWS44%2F761bdbafa7.jpg&hash=77caf68051bc92193a78d366d87ebe146130086e)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FgWSep%2F81564ccb32.jpg&hash=1033708371b0b3f13e4ec74df18faec6d48dfe3c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FgWSEa%2F5b75f2110b.jpg&hash=fb8b15b103a5ebed931c173b2153e83bc5c9e378)

gif: http://gyazo.com/373a976020492e26e031e6617c7ed75b (http://gyazo.com/373a976020492e26e031e6617c7ed75b)

More news after i come back from new york :)
Title: Re: Shadowlands
Post by: RBRT on April 01, 2015, 04:07:37 pm
New fast rendered screenshots of one of the maps recently created :)

(http://puu.sh/gWS44/761bdbafa7.jpg)
(http://puu.sh/gWSep/81564ccb32.jpg)
(http://puu.sh/gWSEa/5b75f2110b.jpg)

gif: http://gyazo.com/373a976020492e26e031e6617c7ed75b (http://gyazo.com/373a976020492e26e031e6617c7ed75b)

 :rainbow:  :rainbow:

Looks beautiful, glad to see such a great update!
Title: Re: Shadowlands
Post by: P0tZ on April 01, 2015, 05:20:18 pm
Yeah the shots look amazing man.
 I look forward to you releasing them!
Title: Re: Shadowlands
Post by: Uk_ViiPeR on April 15, 2015, 10:54:17 pm
2 most recent maps are almost complete, extended the gameplay distance and introduced new areas for you to explore

Day/Night cycle idea has been cancelled, but an alternative idea for a "scare" factor (not jump scares, just scary ambience and gameplay) will be implemented. This however will be optional ingame, it won't have anything to do with beating the map so its totally down to you whether you want to go to this new area or not :)

some new teasers for you all :)

The last two maps are currently undergoing, but i will let you all know when they're both finished.

http://gyazo.com/822614b594e4dfbfda8f050d419eec0f (http://gyazo.com/822614b594e4dfbfda8f050d419eec0f)

http://gyazo.com/07d397c9e13bb2a8bb940bd66f997ead (http://gyazo.com/07d397c9e13bb2a8bb940bd66f997ead)
Title: Re: Shadowlands
Post by: adfgdagasdf2 on April 16, 2015, 12:21:11 am
Holy hell, this is atmospheric as fuck... I'm disturbed I didn't see this sooner... Amazing work! I can't wait to see more!  :rainbow:
Title: Re: Shadowlands
Post by: KDXDARK on April 16, 2015, 12:23:30 am
great detail m8 :D
Title: Re: Shadowlands
Post by: Harry Bo21 on April 16, 2015, 12:37:56 am
thats pretty amazing!
Title: Re: Shadowlands
Post by: Andy Whelan on April 16, 2015, 06:57:46 am
DAAAYYYYYMMMM! The detail is astonishing :rainbow:, keep it up
Title: Re: Shadowlands
Post by: Donkey22 on April 16, 2015, 09:23:01 pm
Can already tell it looks good from the menu screen. Looking foward to it  ;)
Title: Re: Shadowlands
Post by: Uk_ViiPeR on April 25, 2015, 01:56:07 pm
I thought i'd let everyone know about the latest news on the project rather than keep it quiet and cause a whole lot of questions about the progress delays over the last few months, so here's a few reasons to why you see a large amount of changes to the overall design and function.

Well, as many of you know I don't rarely have time to work on this project, I can potentially put about a day's work every week to this which is one of the main reasons to why it's taking so long. Planning wasn't thought out properly when I first started the project, the whole intention of this mod to start with was to follow a dead island and nazi zombie style cross over, allowing people to experience a large scaled environment and interact with AI for objectives and side missions..That was the start but I realised there's a lot more potential to this idea, I spent months experimenting ideas to make it feel more realistic by focusing on high detailing and custom ambience/lighting to give a heart warming experience to what the engine can potentially do..that's then.

And then there's now... lately i've been caught up with the idea of expanding it even more where it's starting to become something hard but special to achieve. Since there's been a lot of changes i just want to confirm that there will be a shadowlands, but not the way you see it now. Only lately you've seen part of what the cooperative experience will look like graphically, but the way AI and player interactions will be a lot different in the final version. For the last week i've been writing up a script for a solo experience which actually has a storyline rather than rely on side missions, but also make the solo experience similar to the coop experience to maintain the overall feel of the mod. If anyone is confused to what i'm trying to achieve; think of 'The Last Of Us' but with player decided interactions, where the player has to choose wisely where to go and how it could impact the rest of the story mode.

Anyways, ontop of all that I would like to announce that their will be an Official Beta for the cooperative experience sometime close to now, it just wont have the final build layout but you will get to experience about 20% of what it will be like.

Thank you all for your patience and I hope you enjoy what I have to show in the near future :)

Title: Re: Shadowlands
Post by: SmoothCreamPie on April 25, 2015, 02:54:46 pm
This in my opinion,* seems to be one of the most ambitious projects to date. I'm overly excited to see what else you're releasing and the possibility of a beta soon makes me very excited! Keep up the good work and take your time. :)

  :rainbow:
Title: Re: Shadowlands
Post by: Uk_ViiPeR on April 26, 2015, 12:01:45 am
This in my opinion,* seems to be one of the most ambitious projects to date. I'm overly excited to see what else you're releasing and the possibility of a beta soon makes me very excited! Keep up the good work and take your time. :)

  :rainbow:

I never feel like i need to rush things since that's what i've never really done, the key to put a project together is to finish it to the standard you're happy with, giving in on half-assed work would be a let down for myself but all these ideas drive me to present the work differently each time, that's why i like experimenting and seeing where the project will push me too :) But I feel grateful that you're interested in what i had to say, i hate feeling that i let people down by constantly delaying a potential release but the longer it takes the more possibilities it will have is what i say :)
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on May 04, 2015, 07:19:03 pm
The campaign is undergoing nicely now, I'm starting to like this redesign quite a lot.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FhBp7x%2F0efcf6bc5b.jpg&hash=5313d919e0334778603819ea429264abb643be7f)

more teasers soon.
Title: Re: Shadowlands (Redesign WIP)
Post by: fatboypro on May 04, 2015, 09:11:51 pm
Looking amazing
Title: Re: Shadowlands (Redesign WIP)
Post by: adfgdagasdf2 on May 04, 2015, 09:55:40 pm
Keep up the good work! x3
Title: Re: Shadowlands (Redesign WIP)
Post by: Andy Whelan on May 05, 2015, 07:09:03 am
Flawless, love the abandoned look in the bus, reminds me of Fallout 3 which was one of the greatest game IMO
Title: Re: Shadowlands (Redesign WIP)
Post by: panggs on July 24, 2015, 03:33:16 am
Are you still working on this? :-\
Title: Re: Shadowlands (Redesign WIP)
Post by: OdoHd on July 25, 2015, 10:40:32 pm
 :rainbow: :rainbow: :rainbow: Thats amazing respect brother in zombies
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on July 26, 2015, 12:23:46 pm
Are you still working on this? :-\

Yeah i'm still working on this don't you worry! i'm just holding back on the updates for the time being until I feel ready to showcase the mod in full! in the mean time i'll give you a little outlook for what's to come in the mod! all will be explained sometime next month :)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiS74v%2Fb4d778b23f.jpg&hash=5969cd3f8919f8e39c65e5962a06150565fb2d37)
Title: Re: Shadowlands (Redesign WIP)
Post by: Ramiabdh on July 26, 2015, 12:25:42 pm
Yeah i'm still working on this don't you worry! i'm just holding back on the updates for the time being until I feel ready to showcase the mod in full! in the mean time i'll give you a little outlook for what's to come in the mod! all will be explained sometime next month :)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiS74v%2Fb4d778b23f.jpg&hash=5969cd3f8919f8e39c65e5962a06150565fb2d37)

Already hyped for what's coming next month :D
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on July 26, 2015, 12:39:56 pm
Already hyped for what's coming next month :D

I've got a lot planned, and have a lot of work to do! I'm looking forward to seeing what people think of the new concept and how it can be a more challenging survival experience :)
Title: Re: Shadowlands (Redesign WIP)
Post by: Noxes5431 on July 29, 2015, 02:50:37 pm
i love the idea for this
Title: Re: Hitman's box of humour
Post by: Scobalula on August 04, 2015, 12:30:01 am
I can say this map is quite good from what you have shown here and on chat. ;) +1
Title: Re: Hitman's box of humour
Post by: CyberMan1011 on August 04, 2015, 12:48:15 am
I can say this map is quite good from what you have shown here and on chat. ;) +1

Why did you name your post "Hitman's box of humor"?
Title: Re: Project Dial Up: Connection Interrupted
Post by: adfgdagasdf2 on August 04, 2015, 01:04:52 am
Living up to expectations, I see ;) Seriously, it looks better and better and the detail is nearly godlike, though I do wonder what kind of weaponry we'll see...
Title: Re: Project Dial Up: Connection Interrupted
Post by: Uk_ViiPeR on August 04, 2015, 02:09:26 pm
Living up to expectations, I see ;) Seriously, it looks better and better and the detail is nearly godlike, though I do wonder what kind of weaponry we'll see...

Since it's in a post apocalyptic environment you won't see many weapons, but it will focus heavily on melee tactics and depending on the gamemode you will be able to craft your own weapons rather than just buying them (seems to suit the theme this way)
Title: Re: Shadowlands (Redesign WIP)
Post by: tallbroski on August 30, 2015, 05:36:25 pm
Detail looks good from the screenshots. Do your other maps have friendly a.i for solo co op?
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on October 06, 2015, 12:11:27 am
The main post has been updated and filtered better, keep checking back for more!
Title: Re: Shadowlands (Redesign WIP)
Post by: fatboypro on October 06, 2015, 01:12:32 am
Looking nice :rainbow: defiantly signing up for the beta.
Title: Re: Shadowlands (Redesign WIP)
Post by: Bwc66930 on October 06, 2015, 01:45:06 am
so you let me eat the mod! because with how nice it looks itll taste nice
Title: Re: Shadowlands (Redesign WIP)
Post by: Koan on October 06, 2015, 01:48:41 am
This all looks extremely impressive, dude. It'll definitely be one of the best mods ever made for CoD.

Looking forward to it  :D
Title: Re: Shadowlands (Redesign WIP)
Post by: HitmanVere on October 06, 2015, 04:26:05 pm
RIP my FPS
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on November 06, 2015, 12:01:09 am
Hello everyone, if anyone that hasn't heard the reasoning behind the cancellation of the halloween release please read below, I do apologise for any inconveniences.

Quote from: Uk_ViiPeR
The release date has been post-poned due to three major faults with the mod itself, although this gives me more time to fix a few more bugs and add new features as i go on. The UI will hold a lot more features giving the user out-of-game benefits for ingame content. You don't need to worry about the mod being scrapped as i've gone too far into this project to throw it away, all i can tell you is that as soon as you see gameplay of this mod from TheRelaxingEnd then you know it will be out shortly after. I hope you all understand why i'm doing this and i respect you more if you do so. i'f you do have any queries about the mod feel free to contact me.
Title: Re: Shadowlands (Redesign WIP)
Post by: Uk_ViiPeR on November 09, 2015, 01:44:13 am
Just a little update, due to security problems with the verification system I would advise people to request access whether its for the pre-alpha or not. I'm only saying this because on the release of the project your name has to be in the mod in order to validate your account.

You can request access by requesting beta access (your name will be added to the google document) or simply comment on the document itself. if your name is on that document (within reason) then you have been granted access to the shadowlands project.

You can comment on the document here (make sure to comment on the next available box): https://docs.google.com/spreadsheets/d/1hUtyYW-NnVanEuJxsg5OTgSBCkLI5pm7MlOw5o74BQk/edit?usp=sharing

If by any chance you would not like your name displayed on the graph then please notify me before applying to the list and i will happily keep your waw user private.


Thank you for your patience and I hope to see a lot of you on here soon :)
Title: Re: Shadowlands (Redesign WIP)
Post by: Undeadmetal on November 13, 2015, 11:21:43 pm
Just when I think I've seen some of the best maps there's this one  :rainbow: Great job, wait that's not right it's already better than great xD looks stunning!
Title: Re: Shadowlands (Redesign WIP)
Post by: adfgdagasdf2 on November 14, 2015, 05:05:49 am
This mod still looks so awesome every time I see it shows up in the feed. But I'll be patient, this is a masterpiece at work  :accepted:
Title: Re: Shadowlands (Redesign WIP)
Post by: animallover on November 15, 2015, 04:01:16 pm
Really cant wait for release.. This mod looks amazing to be honest..  :o
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: seanathan on February 12, 2016, 06:42:37 pm
You still working on this? Very intrigued by what I've seen so far and can't wait to play it.
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: conn6orsuper117 on February 12, 2016, 10:27:28 pm
You still working on this? Very intrigued by what I've seen so far and can't wait to play it.
I think he is taking a break for a while from modding. But it isnt cancelled (I hope).
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: Exofile on February 12, 2016, 10:29:16 pm
I think he is taking a break for a while from modding. But it isnt cancelled (I hope).

From what I can tell, he hasn't cancelled it...  ::)
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on February 13, 2016, 01:11:07 am
You still working on this? Very intrigued by what I've seen so far and can't wait to play it.

I think he is taking a break for a while from modding. But it isnt cancelled (I hope).

From what I can tell, he hasn't cancelled it...  ::)

Still here, still working. just quietly. I don't want to spoil anything just yet. It's a slow progress but i'm getting there, thing's are different now, but seem to fit the theme a lot better than the past.

ETA - before BO3 mod tools (if released)
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: Undeadmetal on February 13, 2016, 08:10:13 am
Still here, still working. just quietly. I don't want to spoil anything just yet. It's a slow progress but i'm getting there, thing's are different now, but seem to fit the theme a lot better than the past.

ETA - before BO3 mod tools (if released)

Glad to hear it was just wondering about how your map was doing!  ;D

Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on March 23, 2016, 01:29:06 am
Progress update, just wanted to let everyone know the project is still undergoing.

- From high demand i have started a classic mode, but won't be the heavy focus of the project.

- More features and ways to obtain items have been added, working on ingame UI currently to expand the possibilities.

- Trailer is 90% done

- Alpha is 90% done (for real this time)

any-who, here's a screenshot

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FnQtbD%2Fa241570828.jpg&hash=b6aebe4c32daa35a32bd9ad445a9912c600a0e78)

and long live GIFS! (view if you don't have epilepsy)
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F108gxom.gif&hash=334ce47809d71ab067b3266061bbccee9b7112aa)
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Tim Smith on March 23, 2016, 05:42:48 am
Nice man. Good job so far.
Title: Re: Shadowlands (4 maps,12 gamemodes,1 mod)
Post by: conn6orsuper117 on March 23, 2016, 05:57:50 am
Progress update, just wanted to let everyone know the project is still undergoing.
and long live GIFS! (view if you don't have epilepsy)
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F108gxom.gif&hash=334ce47809d71ab067b3266061bbccee9b7112aa)
CRAP! not even my sharp eyes can handle this.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: FluffyHakon on April 03, 2016, 05:15:52 pm
This looks different. Which is good. Cant wait to play it!
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 13, 2016, 10:32:04 pm
Get ready, Preview inbound!

I will be showcasing one new gamemode and the overall map "brooklyn".

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FohdJO%2Fada410eddb.jpg&hash=7fc2e46be60291d6fcbc3c190812791f1277a15c)
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Scobalula on April 13, 2016, 10:40:45 pm
Get ready, Preview inbound!

I will be showcasing one new gamemode and the overall map "brooklyn".

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2FohdJO%2Fada410eddb.jpg&hash=7fc2e46be60291d6fcbc3c190812791f1277a15c)


I found a bug while testing.

(https://i.gyazo.com/020dca45aa3aa4ae74ac4fe2b599a7df.png)

As you can see, the map is not on my PC. I was promised gifts, free assets, scripts, and this map upon my return from the patchy terrains of outside my house.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 13, 2016, 10:49:40 pm

I found a bug while testing.

(https://i.gyazo.com/020dca45aa3aa4ae74ac4fe2b599a7df.png)

As you can see, the map is not on my PC. I was promised gifts, free assets, scripts, and this map upon my return from the patchy terrains of outside my house.

This issue is now resolved ;)
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: conn6orsuper117 on April 13, 2016, 11:00:00 pm

I found a bug while testing.

(https://i.gyazo.com/020dca45aa3aa4ae74ac4fe2b599a7df.png)

As you can see, the map is not on my PC. I was promised gifts, free assets, scripts, and this map upon my return from the patchy terrains of outside my house.

I thought I signed up... >:(
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 13, 2016, 11:11:50 pm
I thought I signed up... >:(

Alpha testing hasn't been done yet, only private testing for coop mainly to see how it works out, had a few issues though and working on a fix for them now.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: simpelsat on April 14, 2016, 01:46:54 pm
do you still remember the people in beta?
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 14, 2016, 02:38:22 pm
do you still remember the people in beta?

If the people in the "requested beta" and "sign up form" are on these then they will be informed for testing soon, no news will be announced for at least a week or two relating to testing just yet.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: MajorPwnege01 on April 14, 2016, 04:08:29 pm
Stupid question, is it nesesary to add ur name to the document?
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 14, 2016, 05:54:54 pm
Stupid question, is it nesesary to add ur name to the document?

You can either PM me it or add it to the document, but it's preferred to be on the document as i won't forget that way.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: MajorPwnege01 on April 14, 2016, 05:56:32 pm
You can either PM me it or add it to the document, but it's preferred to be on the document as i won't forget that way.
ok, thanks
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 15, 2016, 11:07:38 pm
Sneak preview is now on youtube! you can check it out below :) early stages and much work to do but hope you enjoy! :)

Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: ibounce on April 15, 2016, 11:26:27 pm
I'm so confused on how to register, so hopefully I did it right. I just commented my WaW username in the next box that was available.
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 15, 2016, 11:47:08 pm
Yeah you did it right! youre on the waiting list ready for either testing or release, you decide closer to the time :)
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: AKScorpion75 on April 16, 2016, 03:28:49 am
Looks great :)
Title: Re: Shadowlands: Brooklyn (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 24, 2016, 01:26:51 am
Hello everyone, today i'm bringing some up to date news about the project and what will be happening in the future, now don't be affraid with what i'm about to say because there is a silver light to it.

The Shadowlands Project for W@W has been cancelled for now. unfortunately due to the amount of limitations with the engine itself i regret to inform you that the project won't be at its full potential with this version of the engine. there are many reasons to this but i will explain them below.

- The map capability is limiting, the original plan was to make a single map have a "open world" feel to it. while fitting with the world and other gamemodes.

Quote
- Custom content has been restricted, this effects how much content is used within the UI or ingame.

- The maps i've already designed and are ready i'm just not happy with, they have so much more potential and could really use a 'remastered' look to it.

- This also helps me focus on doing the DLC maps ready in advance.

Currently, this project will be held mainly for BO3 as we have a wide range of new tools to mess around with and i can meet the higher standard i've always wanted.

There will be a W@W version shortly after the BO3's version is released, but it will have to be a LITE version because of the stated issues above, but will function nearly the same as bo3's version just with less content and access.

I'm sorry for any inconvenience and false hopes (especially after the recent pre-alpha preview video) but i hope you all understand why i'm doing this.

This WIP thread will remain the main topic until a bo3 section is open, it will stay open and i will continue to show updates and progression overtime. i have a lot to show you all soon, but please stand by for now.

See you in the future,
Uk_ViiPeR.

Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: conn6orsuper117 on April 24, 2016, 01:43:37 am
Hello everyone, today i'm bringing some up to date news about the project and what will be happening in the future, now don't be affraid with what i'm about to say because there is a silver light to it.

The Shadowlands Project for W@W has been cancelled for now. unfortunately due to the amount of limitations with the engine itself i regret to inform you that the project won't be at its full potential with this version of the engine. there are many reasons to this but i will explain them below.

- The map capability is limiting, the original plan was to make a single map have a "open world" feel to it. while fitting with the world and other gamemodes.

Currently, this project will be held mainly for BO3 as we have a wide range of new tools to mess around with and i can meet the higher standard i've always wanted.

There will be a W@W version shortly after the BO3's version is released, but it will have to be a LITE version because of the stated issues above, but will function nearly the same as bo3's version just with less content and access.

I'm sorry for any inconvenience and false hopes (especially after the recent pre-alpha preview video) but i hope you all understand why i'm doing this.

This WIP thread will remain the main topic until a bo3 section is open, it will stay open and i will continue to show updates and progression overtime. i have a lot to show you all soon, but please stand by for now.

See you in the future,
Uk_ViiPeR.
I can wait a couple of more months (or at least until BO3 tools have been released)
were you one of the people who recieved the alpha tools? just curious
Title: Re: Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)
Post by: Uk_ViiPeR on April 24, 2016, 01:54:37 am
I can wait a couple of more months (or at least until BO3 tools have been released)
were you one of the people who recieved the alpha tools? just curious

unfortunately no i did not, but i guess it was down to what experience you had and where they were looking. i'd rather the alpha tools to be tested and end up nearly bug free in comparison to the current version (if they found any that is) just saves us in the long run really.