UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: redspace200 on November 23, 2014, 05:52:50 am

Title: Project Viking V1.1
Post by: redspace200 on November 23, 2014, 05:52:50 am
Project Viking has been updated!

---------------------------------------------------------------------------------------
Project Viking V1.1 Update.

I have decided to update my map which was released roughly 2 years ago, Project Viking! This update will feature some bug fixes, and modifications to the map overall.
One of the main additions to this map is a full easter egg for classic mode. Many people have been constantly requesting that I add a easter egg which can be completed to earn victory on classic mode.
Previously, the only way to "beat" the map was to play a specific gamemode and detonate a moab without going down. Now, players can earn victory by completing a series of steps in the map. I won't reveal
all these steps instantly, however I will say that most of the sidequests (such as filling up chests, collecting afterlife skulls, riding crane, boy of silence), are now all apart of the main easter egg.

Since I wanted to add some final features into my map, that ment I had to sacrafice some of the older features not much people liked or used.

Aside from the easter egg, a series of other things have been updated.  Heres a small list of some of the changes:

Removed beta message :)
Removed ability to hold out bowie knife
Removed deadshot
Fixed beta G_SPAWN error. (Implemented debug system to track ents)
Fixed logic for vulture and widows drops (only player who has perk can see and colled drops)
Fixed series of bugs which occured in beta version
Added gravity spikes/Ragnarok dg4, obtained in a step of ee.
Allowed players to release themself from panzer after fully retracted
Allowed panzer to sprint and use flamethrower
Added ability for zombie king to control a panzer soldat during the zombie king gamemode
Allowed players to stay in the lower floor for longer in zombie king. Players can also stay on lower floor while capturing a generator or while zombie king is controlling a panzer.
Added Widows Wine
Added Surge Gin (Custom Perk)
Added Minigun Maham gametype
Added EE Secret
Added EE Victory minigame
Rescripted Bos Room Logic (To prevent bos not respawning issue)
Added bos light indicator near entrance when free perk is not ready


At this point, the map has pretty much reached the limit for everything. I do not intend on making any more changes after this, as I have already put enough time into this engine. I am pretty happy with the
final product, even if its not perfect. A full EE is something I always wanted to add into the map, so I look forward to seeing if anyone is able to complete it! Aside from the EE, I have finally finished some changes
that I had planned earlier but scrapped.

Hope everyone enjoys the map!
I will post the ee steps if people are unable to figure it out, but are interested in making an attempt. It's not easy, it took me and theRelaxingEnd over 25 attempts to complete it! I'd like to see people make some attempts first before I give it all away though.

Download the Update!

HOTFIX 7/5/2016

- Prevented chaos mode from instantly ending upon start
- Fixed some zoning issues
- Increased wunderwaffe powerup duration to 60 seconds
- Allowed players to keep wunderwaffe after using afterlife
- Allowed players to begin using the wunderwaffe whenever they want. Timer doesn't start until the first shot is made. You know if the wunderwaffe timer is active if you see the deathmachine powerup icon towards the bottom of the screen.

EASTER EGG TUTORIAL AND GUIDE TO THE MAP!!


drive.google.com

New Credits
HitMan: Surge Gin Icon & Surge Gin Texture on Machine

Some screenshots from the new update below

(http://i.imgur.com/PbWbTUK.jpg)

(http://i.imgur.com/4MsNXF1.jpg)

(http://i.imgur.com/TBbi6KU.jpg)

(http://i.imgur.com/C4jAil4.jpg)

(http://i.imgur.com/cMjl3jF.jpg)

(http://i.imgur.com/3bBgg8z.jpg)
------------------------------------------------------------------------------------------------------------------------------------------------



Warning: Not Completely Copyright safe - This map uses some copyrighted music. I suggest turning the music volume down in settings if you plan to upload video gameplay of this map online

Project Viking is a zombies map which is a attempt to do something out of the usual. Gameplay is very different then the average zombie map, introducing many new ways to play the game. You'll also be seeing a mix of multiple features combined from the past cod games, all in one map. The playable space isnt to large, but should be enough for you to barley survive :).
Take Advantage of the maps features to aid you in your survival, or if you would prefer to play without using these new features, just throw on the No Objective Challenge! There are many different gametypes for you to try, some to play with friends and some to play solo.

A few features of what this map has to offer:
Some BO2 Bosses, and new bosses which have not appeared in zombies before!
BO2 style buildables
BO2 style stingers
BO2 gametypes
BO1+2 Wonder Weapons
Custom Wonder Weapon
Perks from BO1+2
Custom Character effects such as falling from a high height, catching fire, injecting
Difficulty Setting
Challenge addons which all have winnable endings
Inspired "No Objective" mode which disables most side-quest features as well as killstreaks + adds winnable ending
BO2 like generator system
BO1 Style Diving System
Multiple Revive methods, Quick Revive, Whoswho and Afterlife!
+ Many More

Preview Screenshots:
(http://i.imgur.com/fSDH6kt.jpg)

(http://i.imgur.com/LZUlBiC.jpg)

(http://i.imgur.com/pn6uSqD.jpg)

Credits: (Also displayed at start of map, before game starts)
GudMan Yokel - Beta Testing, Support
offthewall - Model/ViewModel/Weapon/Script help & support
ChazBrooksy - Lots of Beta Testing
Ray - Early Beta Testing, Scripting Support
YaPh1l - Scripting Support
Awesome Pie Man - Support
Treminaor - added code to HUD files, Video Tutorials, Scripting Support, Overall Support
SajeOne - Video Tutorials
Tom_Bmx - Tools, Models/Animations
echo000 - Weapon Assets/Animations, Early Support
PorkRoyalz - Weapon Assets/Animations
Nikolai Belinski - Weapon Assets/Animations
xXxCowmanxXx09 - Weapon Assets/Animations
jZob123 - Weapon Assets/Animations
n123q45 - Early Testing, Support
DuaLVII - Support
MrTombone8 - Support
ClaytonM456 - Weapon Assets/Animations
GunOfTruth - Early Testing
Steviewonder87 - Weapon Assets/Animations
Mikeeeyy - Early Inspiration, some ideas/concepts
Jellal - Early Testing, Scripting Support
Tito - Weapon Assets
Chromastone10 - Menu file help, Update Patch Testing

Thanks for everyones continued support - Redspace200.

V1.0.3 Log
Spoiler: click to open...

- Now Displays Current version on screen
- Added common YouTube challenge, two box only
- Changed death area on electrified zappers by center of map to a slow death area. (Deals damage over time)
- Fixed occasional powerup offset in height
- Improved AI pathing in multiple areas
- Fixed 2 powerups being dropped by the same zombie
- Fixed clients not seeing knuckle crack animation while building
- Fixed a infinite health/insta kill issue
- Improved overall clipping
- Improved ai spawn locations in multiple locations
- Fixed all known out of map glitches
- Fixed security room ledge
- Fixed subwoofer counting towards melee kills
- Fixed subwoofer spawning in the air if grabbed from a powerup while jumping
- Addressed timebomb issue which would cause clients to lag out of the game
- CBJ wallbuy hintstring is now only visible from within the crate
- Added a fix to reposition your shovel icon if someone leaves the game
- Timebomb icon moved slightly upwards
- Added a 5 second delay to some challenges on drop zone
- Added a countdown timer to some challenges on drop zone
- Improved a few drop zone challenges
- Disallowed mule kick weapon drop to drop deathmachine and wunderwaffe
- Increased the slowguns damage to a reasonable rate
- Fixed loose mule kick 3rd weapon after whoswho revive
- Addressed a issue where the elevator would not move after someone leaves the game
- Reduced the mechs claw health by half of what it used to be
- Fixed a issue where someone in afterlife could gain points
- Fixed a issue where brutus would occasionally drop a normal powerup
- Fixed airstrike not dealing any damage at all to ai
- Updated some wallchalk images
- Afterlife hud icon will now be the color of the current afterlife type you have
- Added "Denied" effect on hintstrings
- Addressed a issue where a pred missile could pick up powerups
- Addressed a issue where you would instantly die if you killed a napalm zombie inside a pred
- Addressed a issue where calling in a moab would disconnect all clients
- Reverse powerups can no longer spawn below round 5
- Reverse powerups can no longer spawn if you melee an ai
- ZombieKing menu updated to allow for upwards scrolling and smoother scrolling
- Changed and Added a few options to the ZombieKing menu
- Removed the "Shake Effect" whenever a message appeared on the screen
- Made the "IMS" killstreak count towards explosive kills
- Changed perk hintstrings
- Added failsafe respawn to the pred and ac130 killstreaks
- Slightly increased maximum zombie distance from player
- Security Room Crusaders won't stick around if they have no one to target, or if there target is in a second chance mode
- Removed Mortar Round and Airstrike killstreaks from all challenge addons
- Few other unmentioned improvements
Title: Re: [BETA] Project Viking
Post by: Dust on November 23, 2014, 05:58:42 am
Well this was a bit of a surprise. Cannot wait to try out this map! Judging from the WIP, it looks to be the best custom map to date
Title: Re: [BETA] Project Viking
Post by: adfgdagasdf2 on November 23, 2014, 06:06:27 am
I'm very happy you decided to release this, despite all the critique. When you mean "beta," though, does that mean you're still working on it? Or is it just a release so everyone will stop annoying you?
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 06:17:17 am
I'm very happy you decided to release this, despite all the critique. When you mean "beta," though, does that mean you're still working on it? Or is it just a release so everyone will stop annoying you?
The map itself is pretty much finished, as I can't really add much more even if I wanted to due to limitations.

Its not a full release, I just opened the beta to everyone. I want to see everyone thoughts on how the map plays and will likely make modifications depending on the feedback I get. Also people will likely find bugs that I have yet to encounter myself, so i'll be fixing those as well.
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 23, 2014, 06:46:25 am
Finally, can't wait to try it :)

Double Post Merge: November 23, 2014, 07:54:17 am
Bug report: sometimes max ammo drops spawn in the air (idk if this happens with other drops). Rarely the last zombie might drop 2 power ups.
Title: Re: [BETA] Project Viking
Post by: ClassicZombieKlr on November 23, 2014, 08:03:19 am
Besy MAP i ever played :) ;D
Title: Re: [BETA] Project Viking
Post by: GdayitsVishnu on November 23, 2014, 08:19:13 am
OMG IM SO HAPPY!  :alone: im....just...so...happy.!!! :rainbow:
Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on November 23, 2014, 08:39:11 am
Yes Yes-M Bison. It is finally here.
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 09:37:11 am
redspace200 thanks! for giving us the beta of Project Viking! +1 Gained!  :)
Title: Re: [BETA] Project Viking
Post by: dannyrap87 on November 23, 2014, 09:58:35 am
OUH YEAH!!! Thanks for this masterpiece Redspace, definitely you made something unique with this awesome map. Respect for such a great work! :rainbow:
Title: Re: [BETA] Project Viking
Post by: P0tZ on November 23, 2014, 10:59:27 am
Glad to see you released this in the end Red, Had some great fun on it.
As I suspect some people may struggle on it, maybe you could release your run strategy to aid those who do.
Just a thought.
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 11:27:54 am
Well, a year ago when I was testing it, I found a good training area next to mystery box. Don't know if it still applies here.
Title: Re: [BETA] Project Viking
Post by: Peenbeer on November 23, 2014, 11:41:29 am
This map is the SICKEST map i've ever seen!
Good job! :rainbow:
Title: Re: [BETA] Project Viking
Post by: MrZereze on November 23, 2014, 12:11:02 pm
omg i cant wait to play this!!! thx for the beta release
Title: Re: [BETA] Project Viking
Post by: zacwacky on November 23, 2014, 12:31:10 pm
This is a great deal releasing the beta to the public. good on you, redspace. anyways, i came across multiple bugs, not gamebreaking, but they are there. +1 :rainbow:
Title: Re: [BETA] Project Viking
Post by: Organdonor on November 23, 2014, 01:17:24 pm
Thanks so much I cant wait to play. Busy downloading
Title: Re: [BETA] Project Viking
Post by: Rollonmath42 on November 23, 2014, 01:41:47 pm
Wow is all I have to say. I think the only thing I could ask for to be added that would help would be an FOV slider, or at least some way to increase it. Other than that, definitely an amazing map, especially for a BETA release.
Title: Re: [BETA] Project Viking
Post by: -Leask- on November 23, 2014, 02:11:05 pm
can make a download link on mediafire, google drive isnt working the best for me
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 02:27:35 pm
Incredible map RedSpace! Got to round 15 (Original) on my 1st attempt! Those panzers are freaking spooky... :D ;)
Title: Re: [BETA] Project Viking
Post by: RamboBadass on November 23, 2014, 04:09:32 pm
 :o YAY THATS SWEET MAN thanks
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 23, 2014, 04:26:13 pm
Did a quick few runthroughs of the map with my friends, first impressions are that this map is freaking awesome! We didn't get too far due to time constraints and intense frame lag but I/we will try later to get a lot further and check out more features of the map! Thank you so much for the release!
Title: Re: [BETA] Project Viking
Post by: xXZombieShotzXx on November 23, 2014, 04:32:09 pm
I have been waiting for this map! thanks so much for at least releasing a beta :)
Title: Re: [BETA] Project Viking
Post by: NascarFanatic24 on November 23, 2014, 04:33:59 pm
Good stuff you release a beta
Title: Re: [BETA] Project Viking
Post by: AoKMiKeY on November 23, 2014, 04:40:49 pm
Seems you are a fan of Mikeeeyys ( a cod 5 console modders ) work since you seem to of used some of his code/ideas/designs/scripts etc.

Edit: Turns out the code was not copied morely inspired by and i am fine with that. Now Mikeeey is in the credits i am happy :)
Title: Re: [BETA] Project Viking
Post by: Thatt_Guyy_109 on November 23, 2014, 04:46:05 pm
Looks like a great map. Can't wait to play :D
Title: Re: [BETA] Project Viking
Post by: Ramiabdh on November 23, 2014, 04:49:57 pm
Can't beleive, well then since it's a beta, you will have all bugs reported soon.
Title: Re: [BETA] Project Viking
Post by: adfgdagasdf2 on November 23, 2014, 05:12:14 pm
Well thats good to hear. From what I can tell, the map runs beautifully, and all the functions work without a hitch. You, sir, have my respect!
Title: Re: [BETA] Project Viking
Post by: arceus on November 23, 2014, 05:25:49 pm
played a round on one of the game modes with out sound i get hit turn around an brutus is in my face :poker:
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 05:28:32 pm
Seems you are a fan of Mikeeeyys ( a cod 5 console modders ) work since you seem to of used some of his code/ideas/designs/scripts etc.
Yeah he was one of the first few people who inspired me to do this. Completely forgot about him until now, added to credit list.
Title: Re: [BETA] Project Viking
Post by: HitmanVere on November 23, 2014, 05:33:25 pm
-Grabbing zombie blood when having zombie blood removed my afterlife from that round
-When panzer grabbed me and moving towards him, I did dolphin dive anim whole process and couldnt shoot him for that reason
-Zombies sometimes goes through models, like the middle part next to Jugg and crane part near generator 4

These were found while playing co-op, really good map with ambience and HQ stuff, really looking forward for official release, if that can get any better :D
Title: Re: [BETA] Project Viking
Post by: ZombieTimeYT on November 23, 2014, 05:42:12 pm
OMG OMGGGG IM SO HAPPPY U DONT KNOW HOW MUCH I WAS WAITING FOR THIIS <3 <3 <3
Title: Re: [BETA] Project Viking
Post by: Cold_banana on November 23, 2014, 05:51:28 pm
Brilliiant map,  map of the year! Hope you can understand that people were only pressuring you to release it because it is such an awesome map.

All the time and effort you put into this has definitely not gone to waste. people will still be playing this years from now as one of the all time great custom zombie maps
I hope you can take a break after this and stay in the W@W community producing more awesome content and helping others improve their maps!
Title: Re: [BETA] Project Viking
Post by: GREGY10 on November 23, 2014, 06:00:17 pm
Would this be a map your submitting to the YouAlwaysWin Contest?
Title: Re: [BETA] Project Viking
Post by: PlanetBroadcast on November 23, 2014, 06:02:13 pm
I saw Mr.DalekJD play this map it is freaking awesome gonna try it out now :lol: :lol:
Title: Re: [BETA] Project Viking
Post by: HitmanVere on November 23, 2014, 06:14:51 pm
Would this be a map your submitting to the YouAlwaysWin Contest?

No, all maps, that are in contest are in the YAWs section
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on November 23, 2014, 06:26:15 pm
Would this be a map your submitting to the YouAlwaysWin Contest?
Ignoring the fact it breaks literally EVERY single rule for the contest... :facepalm:
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 06:56:56 pm
I think i found a bug with the map that is game breaking :/

I spawn in with a white screen  ???

(http://i.gyazo.com/8b7501ceec5bd61e01e35f775836fd32.png)
Title: Re: [BETA] Project Viking
Post by: ktownvagzy on November 23, 2014, 07:05:31 pm
the download link doesnt work for me is there an alternative link?
Title: Re: [BETA] Project Viking
Post by: ktownvagzy on November 23, 2014, 07:08:34 pm
my mistake i tried again and it works fine
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 23, 2014, 07:15:52 pm
glad you decided to release this man, look forward to playing it, and whatever beef you had with GunofTruth, I'd suggest you credit him for at least beta testing or he'll just get mad.
Title: Re: [BETA] Project Viking
Post by: Sanyo on November 23, 2014, 07:16:13 pm
Looks good, gonna go try it now!
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on November 23, 2014, 07:22:42 pm
I think i found a bug with the map that is game breaking :/

I spawn in with a white screen  ???

(http://i.gyazo.com/8b7501ceec5bd61e01e35f775836fd32.png)
Why do I get the feeling this is not a bug?  :troll:
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 07:27:05 pm
glad you decided to release this man, look forward to playing it, and whatever beef you had with GunofTruth, I'd suggest you credit him for at least beta testing or he'll just get mad.
Just added to the list, forgot to add him originally. Thanks for the reminder.
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 23, 2014, 07:32:06 pm
the recent version is 1.02 right? someones hosting the map on v1.0 so cant join
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 07:45:01 pm
the recent version is 1.02 right? someones hosting the map on v1.0 so cant join
Had to quickly do a update to fix a gamebreaking issue, sorry about any problems this causes.
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 23, 2014, 07:45:50 pm
YES ALL OF MY YES
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 07:48:20 pm
Bug report

Spoiler: click to open...
The places where you can enter into the boy of silence room if you go prone and move your way to the end of the edge.  The zombies can't find where you are if the boy of silence room is not open.
(http://i.gyazo.com/99a71552ef05a11d50590cecf4d6f734.png)
^ Radiant entily window if you are wondering.
Title: Re: [BETA] Project Viking
Post by: CyberMan1011 on November 23, 2014, 08:01:47 pm
Bug report

Spoiler: click to open...
The places where you can enter into the boy of silence room if you go prone and move your way to the end of the edge.  The zombies can't find where you are if the boy of silence room is not open.
(http://i.gyazo.com/99a71552ef05a11d50590cecf4d6f734.png)
^ Radiant entily window if you are wondering.

Is there supposed to be a photo in your spoiler?

Idk why, but the photo isn't loading for me :l
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 08:03:04 pm
Is there supposed to be a photo in your spoiler?

Idk why, but the photo isn't loading for me :l

Just because i did not want to spoiler the map for everyone  ;)
Title: Re: [BETA] Project Viking
Post by: CyberMan1011 on November 23, 2014, 08:04:12 pm
Just because i did not want to spoiler the map for everyone  ;)

That's not what I meant

I understand why you would put the spoiler tag, but what I'm saying is that the photo you put in the spoiler tag isn't loading for me
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 08:05:13 pm
-Grabbing zombie blood when having zombie blood removed my afterlife from that round
-When panzer grabbed me and moving towards him, I did dolphin dive anim whole process and couldnt shoot him for that reason
-Zombies sometimes goes through models, like the middle part next to Jugg and crane part near generator 4

These were found while playing co-op, really good map with ambience and HQ stuff, really looking forward for official release, if that can get any better :D
- You get one afterlife every 2 rounds, which changes to every 3 rounds, past 15
- Will add to bug list
- Zombies will probably go through some models which are movable or deletable, such as the chests. I'll see if theres any fix for this

Glad to see you, and everyone else is enjoying this so far :)

Bug report

Spoiler: click to open...
The places where you can enter into the boy of silence room if you go prone and move your way to the end of the edge.  The zombies can't find where you are if the boy of silence room is not open.
(http://i.gyazo.com/99a71552ef05a11d50590cecf4d6f734.png)
^ Radiant entily window if you are wondering.
- Will add to bug list
Title: Re: [BETA] Project Viking
Post by: arceus on November 23, 2014, 08:05:40 pm
in the loacation were the box is were you can see forward and to the right if you push up on the box while hitting it the zombies will stop fallowing you untill you move again

Double Post Merge: November 23, 2014, 08:09:10 pm
- Zombies will probably go through some models which are movable or deletable, such as the chests. I'll see if theres any fix for this
couldnt you put a monster clip and when it moves /deletes move/delete it with it?
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 23, 2014, 08:12:36 pm
Bug report 2

Spoiler: click to open...
When you have the slow gun and you fly in this part in the map you can see in the picture.  You can get on this edge that you can drop down and the zombies can't find you and that can be seen in the picture below.
(http://i.gyazo.com/8ffd572acec3e50134e89af42e0bb687.png)
Title: Re: [BETA] Project Viking
Post by: arceus on November 23, 2014, 08:21:01 pm
pic of earlyier bug report

(http://gyazo.com/9c8dbea825a50c6e6b37c61c8f529225)
Title: Re: [BETA] Project Viking
Post by: sonicx161 on November 23, 2014, 08:23:46 pm
I can't start solo. I get this: (http://i1107.photobucket.com/albums/h395/sonicx161/2014-11-23_00001.jpg)
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 23, 2014, 08:40:53 pm
In the first area with quick revive a zombie spawned past the 750 door without it being open.
Title: Re: [BETA] Project Viking
Post by: sonicx161 on November 23, 2014, 08:43:14 pm
never mind i found out what was the problem. Great Map thanks Red   ;)
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 08:45:18 pm
Addressing most of these in game issues now, however I don't know if I am going to update it for another week or so, or else everyone will have different versions of the map and coop games will be alot more difficult to find.
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 23, 2014, 09:00:40 pm
Bug report 2: very rarely, if you get a yellow/orange power while you go to the afterlife, when you try to pick it up it will not show the bar and you can't pick it up. Also the power up icon will disappear but not the light
Title: Re: [BETA] Project Viking
Post by: SilentScope678 on November 23, 2014, 09:09:45 pm
The variety of game modes and challenges for this map are spectacular. Chaos mode proved to be quite intense, managed to beat it in 3 minutes.

Spoiler: click to open...
(http://imgur.com/FzElT3S.jpg?1)
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 23, 2014, 09:20:30 pm
Having so much fun, so much to do it NEVER gets boring for me, probably the funest custom map ever hands down for me, keep up the amazing work :)
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 09:28:47 pm
Poll added, would like to get some input on how often to release map updates, which will fix reported issues.

Double Post Merge: November 23, 2014, 09:43:37 pm
Bug report 2: very rarely, if you get a yellow/orange power while you go to the afterlife, when you try to pick it up it will not show the bar and you can't pick it up. Also the power up icon will disappear but not the light
The yellow powerups can actually only be picked up by a randomly selected person who is alive in the game. If you were playing coop, you can mark the powerup for others to collect. Otherwise on solo you should always be able to collect it, but not be able to mark it.
Title: Re: [BETA] Project Viking
Post by: Ph3NiX on November 23, 2014, 09:29:15 pm
OMG THIS MAP IS SO COOL !  :rainbow:
By the way, you did an awsome work with zombies : they are like on BO1 and BO2, not like WaW ! :O
I'm trying to find the Easter egg, I've already found some blue skulls :P
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 23, 2014, 09:43:02 pm
Bug report 3: if you have a death machine and get a wunderwaffe drop, you will not get the wunderwaffe.
Title: Re: [BETA] Project Viking
Post by: Mind-X-Panda on November 23, 2014, 10:13:41 pm
great map redspace200 keep so suprise with updates i like this map
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 23, 2014, 10:16:00 pm
Bug report 3: if you have a death machine and get a wunderwaffe drop, you will not get the wunderwaffe.
Thats correct, you can either have one or the other. The two powerups don't override each other
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 23, 2014, 11:00:38 pm
Congrats red. Awesome map dude. I apologize for what i have said, i'm sure you wont forgive me or unblock me on skype but. Alot of fun :)

~Gun , Andy :)
Title: Re: [BETA] Project Viking
Post by: sasquatch1969 on November 23, 2014, 11:13:39 pm
Fun to play..Love the options!
Title: Re: [BETA] Project Viking
Post by: zsftw115 on November 23, 2014, 11:27:47 pm
If I can make a suggestion, it would be to make more custom stuff. And when I say custom, I mean don't script stuff from BO2. Be creative. Redspace, you are known for scripting, so script custom stuff. Get rid of some of the stuff from Black Ops 2. If you want this map to be replayable and memorable, then make it fun. Don't just copy stuff from Black Ops 2, Black Ops 1, and stuff like that. Do what you can think of. People don't want to play a map made by someone who is a scripting genius that has stuff copied from other games and be all like, "Hey it's this thing from this game that I've seen 10,000 times in that game", people want to be surprised and in awe of new stuff. I'm not saying this to be mean or degrade, I'm giving a suggestion that will make this map more memorable than people may think it is. Get really creative with this map. I'm not trying to hate on you either.

EDIT: I understand that people are allowed to make their map however they want.
Title: Re: [BETA] Project Viking
Post by: arceus on November 23, 2014, 11:38:42 pm
If I can make a suggestion, it would be to make more custom stuff. And when I say custom, I mean don't script stuff from BO2. Be creative. Redspace, you are known for scripting, so script custom stuff. Get rid of some of the stuff from Black Ops 2. If you want this map to be replayable and memorable, then make it fun. Don't just copy stuff from Black Ops 2, Black Ops 1, and stuff like that. Do what you can think of. People don't want to play a map made by someone who is a scripting genius that has stuff copied from other games and be all like, "Hey it's this thing from this game that I've seen 10,000 times in that game", people want to be surprised and in awe of new stuff. I'm not saying this to be mean or degrade, I'm giving a suggestion that will make this map more memorable than people may think it is. Get really creative with this map. I'm not trying to hate on you either.

EDIT: I understand that people are allowed to make their map however they want.
he actually has a few custom stuff in there
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 23, 2014, 11:54:18 pm
If I can make a suggestion, it would be to make more custom stuff. And when I say custom, I mean don't script stuff from BO2. Be creative. Redspace, you are known for scripting, so script custom stuff. Get rid of some of the stuff from Black Ops 2. If you want this map to be replayable and memorable, then make it fun. Don't just copy stuff from Black Ops 2, Black Ops 1, and stuff like that. Do what you can think of. People don't want to play a map made by someone who is a scripting genius that has stuff copied from other games and be all like, "Hey it's this thing from this game that I've seen 10,000 times in that game", people want to be surprised and in awe of new stuff. I'm not saying this to be mean or degrade, I'm giving a suggestion that will make this map more memorable than people may think it is. Get really creative with this map. I'm not trying to hate on you either.

EDIT: I understand that people are allowed to make their map however they want.

1. Its interesting to see these features used in a new environment

2. The health, the traps, the crane, some of the killstreaks, the helicopter, and probably others I cant think of or dont know
Title: Re: [BETA] Project Viking
Post by: iireminder on November 23, 2014, 11:59:38 pm
Thx sooo much for beta release  ;D ;D
Title: Re: [BETA] Project Viking
Post by: CyberMan1011 on November 24, 2014, 12:01:18 am
The game keeps crashing for me after I get a Game Over

Does this happen to everybody else?
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 12:36:35 am
For the full release it would be awesome if it had 2v2 grief.
Title: Re: [BETA] Project Viking
Post by: kushgod506 on November 24, 2014, 12:51:41 am
AMAZING
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 24, 2014, 02:12:26 am
Got the chance to play a little more on solo, still didn't get too far (round 10/ Boy of Silence room). Just gotta say this map is so addicting, every time I died I was like "just one more try... just one more try" which I almost NEVER do with zombie maps in general. I can't wait to keep on discovering and discovering stuff in this map! :D

Got a few bug reports as well, but not much, mostly OCD things XD :

Spoiler: click to open...
The scoreboard is slightly skewed to the right instead of the center, is this intentional?

(http://i.imgur.com/OjjdFF6.jpg)

The first perk icon slightly overlaps the time bomb round icon:

(http://i.imgur.com/4Fu0KkA.jpg)

And also in the description of Raining Lead mode, it says "Lifes" instead of "Lives"

Thank you so much for the great map!
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 24, 2014, 02:14:35 am
Got the chance to play a little more on solo, still didn't get too far (round 10/ Boy of Silence room). Just gotta say this map is so addicting, every time I died I was like "just one more try... just one more try" which I almost NEVER do with zombie maps in general. I can't wait to keep on discovering and discovering stuff in this map! :D

Got a few bug reports as well, but not much, mostly OCD things XD :

Spoiler: click to open...
The scoreboard is slightly skewed to the right instead of the center, is this intentional?

(http://i.imgur.com/OjjdFF6.jpg)

The first perk icon slightly overlaps the time bomb round icon:

(http://i.imgur.com/4Fu0KkA.jpg)

And also in the description of Raining Lead mode, it says "Lifes" instead of "Lives"

Thank you so much for the great map!

the scoreboard being offset is because your playing in 800x600
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 02:23:29 am
Holy The boy of silence scared me soo much I love this map
Title: Re: [BETA] Project Viking
Post by: treminaor on November 24, 2014, 02:30:24 am
the scoreboard being offset is because your playing in 800x600
that can be fixed with proper alignment settings in the menu file
Title: Re: [BETA] Project Viking
Post by: ocxmwys4mod on November 24, 2014, 02:33:44 am
thanks man  ;D :D
Title: Re: [BETA] Project Viking
Post by: Misa~Chan Rarity on November 24, 2014, 03:07:00 am
Besy MAP i ever played :) ;D

Seems like we've been saying that a lot lately. Looks like this community has decided to step it up and take a stand for quality over quantity. I'd much rather have a small handful of spectacular maps like we've had lately instead of dozens of maps that took no real effort at all. I like what I've been seeing lately, and I certainly hope this trend continues.
Title: Re: [BETA] Project Viking
Post by: mxtxm on November 24, 2014, 03:15:32 am
I'm downloading it now. cant wait to play it, been waiting for this one awhile. As for the poll, I didn't vote on it, because I think you should update it when you get the chance.
Title: Re: [BETA] Project Viking
Post by: treminaor on November 24, 2014, 03:16:38 am
As for the poll, I didn't vote on it, because I think you should update it when you get the chance.
That's what the 'ASAP" poll choice means - "as soon as possible".
Title: Re: [BETA] Project Viking
Post by: mxtxm on November 24, 2014, 04:16:42 am
That's what the 'ASAP" poll choice means - "as soon as possible".
I just face palmed, because of how stupid my comment was.
Oh well, voted asap.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 05:40:52 am
question, how do you cycle what game mode you want? it doesn't show my cursor to choose it if that's what it is? if anyone can help it would be greatly appreciated.
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 24, 2014, 05:46:13 am
question, how do you cycle what game mode you want? it doesn't show my cursor to choose it if that's what it is? if anyone can help it would be greatly appreciated.

left mouse to scroll down and right mouse to scroll up, f to select mode
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 05:49:14 am
What do you do in the boy of silence room.
Title: Re: [BETA] Project Viking
Post by: Misa~Chan Rarity on November 24, 2014, 05:58:22 am
What do you do in the boy of silence room.
In my experience, you enter the room then get rekt by an army of the eternally damned with your only hope being a glimpse into another room though a wire fence as they rip you limb from bloody limb.

Now as for what Redspace intends for you to do, I haven't the foggiest.
Title: Re: [BETA] Project Viking
Post by: kjdunks101 on November 24, 2014, 06:09:25 am
best map ever just the every little detail its great love it man keep up that awesome good work! :D
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 24, 2014, 07:11:47 am
What do you do in the boy of silence room.

you need to use the cover to sneak past, and if you get by undetected, you just might be rewarded... but if you are detected the boy of silence turns into smoke and you have to kill him so have fun with that
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 07:45:04 am
you need to use the cover to sneak past, and if you get by undetected, you just might be rewarded... but if you are detected the boy of silence turns into smoke and you have to kill him so have fun with that
Where am I supposed to go if he doesn't detect me
Title: Re: [BETA] Project Viking
Post by: lordkurt6 on November 24, 2014, 08:42:10 am
just asking I played this few times now I allways get to round 9 or 7 befor I die becuz I laggg to much I got shit computer but love playing just need godmode I allways play with god nofink eles just so I can map longer

Double Post Merge: November 24, 2014, 08:43:04 am
just asking I played this few times now I allways get to round 9 or 7 befor I die becuz I laggg to much I got shit computer but love playing just need godmode I allways play with god nofink eles just so I can play longer
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 09:00:22 am
just asking I played this few times now I allways get to round 9 or 7 befor I die becuz I laggg to much I got shit computer but love playing just need godmode I allways play with god nofink eles just so I can map longer

Double Post Merge: November 24, 2014, 08:43:04 am
yeah sure, you also want the white house as well? You don't just go on and ask for the cheats. that is not cool at all.
Anyway, i want to ask anyone if they know of any good training spots for this map?
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 24, 2014, 09:30:26 am
yeah sure, you also want the white house as well? You don't just go on and ask for the cheats. that is not cool at all.
Anyway, i want to ask anyone if they know of any good training spots for this map?
Go to the farthest spawn area and train at the box.
Was a good one a year ago and it still does its job very well.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 10:10:46 am
Go to the farthest spawn area and train at the box.
Was a good one a year ago and it still does its job very well.
is that also where Jug is located?
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 24, 2014, 10:35:17 am
is that also where Jug is located?
Yup, there is a generator too, next to MP40.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 11:29:29 am
Yup, there is a generator too, next to MP40.
Only problem with that is the oil that slows you right down.
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 24, 2014, 11:32:07 am
Only problem with that is the oil that slows you right down.
That wasn't a problem for me to survive a Brutus round with all other players dead. Damn, I even succeeded that on solo a year ago.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 11:43:49 am
That wasn't a problem for me to survive a Brutus round with all other players dead. Damn, I even succeeded that on solo a year ago.
good point, will try it out next time i play. thanks for the tip.
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 24, 2014, 12:24:44 pm
That wasn't a problem for me to survive a Brutus round with all other players dead. Damn, I even succeeded that on solo a year ago.

there wasnt any or as much mud/oil there a year ago i'd imagine, theres pretty much oil/mud everywhere you go
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 24, 2014, 12:39:01 pm
there wasnt any or as much mud/oil there a year ago i'd imagine, theres pretty much oil/mud everywhere you go
A year ago there was still as much as it was.
Title: Re: [BETA] Project Viking
Post by: P0tZ on November 24, 2014, 01:18:05 pm
Only problem with that is the oil that slows you right down.


Unless Ray has been playing it on easy. I remember Red saying that it would have no effect on easy.. Tut tut Ray  :troll:

Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 24, 2014, 01:36:40 pm

Unless Ray has been playing it on easy. I remember Red saying that it would have no effect on easy.. Tut tut Ray  :troll:
I'm playing on Original and it still has effect on Easy too.
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 07:24:36 pm
What's the CBJ and does the boy of silence room have any switchers or parts
Title: Re: [BETA] Project Viking
Post by: greeniezk5 on November 24, 2014, 08:08:00 pm
ground breaking unique map and effing hard as hell , for me anyway. is it intentional that zombies approach from behind with no sound warning or is this not meant to happen . i d like to echo other  peoples comments that this is totally unrecognisable as being waw based and just shows amazing vision to make this
Title: Re: [BETA] Project Viking
Post by: soozz on November 24, 2014, 08:11:52 pm
El mejor mapa que jugue hasta hoy :) exelente trabajo! A la espera de actualizaciones
Title: Re: [BETA] Project Viking
Post by: mrshhh on November 24, 2014, 08:38:00 pm
TYVM SPACE!!! why has this not been add to Map Manager yet???
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 24, 2014, 08:44:31 pm
I'm playing on Original and it still has effect on Easy too.
The oil patches still shouldn't have any effect for the duration of easy mode, but the water ones will.
Title: Re: [BETA] Project Viking
Post by: gr00t on November 24, 2014, 09:06:45 pm
A few videos of the beta are up on youtube.  One of the videos is linked below which displays bugs from the game mode "Drop Zone"

Project Viking Gameplay (http://www.youtube.com/watch?v=5RAPGZtVU2w#ws)


# Bugs

- Raygun MK2 bullets do not pass through to inflict damage on additional NPC
( player notes awesomepieman had working MK2 in map Halloween town, maybe he'll share code)

- Glitches on drop zone challenges
( challenges fail randomly, some occurred at start of round, watch vid)
Title: Re: [BETA] Project Viking
Post by: DeathBringerZen on November 24, 2014, 09:25:16 pm
TYVM SPACE!!! why has this not been add to Map Manager yet???

Because it's a beta.
Title: Re: [BETA] Project Viking
Post by: Noxes5431 on November 24, 2014, 09:31:31 pm
i just cam all over myself now my keyboard is all sticky.... first world probs
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 24, 2014, 10:11:30 pm
A few videos of the beta are up on youtube.  One of the videos is linked below which displays bugs from the game mode "Drop Zone"

Project Viking Gameplay (http://www.youtube.com/watch?v=5RAPGZtVU2w#ws)


# Bugs

- Raygun MK2 bullets do not pass through to inflict damage on additional NPC
( player notes awesomepieman had working MK2 in map Halloween town, maybe he'll share code)

- Glitches on drop zone challenges
( challenges fail randomly, some occurred at start of round, watch vid)
From what I saw, the challenges weren't randomly failing. The reason he failed the no reload challenges is because he was in the process of reloading as the challenge was given. However now that this was brought up, I will probably add a 5 second delay for those type of challenges in a later update.
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 24, 2014, 10:37:19 pm
(http://i.gyazo.com/8b7501ceec5bd61e01e35f775836fd32.png)

So redspace... putting in your script to Not allow me Jzob and cowman play? That against the rules im pretty sure unless i here different...
Title: Re: [BETA] Project Viking
Post by: Rollonmath42 on November 24, 2014, 10:53:53 pm
(http://i.gyazo.com/8b7501ceec5bd61e01e35f775836fd32.png)

So redspace... putting in your script to Not allow me Jzob and cowman play? That against the rules im pretty sure unless i here different...

It's up to the mapper to put what he/she wants in their map, and nothing should be forced and they can restrict the map as they wish. If they chose to block certain people from playing the map, then that's their decision and no one has the ability to say otherwise.
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 24, 2014, 10:56:08 pm
It's up to the mapper to put what he/she wants in their map, and nothing should be forced and they can restrict the map as they wish. If they chose to block certain people from playing the map, then that's their decision and no one has the ability to say otherwise.

No. Everyone has a right to play the map. They cant restrict people are u crazy?
Title: Re: [BETA] Project Viking
Post by: Rollonmath42 on November 24, 2014, 10:59:17 pm
No. Everyone has a right to play the map. They cant restrict people are u crazy?
Yes they can, take for example the BETA versions of UGX's maps such as Comosea and Requiem, they are restricted to the ones that UGX chooses/allows (so in this case, donors). If Redspace doesn't want people playing his map, then he can do so.
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 24, 2014, 11:01:04 pm
Yes they can, take for example the BETA versions of UGX's maps such as Comosea and Requiem, they are restricted to the ones that UGX chooses/allows (so in this case, donors). If Redspace doesn't want people playing his map, then he can do so.

Thats a bunch of bullshit. I should have the right to play. And im going talk to staff on taking this down, idc if its says "Beta" its in the release section so. Redspace do a favorite and please add me back in to play?
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 24, 2014, 11:03:32 pm
No. Everyone has a right to play the map. They cant restrict people are u crazy?

You gave out the map then lied and said you didnt, "GunofTRUTH" is not a very suitable name, more like gunofLIES, giving out a map early is really disrespectful especially with the amazing amount of time and work that went into this awesome map
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 24, 2014, 11:17:03 pm
You gave out the map then lied and said you didnt, "GunofTRUTH" is not a very suitable name, more like gunofLIES, giving out a map early is really disrespectful especially with the amazing amount of time and work that went into this awesome map

Really dont want start a flame war here...............

I never i told u gave out the map to ANYONE. Alex (U can guess which one) gave me a solo and co-op patch. I gave it to NO ONE. There was a fucking PUBLIK DOWNLOAD LINK of Projekt viking on MEGA....... so. I had the co-op patch that DIDNT Work...... So it was pointless anyways to others? And people like you... never looked at the other side of the story...
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 24, 2014, 11:22:26 pm
Thats a bunch of bullshit. I should have the right to play. And im going talk to staff on taking this down, idc if its says "Beta" its in the release section so. Redspace do a favorite and please add me back in to play?
Rollon is right, any mapper can decide who is allowed to play their map like Requiem, and you lied and gave the map to other people without redspaces permission. Also sorry to any mods for getting off topic.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 11:23:50 pm
(http://i.gyazo.com/8b7501ceec5bd61e01e35f775836fd32.png)

So redspace... putting in your script to Not allow me Jzob and cowman play? That against the rules im pretty sure unless i here different...
LOL!! anyway, sucks to be you then, as this map is quite amazing mate.
Title: Re: [BETA] Project Viking
Post by: Gunoftruth on November 24, 2014, 11:24:32 pm
LOL!! anyway, sucks to be you then, as this map is quite amazing mate.
Mate i played it about 5 months ago, and i can just use another profile to play :)
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 24, 2014, 11:27:15 pm
Mate i played it about 5 months ago, and i can just use another profile to play :)
clever man
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 24, 2014, 11:29:14 pm
Really dont want start a flame war here...............

I never i told u gave out the map to ANYONE. Alex (U can guess which one) gave me a solo and co-op patch. I gave it to NO ONE. There was a fucking PUBLIK DOWNLOAD LINK of Projekt viking on MEGA....... so. I had the co-op patch that DIDNT Work...... So it was pointless anyways to others? And people like you... never looked at the other side of the story...
The download link may have been public at the time, but I only chose to share it with specific people. This didn't mean anyone could just download the map, unless spread/leaked. Regardless, adding in blocks for specific people is not against the rules, so there is no reason to have brought this up in the first place.
Title: Re: [BETA] Project Viking
Post by: gr00t on November 24, 2014, 11:38:43 pm
From what I saw, the challenges weren't randomly failing. The reason he failed the no reload challenges is because he was in the process of reloading as the challenge was given. However now that this was brought up, I will probably add a 5 second delay for those type of challenges in a later update.

I should have known better than to use imprecise language (randomly) and generalize observations with a bug report.  :lol:

My apologies, I'll try to expand on some things, maybe you'll agree or disagree, some info is redundant, but that's part of bug testing and feedback. ;)

- Get 8000 points
14m58s - user already had 11,040 points
( the challenge function checks total points as function initiates, which is intended logic.  Maybe this would be better suited as Collect 'X' points where X is a variable that increases per round.   Init function, check total, set target (total + X), run loop to check.

- No reload challenge
16m5s - reload as text fades in on screen
( no time for user to identify challenge.  You observed this, 5-10 second init buffer would fix.)
 
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 24, 2014, 11:42:26 pm
See gunoftruth this is why people wanna ban you :)
Title: Re: [BETA] Project Viking
Post by: gr00t on November 24, 2014, 11:51:07 pm
Mate i played it about 5 months ago, and i can just use another profile to play :)
Not trying to start a flame war, but offering some feedback.

I think you missed the general sentiment.   Blocking a username from playing can be circumvented, but the action itself is symbolic.  Typically this action occurs when you've angered a developer or broken their trust.

I'm not sure what you intended to accomplish by sharing that info publicly.  Announcing that you've been blocked by a respected developer signals other developers and UGX mod staff that you can't be trusted and may lack credibility.  Ultimately, this disclosure may limit your future access to alpha and beta tests.
Title: Re: [BETA] Project Viking
Post by: Lukkie1998 on November 24, 2014, 11:59:54 pm
This topic has gone off-topic again.... If redspace decides to make the map not playable for certain people, that's his own choice, and doesn't break any rule at all. Since this is a release topic, this topic should not be used to start an argument with the map maker, but it should be used to give feedback to him.

Can we please leave all the negative posts about people being banned from playing the game away? Use this topic where it should be used for.

Lukkie1998
Title: Re: [BETA] Project Viking
Post by: gr00t on November 25, 2014, 12:13:20 am
Thats a bunch of bullshit. I should have the right to play. And im going talk to staff on taking this down, idc if its says "Beta" its in the release section so. Redspace do a favorite and please add me back in to play?

Issuing threats from a position of weakness is not the best method of negotiation.

It seems apparent that you did something and then denied doing it.  Whether you shared the map or not is not important at this point because respected devs and UGX mod staff have communicated that they contest a number of your comments. Your reputation has already taken a hit and the more you continue to complain or threaten others, the worse you make yourself look in the long run, which could damage your credibility and limit access to future opportunities.

Your best option at this point is simply to apologize to all parties  >  Redspace200,  MrSwagovich and any other individual who feels slighted by your comments or remarks.


Hopefully this thread gets back on-topic.
Title: Re: [BETA] Project Viking
Post by: MechromancerX on November 25, 2014, 12:22:05 am
There really should be a highscore list for the extreme mode :D anyone who even makes it to that list is an insane zombie slaughterer :P
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 25, 2014, 12:28:08 am
Just a few more suggestions/comments I'd like to make about the map:

I really like the idea of choosing your own starting area, so kudos to you for that ;)

One thing I really don't like is how you made the generators so you have to stand right next to them to turn them on. In Origins, one of the big things about the generators was that they had a wide radius so you could still run tight and dangerous trains around them, but trains nonetheless. personally I think you should make the radius a bit wider on those.

The gun chalks are pretty hard to see, I think you should maybe make the outlines thicker or at least put the bluish light by the wallbuy to show where it is

The Panzer is SO OP. It takes FOREVER to kill him and he's extremely annoying -.- All I ask is that you lower his health, at least in solo.

The Paralyzer seems a bit underpowered to me, it BLAZES through juice in like 20 seconds and it's not that strong either :/

I really like how you can jump over closed doors and stuff and run all around in afterlife, you did a great job with that ^_^

I just encountered a glitch in my last game where I got a Wunderwaffe death machine, went down, and revived myself in afterlife. Once I was back up the Wunderwaffe was floating above where I went down saying "Press F to pick up weapon" so, of course, I picked it up. However, instead of giving me the Wunderwaffe it replaced one of my weapons with the M1911, which pretty much spelled Game Over for me since I was out of ammo on the gun it didn't take :(

The clipping is a bit weird in a few spots where it looks like you should be able to go somewhere when you can't (can't remember exactly where)

Some things are really hard to get on top of with the Paralyzer (namely the big long white cargo box kinda by Whos Who)

That's all I have for now, thanks for reading! ;)
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 25, 2014, 01:13:39 am
Just a few more suggestions/comments I'd like to make about the map:

I really like the idea of choosing your own starting area, so kudos to you for that ;)

One thing I really don't like is how you made the generators so you have to stand right next to them to turn them on. In Origins, one of the big things about the generators was that they had a wide radius so you could still run tight and dangerous trains around them, but trains nonetheless. personally I think you should make the radius a bit wider on those.

The gun chalks are pretty hard to see, I think you should maybe make the outlines thicker or at least put the bluish light by the wallbuy to show where it is

The Panzer is SO OP. It takes FOREVER to kill him and he's extremely annoying -.- All I ask is that you lower his health, at least in solo.

The Paralyzer seems a bit underpowered to me, it BLAZES through juice in like 20 seconds and it's not that strong either :/

I really like how you can jump over closed doors and stuff and run all around in afterlife, you did a great job with that ^_^

I just encountered a glitch in my last game where I got a Wunderwaffe death machine, went down, and revived myself in afterlife. Once I was back up the Wunderwaffe was floating above where I went down saying "Press F to pick up weapon" so, of course, I picked it up. However, instead of giving me the Wunderwaffe it replaced one of my weapons with the M1911, which pretty much spelled Game Over for me since I was out of ammo on the gun it didn't take :(

The clipping is a bit weird in a few spots where it looks like you should be able to go somewhere when you can't (can't remember exactly where)

Some things are really hard to get on top of with the Paralyzer (namely the big long white cargo box kinda by Whos Who)

That's all I have for now, thanks for reading! ;)

Thanks for the feedback!

- About the origins generators. I personally did not like how in origins, you were able to train around all the generator spots. I personally feel it adds to the challenge, because on the later rounds you have to have a decent weapon just to activate a generator. But at the same time, I understand how it can be frustrating.

- Yes, the panzer does have alot of health, but depending on the weapons you have, he can be very easy to take out. One of the custom weapons, the IceLazer has the ability to take him out with only 2 shots.

- I understand that the slowgun does not do much damage. Now that its mentioned, ill increase the damage to a reasonable rate which makes the weapon easier to use.

- Yeah thats a glitch. That system was used for mule kick, which should drop your third weapon on the floor if the perk is lost/deactivated. However it probably conflicted with the wunderwaffe/deathmachine powerup, since that also adds to your weapon count. I'll have this fixed in the next version.

- Ive already fixed most of the weirdly clipped areas, they'll be fixed in the next version

- Most areas which are not normally accessible are not playable areas of the map (such as white crate by whoswho). Attempting to land on these areas will just result in you getting pushed off.


Again, thanks for detailed feedback. Defiantly reminded me to fix a few things I would have otherwise forgotten :).
Title: Re: [BETA] Project Viking
Post by: Dust on November 25, 2014, 01:40:43 am
Does the fridge work like on Black Ops 2? I put in my weapon and it gave me the m1911, which I didnt want so I tried to get my weapon back but it kept saying I cant store the weapon in there even though I already had a weapon in there. Also does it transfer to other games or not? Like if I put in a thundergun could I get it back in the next game? Or is that not possible to script.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 25, 2014, 01:48:56 am
Does the fridge work like on Black Ops 2? I put in my weapon and it gave me the m1911, which I didnt want so I tried to get my weapon back but it kept saying I cant store the weapon in there even though I already had a weapon in there. Also does it transfer to other games or not? Like if I put in a thundergun could I get it back in the next game? Or is that not possible to script.
It works somewhat similar to black ops 2. The m1911 is one of the weapons which can't be stored in the fridge, along with most wonder weapons. All players share the same weapon in the fridge, so you can also use this as a method to give your teammate who may be having a hard time, a new weapon to use. Since everyone shares the same fridge weapon, it'll use the weapon which the host of the game has previously had in the fridge.

Also thought I should mention this, as long as you haven't fired the deathmachine weapon (includes wunderwaffe), you can store that in the fridge as well for later use.
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 25, 2014, 01:52:28 am
Bug report 4: rarely, a power up will drop but the icon will not show,only the light. (I seem to be getting only power up bugs lol)
Title: Re: [BETA] Project Viking
Post by: Dust on November 25, 2014, 02:03:05 am
Another question Redspace, Where are all the shovel locations? When me and my buddy play we always find 1 but the other one seems to be nowhere. Also have you made it where 1 shovel will appear on solo, 2 on 2 player, and so on. Or is it like origins where they always appear at 4 locations no matter how many players there are?
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 25, 2014, 02:11:25 am
Can someone tell me what to do after I hit all the switches and also how do you use the elevator sometimes while standing on it it won't go down as well as here's a bug.

If you have mule kick and revive yourself with who's who you lose your third gun

Double Post Merge: November 25, 2014, 02:12:17 am
Another question Redspace, Where are all the shovel locations? When me and my buddy play we always find 1 but the other one seems to be nowhere. Also have you made it where 1 shovel will appear on solo, 2 on 2 player, and so on. Or is it like origins where they always appear at 4 locations no matter how many players there are?

I know where 2 are one in spawn and on in the room to the right of the elevator with the switch
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 25, 2014, 02:15:29 am
Another question Redspace, Where are all the shovel locations? When me and my buddy play we always find 1 but the other one seems to be nowhere. Also have you made it where 1 shovel will appear on solo, 2 on 2 player, and so on. Or is it like origins where they always appear at 4 locations no matter how many players there are?
There should be one shovel spawned for each player, with 4 locations total. There is one possible shovel spawn location in both spawn rooms. Also have a golden shovel system, which works similar to the way it did in origins.
Title: Re: [BETA] Project Viking
Post by: Dust on November 25, 2014, 02:27:24 am
There should be one shovel spawned for each player, with 4 locations total. There is one possible shovel spawn location in both spawn rooms. Also have a golden shovel system, which works similar to the way it did in origins.

Where is the other 2 locations at?
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 25, 2014, 02:30:42 am
Again, thanks for detailed feedback. Defiantly reminded me to fix a few things I would have otherwise forgotten :).

No problem, glad I could help you out :)
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 25, 2014, 02:34:04 am
Where is the other 2 locations at?
You can find them towards the STG wallbuy at the bottom of the white crate by mule kick, and leaning on the wall in the hidden underground area, by staminup
Title: Re: [BETA] Project Viking
Post by: mrshhh on November 25, 2014, 04:33:20 am
Dear

redspace200  I have downloaded the map and so have friends. I can play solo but when i try to play with friends and we are loading the lobby it crashes and says unhandled shader error???
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 25, 2014, 04:56:37 am
Is there a certain way to use the elevator 2 times a person left mid game and the elevator would not go again.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 25, 2014, 06:08:24 am
You can find them towards the STG wallbuy at the bottom of the white crate by mule kick, and leaning on the wall in the hidden underground area, by staminup
Is that the same for solo?
Title: Re: [BETA] Project Viking
Post by: showstopperdsg on November 25, 2014, 07:49:43 am
ok I found one bug . where the pack a punch spawns if you run the outside of the circle the zombies won't hit you its rare that they do its more of an exploit than a bug really .
Title: Re: [BETA] Project Viking
Post by: TheBlackNinj4 on November 25, 2014, 02:53:47 pm
just jumped down from jugg onto part behind and didn't fall in the hole just off to the side and got downed put in afterlife then when i revived myself i had the m1911 pistol again and lost my 2 perks and both guns i had
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 25, 2014, 04:01:59 pm
Is that the same for solo?

For solo, only 1 will spawn and it could be at any of those locations.

Double Post Merge: November 25, 2014, 04:03:43 pm
It works somewhat similar to black ops 2. The m1911 is one of the weapons which can't be stored in the fridge, along with most wonder weapons.

What wonder weapon(s) can be put in the fridge? just the ray guns ? (because everyone can get them anyway)
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 25, 2014, 06:30:37 pm
also here to blundergat missing "piece of iron" which lifts his hand. :poker: (http://i60.tinypic.com/73cr5k.jpg)
Title: Re: [BETA] Project Viking
Post by: mrshhh on November 25, 2014, 08:38:46 pm
Dear

redspace200  I have downloaded the map and so have friends. I can play solo but when i try to play with friends and we are loading the lobby it crashes and says unhandled shader error???

fixed issue.....  it was .CFF issue...
Title: Re: [BETA] Project Viking
Post by: MGRazor on November 25, 2014, 08:39:37 pm
Can't wait to try this map out, looks amazing! Redspace, you and your helpers deserve a medal. Just one thing: Is there a way to download this map another way besides Google Drive? Drive is being so cruel lol
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 25, 2014, 11:19:38 pm
G'day red, Jiffy here, i am just asking for you to release a patch for the oil. It's a really good challenge when you are forced to run through the area, but it would be amazing if you could make it so that when zombies run through it, they slow down as well, because, basically, they're human as well, so technically speaking, they should slow down with you when you walk through it (kind of like COTD).
Regards
J.N
Title: Re: [BETA] Project Viking
Post by: Dust on November 26, 2014, 02:02:56 am
Found a bug, on the gate by jug, that leads into speed cola, it is not clipped high enough because you can stand by the box, and jump over the gate without opening it. The fence is fine though.
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 26, 2014, 02:05:18 am
Found a bug, on the gate by jug, that leads into speed cola, it is not clipped high enough because you can stand by the box, and jump over the gate without opening it. The fence is fine though.

And if you buy the door leading to the weapons locker both doors open and you only have to pay for one.
Title: Re: [BETA] Project Viking
Post by: Dust on November 26, 2014, 02:14:05 am
And if you buy the door leading to the weapons locker both doors open and you only have to pay for one.

That may be intentional.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 26, 2014, 02:15:40 am
Found a bug, on the gate by jug, that leads into speed cola, it is not clipped high enough because you can stand by the box, and jump over the gate without opening it. The fence is fine though.
Thats intentional, your allowed to access most areas without paying for them. I can't add barriers over the doors, because theres many ways to have yourself launched into the air anyways.

And if you buy the door leading to the weapons locker both doors open and you only have to pay for one.
That is also intentional, because both doors lead to the same area.

G'day red, Jiffy here, i am just asking for you to release a patch for the oil. It's a really good challenge when you are forced to run through the area, but it would be amazing if you could make it so that when zombies run through it, they slow down as well, because, basically, they're human as well, so technically speaking, they should slow down with you when you walk through it (kind of like COTD).
Regards
J.N
I'll take the into consideration. The only problem is I have the oil around alot of portions of the map, and wouldn't want to have that slow down the gameplay.
Title: Re: [BETA] Project Viking
Post by: gr00t on November 26, 2014, 02:42:53 am
Thats intentional, your allowed to access most areas without paying for them. I can't add barriers over the doors, because theres many ways to have yourself launched into the air anyways.
That is also intentional, because both doors lead to the same area.
I'll take the into consideration. The only problem is I have the oil around alot of portions of the map, and wouldn't want to have that slow down the gameplay.

It's probably way to late in the development cycle to try implementing this, but it would be cool if the napalm zombie set the pools of oil on fire and created additional hazards (ala lava effect in tranzit).
Title: Re: [BETA] Project Viking
Post by: GdayitsVishnu on November 26, 2014, 06:03:45 am
i like this map but it has too many bosses for my taste.. and the napalm zombies piss me off so much! arghh but other then that great map i like the effort.
Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on November 26, 2014, 06:29:28 am
What do the switches do? Me and a friend got them all. I thought they opened pap. I couldn't find pap any where. If the switches even open pap.
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 26, 2014, 06:40:17 am
What do the switches do? Me and a friend got them all. I thought they opened pap. I couldn't find pap any where. If the switches even open pap.

You have to teleport by using the elevator then teleporting phd flopper is also there.
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 26, 2014, 06:41:25 am
What do the switches do? Me and a friend got them all. I thought they opened pap. I couldn't find pap any where. If the switches even open pap.

Spoiler: click to open...
when you see the countdown timer on screen after activating all the switches you need to take the elevator down and use the teleporter, that will take out to pap
Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on November 26, 2014, 06:42:12 am
Wait i got all the switches a timer didn't appear.

Double Post Merge: November 26, 2014, 06:44:12 am
A switch said I had four switches left. I got the ones I didn't have and nothing happened.

Double Post Merge: November 26, 2014, 06:52:48 am
Ok we will give it another go. Could somebody first tell me (make sure it is in a spoiler bar), how many switches there are?
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 26, 2014, 07:08:27 am
Ok we will give it another go. Could somebody first tell me (make sure it is in a spoiler bar), how many switches there are?

Spoiler: click to open...
when you activate any switch just stare at it for a few extra seconds and it tells you how many are left
Title: Re: [BETA] Project Viking
Post by: HitmanVere on November 26, 2014, 08:20:06 am
i like this map but it has too many bosses for my taste.. and the napalm zombies piss me off so much! arghh but other then that great map i like the effort.

Isnt this Map Of The Year, since theres Paralyzer?  :please:
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 26, 2014, 08:22:20 am
Isnt this Map Of The Year, since theres Paralyzer?  :please:

and rain
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on November 26, 2014, 08:40:38 am
Isnt this Map Of The Year, since theres Paralyzer?  :please:
(http://i.imgur.com/AHV59CP.jpg)
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 26, 2014, 10:23:32 am
Isnt this Map Of The Year, since theres Paralyzer?  :please:

Except it is rather UP and therefore not the Paralyzer some of us have come to love
Title: Re: [BETA] Project Viking
Post by: TheBlackNinj4 on November 26, 2014, 01:29:40 pm
Awesome map, best gun by far is the Remington New model army revovler, shoots through multiple zombies like it's a shotgun
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on November 26, 2014, 04:20:00 pm
i love the map its brilliant. one thing a bug i noticed or spotted i was up by jug i backed up or was to the side of the walk walk. and up against the zombies so i went to the left and thought oh a safe zone to drown on. bam dead. im aware its a beta so ouf course it will have bugs.
 another one is by electric cherry when powering it at the generators. completely unaware my team mate died fell down a small hole so i was fighting to power it and survive not knowing where the hole was.

 and i walked down it bam dead. not sure if intentional? but id assume thats i bug i mean a hole while powering up a perk seems absurd. those are 2 things ive found that need fixing id say

aside from this the map is great. not found any more errors yet il post back with more if i do. i love it the map!! :)
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 26, 2014, 06:26:02 pm
i love the map its brilliant. one thing a bug i noticed or spotted i was up by jug i backed up or was to the side of the walk walk. and up against the zombies so i went to the left and thought oh a safe zone to drown on. bam dead. im aware its a beta so ouf course it will have bugs.
 another one is by electric cherry when powering it at the generators. completely unaware my team mate died fell down a small hole so i was fighting to power it and survive not knowing where the hole was.

 and i walked down it bam dead. not sure if intentional? but id assume thats i bug i mean a hole while powering up a perk seems absurd. those are 2 things ive found that need fixing id say

aside from this the map is great. not found any more errors yet il post back with more if i do. i love it the map!! :)

neither of those are bugs, if you drop down a death pit in real life you would die -_- and the jugg thing where you died, you probably jumped down onto one of the electric fences, which would also kill you, not bugs
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on November 26, 2014, 06:30:30 pm
well. why is there a small death hole that wasnt noticeable near the generators trying to power it? and erm. there is no barrier blocking you from falling off i mean no rails. seems abit ridiculous up there
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 26, 2014, 07:25:21 pm
If you die in or near the elevator your who's who body spawns where the elevator takes you down.
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 26, 2014, 07:35:18 pm
well. why is there a small death hole that wasnt noticeable near the generators trying to power it? and erm. there is no barrier blocking you from falling off i mean no rails. seems abit ridiculous up there


that is called an challenge, like on die rise how you can fall and die
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on November 26, 2014, 07:42:14 pm
how do you even know that? your not the mapper. il wait for his input on it. whether its a challenge or not. its a great map but a challenge while powering a generator not to fall down a hole? thats stupid logic. its not what id call a challenge
Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on November 26, 2014, 08:27:15 pm
how do you even know that? your not the mapper. il wait for his input on it. whether its a challenge or not. its a great map but a challenge while powering a generator not to fall down a hole? thats stupid logic. its not what id call a challenge
Here is a question for you. Why would the map maker put the death barrier there if he didn't wan't it there? You try to claim something is stupid logic, when you don't know what logic is. Also these comments insulting the map are not needed. This is not any form constitutive criticism at all. This is just complaining about what you don't like in the map. This comment is not needed.
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on November 26, 2014, 08:44:18 pm
no the maps great but why no railing instead? just because you dont agree everyones entitled to there opinion on things
Title: Re: [BETA] Project Viking
Post by: DeathBringerZen on November 26, 2014, 08:46:40 pm
Here is a question for you. Why would the map maker put the death barrier there if he didn't wan't it there? You try to claim something is stupid logic, when you don't know what logic is. Also these comments insulting the map are not needed. This is not any form constitutive criticism at all. This is just complaining about what you don't like in the map. This comment is not needed.

To be fair he is not really criticising the map, just saying the death barrier spots are stupid and to be honest, I actually agree.

This map is terrific, and all the weapons and features are top notch, but a few things bother me about it and one of them is the out of bound/death barrier spots. They shouldn't be there. Also, being able to drop off crates into out of bounds areas and dying IS stupid... especially when it is tough to determain whether a spot is actually out of bound or not seeing as the out of bound areas look exactly the same as normal spots in the map.

That is my only main gripe with this exceptional map. Well, that and maybe the lack of training spots. :P
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on November 26, 2014, 08:54:06 pm
yep my other team mate accidentally found an out of bounds area. idk where he fell of. but i thought it was an escape route so i tried to go left bam dead. out of bounds death barrier.
i dont have a single complaint aside from that map its brilliant! i know it was in the spawn area thats for sure.

so due to that it was short lived falling out of the out of bounds area. you notice treyarch dont have out of bound areas where we can mostly fall to our death? ok die rise maybe. but primarily no.
Title: Re: [BETA] Project Viking
Post by: Dust on November 26, 2014, 09:04:42 pm
yep my other team mate accidentally found an out of bounds area. idk where he fell of. but i thought it was an escape route so i tried to go left bam dead. out of bounds death barrier.
i dont have a single complaint aside from that map its brilliant! i know it was in the spawn area thats for sure.

so due to that it was short lived falling out of the out of bounds area. you notice treyarch dont have out of bound areas where we can mostly fall to our death? ok die rise maybe. but primarily no.

On buried there was a couple also. In the beginning area you could fall to your death. Also where the pack a punch area is, there is a opening that you can fall and automatically die. Also if you dont break the water fountain in the main part of the map using leroy then you can fall to your death by the water fountain in the maze.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 26, 2014, 09:10:34 pm
On buried there was a couple also. In the beginning area you could fall to your death. Also where the pack a punch area is, there is a opening that you can fall and automatically die. Also if you dont break the water fountain in the main part of the map using leroy then you can fall to your death by the water fountain in the maze.
I understand why specific death barriers (talking about the ones near jugg) could be annoying. The holes in the ground after you take the elevator are intentional also for those who were wondering. Perhaps I didn't mark the barrier by jugg enough with the electric fx.
Title: Re: [BETA] Project Viking
Post by: huddfy668 on November 26, 2014, 09:39:31 pm
Hey, my friend and I have been having difficulties playing this map in Co-op. Usually we can just connect, but whenever we start a server it does not show up. Any help?

P.S. We do this a lot, and are pretty experienced at making zombie maps co-op. Also, we are both running the same mod.

Thanks!
Title: Re: [BETA] Project Viking
Post by: DeathBringerZen on November 26, 2014, 09:44:07 pm
I understand why specific death barriers (talking about the ones near jugg) could be annoying. The holes in the ground after you take the elevator are intentional also for those who were wondering. Perhaps I didn't mark the barrier by jugg enough with the electric fx.

I know the ones that are intentional, and actually think they are a very cool addition, but yeah it's the one at Jugg that is a killer, and also there is a few spots you can drop to from some crates that instantly ends the game. I guess they just require getting used to but the Jugg one could do with a railing. lol.

That aside, top, top map! :D
Title: Re: [BETA] Project Viking
Post by: xxxInfamousxxx on November 26, 2014, 10:01:17 pm
OMGZZZ THIS MAP IS THE BEST MAP EVER!!!!!!!!!

JUST GOT DONE WATCHING NGT'S VIDEO AND NOW IM GOING TO DOWNLOAD THIS AWESOME MAP!!!!!

downloading this masterpiece now thanks the the amazing map redspace200
:)
Title: Re: [BETA] Project Viking
Post by: daredformula04 on November 26, 2014, 10:35:57 pm
OMG i have the perfect troll finish the mod and put it on the page but dont tell anybody  :troll: :troll: :troll: :troll: :troll: :troll: :nyan:
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 26, 2014, 11:45:36 pm
On buried there was a couple also. In the beginning area you could fall to your death. Also where the pack a punch area is, there is a opening that you can fall and automatically die. Also if you dont break the water fountain in the main part of the map using leroy then you can fall to your death by the water fountain in the maze.

But those aren't stupid and are easily identified.
Title: Re: [BETA] Project Viking
Post by: ShotgunRagtime on November 26, 2014, 11:51:28 pm
I've run into a couple of balance/difficulty issues on the map so far:

- On one playthrough, I knifed a zombie on Round 2 and got a powerup that made my screen tinted red, caused metal music to blare, and a ton of running zombies to come out of nowhere! I, of course, was killed almost instantaneously. I have no clue what this powerup is called or is intended to do, but it shouldn't be dropping from zombies at Round 2. Fortunately, I've only picked it up once.

- Why does Brutus occasionally drop a powerup that steals points? That's just silly, he's enough of a pain in the ass as it stands without him trolling you and taking all your money because you couldn't tell if the drop was good or bad the first time.

- On my most recent playthrough, I encountered the Panzer on Round 8 (normal difficulty). I understand that there's an easy mode, but that's just insane, Round 8 players have absolutely no means of fending him off.

- Also, and I don't mean to sound rude, but the texture and modeling work on the Mauser and Ice-Lazer is simply atrocious. Just very sloppily done, I just trade those guns away as soon as I can because I hate looking at them.

But on a positive not, excellent map overall! I look forward to any updates!
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 27, 2014, 12:23:40 am
I've run into a couple of balance/difficulty issues on the map so far:

- On one playthrough, I knifed a zombie on Round 2 and got a powerup that made my screen tinted red, caused metal music to blare, and a ton of running zombies to come out of nowhere! I, of course, was killed almost instantaneously. I have no clue what this powerup is called or is intended to do, but it shouldn't be dropping from zombies at Round 2. Fortunately, I've only picked it up once.




Those are negative powerups that happened because you picked up a red instakill meaning the zombies know kill you instantly until it ends there is also a red max ammo that takes your ammo.
Title: Re: [BETA] Project Viking
Post by: Dust on November 27, 2014, 12:23:59 am
I've run into a couple of balance/difficulty issues on the map so far:

- On one playthrough, I knifed a zombie on Round 2 and got a powerup that made my screen tinted red, caused metal music to blare, and a ton of running zombies to come out of nowhere! I, of course, was killed almost instantaneously. I have no clue what this powerup is called or is intended to do, but it shouldn't be dropping from zombies at Round 2. Fortunately, I've only picked it up once.

- Why does Brutus occasionally drop a powerup that steals points? That's just silly, he's enough of a pain in the ass as it stands without him trolling you and taking all your money because you couldn't tell if the drop was good or bad the first time.

- On my most recent playthrough, I encountered the Panzer on Round 8 (normal difficulty). I understand that there's an easy mode, but that's just insane, Round 8 players have absolutely no means of fending him off.

- Also, and I don't mean to sound rude, but the texture and modeling work on the Mauser and Ice-Lazer is simply atrocious. Just very sloppily done, I just trade those guns away as soon as I can because I hate looking at them.

But on a positive not, excellent map overall! I look forward to any updates!


The panzer spawns on Round 8 on Origins as well, and people dont complain about that.
You can tell if its a bad powerup, if it has a red outline on it do NOT pick it up. Blue means it only works for the player who picks it up. Normal works for everyone.
Title: Re: [BETA] Project Viking
Post by: shadoz66 on November 27, 2014, 02:50:51 am
Excellent.... Love the look of the Zombies and your modern weapons do the job. Think you could do something better when you go down the elevator  besides coming back to where you started but it is BETA so im looking forward to seeing your final product. Thanks for letting us test it :)
Title: Re: [BETA] Project Viking
Post by: SBZNinja on November 27, 2014, 08:59:32 am
Bug report 5: if you get a fire sale while the box is moving, the fire sale will not activate its effects.
Title: Re: [BETA] Project Viking
Post by: edsilaskill on November 27, 2014, 11:41:58 am
man i cant download the map for google driver getting error on the last mb  :'( plz up on the mega plz i cant wait for play the map   :D  :rainbow:
Title: Re: [BETA] Project Viking
Post by: franco95 on November 27, 2014, 12:00:12 pm
see my video on four players on this map http://ugx-mods.com/forum/index.php?topic=4815.0 (http://ugx-mods.com/forum/index.php?topic=4815.0)
This map has lots of things, but i dont' understand when zombies can beat you with one hit O.o
Title: Re: [BETA] Project Viking
Post by: tomo1025 on November 27, 2014, 01:23:20 pm
this map is too difficult..
so can u make more bigger than map??
Title: Re: [BETA] Project Viking
Post by: nevaik on November 27, 2014, 02:29:59 pm
Now, when you can do something like this in the map I think you should do a exo suit zombies mod / map.
I Think you can do it. btw this is so freaking sick go work for 3ARC or something pal.
Title: Re: [BETA] Project Viking
Post by: Organdonor on November 27, 2014, 02:32:02 pm
Dude I must say again awesome map I rate it right there at the top alongside Cph maybe even better just for all those perks, weapons, powerups and bosses truly very creative I would love to see more of these types of maps though I guess it takes a lot of work and assistance. So thank you and keep it up!!!
Title: Re: [BETA] Project Viking
Post by: DeletedUser on November 27, 2014, 03:10:51 pm
see my video on four players on this map http://ugx-mods.com/forum/index.php?topic=4815.0 (http://ugx-mods.com/forum/index.php?topic=4815.0)
This map has lots of things, but i dont' understand when zombies can beat you with one hit O.o
You must have ran into one of the "negative power-ups". Basically power ups that aid zombies, you must have obtained the negative insta-kill power-up... (Makes the player an insta-kill instead of the zombies)
Title: Re: [BETA] Project Viking
Post by: ShotgunRagtime on November 27, 2014, 03:13:52 pm

The panzer spawns on Round 8 on Origins as well, and people dont complain about that.
You can tell if its a bad powerup, if it has a red outline on it do NOT pick it up. Blue means it only works for the player who picks it up. Normal works for everyone.
On Origins the Panzer is weaker and you have MUCH more room to train. That's why people don't complain about Origin's Panzer. And my point about the powerup was that, on Round 2, you're still likely to be knifing zombies and getting insta-killed for doing so is silly.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 27, 2014, 06:21:27 pm
On Origins the Panzer is weaker and you have MUCH more room to train. That's why people don't complain about Origin's Panzer. And my point about the powerup was that, on Round 2, you're still likely to be knifing zombies and getting insta-killed for doing so is silly.
1. Your not supposed to have very much room to train around the zombies.

2. Adding a fix to disallow zombies to drop red powerups below round 5. Also will disallow them to drop red powerups if you kill one thats close to you.
Title: Re: [BETA] Project Viking
Post by: arhowk on November 27, 2014, 06:46:21 pm
What is the point of the orange lightning? I've died several times because I'm running around the map and the lightning activates literally as im walking through and instagibs me. Also, idk if reported or not

-Time bomb doesn't reset locked boxes/perks/etc
-Time bomb will kill every boss on the map. Once i used it and i had no idea how i got back up with an MG08
-Getting instagibbed as a whos who / spectre will also instagib your downed corpse
-Fire zombies seem to struggle with detonating untill the round ends and they start to run at you
-Buying perks / random / etc. gets really annoying when u keep using the syringe as you attempt to buy
-When taking a generator, lightning zombies will spawn from literally anywhere. I had to camp at jug generator for nearly an entire round because lightning zombies were spawned from across the map and had to run all the way to the generator one at a time
-Console commands (espec r_flameFX_fps and r_fullbright) are being reset when they're just to disable some of the smoke effects. Because of this, I can't revive myself with afterlife if im the only one since there are such a ton of zombies and zapping them drops my fps to 0.25

Other than that, the map is insane fun >:D though the constant instagibs are getting on my nerves.
Title: Re: [BETA] Project Viking
Post by: ped078 on November 27, 2014, 07:17:17 pm
Lol at instagib, spot the veteran UT player...hats off to you sir.
I'm afraid I have to agree, I got instagibbed (is that even a word?!) when activating one of the generators, no idea why, I just died .

It's an insane map and I'm getting right back to it now :) .
Title: Re: [BETA] Project Viking
Post by: Dust on November 27, 2014, 08:20:22 pm
It seems like the Time Bomb and the ending to the map causes problems on coop. When someone uses the time bomb, the host gets reset back to when they place the time bomb down, but the other players keep getting connection interrupted and is forced to close out, same thing happens once the ending happens, not going to spoil it, but as soon as someone calls the ending the coop players get connection interrupted but the host sees the game over screen.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 27, 2014, 08:45:56 pm
What is the point of the orange lightning? I've died several times because I'm running around the map and the lightning activates literally as im walking through and instagibs me. Also, idk if reported or not

-Time bomb doesn't reset locked boxes/perks/etc
-Time bomb will kill every boss on the map. Once i used it and i had no idea how i got back up with an MG08
-Getting instagibbed as a whos who / spectre will also instagib your downed corpse
-Fire zombies seem to struggle with detonating untill the round ends and they start to run at you
-Buying perks / random / etc. gets really annoying when u keep using the syringe as you attempt to buy
-When taking a generator, lightning zombies will spawn from literally anywhere. I had to camp at jug generator for nearly an entire round because lightning zombies were spawned from across the map and had to run all the way to the generator one at a time
-Console commands (espec r_flameFX_fps and r_fullbright) are being reset when they're just to disable some of the smoke effects. Because of this, I can't revive myself with afterlife if im the only one since there are such a ton of zombies and zapping them drops my fps to 0.25

Other than that, the map is insane fun >:D though the constant instagibs are getting on my nerves.

- Timebomb doesn't reset everything on the map, nor was it intended to.
- The Timebomb is supposed to kill all the zombies and bosses in the map, since its taking you back to when you placed it. If there was a boss at the time when you saved the timebomb state, they should respawn when you load it.
- Instagibbing may occasionally occur. Sorry to anyone who experiences this, been looking into a fix for a while but haven't seemed to find one yet, as I don't even know the cause.
-  The fire zombies only start running at you if you've dealed damage to them and the round is changing. There detonation doesn't have anything to do with the speed there moving at though, but its probably easier to run past them while there sprinting.
- To use your ability/syringe, you have to hold the use button. To buy a perk, you just have to tap the use button.
edit, just saw I had the hintstring say "Press & hold use... for perk", will update to "Tap use... for perk"
- The crusaders spawn around the current area that your in.
- As far as im aware, the map doesn't enable the flamefx var, and it defiantly should not be touching the fullbright var.

It seems like the Time Bomb and the ending to the map causes problems on coop. When someone uses the time bomb, the host gets reset back to when they place the time bomb down, but the other players keep getting connection interrupted and is forced to close out, same thing happens once the ending happens, not going to spoil it, but as soon as someone calls the ending the coop players get connection interrupted but the host sees the game over screen.
- Yeah a few people have reported this issue. Ive already attempted to apply a fix, just need to test on coop.
Title: Re: [BETA] Project Viking
Post by: arhowk on November 27, 2014, 11:44:44 pm
- The crusaders spawn around the current area that your in.
Change that to around a generator near where your currently in. As i said, there was a round where i was still killing templars a good 5 minutes after the start of the round
Quote
- As far as im aware, the map doesn't enable the flamefx var, and it defiantly should not be touching the fullbright var.
as i said it resets both. I'm just trying to fix lag issues

Regarding the fire zombie, the issue is that in buried i would touch him than run away so he would detonate. In viking, its extremely tough and he never seems to detonate like that untill hes running

Also a suggestion for zombie king i didnt see this option but maybe income boosts?
Title: Re: [BETA] Project Viking
Post by: spikecam23 on November 28, 2014, 12:49:12 am
All i would fix is that i was in the room with the boss that scans the room and the warden spanned in that room along with zombies. I fell like thats to hard but thats just me
Title: Re: [BETA] Project Viking
Post by: AverDefiance on November 28, 2014, 01:40:18 am
First of all, GREAT JOB REDSPACE!

Second of all. I have finally gotten some sort of a hang for the map in original solo, so I might as well give my thoughts on it.

Positives:

The map is heavily scripted, and no one can deny that fact. You did an amazing job putting the weapons and animations together, adding afterlife in, and putting in all the boss zombies. The wonder weapon variety was also good, too.  Another thing is Double Tap II. This perk makes life SO much easier with its added damage and I thank you for putting it in. The differently scripted zombies were also a great touch. Other things such as the golden shovel and the switches make the replayability levels extremely high. I also like the detail and environment found within the map. The rain and oil slicks add to the intensity of it.

Negatives:

I don't know if it's just me, but the Panzer Soldat's hook seems inescapable, as I tried to shoot his arm but he wouldn't let go. Second of all is the constant switch activations for multiple visits to PaP. As I would have to keep going down to the "security room" to hit the hardest switch, I would usually die because the round ends whenever I try to hold a crawler for it. I can't enjoy Pack as much as I would want, and most of my runs would end because of this. This is a huge negative due to constant reruns of the map, making me agitated at every death. I would want to go to Pack without risking my entire life for it. This is my opinion, though, and I respect your desire for a higher difficulty. I just personally think it would add to the fun factor. Sorry that this section seems so long, but this one negative keeps ruining my desire to solo run this map.


Overall, the map is solid and is amazing in the evolution of custom zombies. It's wide variety of features make it a sight to behold. Sadly, at least to me, this sightseeing usually comes to a rapid close by the clutter of zombies in the security chamber after the new round begins. I hope to enjoy this map even more, though, despite its difficulty.
Title: Re: [BETA] Project Viking
Post by: x_xMayheMx_x on November 28, 2014, 02:07:23 am
This is one of, if not the greatest map in the custom scene currently. I and many others thank you very much for the hard work and time you have put into this map. I am really sad to hear that this is potentially the last map we will see come from you. You have a great talent and to whatever road life is taking you currently I wish you the best and hope you get to apply these skills there.

As I read through these comments I see alot of people asking if you could nerf things to make it easier. I believe you made this map challenging for a reason. I really hope you keep it the way it is, other than fix the actual bugs reported. There is an easy option for those who believe this map is to challenging for them. Use it!

I really hope that with the success this map is having that you at least give it consideration to stick around longer. Again thank you for all the hard work and time you have put into Project Viking.
Title: Re: [BETA] Project Viking
Post by: ShotgunRagtime on November 28, 2014, 03:08:24 am
1. Your not supposed to have very much room to train around the zombies.

2. Adding a fix to disallow zombies to drop red powerups below round 5. Also will disallow them to drop red powerups if you kill one thats close to you.
Thank you for the confirmation that there will be a patch for those drops. After beating my record and making it to round 11 (before getting ruined by two panzers  :P), I have a couple more issues to report:

1. Electric Cherry seems to be useless. I don't know if the damage values are too low or what, but it was pretty much ineffective on round 6

2. I don't know if this was intentional, but crawlers kill themselves off VERY quickly. Moving to some zones (even if it's just 20 meters away from them) will end them instantly. Again, don't know if this was intentional but it makes solo play very frustrating at times
Title: Re: [BETA] Project Viking
Post by: MGRazor on November 28, 2014, 03:37:07 am
Downloaded this map, played it, and I must say that I love it! The environment looks amazing, the afterlife works just like it did in MOTD, the guns and their animations is awesome, and the sheer difficulty makes it fun and even more amazing! The game modes are awesome, especially Turned. The only two negatives, and I hope it's fixable, is the lag issue that I get. I go from a constant 90 FPS at one point to a very low 10 - 30 FPS at another point for a long while until my FPS goes back to normal. Also, when you spawn with the Mauser, it looks kinda... ugly. In Dalek's video, the Mauser looks just like Origins but when I played it, it looks different and kinda ugly, but that doesn't bother me that much, so it's not as big as an issue like the lag problem, but other than that, you guys pretty much nailed it!
Title: Re: [BETA] Project Viking
Post by: showstopperdsg on November 28, 2014, 03:42:12 am
ok I found one bug . where the pack a punch spawns if you run the outside of the circle the zombies won't hit you its rare that they do its more of an exploit than a bug really .
i ment to say random box
Title: Re: [BETA] Project Viking
Post by: kushgod506 on November 28, 2014, 03:47:05 am
Amazing work !!!!! plz make the care package challange its own mode . i found it very refreshing  but maybe be a perk scorestreak?
also noticed your made to use your mortars ,ect... before u can mark your care package? I found this annoying because most streaks got wasted to try my luck getting perkd , weapons,ect >:(
Title: Re: [BETA] Project Viking
Post by: Misa~Chan Rarity on November 28, 2014, 04:06:20 am

As I read through these comments I see alot of people asking if you could nerf things to make it easier. I believe you made this map challenging for a reason. I really hope you keep it the way it is, other than fix the actual bugs reported. There is an easy option for those who believe this map is to challenging for them. Use it!
Agreed. This is[ a challenging map by design. We weren't meant to discover all of its secrets quickly and easily. I had to play it on easy several times just to get acquainted with the layout of the map. I don't blame anyone for playing on easy, because this map is difficult, but that's part of what will have us coming back to this map over and over again.
Title: Re: [BETA] Project Viking
Post by: arhowk on November 28, 2014, 04:10:44 am
I think i glitched the time bombs by throwing a QED as my ally activated the time bomb. When the time bomb restarted, nothing changed. It was the same round, same guns, same zombies, etc. Next 3 time bombs were also ineffective.

Also, what are the nega-nuke and nega-insta kill powerups? i got a neganuke by a QED and the game ended.  :(
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 28, 2014, 04:27:34 am
Thank you for the confirmation that there will be a patch for those drops. After beating my record and making it to round 11 (before getting ruined by two panzers  :P), I have a couple more issues to report:

1. Electric Cherry seems to be useless. I don't know if the damage values are too low or what, but it was pretty much ineffective on round 6

2. I don't know if this was intentional, but crawlers kill themselves off VERY quickly. Moving to some zones (even if it's just 20 meters away from them) will end them instantly. Again, don't know if this was intentional but it makes solo play very frustrating at times
1. The damage and radius electric cherry does is based on the amount of ammo you have used. You can get a much larger stun radius and stun time if you allow electric cherry to automatically activate by you using all of your ammo in the clip.

2. I do have a zombie minimum distance to the player, but should only be effected if you are in a completely different area to that zombie. I'll consider increasing the zombie radius for the next patch.

First of all, GREAT JOB REDSPACE!

Second of all. I have finally gotten some sort of a hang for the map in original solo, so I might as well give my thoughts on it.

Positives:

The map is heavily scripted, and no one can deny that fact. You did an amazing job putting the weapons and animations together, adding afterlife in, and putting in all the boss zombies. The wonder weapon variety was also good, too.  Another thing is Double Tap II. This perk makes life SO much easier with its added damage and I thank you for putting it in. The differently scripted zombies were also a great touch. Other things such as the golden shovel and the switches make the replayability levels extremely high. I also like the detail and environment found within the map. The rain and oil slicks add to the intensity of it.

Negatives:

I don't know if it's just me, but the Panzer Soldat's hook seems inescapable, as I tried to shoot his arm but he wouldn't let go. Second of all is the constant switch activations for multiple visits to PaP. As I would have to keep going down to the "security room" to hit the hardest switch, I would usually die because the round ends whenever I try to hold a crawler for it. I can't enjoy Pack as much as I would want, and most of my runs would end because of this. This is a huge negative due to constant reruns of the map, making me agitated at every death. I would want to go to Pack without risking my entire life for it. This is my opinion, though, and I respect your desire for a higher difficulty. I just personally think it would add to the fun factor. Sorry that this section seems so long, but this one negative keeps ruining my desire to solo run this map.


Overall, the map is solid and is amazing in the evolution of custom zombies. It's wide variety of features make it a sight to behold. Sadly, at least to me, this sightseeing usually comes to a rapid close by the clutter of zombies in the security chamber after the new round begins. I hope to enjoy this map even more, though, despite its difficulty.

1. The mech's hook light health previously was to high, ive reduced it by half in the upcoming update. If the mech completely pulls you in, then you have to kill him to get free. Not sure if it was like this in origins, didn't mess around with him to much to be completely sure. But you should be able to escape much easier after the V1.0.3 update, and you can always melee the light right before he pulls you completely in to get free.

2. I understand how the switch activation's can be frustrating. One thing to take note of is that you can actually activate the switches through afterlife, by shocking them. So you can pretty much activate almost all the pap switches, just through one afterlife. Getting through the security room can be tough, but as long as you bring a decent weapon into that room, you'll be fine. If the boy of silence detects you, he'll turn into smoke which you can shoot at to break free from the room and stop the crusaders from spawning.


Also want to take a second to say thanks to everyone for the continued support, it means so much to me! :)

Double Post Merge: November 28, 2014, 05:05:43 am
Change that to around a generator near where your currently in. As i said, there was a round where i was still killing templars a good 5 minutes after the start of the roundas i said it resets both. I'm just trying to fix lag issues

Regarding the fire zombie, the issue is that in buried i would touch him than run away so he would detonate. In viking, its extremely tough and he never seems to detonate like that untill hes running

Also a suggestion for zombie king i didnt see this option but maybe income boosts?
1. Messed around with the vars and the map does not appear to be resetting them. Unless your using a dvar other then "r_fullbright", im not sure why that would be resetting.

2. There are 2 waves of crusader zombies, after you stop all of them from taking over the 1st generator there attacking, they will respawn a second time and target a different generator. I chose to do this because the maps size isn't extremely large like origins, and it shouldn't take very long to get to the generator there attacking.

3. Not sure if I fully understand what you mean by that, but the amount of score the zombie king earns per second is increased as the time goes by.
Title: Re: [BETA] Project Viking
Post by: mxtxm on November 28, 2014, 07:21:58 am
It looks good in game, it plays good, and has a nice weapons list to boot.
Here are some issues:
1) on solo the revive soda machine seems to go MIA[cant find it anywhere, so I have to depend on afterlife for second chancewas this intentional because second chance would conflict with afterlife mode?)]
2)Staminup does nothing to help mobility in the tar(this was depressing as stamin-up isn't all that easy to buy)
3) As nice as the Wunderwaffe death machine is, it goes away before its suppose to and I can still switch weapons with it. It is suppose to function like a death machine, in the sense that I shouldn't be able to switch weapons, but it should only go away once i burn through all of it's ammo.
Again great map, and will definitely play the hell out of it on full release.
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 28, 2014, 08:36:03 am
It looks good in game, it plays good, and has a nice weapons list to boot.
Here are some issues:
1) on solo the revive soda machine seems to go MIA[cant find it anywhere, so I have to depend on afterlife for second chancewas this intentional because second chance would conflict with afterlife mode?)]
2)Staminup does nothing to help mobility in the tar(this was depressing as stamin-up isn't all that easy to buy)
3) As nice as the Wunderwaffe death machine is, it goes away before its suppose to and I can still switch weapons with it. It is suppose to function like a death machine, in the sense that I shouldn't be able to switch weapons, but it should only go away once i burn through all of it's ammo.
Again great map, and will definitely play the hell out of it on full release.

1. If your playing the original gamemode, then there will not be any quick revive machine. I don't believe the self revive and afterlife conflict with each other, its just for balancing purposes. To use self revive on solo, you can play a challenge addon or No Objectives mode which doesn't have the afterlife mode.

2. Stamin-up should slightly increase your running speed, and boost your running duration. I believe the effects are more noticeable with a lighter weapon. Having stamin-up will also allow you to jump inside while on the oil, to get through it faster.

3. I wanted to setup the wunderwaffe drop differently then it was from cotd, didn't like how they made you burn through all the ammo just to get rid of the drop. In my version, you're supposed to be able to switch weapons when you get it. The timer doesn't actually start until you fire your first shot, so you can reserve it for later use if you would like.
Title: Re: [BETA] Project Viking
Post by: HitmanVere on November 28, 2014, 08:58:35 am
2. Stamin-up should slightly increase your running speed, and boost your running duration. I believe the effects are more noticeable with a lighter weapon. Having stamin-up will also allow you to jump inside while on the oil, to get through it faster.

If I remember correctly, original Stamin made so every gun basically was same "weight", meaning you could run same speed with every gun. Would be nice in such challenging map to have this effect, since it isnt that big thing, but would still help
Title: Re: [BETA] Project Viking
Post by: ShotgunRagtime on November 28, 2014, 02:44:09 pm
Alright, after testing out how crawlers die, I've noticed a couple of things:

1. Sometimes it appears random -- for example, when I take the elevator down into the catacomb, usually my one or two crawlers will join me there. However, one time they simply died, and I had to start the round in the catacomb.

2. Making crawlers inside a zone seems to allow them to survive there, which was slightly useful in my last run

3. I'm convinced that the system you currently have set up is either broken or not functioning as intended. For example, on Round 2 I had 3 (injured) zombies in the first room (the starting room with the energy drink machine). Upon opening the door to the second room and entering it, all 3 zombies died. I was only about 10 meters away from them. Another issue I noted is that heading from the mystery box area to the Speed Cola area will instantly kill off your crawlers. There were several more spots like this, but unfortunately I don't remember the specifics.

Ultimately these issues make it very difficult to explore the map in solo, as you don't have anyone to baby-sit zombies. I do have a unique idea for how to fix this issue, however: implement a literal "baby sitter" as a buyable utility on the map. Perhaps in the mystery box area you could place a sort of force-field like device that, when a 200 point fee was paid, would lock your crawler inside and keep him from dying (like what Leroy did on Buried). Give it a 2 round cooldown or something.

In any event, I think I'm gonna take a break from the map until the crawler issue is addressed, as it's too difficult to explore in solo otherwise
Title: Re: [BETA] Project Viking
Post by: AverDefiance on November 28, 2014, 04:22:45 pm
One last question, Redspace. Is the Panzer supposed to die if he flies into the crane. He didn't come on round 8 because of this :P
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 28, 2014, 05:09:04 pm
Alright, after testing out how crawlers die, I've noticed a couple of things:

1. Sometimes it appears random -- for example, when I take the elevator down into the catacomb, usually my one or two crawlers will join me there. However, one time they simply died, and I had to start the round in the catacomb.

2. Making crawlers inside a zone seems to allow them to survive there, which was slightly useful in my last run

3. I'm convinced that the system you currently have set up is either broken or not functioning as intended. For example, on Round 2 I had 3 (injured) zombies in the first room (the starting room with the energy drink machine). Upon opening the door to the second room and entering it, all 3 zombies died. I was only about 10 meters away from them. Another issue I noted is that heading from the mystery box area to the Speed Cola area will instantly kill off your crawlers. There were several more spots like this, but unfortunately I don't remember the specifics.

Ultimately these issues make it very difficult to explore the map in solo, as you don't have anyone to baby-sit zombies. I do have a unique idea for how to fix this issue, however: implement a literal "baby sitter" as a buyable utility on the map. Perhaps in the mystery box area you could place a sort of force-field like device that, when a 200 point fee was paid, would lock your crawler inside and keep him from dying (like what Leroy did on Buried). Give it a 2 round cooldown or something.

In any event, I think I'm gonna take a break from the map until the crawler issue is addressed, as it's too difficult to explore in solo otherwise

Redspace is badass enough to straight up stick Leroy in the map  :please:
Title: Re: [BETA] Project Viking
Post by: bportjoey on November 28, 2014, 06:11:47 pm
Love ,love, love this map, hats off to you Redspace and those who helped and tested this map. As a proven pioneer for the custom zombie scene it's unfortunate (but respected) that you may be moving on from this community,  i just hope you continue your path in life creating content for the gaming industry as you are truly a gifted individual.  One day you WILL be responsible for the success of a AAA title,  wishfully thinking treyarch, or maybe you could school Sledgehammer as I have a feeling there going to drop the ball on the up coming zombie mode in January, but seriously good luck in the future on whatever path you choose and thank you for blessing all of us zombie addicts with this masterpiece. I'm sure the devs at Treyarch would agree
Title: Re: [BETA] Project Viking
Post by: hardpoint_taken on November 28, 2014, 09:00:06 pm
I've found out that its pretty hard to kill the chain of the panzer and can't shoot him when i'm hooked.
Title: Re: [BETA] Project Viking
Post by: The ultimate man on November 28, 2014, 09:25:22 pm
lagg with other people not internet but the map itself >:( >:(
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 28, 2014, 09:53:32 pm
lagg with other people not internet but the map itself >:( >:(

Map runs like a dream for my gtx 750 ti sc no lag on solo only lag from playing with people from uk may be time to upgrade your graphics card.
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 28, 2014, 09:57:05 pm
lagg with other people not internet but the map itself >:( >:(

not lag, framerate, and if you got a low spec machine thats why, i have the same issue, though this map has been portaled well, so don't get many issues
Title: Re: [BETA] Project Viking
Post by: Gabrielle on November 28, 2014, 11:00:25 pm
Fun map, love it. It's hard to find the afterlife 'panels'. Also, sometimes you can't get the blue skulls in afterlife. Died twice thanks to the hole in front of one of the generators (the one that's down when you move with the elevator). Still, it's a fun map to play!
Title: Re: [BETA] Project Viking
Post by: x_xMayheMx_x on November 29, 2014, 01:23:48 am
I'm not sure if this was a bug or not, just never seen this before or after the fact. Dug a nuke from a dig site, grabbed nuke of course and then every grenade i threw after said nuke was in fact a baby nuke itself, complete with nuke animations and everything. That not only blew the zombies to smithereens, but also hurt my teammates. This was just about the coolest thing I've seen so far on custom zombies. Just not sure if it was a bug or not.
Title: Re: [BETA] Project Viking
Post by: Dust on November 29, 2014, 01:32:34 am
I'm not sure if this was a bug or not, just never seen this before or after the fact. Dug a nuke from a dig site, grabbed nuke of course and then every grenade i threw after said nuke was in fact a baby nuke itself, complete with nuke animations and everything. That not only blew the zombies to smithereens, but also hurt my teammates. This was just about the coolest thing I've seen so far on custom zombies. Just not sure if it was a bug or not.

That is intentional, it happens a bunch of times to me. I am not exactly sure if its like a persistent perk or what, but I love just throwing nukes and seeing a bunch of grenades go off. Have no idea how to "earn" it though.
Title: Re: [BETA] Project Viking
Post by: x_xMayheMx_x on November 29, 2014, 01:56:28 am
That is intentional, it happens a bunch of times to me. I am not exactly sure if its like a persistent perk or what, but I love just throwing nukes and seeing a bunch of grenades go off. Have no idea how to "earn" it though.


I figured it was something like that, but haven't heard of anyone else getting it so I had to ask. I think tonight I will make it my mission to figure out how to actually acquire it.
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on November 29, 2014, 02:00:00 am

I figured it was something like that, but haven't heard of anyone else getting it so I had to ask. I think tonight I will make it my mission to figure out how to actually acquire it.

I got that too
Title: Re: [BETA] Project Viking
Post by: Dust on November 29, 2014, 02:04:05 am

I figured it was something like that, but haven't heard of anyone else getting it so I had to ask. I think tonight I will make it my mission to figure out how to actually acquire it.

The thing is, sometimes I even earn it by just killing zombies, not even digging or throwing grenades or anything. Sometimes I have it and other times I dont. Seems to be random.

On another note, I randomly got a purple shovel after digging with the golden shovel. Not exactly sure what the difference is as I died right after getting it. Wondering if anyone can shed some light on that as well?
Title: Re: [BETA] Project Viking
Post by: x_xMayheMx_x on November 29, 2014, 03:15:01 am
On another note, I randomly got a purple shovel after digging with the golden shovel. Not exactly sure what the difference is as I died right after getting it. Wondering if anyone can shed some light on that as well?

I'll add that to the list of what to try and figure out this evening, if i survive that long.  ;D If its like anything like origins I'm sure  gold shovel is perk slots. Purple maybe actual perks or just increases high value digs?

Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on November 29, 2014, 05:29:24 am
Got a few bugs. Some off the pack a punch weapons don't have the pack a punched sound. Like the honey badger only makes the sound it made before it was pack a punched. It didn't have the laser type sound integrated into it. Also the sassafras pack a punched has no sound at all. When I shoot all I hear is the bullet hit. Also the Panzer Soldat, you can't escape his claw. I wasted a full pack a punched mark two into it's claw and it didn't let me go. The mark II also stops going three round burst on Brutus. I was shooting him and it went back to one shot. I don't know if it was that way for the Panzer Soldat but it wasn't that way for the napalm zombie. Well that is all the bugs I have ran into so far.
Title: Re: [BETA] Project Viking
Post by: C_Zilla80 on November 29, 2014, 06:04:36 am
Hey this map is amazing looking and has so many awesome weapons that treyarch should take a page from you on how to include weapons in their maps. This map also has a very unique set of game dynamics that really draws you into the map and makes you want to play it over and over again, the crane really adds a level of intensity to the map that very few maps have, and the weapons sounds are amazing. AWESOME JOB redspace!!!

My only complaint is that its too cramped and there are really no open spaces in it for higher rounds. I am a solo player and when you get to rounds 13-20 its almost guaranteed your gonna die. I think that if you made that area where the box first spawns about twice as big as it is now then this map would be the best map I've ever played in custom zombies. As of right now it comes in 2nd to "the swan/lost" only because that map has a huge area to train zombies in later rounds, but your map looks, and plays, and sounds MUCH BETTER.

Just my thoughts and great job on this one!
C_ZILLA80
Title: Re: [BETA] Project Viking
Post by: chromastone10 on November 29, 2014, 06:19:18 am
Like the honey badger only makes the sound it made before it was pack a punched. It didn't have the laser type sound integrated into it.

Im going to assume its because it has a silencer on it :P
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 29, 2014, 06:20:15 am
Got a few bugs. Some off the pack a punch weapons don't have the pack a punched sound. Like the honey badger only makes the sound it made before it was pack a punched. It didn't have the laser type sound integrated into it. Also the sassafras pack a punched has no sound at all. When I shoot all I hear is the bullet hit. Also the Panzer Soldat, you can't escape his claw. I wasted a full pack a punched mark two into it's claw and it didn't let me go. The mark II also stops going three round burst on Brutus. I was shooting him and it went back to one shot. I don't know if it was that way for the Panzer Soldat but it wasn't that way for the napalm zombie. Well that is all the bugs I have ran into so far.
- The Honey Badger does have the upgraded "laser" sound, its just lower then most other weapons.
- Just double checked and the Sassafras's fire sound is infact working properly, not sure why it wouldn't be playing for you.
- Have already addressed the panzer soldats claw health, will be updated shortly.
- I never had the markII at 3 round burst, it was always full auto.
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 29, 2014, 12:21:22 pm
- The Honey Badger does have the upgraded "laser" sound, its just lower then most other weapons.
- Just double checked and the Sassafras's fire sound is infact working properly, not sure why it wouldn't be playing for you.
- Have already addressed the panzer soldats claw health, will be updated shortly.
- I never had the markII at 3 round burst, it was always full auto.

to me it it seemed the Mark 2 was semi automatic whenever i used it
Title: Re: [BETA] Project Viking
Post by: Wunderful on November 29, 2014, 02:04:31 pm
A few more things I wanted to point out:

-Sometimes in solo after going into afterlife & reviving yourself you wont get another afterlife when the next round starts
-You can only get points off of some of the perk machines (I'm guessing this is intentional but it's kinda annoying)
-When spectating in Zombie King or Raining Lead mode with 3 or 4 players all players appear to have the sky camera even if they actually don't:

(http://i.imgur.com/2sMgCtL.png)

-Many weapons do not have player sounds so if a teammate is firing it sounds like you're firing
-The logs by the soul box in the QR starting area are floating
Title: Re: [BETA] Project Viking
Post by: Dust on November 29, 2014, 02:13:13 pm
A few more things I wanted to point out:

-Sometimes in solo after going into afterlife & reviving yourself you wont get another afterlife when the next round starts

On this map you get a afterlife every 2 rounds instead of every 1 round, and past round 15 you will get one back every 3 rounds
Title: Re: [BETA] Project Viking
Post by: tank dempsey on November 29, 2014, 08:07:44 pm
Best map that i have seen and really hard

Good job m8
Title: Re: [BETA] Project Viking
Post by: Blizzard_Venom on November 29, 2014, 11:30:24 pm
Ive Downloaded the Map and ive gotten a UGX Community File on my desktop and i run the ProjectViking 1.02 and it brings me up a normal Cod waw.
Title: Re: [BETA] Project Viking
Post by: FranLegon on November 30, 2014, 12:35:01 am
download doesn't start...
Title: Re: [BETA] Project Viking
Post by: EXiledninjawolf on November 30, 2014, 03:37:27 am
First of all nice map haven't been able to explore all of it because of the zombies over running me  :lol:. To tell guys if u see the console to cheat it doesn't work first thing i do to see if it can be a challenge is to run Devmap (tital of map file) then GOD and SV_use_ignoreammo 1. when i did it successfully it would kick me off the map. Second the zombies need to move further from your body when you zap them in after life always had problems with that. then later i would get multiple boss zombies (EX. Brutus, Panzer, Napalm) and i would get to killing one then the other 2 would get me. All pick-ups will flote on the air making me jump at them. I really liked the introduction of a score streak, after life and other features you put in. over all a very well thought out map hard yes. different yes. over all 9/10  :gusta: :nyan:
Title: Re: [BETA] Project Viking
Post by: jstrayer31 on November 30, 2014, 04:21:20 am
Lovin the map but im havin trouble finding the shovel
Title: Re: [BETA] Project Viking
Post by: C_Zilla80 on November 30, 2014, 10:14:29 am
Hey someone should put some hints or a guide to the objectives into this map cause running around killing zombies is fun and all but what is the purpose of those red switches all over the map? what is the purpose of the room with that weird looking character in it who blows himself up then and spawns a bunch of really fast Templar Zombies? Where the hell is PAP? What is the deal with the crane moving stuff around and changing the map? Do you have to do something to stop it or does this reveal PAP? These would be really good things to know, or at least get some clues for... for example I activated all the red panels (the last one being in the room with the weird looking dude and then a timer starts and about 30 Templars come at you sprinting speed, after you beat them the chain link gate opens...) but then what?
Title: Re: [BETA] Project Viking
Post by: BROKENHD on November 30, 2014, 12:59:19 pm
The map honestly is the best at what I played even better why Treyarch :), but something which I wish you will improve, and what this something poorly optimized, ie paste pulls galore :'(, Could you improve it please? I give it a 9 to map if improvements will carry you a 10  ;)
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on November 30, 2014, 02:17:59 pm
first thing i do to see if it can be a challenge is to run Devmap (tital of map file) then GOD and SV_use_ignoreammo 1.
:facepalm:
Title: Re: [BETA] Project Viking
Post by: KeepACrawler on November 30, 2014, 03:48:56 pm
This map would be a 10/10 if there was a little more sense of direction. Hard to "TEXTplain" lol, but there is SOOO much going on and without any sort of directions It gives an overwhelming feel.
- The shovel is nearly impossible to find and Im wondering if it spawns in at all sometimes.
- If there was an option to decrease or do away with the fog all together that would be nice. My pc, as well as many others Ive talked to and played with, doesnt do well with that amount of fog. I mean if you have the means to use a gaming beast pc then I guess it wouldnt matter.
- In after life if we could get the zoms to back off my character a bit, that would be nice too

All in all, Fantastic map! The #1 best quality of this map is the HIGH REPLY VALUE....something that majority of map makers seem to lack.
Title: Re: [BETA] Project Viking
Post by: Jellal on November 30, 2014, 03:49:34 pm
So glad I could help with the development of this map. ^^
Title: Re: [BETA] Project Viking
Post by: ShotgunRagtime on November 30, 2014, 04:07:36 pm
Got some more bugs to report.

1. Who's Who didn't work for me (I just went into afterlife)

2. Bought Electric Cherry from Wunderfizz, but the icon faded and it didn't do anything (this seems like a gameplay feature, but if so I have no clue what caused this)

3. At one point the mystery box cost me 10 points to use even though there was no fire sale going on. After spinning it for 10, the price changed back to 950.

4. After finally making it to the Boy of Silence room on round 10, Brutus spawned down there with me (lol). I was laying prone behind some boxes, and Brutus seemed kinda confused, because he only hit me twice (in irregular intervals) while I whaled on him from the floor. EZ kill, seemed buggy.
Title: Re: [BETA] Project Viking
Post by: timelordalex on November 30, 2014, 04:16:51 pm
Got some more bugs to report.

2. Bought Electric Cherry from Wunderfizz, but the icon faded and it didn't do anything (this seems like a gameplay feature, but if so I have no clue what caused this)

3. At one point the mystery box cost me 10 points to use even though there was no fire sale going on. After spinning it for 10, the price changed back to 950.

2. On original you lose the effects of a perk when the generator is off
3. This has happened in many maps, consider it a free spin. Most of the time the hintstring says 10, but still charges 950 then it rectifies itself. 
Title: Re: [BETA] Project Viking
Post by: TheKillerey on November 30, 2014, 05:49:01 pm
Nice map :) Is there any download for 1.0.3?? I only see 1.0.2 :D
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 30, 2014, 07:05:55 pm
Nice map :) Is there any download for 1.0.3?? I only see 1.0.2 :D
Not yet, but there should be one soon. Trying to fix as much things as possible so there doesn't have to be frequent updates. Pasted in the next versions log list under the credits so you guys can see what is being addressed.
Title: Re: [BETA] Project Viking
Post by: Uk_ViiPeR on November 30, 2014, 10:48:00 pm
//text

bug fixed, sent privately to redspace himself
Title: Re: [BETA] Project Viking
Post by: redspace200 on November 30, 2014, 11:11:20 pm
Good job on the dvar checks though :)

Its not a "bug" if your modifying my code to get that result.
Title: Re: [BETA] Project Viking
Post by: Uk_ViiPeR on November 30, 2014, 11:54:57 pm
Its not a "bug" if your modifying my code to get that result.

I haven't touched or even attempted to open your code, but there's a way around it. Its worth a patch just in case someone else works it out for themselves :)
Title: Re: [BETA] Project Viking
Post by: redspace200 on December 01, 2014, 12:14:07 am
I haven't touched or even attempted to open your code, but there's a way around it. Its worth a patch just in case someone else works it out for themselves :)
Ok i'll have a look into it. Thanks for notifying me.
Title: Re: [BETA] Project Viking
Post by: Uk_ViiPeR on December 01, 2014, 12:17:49 am
Ok i'll have a look into it. Thanks for notifying me.

No problem, if you need any assistance let me know.
Title: Re: [BETA] Project Viking
Post by: wtfalilblu on December 01, 2014, 12:53:23 am
OMG this map is amazing keep the AMAZING!!!!!!!! work up other map makers are gunna have a bad time trying to top this one :D
Title: Re: [BETA] Project Viking
Post by: DeletedUser on December 01, 2014, 04:44:47 am
hey red you forgot someone in your credits: tito. :D
Title: Re: [BETA] Project Viking
Post by: Leonkrog on December 01, 2014, 08:31:31 pm
Anyone wanna play this with me ?? just add Leon_Basser1 and i almost only play Project Viking THANKS REDSPACE ps. its me Dujershy on skype Redspace200  :nyan:
Title: Re: [BETA] Project Viking
Post by: Wunderful on December 01, 2014, 10:36:39 pm
Making a video tutorial for the locations of pretty much everything in this map (shovels, switches, parts, generators, soul boxes, etc.) to help people out, should be done & uploaded by tomorrow ;)

EDIT: Also are there 12 or 13 switches? Cause I only know where 12 are :P
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 01, 2014, 10:58:20 pm
Awesome map! Just a suggesting; Please remove that smoke that make my gameplay goes slower than my turtle pet.  :fuuu:
Title: Re: [BETA] Project Viking
Post by: sasquatch1969 on December 02, 2014, 12:45:10 am
 :D ;D
Brilliant map!!
Title: Re: [BETA] Project Viking
Post by: SilentScope678 on December 02, 2014, 12:48:24 am
Making a video tutorial for the locations of pretty much everything in this map (shovels, switches, parts, generators, soul boxes, etc.) to help people out, should be done & uploaded by tomorrow ;)

EDIT: Also are there 12 or 13 switches? Cause I only know where 12 are :P

If you stay looking at the switch for a few seconds after turning in on it will display in green text how many switches remain.
Title: Re: [BETA] Project Viking
Post by: redspace200 on December 02, 2014, 01:58:31 am
Update V1.0.3 released! This update features over 50 in game bug fixes and improvements to the map which have been reported by the community. If you are interested in receiving these updates, just re-download the map. Hope you all enjoy and thank you for your patience.
Title: Re: [BETA] Project Viking
Post by: b-enn-y on December 02, 2014, 02:18:02 am
I'm not sure if its my end, or the link, but i keep getting an error 3/4 of the way through the download :(
Title: Re: [BETA] Project Viking
Post by: x_xMayheMx_x on December 02, 2014, 02:40:53 am
Update V1.0.3 released! This update features over 50 in game bug fixes and improvements to the map which have been reported by the community. If you are interested in receiving these updates, just re-download the map. Hope you all enjoy and thank you for your patience.


Thanks again for your hard work, going to check out the updated version now!
Title: Re: [BETA] Project Viking
Post by: DeletedUser on December 02, 2014, 06:47:19 pm
Great update redspace! found a little bug tho

sorry i was not on HD :/

Spoiler: click to open...
Description
The room the bioshock boss is in (boy of silence) you can make it so that the doors close when you are still in the room and the zombies spawn on the other side of the door and glitch up.  And you can't get out :(

First you got to kill the boss (Not hard to do if you have a full auto gun xD)

Next you have to go where you see were i am right now in the picture below
(http://i.imgur.com/CrcADCr.png)
Then move your way a bit to the left like you see in the picture below.
(http://i.imgur.com/8Kn4Lgw.png)

After you do that you move till you hear the door close then you move back into the room really fast then this will happen
(http://i.imgur.com/BQuKhdm.png)

Then the zombies will spawn on the other side of the door and they can't get you,  One or two zombies will spawn on the boss room is tho.

Next bug is
Die rise elevator bug.

Description
You can get on top of the elevator and not die
First thing you have to do is get on the elevator and right before the elevator is about to fall you have to quickly jump off and then dolphin dive back onto the elevator and if you are lucky you can get on the part that dose not have a death barrier and then you can stay up there and get trapped :(

First thing you have to do is come to this part of the map below
(http://i.imgur.com/IDOg5u9.png)

Next thing is to get on the elevator

then when the sound plays when the elevator is going to fall you get off the elevator

then you dolphin dive back on and this will happen
(http://i.imgur.com/Qirv7Y9.png)

Then when it hits the floor it you will be on top

And if you don't move at all you can stay up there

And if you move this will happen :troll:
(http://i.imgur.com/lj0vzAy.png)

Title: Re: [BETA] Project Viking
Post by: AcidOver on December 02, 2014, 07:06:56 pm
i tried this map (2 or 5 minutes) and i love it :) i saw a video on youtube and dl for me :)

can we launch this map with de devmap command?

Thanks for your Great job !!!
Title: Re: [BETA] Project Viking
Post by: Official_TSG_ on December 02, 2014, 07:40:31 pm
i tried this map (2 or 5 minutes) and i love it :) i saw a video on youtube and dl for me :)

can we launch this map with de devmap command?

Thanks for your Great job !!!
Yeah, but try do cheats and game crashes :)
Title: Re: [BETA] Project Viking
Post by: Uk_ViiPeR on December 02, 2014, 08:05:20 pm
i tried this map (2 or 5 minutes) and i love it :) i saw a video on youtube and dl for me :)

can we launch this map with de devmap command?

Thanks for your Great job !!!

I wouldn't recommend it. if you changed the wrong value within a dvar (for example, jump_height) you will be disconnected from the session.
Title: Re: [BETA] Project Viking
Post by: Cokeacola on December 03, 2014, 01:24:03 am
Link doesnt work
Title: Re: [BETA] Project Viking
Post by: JustWesty on December 03, 2014, 06:16:12 am
I played this map so much and its frickin amazing! This is I think the best custom zombie map to date!

The only thing i would say to change is to reduce the amount of red switches there are to get to pack a punch because it's really annoying when I try to find the last 3 switches and eventually the warden from Mob of the Dead shows up and kills me half the time. I would recommend changing that but other than that, great map 9/10!
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 03, 2014, 02:56:26 pm
I died and started as the Who's Who ghost. When I go and reviving myself, the screen turns black and white like this image...
(image from another game, just to let you know the exact colors... )
(http://img.pixfans.com/2009/04/madworld6.jpg)

Title: Re: [BETA] Project Viking
Post by: Misa~Chan Rarity on December 03, 2014, 03:31:36 pm
I died and started as the Who's Who ghost. When I go and reviving myself, the screen turns black and white like this image...
(image from another game, just to let you know the exact colors... )
(http://img.pixfans.com/2009/04/madworld6.jpg)
The way that this Who's Who is scripted is supposed to make it seem like you're tripping on acid. It's kinda like the way it was done on BO2, but with a slight twist to make it a little more challenging to use.
Title: Re: [BETA] Project Viking
Post by: DeletedUser on December 03, 2014, 04:21:09 pm
I died and started as the Who's Who ghost. When I go and reviving myself, the screen turns black and white like this image...
(image from another game, just to let you know the exact colors... )
(http://img.pixfans.com/2009/04/madworld6.jpg)
It's normal
Title: Re: [BETA] Project Viking
Post by: HitmanVere on December 03, 2014, 05:10:01 pm
Dont know if you fixed this in new version, but you can see through the inside of  BO bottles, when drinking it

Double Post Merge: December 03, 2014, 07:06:22 pm
Also:

(http://gyazo.com/76684d8ca6d9cc632a6c3e9c9d01129a.png)

Standing here derps out zombies
Title: Re: [BETA] Project Viking
Post by: Velioz on December 04, 2014, 11:19:35 pm
how do you pack a punch?
Title: Re: [BETA] Project Viking
Post by: crixis48 on December 05, 2014, 12:15:17 am
A question
can you upload it on mega? i cant download it from drive D: please.
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on December 05, 2014, 02:11:12 am
Dont know if you fixed this in new version, but you can see through the inside of  BO bottles, when drinking it

Double Post Merge: December 03, 2014, 07:06:22 pm
Also:

(http://gyazo.com/76684d8ca6d9cc632a6c3e9c9d01129a.png)

Standing here derps out zombies
How on earth do you have 4000 points, 3 perks and a PAP gun by round 6?
Title: Re: [BETA] Project Viking
Post by: TofuSwag69 on December 05, 2014, 02:19:04 am
It is so challenging especially on wave 8. Havent pass tat yet so couldnt say much but there is a bug which perks spawn in midair so i hope u can fix tat. Thnx.
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on December 05, 2014, 02:21:01 am
Update V1.0.3 released! This update features over 50 in game bug fixes and improvements to the map which have been reported by the community. If you are interested in receiving these updates, just re-download the map. Hope you all enjoy and thank you for your patience.

thanks :D :p much appreciated il be sure to play it again soon / test. all the work you put into this is appreciated! more patience and skill than i ever could have kudos to you!
Title: Re: [BETA] Project Viking
Post by: bkcarlito on December 05, 2014, 04:02:42 am
I think the 1 thing that would make this map even better is a zombie counter. It would help a whole lot.
Title: Re: [BETA] Project Viking
Post by: JiffyNoodles on December 05, 2014, 06:40:48 am
How on earth do you have 4000 points, 3 perks and a PAP gun by round 6?
I'll tell you how stevie...
(http://i.imgur.com/5T8C7d3.png)
that's how
Title: Re: [BETA] Project Viking
Post by: DeletedUser on December 05, 2014, 06:45:41 am
How on earth do you have 4000 points, 3 perks and a PAP gun by round 6?
Random loadout mode. Duh.
Title: Re: [BETA] Project Viking
Post by: HitmanVere on December 05, 2014, 10:44:22 am
How on earth do you have 4000 points, 3 perks and a PAP gun by round 6?

Random loadout mode. Duh.

What Ray said, was trying out the random loadout mode and found this bug :D
Title: Re: [BETA] Project Viking
Post by: Wunderful on December 06, 2014, 02:58:15 am
Video guide covering the locations of shovels, switches, and parts!

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

Hope this helps some people having trouble!
Title: Re: [BETA] Project Viking
Post by: Maseboogie23 on December 06, 2014, 03:01:04 am
To: Map Maker of Project Viking
 I would love if you could make an update for Project Viking (The AWESOMESS MAP EVER PLAYED)  :) Which gives the player Xbox controller support by making console settings available for custom zombies rookies (like me) who use Xbox or PlayStation controllers... I would also like to say great work on Project Viking and cant wait to see more AWESOME custom zombies maps (like this BO2 style map) made my you :)
                                                             Thanks again, MB23 
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on December 06, 2014, 03:31:49 am
To: Map Maker of Project Viking
 I would love if you could make an update for Project Viking (The AWESOMESS MAP EVER PLAYED)  :) Which gives the player Xbox controller support by making console settings available for custom zombies rookies (like me) who use Xbox or PlayStation controllers... I would also like to say great work on Project Viking and cant wait to see more AWESOME custom zombies maps (like this BO2 style map) made my you :)
                                                             Thanks again, MB23 
What?? ALL maps already have this  :facepalm:
Title: Re: [BETA] Project Viking
Post by: SomeWhatAPro on December 06, 2014, 10:43:02 am
Don't know if I am the first to find this out, but I think I may have found an Easter Egg that involves a Purple Shovel and a Red Afterlife  8)
Title: Re: [BETA] Project Viking
Post by: Dust on December 06, 2014, 12:18:03 pm
Don't know if I am the first to find this out, but I think I may have found an Easter Egg that involves a Purple Shovel and a Red Afterlife  8)

No, you are not the first to find it out
Title: Re: [BETA] Project Viking
Post by: SomeWhatAPro on December 06, 2014, 12:24:39 pm
No, you are not the first to find it out

Whelp this map is crazy hard for me so I am glad I got to find it atleast!  :P
Title: Re: [BETA] Project Viking
Post by: Dust on December 06, 2014, 12:30:54 pm
Whelp this map is crazy hard for me so I am glad I got to find it atleast!  :P

Not sure what they do but I found like 6 blue skulls in after life, then dug up 2 with purple shovel and went into the red after life
Title: Re: [BETA] Project Viking
Post by: SomeWhatAPro on December 06, 2014, 12:33:44 pm
Not sure what they do but I found like 6 blue skulls in after life, then dug up 2 with purple shovel and went into the red after life
I hope I can figure it out... Though I have never been too good with easter eggs.
Title: Re: [BETA] Project Viking
Post by: JoJoLarooda on December 07, 2014, 04:10:44 am
Digsites stopped spawning for me after round 15. Is that supposed to happen? FYI I had the purple shovel and was zapping digsites open, then noticed that they weren't spawning anymore.
Title: Re: [BETA] Project Viking
Post by: irish monkey 56 on December 07, 2014, 02:16:18 pm
do you have a devmap thing so I can noclip to see the entire map?
Title: Re: [BETA] Project Viking
Post by: Wunderful on December 07, 2014, 04:13:29 pm
do you have a devmap thing so I can noclip to see the entire map?

Nope, he has taken anti-hax precautions
Title: Re: [BETA] Project Viking
Post by: Leonkrog on December 07, 2014, 07:58:44 pm
hey could you please make the new update where the starter guns are like from black ops 2 instead of the weird gun models right now ??  8)
Title: Re: [BETA] Project Viking
Post by: nouch1st on December 07, 2014, 08:40:09 pm
HOW DO I CHANGE THE DIFFICULTY IN THE GAME MENU I CAN ONLY USE F TO EXCEPT ORIGINAL AND NORMAL LOL
Title: Re: [BETA] Project Viking
Post by: FreedTerminator on December 07, 2014, 09:32:03 pm
Hello this is the first custom zombies map I have installed so please excuse my noobness. When I click mods then the game reboots i know i have to go into console and type in devmap "something" I cannot figure out what that "something" if I could get some help that would be great!  :)
Title: Re: [BETA] Project Viking
Post by: Dust on December 07, 2014, 10:08:50 pm
Hello this is the first custom zombies map I have installed so please excuse my noobness. When I click mods then the game reboots i know i have to go into console and type in devmap "something" I cannot figure out what that "something" if I could get some help that would be great!  :)

There is a solo button
Title: Re: [BETA] Project Viking
Post by: FreedTerminator on December 07, 2014, 10:17:23 pm
There is a solo button
Yes but when i click that it pulls up new game or mission select i hit select and it shows campaign list and zombies i click zombies and its just the default ones  :-\
Title: Re: [BETA] Project Viking
Post by: Dust on December 07, 2014, 10:23:55 pm
Yes but when i click that it pulls up new game or mission select i hit select and it shows campaign list and zombies i click zombies and its just the default ones  :-\

Then you didnt launch the mod from the mods list
Title: Re: [BETA] Project Viking
Post by: jjbradman on December 07, 2014, 10:28:50 pm
Yes but when i click that it pulls up new game or mission select i hit select and it shows campaign list and zombies i click zombies and its just the default ones  :-\
seriously? do you even know how to launch a mod? .-.
Title: Re: [BETA] Project Viking
Post by: FreedTerminator on December 07, 2014, 10:30:21 pm
Then you didnt launch the mod from the mods list
Yes I did I promise you I did launch the mod my game rebooted and everything.
Title: Re: [BETA] Project Viking
Post by: FreedTerminator on December 07, 2014, 10:32:23 pm
seriously? do you even know how to launch a mod? .-.
If you read the rest of my posts you would see this is my first time  ;)
Title: Re: [BETA] Project Viking
Post by: jjbradman on December 07, 2014, 11:05:30 pm
If you read the rest of my posts you would see this is my first time  ;)
well then thats weird man i cant imagine what could be wrong :-\
Title: Re: [BETA] Project Viking
Post by: FreedTerminator on December 07, 2014, 11:09:32 pm
well then thats weird man i cant imagine what could be wrong :-\
Yeah Im not sure but I thinking about this, The mod is called UGX Community Mods in my mod list so I was wondering if theres something else I have to do with that file to get the Project Viking?  ???
Title: Re: [BETA] Project Viking
Post by: jjbradman on December 08, 2014, 12:39:51 am
Yeah Im not sure but I thinking about this, The mod is called UGX Community Mods in my mod list so I was wondering if theres something else I have to do with that file to get the Project Viking?  ???
umm im sure thats from something else, the mod name that should appear for PV is something like "ProjectVikingBeta1.0" (sorry i dont remember the exact name and right now i cant use my gaming pc)
Title: Re: [BETA] Project Viking
Post by: Dust on December 08, 2014, 01:39:04 am
Yeah Im not sure but I thinking about this, The mod is called UGX Community Mods in my mod list so I was wondering if theres something else I have to do with that file to get the Project Viking?  ???

Why is it called that? When you download the file it is suppose to download a .exe, you double click on that and install it like you would any other program, then go to world at war, mods, then choose projectvikingbeta1.0.3
Title: Re: [BETA] Project Viking
Post by: dannyfrog2014 on December 08, 2014, 03:18:00 pm
i had an issue with this since the new update. ok i was using this via tunngle and when i connected to people i got a server authentication error and then i got after redownloading deleted and installed it just was stuck on loading. so im not sure what the issue was. solo it loaded perfectly. other maps work fine via tunngle. i use it as its better connection wise so im not quite sure why this is happening anyone else had this issue?
Title: Re: [BETA] Project Viking
Post by: BuIlDaLiBlE on December 08, 2014, 08:36:41 pm
What music is being played on LIFE OVER screen?
Extracted it, btw.
(http://i.imgur.com/g8hPfcL.png)
Title: Re: [BETA] Project Viking
Post by: Temporal908765 on December 09, 2014, 07:44:17 am
Hi, great project! ;D

Is there a way to enable the console btw?  :rainbow:
Title: Re: [BETA] Project Viking
Post by: BuIlDaLiBlE on December 09, 2014, 12:27:13 pm
Is there a way to enable the console btw?  :rainbow:

No. And cheat binds like "sf_use_ignoreammo 1" or "g_gravity" are blocked either. Game will exit immediately with "MODIFICATIONS DETECTED" message.
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 09, 2014, 02:16:40 pm
When i died and waited until the mod menu appears, the game crashes and the only way to close is with Windows Task manager :/
Title: Re: [BETA] Project Viking
Post by: drhackz on December 09, 2014, 09:32:49 pm
Looks good
Best Custom map to date
Nice work Redspace!
Title: Re: [BETA] Project Viking
Post by: JoJoLarooda on December 09, 2014, 11:43:36 pm
What is this red afterlife people are talking about? How do you get it?
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 10, 2014, 12:09:44 am
My gameplay goes 15/20 fraps with the smoke, even if I play on solo and reduce all the game parameters :(



I have a laptop  Asus A55V Core i7 3rd Gen 2.4ghz 6MB RAM Intel Graphics 4000  (Plus, Nvidia 610m 2gb)
Title: Re: [BETA] Project Viking
Post by: MistaC4 on December 10, 2014, 12:26:24 am
My gameplay goes 15/20 fraps with the smoke, even if I play on solo and reduce all the game parameters :(



I have a laptop  Asus A55V Core i7 3rd Gen 2.4ghz 6MB RAM Intel Graphics 4000  (Plus, Nvidia 610m 2gb)
Enable your 610 through nvidia control panel and run waw as high priority in task manager And do not turn of spec map or else it will cause the map to crash.
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 10, 2014, 12:32:09 am
Enable your 610 through nvidia control panel and run waw as high priority in task manager.

Ok. Let me try...  8)

(http://gyazo.com/8c2ff70d75046f74482685d309859f44)

Double Post Merge: December 10, 2014, 01:04:52 am
The game runs good if I put it on defaults 420x620 :( but it's something.

By the way, I don't know if is a bug or take something, but after i kill Brutus a nukebombs replaces my grenades D:

Also, I can use the Bowie knife as a weapon slot (as you can see on my profile picture)  8)
Title: Re: [BETA] Project Viking
Post by: DannyPikmin on December 10, 2014, 02:03:26 am
This is an amazing map so far, and, dare I say, it raises the bar for custom maps far higher than it used to be. The past year or so of your work on this map really shows, but there's this one bug that's been annoying me for a while - It's only happened twice, but whenever I use Der Wunderfizz, I'm not able to pick up the perk it gave me. Like I said, it's only happened twice, but it would be nice to see that get patched if possible.

Other than that, are there any music Easter Eggs, or are there any that are planned in the future?
Title: Re: [BETA] Project Viking
Post by: CiTronLegacy on December 13, 2014, 12:33:18 pm
Can i get the nazi_zombie_... name please ?
Title: Re: [BETA] Project Viking
Post by: DeletedUser on December 13, 2014, 02:51:42 pm
Can i get the nazi_zombie_... name please ?
nazi_zombie_test - but i'm pretty sure it blocks you from console commands anyway...
Title: Re: [BETA] Project Viking
Post by: BOOTYKING on December 13, 2014, 08:22:01 pm
i luv this map. i cant stop playing it but i HATE that watcher guy. he always sees me and i get trapped in that room and get killed. sometimes im lucky and run out on time but most of the time i dont. is there a way to escape or not. honestly i just want that thing out of this glorious map.
Title: Re: [BETA] Project Viking
Post by: drhackz on December 13, 2014, 11:04:27 pm
i luv this map. i cant stop playing it but i HATE that watcher guy. he always sees me and i get trapped in that room and get killed. sometimes im lucky and run out on time but most of the time i dont. is there a way to escape or not. honestly i just want that thing out of this glorious map.

When your there just train and get anywhere between 30-75 kills from the zombies that spawn and you will be able to leave. thats my experience.
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 14, 2014, 01:30:03 am
When your there just train and get anywhere between 30-75 kills from the zombies that spawn and you will be able to leave. thats my experience.

Or, you know, knife him until he die.... :boss:
Title: Re: [BETA] Project Viking
Post by: Brandon20 on December 14, 2014, 05:49:06 pm
Has anyone else got this script error when trying to load solo? ai_zombie_jump_up_300 not defined in anim tree 'generic human' I reallt wanna play this map but this is stopping me. Plz HELP!
Title: Re: [BETA] Project Viking
Post by: Peenbeer on December 14, 2014, 07:57:04 pm
Sick map dude! Well done!
But when you jump in that hole with the boss inside, its too hard bro.
The zombies keep spawning, is it even able to get out of there?

Title: Re: [BETA] Project Viking
Post by: drhackz on December 15, 2014, 01:15:34 am
If your getting an error (I got one) Reinstall Your waw and install this map and everything will be good in the hood
Title: Re: [BETA] Project Viking
Post by: Harry Bo21 on December 15, 2014, 02:44:25 am
If your getting an error (I got one) Reinstall Your waw and install this map and everything will be good in the hood
This should not be required, and is likely unrelated to Project Viking, and more so related to problems with your initial install
Title: Re: [BETA] Project Viking
Post by: shadowwonn on December 15, 2014, 01:04:18 pm
soooo... question.. that room with the "THING" in it.. is that just a room of death, cause I can't get out of it and they don't stop spawning runnners.... I keep going in it to see if I can get out... please let me know....
Title: Re: [BETA] Project Viking
Post by: Bwc66930 on December 15, 2014, 03:28:18 pm
Very good, really like
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 15, 2014, 06:05:01 pm
soooo... question.. that room with the "THING" in it.. is that just a room of death, cause I can't get out of it and they don't stop spawning runnners.... I keep going in it to see if I can get out... please let me know....

You need to active a switch there. if you get locked, try to kill the Silence boy  :troll:
Title: Re: [BETA] Project Viking
Post by: BOOTYKING on December 15, 2014, 09:30:42 pm
Or, you know, knife him until he die.... :boss:
but i thought he vanishes like a pussy. :derp: i found out in after life u can see his cloud and if u shock it, youll be free. i dont wanna die just for a switch though.  unless youre saying u can kill him before he vanishes.
Title: Re: [BETA] Project Viking
Post by: G0LD3NMAYshe on December 16, 2014, 10:24:09 pm
You see a small wisp of smoke when he goes away, shoot it. Make sure you have an op weapon, he has allot of health.
Title: Re: [BETA] Project Viking
Post by: demon drift on December 17, 2014, 12:29:33 am
can someone help me when I hit solo it says
"server script compile error
unknown function
(see console for details) can anyone please help me?
Title: Re: [BETA] Project Viking
Post by: BOOTYKING on December 17, 2014, 01:14:42 am
You see a small wisp of smoke when he goes away, shoot it. Make sure you have an op weapon, he has allot of health.
yea thanks. though i did figure it out before reading this.  he also wont let u come in again and the switch will stay activated if u guys didnt know. usually i would get zombie blood first, run in, turn on the switch, and leave to get a free perk. once i got 5 perks i usually go and kill him.
Title: Re: [BETA] Project Viking
Post by: BOOTYKING on December 17, 2014, 01:16:50 am
soooo... question.. that room with the "THING" in it.. is that just a room of death, cause I can't get out of it and they don't stop spawning runnners.... I keep going in it to see if I can get out... please let me know....
shoot at the place where he disappears. u shud see a cloud. fire until the door opens. the switch will stay on too when u kill him.
Title: Re: [BETA] Project Viking
Post by: Harry Bo21 on December 17, 2014, 01:54:55 am
delete it and reinstall it
Title: Re: [BETA] Project Viking
Post by: piediepuff on December 17, 2014, 02:12:03 am
so good
Title: Re: [BETA] Project Viking
Post by: demon drift on December 17, 2014, 02:28:02 am
delete it and reinstall it
still the same outcome
Title: Re: [BETA] Project Viking
Post by: Harry Bo21 on December 17, 2014, 03:10:01 am
how are you starting the map?
Title: Re: [BETA] Project Viking
Post by: falumpagus907 on December 17, 2014, 03:42:32 am
this map has everything!!!
Title: Re: [BETA] Project Viking
Post by: demon drift on December 17, 2014, 07:58:40 pm
how are you starting the map?
ive been hitting solo play forgot what it says completely
Title: Re: [BETA] Project Viking
Post by: stingbatt on December 18, 2014, 03:26:53 am
Love the original music!  Great voices and lyrics.  Posters are wonderful too.

As for the lazer table; I lost all my guns, went around buying new ones that did not arm me. Then they all showed up after the table was ready and I collected the lazer.  I ended up with all my guns plus the lazer.  I tried to repeat the procedure, but couldn't.  I thought it was intentional, like a poorman's mulekick.  Revive didn't work very well for me because the zombies seemed to continue to congregate around me until I revived, then they would kill me immediately; but that is probably just my luck.

Thank you very much for sharing and building such a great map with lots of detail.  As for the original music, you need to make a zombie Christmas album.
Title: Re: [BETA] Project Viking
Post by: ped078 on December 18, 2014, 09:57:37 am
What a map! Outstanding work.

The (possible) bugs I've found, and may be already reported are.

If you get gripped by a panzer,  Shooting his face doesn't kill him if you're up close.
The panzer can drag you into shipping containers and then you're stuck.
They are the only bugs Iv'e found, and Iv'e played this map to death.
It gets tight in places, still figuring out a run strategy, which is part of the fun.
Probably the best custom map Iv'e ever played, it's obvious from the start how much work has gone into this, and we appreciate it OP.

Ped
Title: Re: [BETA] Project Viking
Post by: eliudjb on December 18, 2014, 02:22:44 pm
I think it is not neccesary to put the game on "normal mod" after round 20. The gameplay is enough harder on easy, if you reach the round 20  :cereal: And that oil. God damn is more freaking sticky than origins' mud!!  or water on any other custom/oficial maps!!!  :fuuu:


That CIA agents have nothing to do on a Shippment zone, a Special Force Soldiers are more A-dock on this map, like, I don't know, maybe this kind of guys:
Spoiler: click to open...
(http://i2.wp.com/blazepress.com/wp-content/uploads/2014/06/1335.jpg?resize=960%2C539)

Or this guys:
Spoiler: click to open...
(http://i2.wp.com/blazepress.com/wp-content/uploads/2014/06/449.jpg?resize=535%2C355)

(http://i0.wp.com/blazepress.com/wp-content/uploads/2014/06/3116.jpg?resize=960%2C638)

This one are still better than the CIA agents...
Spoiler: click to open...
(http://i.kinja-img.com/gawker-media/image/upload/s--N1CswTKS--/c_fit,fl_progressive,q_80,w_636/195a6050k0b5djpg.jpg)
Title: Re: [BETA] Project Viking
Post by: KriticalKat on December 18, 2014, 11:17:54 pm
This map looks amazing! Can't wait to play it!   :accepted:
Title: Re: [BETA] Project Viking
Post by: possumponcho1 on December 19, 2014, 02:24:29 pm
I was experiencing a few bugs with the time bomb such as resetting all of the red switches. Also the paralizer would be nice to be able to fly;) Since the paralizer slows the zombies it slows the player and then time speeds up VERY fast. The map is very well scripted but maybe a counter for how many switches you have done. There have been countless times I've gone in that death trap with out all the switches pressed leading to my death :/ This map looks better and IS better than any treyarc release. The variety of everything is just amazing. Keep doing what you are doing.
Thanks!

-Your average CoD WaW player.
Title: Re: [BETA] Project Viking
Post by: Cypher115 on December 20, 2014, 10:08:00 pm
this map is beautiful, and I love you. and what is that delicious tune that plays when you die? was that something you found somewhere, or did you make it yourself? just wondering...
Title: Re: [BETA] Project Viking
Post by: ped078 on December 23, 2014, 09:42:11 pm
:/ , on round 37 and...

(http://i.imgur.com/gqCerJR.jpg)
Title: Re: [BETA] Project Viking
Post by: mase598 on December 24, 2014, 01:45:02 am
Not sure if you want feedback here or at all and I am not even sure if this is due to the map or something with my PC and the map but.
When I join a game for the map there's no problem. When it starts loading the map as soon as it would put me into the map it crashes the entire game. I think it's a map problem as other maps don't do this. Sorry if you already know about it but just feel you should know.
Title: Re: [BETA] Project Viking
Post by: irockdude554 on December 24, 2014, 02:15:15 am
wtf is this i just died randomly because there is no invislbe barriers by jug.....
Title: Re: [BETA] Project Viking
Post by: sasquatch1969 on December 24, 2014, 10:30:33 am
anyone getting script errors while playing this?
Title: Re: [BETA] Project Viking
Post by: kingarthur on December 24, 2014, 11:59:32 am
This is one of the best maps at the moment!
And i really liked the game play.

But there are a few things i didn't like.

- The upgrade weapons don't look nice ( this make the WOW effect wen your gun is pap't less )

-make some chance on the papt weapons, something special on every weapon like camouflage, gun shots/ sounds, and custom features  this would make the game play more fun   

- The helicopter is cool but it makes it more hectic (  this map is hectic but most of the time in a good way )
The helicopter is for me to much

I hope you can do something witch it,

Arthur
 

Title: [BETA] Project Viking
Post by: awesomeness1jake on December 27, 2014, 01:13:38 am
hey there is a bug in after life you can die when in after life also spawn points you can spawn where zombies cant get then pushed off
Title: Re: [BETA] Project Viking
Post by: kushgod506 on December 27, 2014, 02:15:30 am
amazing map!!!! , caged room a lil glitchy at times , still unsure exactly how im doin it lol & some times the Gen zombies keep spawning after ive already hit the switch???  makes me not wanna PAP at all ,other than that best map to  date 100%
Title: Re: [BETA] Project Viking
Post by: ped078 on December 27, 2014, 01:31:01 pm
To get out of that room, after that "thing" blows up, just keep shooting the smoke where he was and the electric zombies die and the door opens.

But the G_Spawn error is a deal killer. I understand this is a beta release so fair enough.
It happens EVERY time between round 26-30.

Really hope this gets sorted because this is on par with Origins, its THAT good.

Ped
Title: Re: [BETA] Project Viking
Post by: nikfar1 on December 28, 2014, 02:55:38 pm
great map .The detail is excellent. This is my favorite map
Title: Re: [BETA] Project Viking
Post by: Leevinceto on December 28, 2014, 04:06:10 pm
I can not get this to work :'(
Title: Re: [BETA] Project Viking
Post by: XxDA5HGAMESxX on December 28, 2014, 05:01:18 pm
How do I download it I cant download from google drive it just goes back to the same page without downloading it.
Title: Re: [BETA] Project Viking
Post by: jimmyCool_KB on December 29, 2014, 01:26:05 pm
The map is overall awesome but you absulotely need to take out that fucking choppa (its overpowerd)or at least make it easier to take down....Other than that its a hell of a map
Title: Re: [BETA] Project Viking
Post by: supergunner101 on December 31, 2014, 07:10:13 pm
make an update to have more then  4 perks and improve  the map plzzzzz!!!!!!!!    other then that amazingggggggg red space!! ill vote for this map


Title: Re: [BETA] Project Viking
Post by: mrshhh on January 02, 2015, 12:51:24 am
tried the map SEVERAL times..  I love all thats in it. This map will not play long enough to finish it....  IT ALWAYS CRASHES!!

here is my link to the game play and you can see first hand what happens every time we try to complete it....

http://www.twitch.tv/mrshhh79/b/605876632 (http://www.twitch.tv/mrshhh79/b/605876632)
Title: Re: [BETA] Project Viking
Post by: DeletedUser on January 03, 2015, 07:35:02 pm
At first i thought this map was okay... but then for no reason and no warning a chopper gunner started shooting me everywhere i went. My friend and I thought it was okay until this event. Please change it!
Title: Re: [BETA] Project Viking
Post by: om394w01f on January 08, 2015, 06:20:41 pm
Hey i know why not put bo 2 chalk makers? that would really make this map the best
Title: Re: [BETA] Project Viking
Post by: Ttlxshadowz on January 09, 2015, 08:52:07 pm
can I play this map
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on January 09, 2015, 10:19:54 pm
can I play this map
No. You've been a very naughty boy. Now go to bed.
Title: Re: [BETA] Project Viking
Post by: daedra descent on January 09, 2015, 10:55:31 pm
Is this getting updated or what? I'm personally getting sick of seeing it being bumped back into Recent Activity for the stupidest reasons when the map isn't even being updated.

Either RedSpace updates this map or the topic needs to be locked / deleted IMO.
Title: Re: [BETA] Project Viking
Post by: HitmanVere on January 09, 2015, 11:04:16 pm
Is this getting updated or what? I'm personally getting sick of seeing it being bumped back into Recent Activity for the stupidest reasons when the map isn't even being updated.

Either RedSpace updates this map or the topic needs to be locked / deleted IMO.

You are just whining, cos its not stock at all :P
Title: Re: [BETA] Project Viking
Post by: DodgeMe on January 09, 2015, 11:12:15 pm
http://www.keepcalm-o-matic.co.uk/p/keep-calm-and-dont-be-such-a-drama-queen/ (http://www.keepcalm-o-matic.co.uk/p/keep-calm-and-dont-be-such-a-drama-queen/)
Title: Re: [BETA] Project Viking
Post by: daedra descent on January 09, 2015, 11:18:34 pm
You are just whining, cos its not stock at all :P

What i said is what i meant. There is no hidden message or double meaning behind it. This map has been out for people to beta test for a long time now and i think its time for either an update or for the topic to be deleted. Its as simple as that.
Title: Re: [BETA] Project Viking
Post by: Official_TSG_ on January 09, 2015, 11:27:30 pm
What i said is what i meant. There is no hidden message or double meaning behind it. This map has been out for people to beta test for a long time now and i think its time for either an update or for the topic to be deleted. Its as simple as that.
Stfu and go to bed
Title: Re: [BETA] Project Viking
Post by: DodgeMe on January 09, 2015, 11:29:20 pm
http://gyazo.com/6b82acfe9e34f64da34805ab9aa4be7d (http://gyazo.com/6b82acfe9e34f64da34805ab9aa4be7d)
Title: Re: [BETA] Project Viking
Post by: daedra descent on January 09, 2015, 11:46:35 pm
I have no time nor patience for man-children. If you do not agree with my point of view then that is fine, but to insult me in such a way is entirely inappropriate & unnecessary.
Title: Re: [BETA] Project Viking
Post by: DodgeMe on January 10, 2015, 12:18:37 am
Who
Title: Re: [BETA] Project Viking
Post by: Official_TSG_ on January 10, 2015, 12:37:16 am
I have no time nor patience for man-children. If you do not agree with my point of view then that is fine, but to insult me in such a way is entirely inappropriate & unnecessary.
What? I said "STFU and go to bed" Its a quote from a film :pp
EDIT: Oh and the full quote is "Listen kid, stop bothering your mother, so stfu and go to bed"
Title: Re: [BETA] Project Viking
Post by: daedra descent on January 10, 2015, 12:41:11 am
What? I said "STFU and go to bed" Its a quote from a film :pp

A misunderstanding then i suppose.
Title: Re: [BETA] Project Viking
Post by: jjbradman on January 10, 2015, 12:45:06 am
A misunderstanding then i suppose.
so "stop bothering, stfu and go to bed"  :please:

anyways appealing to what dd said, will this map ever get updated or redspace quitted? D:
Title: Re: [BETA] Project Viking
Post by: Official_TSG_ on January 10, 2015, 12:58:09 am
so "stop bothering, stfu and go to bed"  :please:

anyways appealing to what dd said, will this map ever get updated or redspace quitted? D:
xD
He hasnt quit, i think he is just busy, and he wants to make this map perfect and no bugs
Title: Re: [BETA] Project Viking
Post by: RuthlessWill on January 10, 2015, 10:14:56 pm
I didnt see it in the feature is there a PAP
Title: Re: [BETA] Project Viking
Post by: Dust on January 11, 2015, 04:50:47 am
Topic has been locked.

The map maker, Redspace, said that he doesn't think he is going to update the map anytime soon and asked us himself to lock it.
Title: Re: [BETA] Project Viking
Post by: redspace200 on June 05, 2016, 04:50:19 pm
I have finally updated Project Viking! This update includes some features which I didn't finish in time for the beta, as well as some new additions and fixes! Check out the edited post for more information, thanks for the support :)
Title: Re: [BETA] Project Viking
Post by: monkeyfunky on June 05, 2016, 04:54:51 pm
YAAAAY Thanks redspace
Title: Re: [BETA] Project Viking
Post by: steviewonder87 on June 05, 2016, 04:54:58 pm
I have finally updated Project Viking! This update includes some features which I didn't finish in time for the beta, as well as some new additions and fixes! Check out the edited post for more information, thanks for the support :)

Awesome! Downloading now. Why not just put this in the releases section though? Surely the 'beta' is over now? :P
Title: Re: [BETA] Project Viking
Post by: redspace200 on June 05, 2016, 04:57:20 pm
Awesome! Downloading now. Why not just put this in the releases section though? Surely the 'beta' is over now? :P
Yeah the beta is defiantly finished now, Im totally outa time to take this map any further.

HitMan said that he is going to move it into the releases section, I honestly have no idea how to do that lol.
Title: Re: Project Viking V1.1
Post by: DeletedUser on June 05, 2016, 05:01:08 pm
Congrats m8! Downloading now. :)
Title: Re: Project Viking V1.1
Post by: HitmanVere on June 05, 2016, 05:02:46 pm
Moved into releases section. I was at friends graduation party, so I couldnt do it earlier, lol
Title: Re: [BETA] Project Viking
Post by: Dust on June 05, 2016, 05:43:41 pm
I have finally updated Project Viking! This update includes some features which I didn't finish in time for the beta, as well as some new additions and fixes! Check out the edited post for more information, thanks for the support :)

Glad to see the map is finally finished. Loved the beta, cant wait to play this updated version ;)
Title: Re: Project Viking V1.1
Post by: DeletedUser on June 05, 2016, 06:20:45 pm
Great to see Project Viking v1.1 had a good time beta testing this :P
Title: Re: Project Viking V1.1
Post by: ProRevenge on June 05, 2016, 07:41:09 pm
Loving this map, it has got to be one of the most well put together maps out there :)

There is an annoyance though, there are no guides for how anything works on this map, I have played it extensively before and even after this update I have no idea how to get/use/do half of the map's features.

And that underground guy thing, Id like to see video evidence of someone getting the damn perk from this thing, I drop down and quickly prone behind the sandbags when he isn't looking, he somehow sees me in a second, and spawns infinite verruckt sprinter crusaders in that tiny room, how am I even to survive?

This is a fantastic map, but its a shame there is next to no helpful info out there on it
Title: Re: Project Viking V1.1
Post by: redspace200 on June 05, 2016, 08:18:41 pm
Loving this map, it has got to be one of the most well put together maps out there :)

There is an annoyance though, there are no guides for how anything works on this map, I have played it extensively before and even after this update I have no idea how to get/use/do half of the map's features.

And that underground guy thing, Id like to see video evidence of someone getting the damn perk from this thing, I drop down and quickly prone behind the sandbags when he isn't looking, he somehow sees me in a second, and spawns infinite verruckt sprinter crusaders in that tiny room, how am I even to survive?

This is a fantastic map, but its a shame there is next to no helpful info out there on it

For the bos room underground, you have to move behind the cover whenever he is not looking. If he begins to spot you, move to the nearest piece of cover. He tracks your distance from the time he spots you and will get alerted if you move to far. While getting through the actual room legit can be quite difficult, you can always run through it with zombie blood for a free pass :P

If you get spotted, the boy of silence will turn into mist which you can deal some damage to. After a certain amount of damage the doors will open and the crusaders will stop. If you bring a powerful weapon into the room, and go through when there arent to many zombies left, you shouldn't have much of an issue.

Im happy to help out with anything else your curious about :)
Title: Re: Project Viking V1.1
Post by: ProRevenge on June 05, 2016, 08:28:36 pm
For the bos room underground, you have to move behind the cover whenever he is not looking. If he begins to spot you, move to the nearest piece of cover. He tracks your distance from the time he spots you and will get alerted if you move to far. While getting through the actual room legit can be quite difficult, you can always run through it with zombie blood for a free pass :P

If you get spotted, the boy of silence will turn into mist which you can deal some damage to. After a certain amount of damage the doors will open and the crusaders will stop. If you bring a powerful weapon into the room, and go through when there arent to many zombies left, you shouldn't have much of an issue.

Im happy to help out with anything else your curious about :)

That seems helpful, im inclined to give it another go at least, It just seemed weird how I dropped down immediately into cover when he wasn't looking, and I still got spotted. Maybe Zombie Blood will be the way to do it.
Im yet to get past 11 on this, the double Panzer and Generator Zombies is a Brutal Round, and with only an MP40 and weak Box gun its very difficult to do damage, before im on fire :lol: Im determined to survive to at least 20 or figure out some more EE stuff, I got Red Afterlife and collected 6/7 Blue Skulls but Ive no idea what they do :lol:
If I can get PAP with a decent gun, I might beat the Double Panzer, ill keep trying :)
Title: Re: Project Viking V1.1
Post by: redspace200 on June 05, 2016, 08:51:29 pm
That seems helpful, im inclined to give it another go at least, It just seemed weird how I dropped down immediately into cover when he wasn't looking, and I still got spotted. Maybe Zombie Blood will be the way to do it.
Im yet to get past 11 on this, the double Panzer and Generator Zombies is a Brutal Round, and with only an MP40 and weak Box gun its very difficult to do damage, before im on fire :lol: Im determined to survive to at least 20 or figure out some more EE stuff, I got Red Afterlife and collected 6/7 Blue Skulls but Ive no idea what they do :lol:
If I can get PAP with a decent gun, I might beat the Double Panzer, ill keep trying :)
Well yeah theirs no doubt that the map is difficult. While there will always be two panzers after the first panzer round, there is no guaranteed chance of the crusaders spawning with the panzers. There is a bit more randomness involved with that. Certain bosses (crusaders,brutus and helicopter) also can't spawn together, only one of these can be present on the map at once. But there is no limitations for the other bosses to maintain the difficulty. If you get double tap, you can take them out pretty quickly even with weak weapons. You can also use some of the early killstreaks such as the air strike or IMS to quickly kill them. The map does take a while to get used to and remains difficult even throughout the higher rounds. I can certainly say the gameplay is very different then many zombie maps and can take a while to get used to.

I also would suggest trying out the new perk I added into the map in the boy of silence room. It makes the map alot easier. Here are its benifits:
- Uneffected by mud/oil patches
- Become immune to catching fire & take significantly less fire damage
- Get dropshield and shockwave abilities which can be activated by holding down the use key. If a activation is canceled, you will switch over to the other ability. (EX: Canceling dropshield activation will switch your ability over to shockwave and vice versa)

EDIT:
Also not many people are aware of the syrette ability I have in this map. Holding down the use button when away from all triggers will cause the player to heal. This automatically regenerates all health and gives you two extra non regenerating hits, even with jugg. This can be quite useful on the early rounds to prevent deaths. Getting surge gin swaps out this for the dropshield and shockwave abilities.
Title: Re: Project Viking V1.1
Post by: ProRevenge on June 05, 2016, 08:53:44 pm
Hell, if I knew the new perk stops you being affected by Oil id have bought it quickly last game, Definitely gonna use it.
Round 3 atm, 3 Skulls found in first Afterlife :) Have QED's and alright guns from a Fire Sale, this game might go somewhere :)
Title: Re: Project Viking V1.1
Post by: CODCZ115 on June 05, 2016, 09:10:06 pm
BEST MAP EVER! Hands Down!

Thank you to all involved for getting this final version out.

My buddy and I played the beta version so many times, I wish we could of tracked the amount of time played total .  ;)

This will keep us busy until the release of BO3 Custom Zombie maps!

Project Viking Final Released = #BestDayEver
Title: Re: Project Viking V1.1
Post by: ProRevenge on June 05, 2016, 09:36:13 pm
Died on 15, Im improving.
Whos decided to spawn me underground with ZERO chance of revival...
Also lost my 5 perk loadout before due to being landed on by a Panzer... not fun...
Zombie blood made the free perk a breeze, I got to PAP :D
Also managed to Upgrade Afterlife to 3 capacity somehow, found about 10 skulls, could be it.
A QED gave me a PAP Paralyser which helped a lot.
The difficulty in this map is unforgiving, and it provides a nice challenge a lot of maps don't have :)
Title: Re: Project Viking V1.1
Post by: tadokoro on June 05, 2016, 11:40:52 pm
Finally!! Amazing map :D
Title: Re: Project Viking V1.1
Post by: javitron on June 06, 2016, 01:51:06 pm
Please help i have a problem before the map load and i can start to play

In the load screen put

MAX_PRECACHE_ENTRIES exceded

please help me i want to play this map
Title: Re: Project Viking V1.1
Post by: skorch951 on June 07, 2016, 04:47:36 am
For some reason this map is un-playable for me. everything in the map is tearing and stretched, i cant even see whats going on half the time. Does anyone have a fix for this?
Title: Re: Project Viking V1.1
Post by: 0gre_L0rd on June 07, 2016, 03:13:38 pm
Love this map, good job. Just one issue is some weapons and even the map itself seem to bug and stretch. Any ideas how to fix the models if it's a problem on my end?
Title: Re: Project Viking V1.1
Post by: isteamplayer1 on June 08, 2016, 03:53:36 pm
Um, the download link doesn't work why actually it looks a great map an am willing to try it with a friend so yeah if you can give another download link that would be awesome.

Thanks!
Title: Re: Project Viking V1.1
Post by: DeathBringerZen on June 08, 2016, 05:08:40 pm
Um, the download link doesn't work why actually it looks a great map an am willing to try it with a friend so yeah if you can give another download link that would be awesome.

Thanks!

The download link works fine but it may be that the host site does not work in the region you're from. Do you have any known issues with Google Drive normally? Other than that, it should work OK so you might want to try again or try another browser.
Title: Re: Project Viking V1.1
Post by: themanjhags on June 08, 2016, 09:22:47 pm
How do enjoy a map that has so many boss zombies that you cant even explore the map. Totally stupid.
Title: Re: Project Viking V1.1
Post by: DeathBringerZen on June 08, 2016, 09:54:33 pm
How do enjoy a map that has so many boss zombies that you cant even explore the map. Totally stupid.

I have to admit it's one of the reasons I have trouble playing this map. It's technically very impressive but I feel Red went into overkill mode by incorporating too much into a small and close knit map. Still very impressive though but a bit overwhelming and difficult to fully enjoy.
Title: Re: Project Viking V1.1
Post by: MidgetBlaster on June 09, 2016, 01:38:27 am
This map is defiantly my favorite map ever.
Title: Re: Project Viking V1.1
Post by: adfgdagasdf2 on June 09, 2016, 01:43:49 am
The epic conclusion to quite possibly the most elaborate custom map ever. I'm glad you got around to finalizing this masterpiece once and for all!
Title: Re: Project Viking V1.1
Post by: DeletedUser on June 09, 2016, 01:43:16 pm
How do I get the Ragnarok DG-4?
Title: Re: Project Viking V1.1
Post by: javitron on June 11, 2016, 01:43:50 pm
¡¡¡¡¡¡¡¡¡¡¡PLEASE HELP¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡

THE MAP HAVE AN ERROR BEFORE LOAD AND START TO PUT PLAYING APPEARS THIS ERROR

 MAX_PRECACHE_ENTRIES exceded


HELP¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
Title: Re: Project Viking V1.1
Post by: JohnSmith987 on June 14, 2016, 02:33:49 am
So I competed most of the easter egg, and was going to try to fight the boss; but it didn't work and I'm not for sure what I was doing wrong. If anyone has a solution please let me know.
Title: Re: Project Viking V1.1
Post by: NOBLE782 on June 16, 2016, 06:53:30 pm
I um...well I feel bad for asking this but can you put a mediafire link or megasync I cant get the map to install
Title: Re: Project Viking V1.1
Post by: DidUknowiPwn on June 16, 2016, 11:27:27 pm
I um...well I feel bad for asking this but can you put a mediafire link or megasync I cant get the map to install
Open the installer using an archiver 7zip or winrar for example and just place it in your appdata mods
Title: Re: Project Viking V1.1
Post by: AKScorpion75 on June 17, 2016, 12:40:00 am
Awesome map. awesome update. BUT ITS SOOOOO DIFFICULT
Title: Re: Project Viking V1.1
Post by: rutenguten on June 17, 2016, 03:39:56 am
Made it to 25 today, pretty good. Got the gravity spikes and did the little timed puzzle in red afterlife. I'm pretty much stumped at this point on what to do. Anyone got any ideas?
Title: Re: Project Viking V1.1
Post by: CODCZ115 on June 21, 2016, 04:17:15 am

Double Post Merge: June 21, 2016, 04:17:40 am
Made it to 25 today, pretty good. Got the gravity spikes and did the little timed puzzle in red afterlife. I'm pretty much stumped at this point on what to do. Anyone got any ideas?

What exactly do you have to do to get the Gravity Spikes, if you don't mind saying.

Thanks.
Title: Re: Project Viking V1.1
Post by: rutenguten on June 21, 2016, 04:35:41 am
What exactly do you have to do to get the Gravity Spikes, if you don't mind saying.

Thanks.

Double Post Merge: June 21, 2016, 04:17:40 am
What exactly do you have to do to get the Gravity Spikes, if you don't mind saying.

Thanks.


Not 100% positive what triggers the event (I've gotten them like twice by chance  :D). Last time got the Grav Spikes I went into "Red Afterlife" and shocked a small panel right on top of the crane. At that point a blue cargo crate is picked up by the crane and placed right next to Mule Kick and the doors open. There's this timed event that then occurs when you are in this crate and you must survive until it drops you back right by Mule Kick. If done correctly, the Ragnarok DG-4 should spawn before your eyes and everyone is happy. I have had occurrences where a max ammo drops instead.

P.S: Not totally sure but the seven blue skulls scattered around the map may need to be shocked in afterlife (Red or Blue) to keep from a max ammo spawning as a reward.

P.P.S: Did this once in Easy (cus I'm the best) and once in Normal so its possible in either.
Title: Re: Project Viking V1.1
Post by: IperBreach86 on June 22, 2016, 08:01:08 am
SO before starting the map, in the selection menu (were you can select difficulty and mode) how do scroll?
Ive tried everything but i can only play classic on original! Is it because im playing solo?
Title: Re: Project Viking V1.1
Post by: Scobalula on June 22, 2016, 09:12:30 am
SO before starting the map, in the selection menu (were you can select difficulty and mode) how do scroll?
Ive tried everything but i can only play classic on original! Is it because im playing solo?

Fire and ADS button, beware if you have ads set to toggle and press ADS, it will continuously cycle through them, just press it again to stop.
Title: Re: Project Viking V1.1
Post by: silverknight on June 23, 2016, 04:33:40 pm
Can some one tell me how to do the Easter egg cause i cannot find anyone that actually knows how to do it so if you could contact me at my email so you dont spoil it [email protected] :nyan:
Title: Re: Project Viking V1.1
Post by: possumponcho1 on June 24, 2016, 03:18:08 am
BIG issue loading the map. For me AND my friends. Even te ones with godly PCs. The issue is when we load the map itsays something about max MB of 10 and that it always "exceeds" the limit. If we put the map on 480p it works. But that's it. IDK how this kind of thing would be fixed, but i really wanna play this work of art. Any help would be greatly appreciated. Thank you  :D
Title: Re: Project Viking V1.1
Post by: Harry Bo21 on June 24, 2016, 12:37:45 pm
Not a issue with the "map"
Title: Re: Project Viking V1.1
Post by: JiffyNoodles on June 24, 2016, 02:14:48 pm
for some reason, in chaos mode, at the beginning, you just get the game over screen, for like no reason at all, which is annoying, so I have to play the old version for me to be able to play Chaos Mode (it's my favourite mode of the entire map for solo, Zombie King for Co-op).
Hope there is a way to fix this little issue, if so, it would be greatly appreciated.
Edit: when I say the beginning, I mean within the 1st 5-10 seconds.
Title: Re: Project Viking V1.1
Post by: rutenguten on June 24, 2016, 06:06:48 pm
for some reason, in chaos mode, at the beginning, you just get the game over screen, for like no reason at all, which is annoying, so I have to play the old version for me to be able to play Chaos Mode (it's my favourite mode of the entire map for solo, Zombie King for Co-op).
Hope there is a way to fix this little issue, if so, it would be greatly appreciated.
Edit: when I say the beginning, I mean within the 1st 5-10 seconds.

Ok so this is really weird. Until it gets fixed I found some sort of a solution. Seemingly if you dolphin dive within the first couple of seconds before chaos starts I don't seem to get the problem. Kinda weird but temporary fix.
Title: Re: Project Viking V1.1
Post by: omri2111 on June 25, 2016, 12:36:39 am
im new to all this modded maps thing how do I know what game the maps are? and what game is this one for
Title: Re: Project Viking V1.1
Post by: Dust on June 25, 2016, 03:26:08 am
im new to all this modded maps thing how do I know what game the maps are? and what game is this one for

All of the maps(so far) are for Call of Duty: World at War for the PC.

I say so far because Black ops 3 mod tools are coming soon, which means we can start creating maps for Black Ops 3 once those come out.
Title: Re: Project Viking V1.1
Post by: silverknight on June 28, 2016, 04:19:32 am
has anyone figured out EE
Title: Re: Project Viking V1.1
Post by: rutenguten on June 29, 2016, 07:55:52 am
(https://i.gyazo.com/9322b6b84c91d2b859be22d476f59929.jpg)
Oh deer. New personal record
Title: Re: Project Viking V1.1
Post by: ocxmwys4mod on June 29, 2016, 11:03:18 am
(http://imgur.com/W9PLr1q)How to get this. thank you
Title: Re: Project Viking V1.1
Post by: MBLADE on July 03, 2016, 07:46:44 pm
anyone getting the 400fx exceeded message?
anyone know how to fix?
Title: Re: Project Viking V1.1
Post by: rivadog on July 04, 2016, 04:11:42 pm
Can someone please tell me how to do the aster egg please!!!!!
Title: Re: Project Viking V1.1
Post by: CODCZ115 on July 04, 2016, 05:24:56 pm
If possible, could we get private messaged the full and complete steps to the EE. A list of doing what does what?

It would be a tremendous help.

Thank you.
Title: Re: Project Viking V1.1
Post by: rutenguten on July 04, 2016, 07:07:26 pm
I second this. Or at least something that leads us in the right direction.
Title: Re: Project Viking V1.1
Post by: JiffyNoodles on July 04, 2016, 11:24:49 pm
I second this. Or at least something that leads us in the right direction.
I'm sure there are videos out there already.

On another side note, yeah, your Chaos Mode is broken still. The 1st game after launching from the main menu works fine, then if you restart the game from within the game (by clicking on "restart" in the pause menu) it just keeps killing me.
Luckily enough I still have the BETA version of this map, so I'll just keep playing that version until you decide to patch this map in the future.
Title: Re: Project Viking V1.1
Post by: CODCZ115 on July 04, 2016, 11:44:47 pm
I'm sure there are videos out there already.

Surprisingly there are no videos on YouTube showing the exact steps that need to be taken. Not even the RelaxingEnd video shows what needs to be done.
Title: Re: Project Viking V1.1
Post by: redspace200 on July 05, 2016, 12:37:37 am
I'm sure there are videos out there already.

On another side note, yeah, your Chaos Mode is broken still. The 1st game after launching from the main menu works fine, then if you restart the game from within the game (by clicking on "restart" in the pause menu) it just keeps killing me.
Luckily enough I still have the BETA version of this map, so I'll just keep playing that version until you decide to patch this map in the future.

Hm, I seemed to have stopped getting emails when people reply to the topic. I wasn't aware this was an issue until now, I'll have a look tonight and post a minor fix soon.

Also since some people seem to be interested, i'll attach a video of the Easter Egg steps to the main post sometime soon.
Title: Re: Project Viking V1.1
Post by: DeletedUser on July 05, 2016, 12:43:56 am
Boys of Silence!
Title: Re: Project Viking V1.1
Post by: redspace200 on July 05, 2016, 07:18:51 pm
HOTFIX 7/5/2016
Only the host of the game needs to run the hotfix for these changes to be applied!

drive.google.com

- Prevented chaos mode from instantly ending upon start
- Fixed some zoning issues
- Increased wunderwaffe powerup duration to 60 seconds
- Allowed players to keep wunderwaffe after using afterlife
- Allowed players to begin using the wunderwaffe whenever they want. Timer doesn't start until the first shot is made. You know if the wunderwaffe timer is active if you see the deathmachine powerup icon towards the bottom of the screen.

EASTER EGG TUTORIAL AND GUIDE TO THE MAP!!

Title: Re: Project Viking V1.1
Post by: DeletedUser on July 05, 2016, 08:30:45 pm
HOTFIX 7/5/2016
Only the host of the game needs to run the hotfix for these changes to be applied!

drive.google.com

- Prevented chaos mode from instantly ending upon start
- Fixed some zoning issues
- Increased wunderwaffe powerup duration to 60 seconds
- Allowed players to keep wunderwaffe after using afterlife
- Allowed players to begin using the wunderwaffe whenever they want. Timer doesn't start until the first shot is made. You know if the wunderwaffe timer is active if you see the deathmachine powerup icon towards the bottom of the screen.

EASTER EGG TUTORIAL AND GUIDE TO THE MAP!!

(Content removed from quote.)

Nice to see the chaos bug fixed.  :)
Title: Re: Project Viking V1.1
Post by: FAPFAPFAP on July 06, 2016, 06:18:37 am
Please add Mega or Mediafire link :please:
Title: Re: Project Viking V1.1
Post by: nukewarfare17 on July 07, 2016, 03:59:59 am
Amazing update, might I say. However, I just played with a friend, and we got kicked out of the game due to the error: Stance change(crouch, prone) has been disallowed for linked player. Any fix?
Title: Re: Project Viking V1.1
Post by: DarkAssent on July 07, 2016, 06:53:46 pm
I would like to know the steps if anyone knows how to complete this map please let me know

Title: Re: Project Viking V1.1
Post by: timemodding on July 09, 2016, 03:58:08 am
can someone help me when i start it stop and then error shows saying max_ precache _ entries_ exceeded :(
Title: Re: Project Viking V1.1
Post by: Alezad on July 24, 2016, 07:57:57 pm
How on Earth do you get the PPSH on the wall, it seems impossible.

 :'( :'( :'(
Title: Re: Project Viking V1.1
Post by: CODCZ115 on July 24, 2016, 10:31:03 pm
How on Earth do you get the PPSH on the wall, it seems impossible.

 :'( :'( :'(

There are 2 ways that I have done it.

1. Use the Paralyzer. Shoot the ground and jump, this will elevate you to the PPSH.
2. Place the Water Launcher just below the PPSH, use it to elevate you to it.

Not sure if there are other ways to get to it, if any one knows of any, please post. :)
Title: Re: Project Viking V1.1
Post by: Bananukes on July 25, 2016, 03:57:35 am
How on Earth do you get the PPSH on the wall, it seems impossible.

 :'( :'( :'(

If the jetpack power up still exists in 1.1 version, then you can use that.

And I also have a problem Im hoping someone can help me. For some reason, when I try to increase the game brightness, the brightness does not increase. This is a problem since maps like Project Viking are dark.
Title: Re: Project Viking V1.1
Post by: Undeadmetal on July 27, 2016, 04:54:19 am
One of my favorite maps released up to date in my opinion and that was when it still had the beta stuff at the bottom...etc....

Glad to see a final version right when I got internet access!


 :rainbow: :rainbow:

Amazing job thanks for the final version Redspace!!!!!!!!
Title: Re: Project Viking V1.1
Post by: rivadog on August 03, 2016, 10:41:23 pm
I love this map are you working on any other maps at the moment?
Title: Re: Project Viking V1.1
Post by: redspace200 on August 04, 2016, 03:49:46 am
I love this map are you working on any other maps at the moment?
Not at the moment, but I will be doing a map on bo3 with a few others :)
Title: Re: Project Viking V1.1
Post by: rivadog on August 04, 2016, 09:53:38 pm
Is there a way you can show us the locations for the blue skulls?
Title: Re: Project Viking V1.1
Post by: JiffyNoodles on August 05, 2016, 12:12:53 am
Is there a way you can show us the locations for the blue skulls?

Credit to xWunderful for the video
Title: Re: Project Viking V1.1
Post by: KhelMho on August 05, 2016, 12:27:05 am
(Content removed from quote.)
Credit to xWunderful for the video

Cool, thanks  :)
Title: Re: Project Viking V1.1
Post by: rivadog on August 05, 2016, 04:26:10 am
(Content removed from quote.)
Credit to xWunderful for the video

I was talking about the blue skull locations
Title: Re: Project Viking V1.1
Post by: JiffyNoodles on August 05, 2016, 07:29:33 am
I was talking about the blue skull locations
I think he covers the locations of the skulls in the video as well, last time I watched anyway.
Title: Re: Project Viking V1.1
Post by: rivadog on August 05, 2016, 02:17:08 pm
I think he covers the locations of the skulls in the video as well, last time I watched anyway.

 I didn't see that he did and plus tbis was made when ut was in beta.
Title: Best Map Ever.
Post by: nocreep4u on August 08, 2016, 02:57:20 am
I found out about this map from one of the Devs on my twitch stream. I love when people want me to play their maps on stream and i was excited about this one. I heard its been in development for two years and i imagined that that would mean it had to be good. Oh boy where to begin.

This map is one of the best maps i have ever played. I wasnt ready for this amout of awesomeness. I first started off slow getting used to the map and what to do. Once i got the hang of it, it was still a enjoyable challenge. The textures on this map are A+, the gun selection in the box is absolutely amazing, i havent had a map with that many choices in a while.

This map was quite the challenge, very different from what i usually play. It got very chaotic at times if you didnt control the action and recovering from that was difficult. I enjoyed this challenge quite a bit. Very few bugs if any at all. First, the spawns never had shovels and i could not for the life of me find any. I got killed in a very weird glitch, though it is very rare i imagine.

So, lets sum this up.

Textures: 10/10
Gun selection: 10/10
Challenge: 9/10 (Difficult, but not impossible)
Bugs: 9/10 (very few)
Enjoyability: 10/10

Love this map. Will keep revisiting and playing over and over again.

10/10 map!

-Zack "Nocreep" G
Title: Re: Project Viking V1.1
Post by: PingedSpinxz on August 20, 2016, 04:08:07 am
Why is this only available in google docs download? Put this shit in MEGA or Mediafire, way better ways. Plus google docs doesn't even work for a lot of people including me.... Stop being lazy and put it through a better downloading service.
Title: Re: Project Viking V1.1
Post by: carl2018 on August 21, 2016, 11:01:20 pm
good and fun map
Title: Re: Project Viking V1.1
Post by: WECoyote99 on August 22, 2016, 03:36:20 am
Great map fun to play the EE battle was fun
Title: Re: Project Viking V1.1
Post by: delahkJD on August 25, 2016, 08:17:50 pm
I've tried downloading this twice, but my browser keeps deleting the download once it's finished. I downloaded the earlier version no problem, but this one's getting on my nerves. It might be my firewall removing, I'll turn it off and see if it works. Also, should I delete the version of Project Viking I have now?  :-X
Title: Re: Project Viking V1.1
Post by: Swedengamer100 on September 11, 2016, 09:00:42 am
Name of the song in menu?
Title: Re: Project Viking V1.1
Post by: hanifProGamer on October 01, 2016, 02:25:03 am
 :(i got error MAX_PREDANCHE
Can someone tell me to fix this?
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on November 23, 2016, 02:45:21 pm
Hello, I have a problem ... if someone can explain  :D

Title: Re: Project Viking V1.1
Post by: xTrain on November 23, 2016, 06:21:13 pm
Hello, I have a problem ... if someone can explain  :D

(Content removed from quote.)
its probably a death barrier poto lol
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on November 23, 2016, 07:29:57 pm
its probably a death barrier poto lol
Exactly I had not thought about it ;-)
Title: Re: Project Viking V1.1
Post by: redspace200 on November 23, 2016, 09:05:59 pm
Exactly I had not thought about it ;-)
Well it wasn't intended but that area is a death zone before the game starts. It changes to a fling area after the game has started. Don't run into that lamppost when jumping down for the first time to avoid that.
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on November 24, 2016, 07:26:33 pm
Hi Redspace, you will see I sent you a private message but suddenly I will ask the question here if you ever come on this topic first ^^

Is adding a "zombie counter" considered a "legit" game?

Thank's in advance for your answer; ~)
Title: Re: Project Viking V1.1
Post by: redspace200 on November 24, 2016, 09:45:59 pm
Hi Redspace, you will see I sent you a private message but suddenly I will ask the question here if you ever come on this topic first ^^

Is adding a "zombie counter" considered a "legit" game?

Thank's in advance for your answer; ~)
At this point, you can play the map however you want. I won't consider it non-legit, but I am personally not a big fan of people who modify map/script data in any way. I am also not a big fan of zombie counters, which is why it wasn't in the released version. ;)
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on November 25, 2016, 02:09:09 am
At this point, you can play the map however you want. I won't consider it non-legit, but I am personally not a big fan of people who modify map/script data in any way. I am also not a big fan of zombie counters, which is why it wasn't in the released version. ;)

It's just to keep a last zombi. Even with the counter of zombies, the map is hard :)
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on November 29, 2016, 03:31:48 am
Hi  :)
Concretely, is it possible to play this map with 3 players without having a fucking G-Spawn when we are in the boss room?

Title: Re: Project Viking V1.1
Post by: xTrain on December 03, 2016, 08:04:51 pm
Hi  :)
Concretely, is it possible to play this map with 3 players without having a fucking G-Spawn when we are in the boss room?

(Content removed from quote.)

aha  :D that reaction tho
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on December 08, 2016, 05:22:25 pm
aha  :D that reaction tho

Lol It's annoying to play 2h or more and finish the game as well.
We finally found how not to have G_Spawn because of these fucking Napalm ^^

The "beta-testers" had to play the solo map or if they did it in co-op, they did not have to go to the boss's room.
At each new game, there is a default lol
Y'a full of stuff to correct but hey, we get used to, we do with: D

Edit: New error message  :)

(http://img11.hostingpics.net/pics/868333error.jpg) (http://www.hostingpics.net/viewer.php?id=868333error.jpg)
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on January 05, 2017, 07:09:58 pm
Hi, i wanted to keep the community informed, it is possible not to have G_Spawn at the boss's room :)
Since my last post, I managed to finish the easter egg countless times, if people are victims of G_Spawn I can help them ^^
Title: Re: Project Viking V1.1
Post by: FusionWAW on January 07, 2017, 10:59:29 am
This map is a very fun map to play, with loads of area to explore, there is an underground bunker to which i find unique. the one thing i found which i absolutely love, is that the map is similar to cargo in bo2, but with a zombies feel on it, but in gam, there is a crane that can move crates around and block certain paths and can often leave you confused on your first time, as it did me, the one thing that bothers me just a little, is that there are two bosses, its fun when you run out of ammo and you have to run from them, but i feel like its a bit too much to handle, but then again, there is a mode and difficulty setting in the beginning which i love.

My Rating for this map is a solid 8/10 <3 <3 <3 <3
Title: Re: Project Viking V1.1
Post by: Harry Bo21 on January 07, 2017, 11:20:40 pm
um, theres considerably more than 2 bosses
Title: Re: Project Viking V1.1
Post by: death_reaper0 on January 08, 2017, 03:17:49 am
napalm
brutus (not 100% sure on that one)
panzer
attack chopper
that one guy you skeak past (think hes from bioshock? also you dont really fight his so idk if he counts)
the generator attacking Templars
keeper

probably more, haven't played since last version. might play latest one later today
Title: Re: Project Viking V1.1
Post by: Harry Bo21 on January 08, 2017, 05:34:34 am
napalm
brutus (not 100% sure on that one)
panzer
attack chopper
that one guy you skeak past (think hes from bioshock? also you dont really fight his so idk if he counts)
the generator attacking Templars
keeper

probably more, haven't played since last version. might play latest one later today
yea there is more, then theres also several he removed eventually
Title: Re: Project Viking V1.1
Post by: GdayitsVishnu on January 08, 2017, 03:47:49 pm
getting error when trying to load map, max_precache_entries exceeded
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on January 08, 2017, 05:45:51 pm
napalm
brutus (not 100% sure on that one)
panzer
attack chopper
that one guy you skeak past (think hes from bioshock? also you dont really fight his so idk if he counts)
the generator attacking Templars
keeper

probably more, haven't played since last version. might play latest one later today

Boy of silence ^^ aka Trumpet head!
(http://vignette2.wikia.nocookie.net/bioshock/images/7/7f/Boy_of_silence2.png/revision/latest?cb=20131129215352)
Title: Re: Project Viking V1.1
Post by: TheHandsomeArrow on January 09, 2017, 09:29:00 am
This map is a bad case of "Trying to cram as much stuff into a small space as possible"
More doesn't mean good.
Title: Re: Project Viking V1.1
Post by: therocksays02 on January 09, 2017, 02:07:12 pm
This map is a bad case of "Trying to cram as much stuff into a small space as possible"
More doesn't mean good.
u mad?
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on January 18, 2017, 06:20:08 pm
Hi redspace  :) How are you bro?
We made a new record and the last red circle was to quick revive  :accepted:
(http://img15.hostingpics.net/pics/835947manche12.jpg) (http://www.hostingpics.net/viewer.php?id=835947manche12.jpg)
Title: Re: Project Viking V1.1
Post by: xTrain on January 20, 2017, 04:59:37 am
Hi redspace  :) How are you bro?
We made a new record and the last red circle was to quick revive  :accepted:
(http://img15.hostingpics.net/pics/835947manche12.jpg) (http://www.hostingpics.net/viewer.php?id=835947manche12.jpg)

You seem to like the map :).

Is it worth high rounds?
Title: Re: Project Viking V1.1
Post by: Darkpoto45 on January 20, 2017, 04:08:14 pm
You seem to like the map :).

Is it worth high rounds?

Yes, i love this map :)
If you like challenges try a record on this map.
But it will not be as easy as Encampment  :D
Title: Re: Project Viking V1.1
Post by: brentellison111 on February 03, 2017, 09:30:14 am
So i was far af. but sense im playing on a potato i had to disable fx_draw and i was walking and walked right under a zapper that did not show.   :alone: rip me

9/10 if it was not 4 the zappers XD

Still the best map i ever played and i will keep playing in till i beat it.
Title: Re: Project Viking V1.1
Post by: Shadowolf333 on February 25, 2017, 07:38:12 am
I just want to say that this map is legit garbage. lmao You make an amazing map but put stupid ass bosses in here and dumb af mechanics.. LOL This map is complete garbage.. I don't recommend it to anyone.
Title: Re: Project Viking V1.1
Post by: rapto on March 19, 2017, 08:32:14 am
I just want to say that this map is legit garbage. lmao You make an amazing map but put stupid ass bosses in here and dumb af mechanics.. LOL This map is complete garbage.. I don't recommend it to anyone.
Sounds like you got your emotions hurt when you couldn't kill the helicopter? Or was it the fact that you didn't pick easy because you're too good for the game? This map has everything for those who enjoy maps for what they are, its guide through it, everything. I've played this map the most out of any maps this last year since I've downloaded it. I've owned this game for several, that should speak loud enough for its quality.
Title: Re: Project Viking V1.1
Post by: Tyler3264 on April 02, 2017, 03:13:25 am
Unhandled exception caught, then says a bunch of things the mod didn't download
Title: Re: Project Viking V1.1
Post by: lolelel12334 on April 10, 2017, 08:55:07 am
Are you completely done with updating this fascinating map, or don't you feel there's not enough?

because i really want to have margwas and valkyrie robots in this map
Title: Re: Project Viking V1.1
Post by: tomikaze on April 10, 2017, 08:18:49 pm
Are you completely done with updating this fascinating map, or don't you feel there's not enough?

because i really want to have margwas and valkyrie robots in this map
I'm 100% certain that Redspace is about to release an update with Margwas and Valkyrie drones in it.
Spoiler: click to open...
That was a complete lie; it's never going to happen.
Title: Re: Project Viking V1.1
Post by: Aioriuz on May 28, 2017, 10:19:59 pm
Nice map  :) :)
Title: Re: Project Viking V1.1
Post by: rivadog on June 02, 2017, 11:44:34 pm
Hey are you currently making other maps?
Title: Re: Project Viking V1.1
Post by: BungleBlorg on June 03, 2017, 02:37:01 pm
Do u need T4M for this cuz in 2017fr me it doesn't work
Title: Re: Project Viking V1.1
Post by: 12spiderweb on June 03, 2017, 08:05:29 pm
Do u need T4M for this cuz in 2017fr me it doesn't work

yes, It wouldn't be project Viking without it :)
Title: Re: Project Viking V1.1
Post by: Harry Bo21 on June 03, 2017, 10:58:04 pm
no you dont?
Title: Re: Project Viking V1.1
Post by: pendletr0n on June 10, 2017, 04:44:54 pm
Would LOVE to see more maps like this!
Perhaps even a port into Black Ops 3 !??  =]
Title: Re: Project Viking V1.1
Post by: rapto on June 22, 2017, 05:37:46 pm
Would LOVE to see more maps like this!
Perhaps even a port into Black Ops 3 !??  =]

IMO probably not, but fear not Black Ops 3 won't be short of good mappers for a while. Redspace apparently does not mod anymore.
Title: Re: Project Viking V1.1
Post by: lolelel12334 on June 22, 2017, 08:40:04 pm
Where has Redspace gone to? He hasn't posted for a while  ???