UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: MZslayer11 on March 17, 2015, 12:25:13 am

Title: [WIP] Community Map: TranZit 2.0 [CANCELED]
Post by: MZslayer11 on March 17, 2015, 12:25:13 am
[WIP] TranZit 2.0 [CANCELED]

Due to peoples' lack of interest in working on this project, and lack of communication between members recently, this project is canceled. I think we would all just rather work on out own stuff at the moment rather than attempting to bring together a map that has been slowly losing interest for months now. I apologize to those of you who were anticipating this map, however, both Town and Bus Depot will still be released as standalone maps in the near future.

[CANCELED]
Spoiler: click to open...
We all hate tranZit. However, we think it could be re-done in such a way that it will be more fun, less annoying, and bring a fun map to the custom zombies community. This will be a community built map, meaning that different parts will be contributed by many UGX members. See the below for a rough list of early features, screenshots, and members involved. Stay tuned for more updates!



Map Idea:
+ conn6orsuper117

Mappers:
+ Bus Depot: RichGaming
+ Tunnel : RichGaming
+ Diner: DuaLVII
+ Farm: DuaLVII
+ Power Station: READ ABOVE!
+ Hunters Cabin area: READ ABOVE!
+ Town: MZslayer11

Scripters:
+ Harry Bo21
+ arceus
+ PROxFTW
+ Ray1235

Weapons:
+ PROxFTW
+ Ray1235
+ HitmanVere

Modeling:
+ MAK911

Portaling:
+ smasher248


Planned Features:

Note: This is a rough list, all things are not final and are subject to change.

- Buildables
- Boss Rounds (Denizens With a less annoying twist)
- Bus (Origins Style, not mandatory)
- Bo2 Weapons
- TranZit Atmosphere (Fog, Embers ect.)
- Exploding Zombies
- Richtoffen Voices
- Same Bus Stops, smaller map overall (Shorter distance between Stops)
- Added Powerups
- TranZit Zombie Models
- Other BOII Features
- Custom HUD
More to come!



Screenshots: (Note: These are not the final product.)

Town - By: MZslayer11
Spoiler: click to open...

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F12%2F55a1e5cb73339.png&hash=99804e53cbeb831e4e02b5f945c25e5a9ca31474) (http://ctrlv.in/603078)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F14%2F55a46749bad5d.jpg&hash=1065fa67f3b3f2d1c62ce885c2971713ce203f84) (http://ctrlv.in/604080)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F14%2F55a4674fba486.jpg&hash=e18c2ae5c896bf4213f32b9df36d6cf67acce613) (http://ctrlv.in/604081)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F15%2F55a6dba50d88e.jpg&hash=c172439a564934e1ecf46195fb43fa7c598e3f05) (http://ctrlv.in/605095)

I Re-did the laundromat, and I am in the process of re-doing the road/lava cracks.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef5a489c50.png&hash=811b1d08fa9b08c5d558b95e7c44832cf71166ff) (http://ctrlv.in/602017)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef5b34778b.jpg&hash=3cb097fe6d3425101f36a1862f366694b8593242) (http://ctrlv.in/602018)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef5d6278f7.png&hash=9a9fca08797d7a8966850745e7fb5eb081d6c846) (http://ctrlv.in/602020)

Laboratory/PaP area is pretty much done.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef89c73f7e.png&hash=55c625055a62308f76076d5786255b301c3544bc) (http://ctrlv.in/602028)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef916ca342.png&hash=e7459e2ae3bafd4b2051b6a74e90092321dc5d9a) (http://ctrlv.in/602029)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F09%2F559ef8930b67a.png&hash=7aaf53ca8eec15eb1e12ddeda17a8dc1fd4d01d0) (http://ctrlv.in/602027)


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F55887f61df711.png&hash=f9241e31b81e47bfda10455c2de3164f02455c2a) (http://ctrlv.in/593111)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F55887f7b9276b.png&hash=e33720c0bd9c1da256dbe9c0f2061f3fa7f75979) (http://ctrlv.in/593112)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F55887f8f511f6.png&hash=aa3d08a55efb54fa23b72c54ad5b97b043999a90) (http://ctrlv.in/593113)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F55887f9c96213.png&hash=8ebad3fe5a76775ef6b154c1092be4b5ae4c1a7a) (http://ctrlv.in/593114)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F55888007a4cc5.png&hash=1a1cf6928ba9d37a1d7634f29ba8f5518f1c9cfd) (http://ctrlv.in/593117)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F558880046b9a7.png&hash=c62f09efb548c50418e6efd3622e101330a3d1f6) (http://ctrlv.in/593116)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F06%2F22%2F5588804a74f23.png&hash=ab6bfe8a5e406e6ed1ad27e0457885a550601dad) (http://ctrlv.in/593119)

(Fraps makes my images look washed out. They look better in game)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F29%2F5568dfc6d060e.jpg&hash=547c764a558d42440b27b584e4788e5038c11537) (http://ctrlv.in/581266)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F29%2F5568e008c24d4.jpg&hash=04e7ed5ab238f1437a0b1aeaa2e7018b528383af) (http://ctrlv.in/581267)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F29%2F5568e07d7c37b.jpg&hash=f2690f92287c307d9bba5199b4204a0ad6fb2f66) (http://ctrlv.in/581273)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F29%2F5568e07493a73.jpg&hash=38924a54f5a2ce6d1cb2de2700bdd31a6528ae45) (http://ctrlv.in/581272)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F03%2F5546a0336aea3.jpg&hash=854b3a11bf71b6ba98e4c1f55452d9b1ed025e31) (http://ctrlv.in/568850)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F03%2F5546a02981c6f.jpg&hash=cb6614ef832ad7c38b4114eb51e751039f64f6a2) (http://ctrlv.in/568847)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F05%2F03%2F5546a02e142fe.jpg&hash=204c0b19cc0523ccd8cdbeeaf10778b9ed15fc21) (http://ctrlv.in/568848)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F04%2F08%2F5525a151315bc.jpg&hash=b80c37456b8c68bc97ee3c39ea1e11067d85cb2c) (http://ctrlv.in/534282)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F04%2F08%2F5525a1627e773.jpg&hash=4c67e463da71019bf017a8e5dd32dfd1db2da3d2) (http://ctrlv.in/534284)

Bus Depot - By: RichGaming

Diner - By: DualVII

Power Station - READ TOP OF POST!
Spoiler: click to open...
(There are currently no screenshots for this section of the map. Please check back soon for more updates)

Hunters Cabin area - READ TOP OF POST!
Spoiler: click to open...
(There are currently no screenshots for this section of the map. Please check back soon for more updates)

Tunnel - By: RichGaming

Farm - By: DuaLVII

More screenshots to come soon!
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 12:33:29 am
Scripter/Weapons/Features (Already gave some features and Scripts to RichGaming) ;)

Soon to be Who's Who xD (Or nah because it's not in Tranzit) and Tombstone ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Harry Bo21 on March 17, 2015, 12:45:52 am
My craftables is up for grabs in the tutorials section. Ill be making a few changes soon, but to change it you will literally just replace one of the 2 gscs that go with it

Handles parts just like in Tranzit, or origins. I customized for both
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 12:47:27 am
My craftables is up for grabs in the tutorials section. Ill be making a few changes soon, but to change it you will literally just replace one of the 2 gscs that go with it

Handles parts just like in Tranzit, or origins. I customized for both
btw, your buildables are amazing
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Harry Bo21 on March 17, 2015, 12:48:13 am
thank you
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 12:49:54 am
I was wondering, do we have to voice chat on skype like it says? or can we just IM
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: arceus on March 17, 2015, 12:53:00 am
i can take diner and scripting. i allready have rich on skype :P
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 12:56:39 am
My craftables is up for grabs in the tutorials section. Ill be making a few changes soon, but to change it you will literally just replace one of the 2 gscs that go with it

Handles parts just like in Tranzit, or origins. I customized for both

i can take diner and scripting. i allready have rich on skype :P

Scripter/Weapons/Features (Already gave some features and Scripts to RichGaming) ;)

Soon to be Who's Who xD (Or nah because it's not in Tranzit) and Tombstone ;)

I'll mark you guys down ;) And I would asumed just tombstone but like I said, I am in no way the project leader So others would get to decide as well.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 12:59:50 am
K then I'll work on Tombstone first ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: steviewonder87 on March 17, 2015, 01:05:27 am
K then I'll work on Tombstone first ;)
And I was actually starting to think this might be a nice project... :-\
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 01:13:56 am
And I was actually starting to think this might be a nice project... :-\

OMG your profile picture! I screenshot that post as soon as I saw it. It looks halarious :lol:

If at all possible, I would like to have just one thread without you and gerard going back and forth... please?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: arceus on March 17, 2015, 01:24:36 am
My name.is wrong;-; aswell id like to be the scripying to :P
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 01:27:17 am
My name.is wrong;-; aswell id like to be the scripying to :P

Sorry :-[ Fixed
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: PROxFTW on March 17, 2015, 01:31:13 am
I can assist in scripting, been working on a mod for mine/Pashan's map that will be released when it is fully perfected. As well as I can help slightly in weapons, did a few weapons for mine/Pashan's map. I won't be able to help a lot until about summer, but I can be there if any scripting help is required, needs implementing, etc until then.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 01:32:08 am
Sorry :-[ Fixed
Thx man ;) Can't wait to see who I'm working with.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 01:34:15 am
I can assist in scripting, been working on a mod for mine/Pashan's map that will be released when it is fully perfected. As well as I can help slightly in weapons, did a few weapons for mine/Pashan's map. I won't be able to help a lot until about summer, but I can be there if any scripting help is required, needs implementing, etc until then.

Great, thanks.

This is for all people involved: you may not want to begin working on mapping/scripts until all Tha spots are filled. Don't want your work to go to waste, unless of course you're making it for something else as well. Just a suggestion.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Harry Bo21 on March 17, 2015, 01:39:47 am
You know I... Infact what I mean is... What i am trying to say is...

lol, nevermind ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 01:44:56 am
You know I... Infact what I mean is... What i am trying to say is...

lol, nevermind ;)

Come again?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 17, 2015, 01:57:38 am
I am very stoked about this. Thx guys!
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 01:58:45 am
Come again?
Sha'll I give all my scripts to RichGaming?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 02:02:56 am
Sha'll I give all my scripts to RichGaming?

I have not heard from rich about this yet. Like I said, you may want to hold on to them until we have everything squared away.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 02:04:21 am
I have not heard from rich about this yet. Like I said, you may want to hold on to them until we have everything squared away.
Yea I haven't finished script yet, just wondering what to do when finished ;) Can't wait for all the mappers to come :) I myself can't create remakes lol
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 02:07:33 am
Also, I'm sure that rich and I would both like to finish and release our standalone remakes (town and bus depot) before we dig too deep into this project. I did not expect this post to blow up so quick, but yall may just wanna hold your horses  ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 17, 2015, 02:11:07 am
Remakes always blow-up ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 17, 2015, 07:01:58 am
For all that are interested in having a part in this map please add me on skype (RichGaming) so you can be added to the group chat where we can discuss ideas as well as who is doing what. I am happy to take a role of putting the map together once all parts are completed. If anyone interested could add me on skype so we can discuss further and I can provide the information on how the best way to get the sections of the map to me etc. Thanks! 
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: smasher248 on March 17, 2015, 07:09:10 am
i can do power station
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 17, 2015, 07:46:21 am
i can do power station

Ok, that's great! Please add me on Skype so you can be added to the group of people working on the map and so we can discuss further. Thank you.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: HitmanVere on March 17, 2015, 07:46:35 am
Meh, I could come in as tester and one, who does normals/specs/cosines for guns
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeletedUser on March 17, 2015, 08:40:08 am
Count me in for weapons and some scripting too.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MrDunlop4 on March 17, 2015, 08:41:20 am
Looks good. I can help with Guns and Maya :) with PROxFTW

MrDunlop4
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 17, 2015, 11:14:11 am
i'll be here as a tester if needed, but i can do weapon stats, if that's not taken already.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: johndoe on March 17, 2015, 11:18:29 am
count me in if you guys are interested in csgo weapons :P
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: daedra descent on March 17, 2015, 11:32:18 am
I suppose i could help with debugging scripts if you need someone for that.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: fatboypro on March 17, 2015, 12:24:50 pm
I could help with weapons. (I could also help with spelling because you misspelled tunnel ;))
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 12:26:23 pm
I could help with weapons. (I could also help with spelling because you misspelled tunnel ;))

Great! Also, I spelled like 10 things wrong already lol. :please:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 17, 2015, 12:29:36 pm
I'll help with beta testing (hope i dont get flagged)

also will it include the weapons list from my post?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 17, 2015, 12:54:50 pm
Looks like there is allot of interest into this map. For all people that would like to help with the project please add me on skype (RichGaming) so you can be added to the group so we can discuss roles and other things further. If you are not within the group then there will be a possiblity that you won't be able to help with the project as we need to discuss what is happening as this is a community project. Thanks guys and can't wait to talk to you all!

Double Post Merge: March 17, 2015, 12:58:32 pm
Oh yeah also MZslayer, if you wish to add some screenshots of my depot section of the map to this post then feel free. Also, I don't know if there is a way but it would be great if I could have access to edit the main post so we can update and manage the project together? Thanks!
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 02:58:26 pm
Looks like there is allot of interest into this map. For all people that would like to help with the project please add me on skype (RichGaming) so you can be added to the group so we can discuss roles and other things further. If you are not within the group then there will be a possiblity that you won't be able to help with the project as we need to discuss what is happening as this is a community project. Thanks guys and can't wait to talk to you all!

Double Post Merge: March 17, 2015, 12:58:32 pm
Oh yeah also MZslayer, if you wish to add some screenshots of my depot section of the map to this post then feel free. Also, I don't know if there is a way but it would be great if I could have access to edit the main post so we can update and manage the project together? Thanks!

Yes,  I will post some from your bus depot too :D Also, I will be updating mine, they are old and I need to take some new ones. If there is anything else you would like to add to the op, just send me a pm or leave a comment.

Double Post Merge: March 17, 2015, 03:02:20 pm
I will add you on skype when I get home later. I'm just on my phone at school right now.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: HitmanVere on March 17, 2015, 03:03:35 pm
i'll be here as a tester if needed, but i can do weapon stats, if that's not taken already.

Leave that to me :please:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeletedUser on March 17, 2015, 04:02:49 pm
Can I just make the drinks?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 17, 2015, 04:50:48 pm
Can I just make the drinks?

Depends what drinks you're talking? Any shots? ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: blackrock555 on March 17, 2015, 05:30:59 pm
id like to be a beta tester if thats ok?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MechromancerX on March 17, 2015, 05:35:41 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.quickmeme.com%2Fimg%2Fa9%2Fa9ed842f739e930dc8e9340bafbbaeaf77994c50c74fc6a86b046b54cb9b2c59.jpg&hash=b1d80b00fdcf3fe83f1262f35bcb682681c565ff)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: TheScotchGuy on March 17, 2015, 05:56:28 pm
NzSlayer and richgaming both have my tranzit fog line also, so feel free to one of you guys use it in this map
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 17, 2015, 08:19:08 pm
Leave that to me :please:
:'(
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 10:54:24 pm
Thanks to all of you who have volunteered your services! All scripting and weapons positions have been filled. Farm is still up for grabs if anyone is interested in mapping that  ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 17, 2015, 10:58:40 pm
So i'm guessing that i missed out? shame, was really hoping i could've helped out here.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 17, 2015, 11:06:05 pm
Thanks for the support on this project guys! We will keep you updated on the project as progress is made. Thanks for all the support once again guys it is massively appreciated. :D
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 17, 2015, 11:06:35 pm
So i'm guessing that i missed out? shame, was really hoping i could've helped out here.
Farm is still up for grabs if anyone is interested in mapping that  ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 17, 2015, 11:40:24 pm


Sorry, but i don't know hop to map, port or script to save my life. Wish i could've helped, but i can't. guess i'll just be the benchwarmer for now, till something pops up. :please:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: CyberMan1011 on March 17, 2015, 11:58:01 pm
Sorry, but i don't know hop to map, port or script to save my life. Wish i could've helped, but i can't. guess i'll just be the benchwarmer for now, till something pops up. :please:

You could still test, can't you?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 18, 2015, 12:08:15 am
You could still test, can't you?
No, only the people on the list of people doing stuff can test. But who knows, maybe i might get a chance.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 18, 2015, 12:15:54 am
No, only the people on the list of people doing stuff can test. But who knows, maybe i might get a chance.

There may be some exceptions, since you seem so eager to help  ;) Maybe
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on March 18, 2015, 12:18:31 am
There may be some exceptions, since you seem so eager to help  ;) Maybe
The reason i'm so eager is to see if we can show treyarch what people in this community can do with an outdated engine, and still make better stuff than Treyarch had released (e.g. Tranzit 1.0)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 18, 2015, 02:08:53 am
The reason i'm so eager is to see if we can show treyarch what people in this community can do with an outdated engine, and still make better stuff than Treyarch had released (e.g. Tranzit 1.0)
Definitely agree with you here! #LetCommunityMakeBO3/WAW2/Whatevertheywanttocallitmaps!
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Centric on March 18, 2015, 02:48:15 am
So who's going to add all the areas in between the main places? I think your leaving out quite a few important things, like the hunter cabin area, the fields, nacht, and the routes in general. I can help with some of that if its needs. And if I were you I would tell people not to place pathnldes and have rich do it when everything is put together. This would probably make the map less buggy.

Come to think of it, this is starting to sound a lot like how treyarch does there maps. I'd be glad to help with any of the mapping.

Edit: since no one wants to do the farm we could add our own area :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 18, 2015, 02:52:40 am
So who's going to add all the areas in between the main places? I think your leaving out quite a few important things, like the hunter cabin area, the fields, nacht, and the routes in general. I can help with some of that if its needs. And if I were you I would tell people not to place pathnldes and have rich do it when everything is put together. This would probably make the map less buggy.

Come to think of it, this is starting to sound a lot like how treyarch does there maps. I'd be glad to help with any of the mapping.

Edit: since no one wants to do the farm we could add our own area :)
Great man you could do farm if you want as well? Of course I don't know about in between stops since I'm not the leader but you could do farm ;)

EDIT: Didn't see your part for farm but you'll have to talk to Rich about that
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 18, 2015, 02:56:00 am
So who's going to add all the areas in between the main places? I think your leaving out quite a few important things, like the hunter cabin area, the fields, nacht, and the routes in general. I can help with some of that if its needs. And if I were you I would tell people not to place pathnldes and have rich do it when everything is put together. This would probably make the map less buggy.

Come to think of it, this is starting to sound a lot like how treyarch does there maps. I'd be glad to help with any of the mapping.

I need to talk to everyone about Nacht and the cabin. I think we all forgot about them. If you would like to map, farm is still up for grabs  ;) And yes, the mappers will design the section only. They will give it to rich as a chalk texture and he wil apply bo2 texture and add bo2 models. He will add all the nodes, lights, spawners, traverse ect. He will be doing the roads and areas in between as well.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 18, 2015, 03:17:16 am
I need to talk to everyone about Nacht and the cabin. I think we all forgot about them. If you would like to map, farm is still up for grabs  ;) And yes, the mappers will design the section only. They will give it to rich as a chalk texture and he wil apply bo2 texture and add bo2 models. He will add all the nodes, lights, spawners, traverse ect. He will be doing the roads and areas in between as well.
For all you wondering, these are the features so far finished/close to being finished from what I know ;)
Thanks, that is what I know for sure is finished/being worked on ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Andy Whelan on March 18, 2015, 03:34:39 am
I am excited to see this go down

And  GerardS0406 why did you copy my user icon?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 18, 2015, 04:08:41 am
I am excited to see this go down

And  GerardS0406 why did you copy my user icon?
I really don't know... I like the kermit the frog and it was funny...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Andy Whelan on March 18, 2015, 04:12:03 am
I really don't know... I like the kermit the frog and it was funny...

Can you change it? Or if you want ill change mine up to you, ill probs change my pic anyway
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: timelordalex on March 18, 2015, 10:31:43 am
can i make some suggestions, if you want this to be better than BO2 version:
More than the 5/6 perks - big map with room for more than that, and personally id either replace tombstone with whos who(it'd work on this map) or make your tombstone last forever for you to pick it back up
Better box weapons - a lot of them are very poor, a decent WW too besides Mk 2, i never want to see the shit gun again.
I personally wouldn't have fog, lava or denizens, but if there in the map, they need to be less annoying (denizens), lava could be scenery or countered by PHD, fog shouldn't be so dense.
Fire Sale (wasnt in original tranzit)
PaP should be simple and easy to get to and use.
As far as contributions from me, i'm happy to give more ideas like the above and/or test the map.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Centric on March 18, 2015, 11:37:43 am
We should stick to most of the same features, but add less lava, make the denizens better and make the distance in between the places shorter.

And I think you should make a checklist of things your going to add from tranzit since you've already forgot 3 important things. (Cabin nacht and bus...)

Since we make the thing in chalk I can do the farm I guess...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 18, 2015, 11:40:04 am
can i make some suggestions, if you want this to be better than BO2 version:
More than the 5/6 perks - big map with room for more than that, and personally id either replace tombstone with whos who(it'd work on this map) or make your tombstone last forever for you to pick it back up
Better box weapons - a lot of them are very poor, a decent WW too besides Mk 2, i never want to see the shit gun again.
I personally wouldn't have fog, lava or denizens, but if there in the map, they need to be less annoying (denizens), lava could be scenery or countered by PHD, fog shouldn't be so dense.
Fire Sale (wasnt in original tranzit)
PaP should be simple and easy to get to and use.
As far as contributions from me, i'm happy to give more ideas like the above and/or test the map.
We will take this into consideration, Yes we are doing at least 9 perks. Since I'm making tombstone I'll work on that and denizens will be a "dog" round but less annnoying of course.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: daedra descent on March 18, 2015, 12:08:24 pm
We will take this into consideration, Yes we are doing at least 9 perks. Since I'm making tombstone I'll work on that and denizens will be a "dog" round but less annnoying of course.

You barely managed to script a basic trigger function, so how do you plan on scripting tombstone?  :o
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MAK911 on March 18, 2015, 12:10:19 pm
You barely managed to script a basic trigger function, so how do you plan on scripting tombstone?  :o
Duh, Chroma will help him. Chroma! Get in here with your boss scripting.  :troll:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 18, 2015, 01:42:59 pm
can i make some suggestions, if you want this to be better than BO2 version:
More than the 5/6 perks - big map with room for more than that, and personally id either replace tombstone with whos who(it'd work on this map) or make your tombstone last forever for you to pick it back up
Better box weapons - a lot of them are very poor, a decent WW too besides Mk 2, i never want to see the shit gun again.
I personally wouldn't have fog, lava or denizens, but if there in the map, they need to be less annoying (denizens), lava could be scenery or countered by PHD, fog shouldn't be so dense.
Fire Sale (wasnt in original tranzit)
PaP should be simple and easy to get to and use.
As far as contributions from me, i'm happy to give more ideas like the above and/or test the map.

EVERYONE READ MY CUSTOM ZOMBIES IDEA, WHICH WAS WHERE THIS WIP WAS INSPIRED BEFORE MAKING SUGGESTIONS, BECAUSE SOME OF THESE MAY ALREADY BE WORKED ON


you should read my idea (where this WIP came from) because it has a majority of your ideas
IE tombstone would be like the permaperk instead of the treyarch, but it will go away with your quick revive and you have to buy that with QR
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 18, 2015, 02:58:35 pm
Thanks Centric! Also, I was incorrect when I said that path nodes should not be included. You should design the map, add pathnodes, and take in consideration for window barricade, but do not add spawners. When you are done, make the whole map chalk texture so rich can easily apply bo2 textures and modles. Thanks :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: InFInIX on March 18, 2015, 06:45:54 pm
I don't like the mapping work on town

bus depot looks good

and i like the idea and Features
Keep up the work  :rainbow: :D ;D
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RadimaX on March 18, 2015, 06:59:42 pm
He meant to make ut caulk texture. I agree with closer distances between the areas but apart from that how will ths be different from the very tranzit we all much hated. Looking on features its almost the bo2 version but in waw. Or maby i did not read it to closely on my phone but cool to hear your idea.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 18, 2015, 07:01:47 pm
I don't like the mapping work on town

bus depot looks good

and i like the idea and Features
Keep up the work  :rainbow: :D ;D

 :alone:
those are old pics BTW

Double Post Merge: March 18, 2015, 07:05:00 pm
He meant to make ut caulk texture. I agree with closer distances between the areas but apart from that how will ths be different from the very tranzit we all much hated. Looking on features its almost the bo2 version but in waw. Or maby i did not read it to closely on my phone but cool to hear your idea.

Oops, I meant caulk not chalk :-[ And there are several things that will be different from normal tranzit that were not directly stated On the list. Will be updated soon with more specific imformation and screenshots ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RadimaX on March 18, 2015, 07:07:47 pm
Just wanted to add that its Work-in-progress and not finished plus he told things are subjected to change in defence of the mappers.

About the stuff that sets this apart is maby even more important than the fact tranzit is being remade. i think if you put what those things are maby you win over more people for the project. im very curious how a custom version of this will turn out even though tranzit is on my all time mosst hated things related with zombies :D i would like to lend a hand or two where i can but maby after i read more about the project. 1 thing right off the bat would be more areas to visit than the original but dont know how true to tranzit you want this to be.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 18, 2015, 07:41:51 pm
I don't like the mapping work on town

bus depot looks good

and i like the idea and Features
Keep up the work  :rainbow: :D ;D

Seeming that the idea for this has only been around a few days I would say the current progress is pretty good. The town part is still being works on and allot more bo2 models and textures are to be added.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RadimaX on March 18, 2015, 08:09:00 pm
More then this can obviously be made and achieved with more people who work on it but whats the point if its just another tranzit clone.

Dont mind the skybox in this preview thats :P also for this Credit goes to izartax for mapping this beast in cod4. You might have played it:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FudK2iTr.jpg&hash=78cba2a83502030146093f86f4ae8f9dcbe4aa96)
 i just need to know the difference between bo2´s shit-tranzit and the costom tranzit 2.0 before i decide to invest time in the project...

Title: Re: [WIP] Community Map: TranZit 2.0
Post by: chromastone10 on March 18, 2015, 08:11:38 pm
Duh, Chroma will help him. Chroma! Get in here with your boss scripting.  :troll:

DID SOMEONE SAY, LE BOSS SCRIPTING??

Code Snippet
Plaintext
//NAPALM ZOMBIE SCRIPT BY CHROMASTONE10 PLZ CREDIT ME IF U USE
#include zombiemode_spooks
#include zombiemode_twerks
#include zombiemode_zombiemode
#include zombiemode_fire
#include zombiemode_napalm_model
#include zombiemode_swag
#include zombiemode_mlg

IF_FIRE_FX=ZOMBIE=SCARY=SPOOKS=DAMAGE;PLAYER()1#SWAG;

PLAYER=TWERK=FIRE_FX_ON_SCREEN_TO_MAKE_NAPALM_LEGIT;

USE_NAPALM_ZOMBIE_MODEL=TRUE=DONT_USE_NORMAL_ZOMBIE_MODEL;

IF=NAPALM=CLOSE_TO_PLAYER=NAPALM_EXPLODE+AND_HURT_PLAYER;

PLAY_FX_FIRE_WHERE_NAPALM_DIED_AND_HURT_PLAYER=TRUE;

FIRE_FX_GO_AWAY_AFTER_A_LITTLE_BIT;

WAIT_2_ROUNDS_AT_LEAST_BEFORE_NAPALM_SPAWNS_AGAIN=TRUE;

jbird's gonna kill me ;-;

Double Post Merge: March 18, 2015, 08:14:55 pm
WAIT DO NOT USE THIS SCRIPT, I JUST REALIZED I FORGOT THE MOST IMPORTANT THING, I FOR GOT TO INCLUDE ZOMBIEMODE_MOUNTAINDEW
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: steviewonder87 on March 18, 2015, 08:31:09 pm
DID SOMEONE SAY, LE BOSS SCRIPTING??

Code Snippet
Plaintext
//NAPALM ZOMBIE SCRIPT BY CHROMASTONE10 PLZ CREDIT ME IF U USE
#include zombiemode_spooks
#include zombiemode_twerks
#include zombiemode_zombiemode
#include zombiemode_fire
#include zombiemode_napalm_model
#include zombiemode_swag
#include zombiemode_mlg

IF_FIRE_FX=ZOMBIE=SCARY=SPOOKS=DAMAGE;PLAYER()1#SWAG;

PLAYER=TWERK=FIRE_FX_ON_SCREEN_TO_MAKE_NAPALM_LEGIT;

USE_NAPALM_ZOMBIE_MODEL=TRUE=DONT_USE_NORMAL_ZOMBIE_MODEL;

IF=NAPALM=CLOSE_TO_PLAYER=NAPALM_EXPLODE+AND_HURT_PLAYER;

PLAY_FX_FIRE_WHERE_NAPALM_DIED_AND_HURT_PLAYER=TRUE;

FIRE_FX_GO_AWAY_AFTER_A_LITTLE_BIT;

WAIT_2_ROUNDS_AT_LEAST_BEFORE_NAPALM_SPAWNS_AGAIN=TRUE;

jbird's gonna kill me ;-;

Double Post Merge: March 18, 2015, 08:14:55 pm
WAIT DO NOT USE THIS SCRIPT, I JUST REALIZED I FORGOT THE MOST IMPORTANT THING, I FOR GOT TO INCLUDE ZOMBIEMODE_MOUNTAINDEW
I got bad syntax, fix your shit... >:(
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RadimaX on March 18, 2015, 09:00:04 pm
ZOMBIEMODE_MONSTER_ENERGY is only fix for me...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeletedUser on March 18, 2015, 09:05:54 pm
10/10 -ign
would use the script again
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Bwc66930 on March 18, 2015, 09:23:28 pm
This looks like it'll turn out nice, when I saw tranzit in the topic name I didn't bother to click, but this looks like it might be better then actual tranzit
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: smasher248 on March 18, 2015, 09:57:42 pm
This looks like it'll turn out nice, when I saw tranzit in the topic name I didn't bother to click, but this looks like it might be better then actual tranzit

well its not exactly a high bar
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: timelordalex on March 18, 2015, 10:08:25 pm
have you guys considered a tranzit before the missiles hit? you know like how the maps are shown on their loading screens, this sort of tranzit variant would set it aside from BO2s atrocity
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 18, 2015, 10:26:39 pm
The reason i ask is because i was in possesion of some interesting mapfiles. although the bo2_town.map file is co4 its compatible with waw radiant not counting texturenames. They take seconds to edit in notpad anyway...dont mind the skybox thats just as easy to change :P you might have played it:

(http://i.imgur.com/udK2iTr.jpg)
 i just need to know the difference between bo2´s shit-tranzit and the costom tranzit 2.0 before i decide to invest time in the project...
More then this can obviously be made and achieved with more people who work on it but whats the point if its just another tranzit clone.
Atleast for this Credit goes to izartax for mapping this beast. also the bus in my version is deleted since i did not have that model at the time lol

That cod4 map looks epic dude! We would love to have you as part of the project and believe that that .map would work perfect as we are not changing much in the way of radiant, it is more the way it all works that is being changed. We do already have someone mapping town but this .map looks amazing and it would be good to see if you and him could maybe combine some of the parts of town to make it as epic as possible. Thanks.

-Rich
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: steviewonder87 on March 18, 2015, 10:52:21 pm
No offense to Slayer but izartax's Town is professional standard, he could literally work for Treyarch, and I'd be stunned if he wasn't already getting paid to map somewhere...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Cold_banana on March 18, 2015, 11:09:21 pm
IZaRTaX is the beast mapper! Unfortunately he is never interested in W@W mapping even though it is pretty much the same thing as cod 4.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: steviewonder87 on March 18, 2015, 11:14:18 pm
IZaRTaX is the beast mapper! Unfortunately he is never interested in W@W mapping even though it is pretty much the same thing as cod 4.
Yeh, apparently making COD4 maps and modding them into a mode similar but vastly inferior to COD Zombies is more appealing than making WAW maps and using Treyarch's actual zombiemode... :poker:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 18, 2015, 11:16:30 pm
Kicking me out of my WIP eh

Double Post Merge: March 18, 2015, 11:19:34 pm
No offense to Slayer but izartax's Town is professional standard, he could literally work for Treyarch, and I'd be stunned if he wasn't already getting paid to map somewhere...

Yeah that map looks beast. I'm not saying that mine will be quite as good as that, but I shall reiterate for the 1000 time, MY IMAGES ARE OLD. I have not had time to take new screenshots yet and the whole map looks a hell of a lot better than it did 4 months ago when I took those pics.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Centric on March 19, 2015, 12:36:09 am
Kicking me out of my WIP eh

Double Post Merge: March 18, 2015, 11:19:34 pm
Yeah that map looks beast. I'm not saying that mine will be quite as good as that, but I shall reiterate for the 1000 time, MY IMAGES ARE OLD. I have not had time to take new screenshots yet and the whole map looks a hell of a lot better than it did 4 months ago when I took those pics.

So take new ones. It doesn't take that long :poker:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RadimaX on March 19, 2015, 12:36:48 am
izartax and jbird is my top favorite mappers :D then again we do have sirjammy going ham in radiant all lovely people to work with...but for tranzit a little cred to him in the list would b wortha a whole fuckign town :P he has to upgrade his call of duty to 5 at some point am i right? Haha unfortunatly izartax only speak french exclusivly and limited to none english but concidering the details in that map i would not mind if it was bo2 zombies trayarch 2015 zombies if you ask me, i dont even care it looks sexy as hell even for me and im a mapper dammit haha but as i said before instead of talking about cosmetics in old screenshots thats is a bare minimum to post the WIP in the first place maby focus on working together to build something of this calibre. if one person can do "town" why cant 10 persons not build the WHOLE damn town, aka bo2´s shit-tranzit but better codwaw remake.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 19, 2015, 03:18:12 am
DID SOMEONE SAY, LE BOSS SCRIPTING??

Code Snippet
Plaintext
//NAPALM ZOMBIE SCRIPT BY CHROMASTONE10 PLZ CREDIT ME IF U USE
#include zombiemode_spooks
#include zombiemode_twerks
#include zombiemode_zombiemode
#include zombiemode_fire
#include zombiemode_napalm_model
#include zombiemode_swag
#include zombiemode_mlg

IF_FIRE_FX=ZOMBIE=SCARY=SPOOKS=DAMAGE;PLAYER()1#SWAG;

PLAYER=TWERK=FIRE_FX_ON_SCREEN_TO_MAKE_NAPALM_LEGIT;

USE_NAPALM_ZOMBIE_MODEL=TRUE=DONT_USE_NORMAL_ZOMBIE_MODEL;

IF=NAPALM=CLOSE_TO_PLAYER=NAPALM_EXPLODE+AND_HURT_PLAYER;

PLAY_FX_FIRE_WHERE_NAPALM_DIED_AND_HURT_PLAYER=TRUE;

FIRE_FX_GO_AWAY_AFTER_A_LITTLE_BIT;

WAIT_2_ROUNDS_AT_LEAST_BEFORE_NAPALM_SPAWNS_AGAIN=TRUE;

jbird's gonna kill me ;-;

Double Post Merge: March 18, 2015, 08:14:55 pm
WAIT DO NOT USE THIS SCRIPT, I JUST REALIZED I FORGOT THE MOST IMPORTANT THING, I FOR GOT TO INCLUDE ZOMBIEMODE_MOUNTAINDEW
Didn't you forget to add #include zombiemode_chromascripts That's probably the error
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Andy Whelan on March 19, 2015, 06:20:18 am
This looks like it'll turn out nice, when I saw tranzit in the topic name I didn't bother to click, but this looks like it might be better then actual tranzit

What if they don't put any purple in the map?! Hahaha jk hail purple god
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: RichGaming on March 19, 2015, 01:07:53 pm
What if they don't put any purple in the map?! Hahaha jk hail purple god

Oh don't worry. The purple square will be worshipped :D
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Bwc66930 on March 19, 2015, 03:58:39 pm
Oh don't worry. The purple square will be worshipped :D
the purple square better be worshipped
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Andy Whelan on March 19, 2015, 08:53:24 pm
Oh don't worry. The purple square will be worshipped :D

Good   :lol:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 19, 2015, 09:16:16 pm
Hey guys, I made a new script ;) It was based off of Chroma's amazing scripting skills. Just make a new .gsc and name it "Chromascripts.gsc" then call it in _zombiemode.gsc and add this script to chromascripts
Code Snippet
Plaintext
#include zombiemode_zombie
#include zombiemode_swag
#include zombiemode_mountaindew
#include zombiemode_ftw
#include zombiemode_scripts
#include anim_napalm
#include fx_napalm
#include model_napal
#include staffs

/////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////Welcome to Chroma’s Script////////////////////////////////////
//This Script is Required to Become a Master Scripter like Chroma or want to add his scripts ;)//
////////////////////////Enjoy ;) Credit is to Chroma if used./////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////

main()
{

println ("Welcome To This Epic Map");
wait(2);
println ("This map was created with Chroma’s Script");
wait(2);
println ("In this map, you will find epicness and stuff");
wait(2);
println ("As you are reading this, Chroma’s scripts are being added");
wait(2);
thread chroma_scripts();

}
chroma_scripts()
{
//adding Chroma’s Napalm Zombie
println ("Added Scripts");
thread legit_twerking_napalm_fire_fx();
thread chroma_buildables();
thread fire_staff();
thread ice_staff();
thread wind_staff();
thread lightning_staff();
}
legit_twerking_napalm()
{
flag_wait(2+_rounds)
{
spawn_napalm
}

napalm_damage = 100000;

if(napalmSpawned)
{
makenapalmtwirk;
}

if(playerisclosetoentity("napalm")
{
explode;
}
}
chroma_buildables()
{
Get Trigger ("Targetname","ChromaBuild");
set trigger hint string ("Press & hold [Action Button] to place part");
flag_wait(parts_built);
{
giveWeapon("ray_gun");
}
}
fire_staff()
{
waittill (FireStaff_picked_up);
if(fireStaffisFired
{
shoot_fire;
}
}
ice_staff()
{
waittill (IceStaff_picked_up);
if(iceStaffisFired
{
shoot_ice;
}
}
wind_staff()
{
waittill (WindStaff_picked_up);
if(WindStaffisFired
{
shoot_wind;
}
}
bolt_staff()
{
waittill (boltstaffpicked_up);
if(boltstaffisFired
{
shoot_bolt;
}
}


If you read this and still thought it was a real code that works then... learn to code  :troll:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: daedra descent on March 19, 2015, 10:52:50 pm
If you read this and still thought it was a real code that works then... learn to code  :troll:

Oh the irony...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 19, 2015, 11:29:30 pm
Oh the irony...
Most Definitely ;)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: CyberMan1011 on March 19, 2015, 11:37:10 pm
Oh the irony...

+1
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 20, 2015, 12:01:35 am
Can we please get back on topic, i dont want to call in a moderator
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Harry Bo21 on March 20, 2015, 05:55:02 am
Yes please stay on topic :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 20, 2015, 08:23:00 pm
* Removed by moderator once again to try to keep this on topic... *
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeletedUser on March 20, 2015, 09:23:35 pm
* Removed by moderator once again to try to keep this on topic... *
Wonder where you got that one from...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: HitmanVere on March 20, 2015, 09:24:46 pm
Wonder where you got that one from...

:facepalm2: I cant even

Well, on topic, we have made Skype group with guys and discussing about ideas and what to add, work has already started :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: steviewonder87 on March 20, 2015, 09:33:25 pm
This 'on-topic' stuff is going well.  :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on March 20, 2015, 11:50:45 pm
This 'on-topic' stuff is going well.  :)
Tranzit is awesome!!!
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeathBringerZen on March 21, 2015, 01:03:42 am
This thread is becoming a bit of a farce. What is it with the custom community that a community project always has to decend into a farce? If you have nothing to contribute to this project then please refrain from posting any smartass comments or images please.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 25, 2015, 05:04:45 am
How's the map coming along, been a while since an update and im really excited
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on March 25, 2015, 02:55:49 pm
How's the map coming along, been a while since an update and im really excited

The scripts and features are Comming along nicely. I will be posting updated pics of town by the end of this week (hopefully) and any other stuff that the guys have completed.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: asael_kenway on March 26, 2015, 10:54:35 am
amazing plan! i am sure it will be a great map later. thanks guys for worikng on it. should it have so many buildable things just exactly like in BO2? i cant wait to play this map :)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Basil Bonehead on March 31, 2015, 03:18:32 pm
I don't know if this was brought up: how about we can pay for the bus to leave instead of it leaving after a few minutes and call for it if it's somewhere else on the map, something similar to ascension with the lunar lander
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on March 31, 2015, 11:05:20 pm
I don't know if this was brought up: how about we can pay for the bus to leave instead of it leaving after a few minutes and call for it if it's somewhere else on the map, something similar to ascension with the lunar lander
In the original post, it said its going to be like the origins tank, we can use it, but not required.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Basil Bonehead on April 01, 2015, 01:33:30 pm
In the original post, it said its going to be like the origins tank, we can use it, but not required.

understandable, plus the idea i thought would be a bit complicated and hard to pull off.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on April 04, 2015, 10:12:29 pm
I got an Idea for the background music

instead of having the default der riese music in the background i found this that could be used background music

https://youtu.be/z-kTd6bg7qs
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: seanathan on April 06, 2015, 11:37:37 pm
Next up: Burger Town 2.0! :lol:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on April 06, 2015, 11:38:49 pm
Next up: Burger Town 2.0! :lol:

No. Lol
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: seanathan on April 06, 2015, 11:41:03 pm
No. Lol
I tried, I tried.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on April 07, 2015, 12:36:29 am
maybe buried 2.0 or something? I'll think it up
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: arceus on April 07, 2015, 12:41:56 am
maybe buried 2.0 or something? I'll think it up
shangra-la 2.0 lets do the crap maps first :P
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: NINJAMAN829 on April 07, 2015, 01:32:49 am
shangra-la 2.0 lets do the crap maps first :P

Don't forget Verruckt 2.0 :lol:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: daedra descent on April 07, 2015, 01:49:00 am
Don't forget Verruckt 2.0 :lol:

Verruckt isn't crap.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: GerardS0406 on April 07, 2015, 02:01:38 am
Verruckt isn't crap.
+1
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: MZslayer11 on April 07, 2015, 02:15:22 am
The only bad maps in my opinion are TranZit, Buried and  Shangri-la. I think I'm the only one who actually likes Die Rise lol :lol:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: Bwc66930 on April 07, 2015, 02:33:02 am
The only bad maps in my opinion are TranZit, Buried and  Shangri-la. I think I'm the only one who actually likes Die Rise lol :lol:
I liked Shangri-la
And for die rise, I only liked one thing from that map which everyone would guess easily

Also if your doing the shit maps why not dead ops arcade  :troll:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on April 07, 2015, 05:39:08 am
Verruckt isn't crap.
It's not crap, but the zombies and original perks were -__-
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: daedra descent on April 07, 2015, 05:55:54 am
It's not crap, but the zombies and original perks were -__-

You would rather play Verruckt without perks than with them?
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JiffyNoodles on April 07, 2015, 09:12:31 am
You would rather play Verruckt without perks than with them?
I'm fine with them, but it'd be better with 5 hit jug instead of 3 hit, just saying.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: conn6orsuper117 on April 07, 2015, 01:33:45 pm
The only bad maps in my opinion are TranZit, Buried and  Shangri-la. I think I'm the only one who actually likes Die Rise lol :lol:
Die rise was my jam.

Also if your doing the shit maps why not dead ops arcade  :troll:
Because thats not a map

so lets get back on topic please
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: JR-Imagine on April 07, 2015, 05:53:26 pm
Verruckt isn't crap.
Neither is Shangri-La. All personal opinion TBH as I enjoyed Shangri-La quite a bit.
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: seanathan on April 08, 2015, 12:28:17 am
The only bad maps in my opinion are TranZit, Buried and  Shangri-la. I think I'm the only one who actually likes Die Rise lol :lol:
My favorite black ops ll map actually.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: MZslayer11 on April 08, 2015, 10:09:02 pm
Aaaaanyway... Finally back with an update! New Screenshots were added. More to come in the near future ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: GdayitsVishnu on April 09, 2015, 03:13:34 am
i loved the original tranzit, and shangrila and buried, i loved the perma perks in buried and the weapons, man you guys are just so hard to please
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: arceus on April 09, 2015, 03:20:46 am
i loved the original tranzit, and shangrila and buried, i loved the perma perks in buried and the weapons, man you guys are just so hard to please
i hate the perm perks. IMO they ruined the game by adding in gimmicks in tranzit, die rise, and buried. ex: perm perks, weapon locker, BANK, and terrible weapon balancing.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: Harry Bo21 on April 09, 2015, 03:48:49 am
i hate the perm perks. IMO they ruined the game by adding in gimmicks in tranzit, die rise, and buried. ex: perm perks, weapon locker, BANK, and terrible weapon balancing.
And the jet gun, which broke within seconds, dont forget that one lol

I played the crap out of tranzit when it came out, but was always solo coz literally NO-ONE would play it with me, everyone just wanted to play town, which i found boring myself.

I agree with the permaperks, they were a gimmick, but if they had thought of some better system they might have worked out. I mean half of them people dont even know about, even less people understand how you gain/lose them and most bring little benefit

Then theres the fact some are available in all maps, others are only available in certain maps, the whole thing just becomes unmanageable system of untrackable random rewards/penalties with ridiculous conditions causing people to hurt their own stats on the leaderboards

And shit black ops 2 leaderboards were bad enough...
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: NINJAMAN829 on April 10, 2015, 02:09:40 am
Verruckt isn't crap.

The bo1 version wasn't crap because of the fixes I just don't like any maps with sprinters.  :accepted:
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: DeletedUser on April 10, 2015, 03:24:03 pm
I liked Shangri-la
And for die rise, I only liked one thing from that map which everyone would guess easily

Also if your doing the shit maps why not dead ops arcade  :troll:
DOA is sex...
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: KnivingCombat777 on April 13, 2015, 12:27:40 pm
"Other BOII Features"
Will the BO2 gameover system be here? Like when you die in WaW the game is just over but in BO2 you lie on the ground and raise your arm and then die
It's just a small detail and not really important but I think it's kinda cool to have in a map and haven't seen in any other map

Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: steviewonder87 on April 13, 2015, 01:13:14 pm
"Other BOII Features"
Will the BO2 gameover system be here? Like when you die in WaW the game is just over but in BO2 you lie on the ground and raise your arm and then die
It's just a small detail and not really important but I think it's kinda cool to have in a map and haven't seen in any other map
It's in Project Viking.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: Andy Whelan on April 16, 2015, 11:23:12 am
Any updates that you could share?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: RichGaming on April 18, 2015, 09:46:21 am
Any updates that you could share?

I have been away for a week and will be returning this evening. I will check through with the group once I am home to discuss the progress of the project and will get MzSlayer to post an update of the current stage we are at or add some more screenshots to the original post. Thanks to everyone who is showing interest in the project as it is much appreciated and we will try to keep this post up to date as soon as progress is made. 
Title: Re: [WIP] Community Map: TranZit 2.0 (Update April 8, 2015)
Post by: Andy Whelan on April 18, 2015, 11:06:52 am
I have been away for a week and will be returning this evening. I will check through with the group once I am home to discuss the progress of the project and will get MzSlayer to post an update of the current stage we are at or add some more screenshots to the original post. Thanks to everyone who is showing interest in the project as it is much appreciated and we will try to keep this post up to date as soon as progress is made.

Ok, thanks for that :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 03, 2015, 10:43:58 pm
May 3, 2015 - New updated screenshots  ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: x_xMayheMx_x on May 04, 2015, 12:25:57 am
The new town pictures look a load better the the originals, good job MZ! Keep up the great work everyone
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: UndeadGaming on May 04, 2015, 12:47:27 am
Guys i dont want to burst ur bubble's but why choose one of the worst shittiest map in call of duty? why not try rebuild buried or mob of the dead or Rise? 
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on May 04, 2015, 01:12:14 am
The Easter egg song poll has closed on the custom Z idea.
Bat country by A7X is the song suggested by 4 votes
As for the game over song (second place) is Land of confusion by Disturbed by 3 votes
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 04, 2015, 01:20:14 am
The Easter egg song poll has closed on the custom Z idea.
Bat country by A7X is the song suggested by 4 votes
As for the game over song (second place) is Land of confusion by Disturbed by 3 votes

Game over song should be the one from TranZit imo.

The new town pictures look a load better the the originals, good job MZ! Keep up the great work everyone

Thanks, I think so too  ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on May 04, 2015, 01:26:26 am
Game over song should be the one from TranZit imo.
Originally the song was carry on from A7X but was patched to Clarke S Nova. The patched version was not that great though
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MrDunlop4 on May 04, 2015, 06:17:27 am
Nice new Screenshots. Looks good so far. And whats about Farm?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 04, 2015, 03:26:21 pm
Guys i dont want to burst ur bubble's but why choose one of the worst shittiest map in call of duty? why not try rebuild buried or mob of the dead or Rise?

We wanted to improve upon Treyarch's mistakes by making a shitty map awesome. If we remade a good map, there would not be much room for improvment.  Aslo, me and RichGaming already had town, bus depot, and tunnel done to be used in this project.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: KnivingCombat777 on May 04, 2015, 03:55:47 pm
We wanted to improve upon Treyarch's mistakes by making a shitty map awesome. If we remade a good map, there would not be much room for improvment.  Aslo, me and RichGaming already had town, bus depot, and tunnel done to be used in this project.
You and rich gonna release town and bus depot indivually too?
And how come DualVII is not the mapper for Farm?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 04, 2015, 04:10:26 pm
You and rich gonna release town and bus depot indivually too?
And how come DualVII is not the mapper for Farm?

Yeah we are going to release the maps on their own. Mine personally will include features which tranzit won't. We do now have DualVII doing farm as Centric hasn't been heard from in a month and hasn't made any progress as far as we are aware of.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 04, 2015, 05:33:56 pm
I was just a second choice  :D

Few more details I want too add yet but essentially Farm is a done map and ready.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: JiffyNoodles on May 05, 2015, 12:13:17 pm
I was just a second choice  :D

Few more details I want too add yet but essentially Farm is a done map and ready.
SO, i'm confused here. you aren't making the map for this, but now you are? someone please explain this shit to me... :yuno:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: KnivingCombat777 on May 05, 2015, 12:15:18 pm
SO, i'm confused here. you aren't making the map for this, but now you are? someone please explain this shit to me... :yuno:
He replaced Centric, like he said 2nd choice
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 05, 2015, 12:54:00 pm
im really happy to see this coming together, like WOW it looks so good and similar i cant wait to see it all linked up, and just an outside opinion i think the map should be to scale, it was good how the distance you could run was far, i mean it gave stamin up a good 'run' for its money, pardon the pun
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 05, 2015, 03:35:22 pm
SO, i'm confused here. you aren't making the map for this, but now you are? someone please explain this shit to me... :yuno:

Originally I was invited to the Tranzit project during the time I was making the Farm map, however, at the time I never intended to release it but rather it be a test map for a mod project. And then they had Centric volunteer to design the Farm map section of Tranzit.

However, Since many people were interested in seeing the map I decided to release it in it's current state to the public and at that time Centric `apparently` I was told disappeared shortly after and hasn't been seen or heard from for around a month.

RichGaming re-invited me to the Tranzit project and I decided to input on it which also accelerates the project since the Farm map is more or less done and currently working on improving the map specifically for the Tranzit project which involves the replacement of the truck to the one used in Farm which I already did this morning,
Detail improvements that I've been threatening to do for a while which I'm now starting also and I'm going to polish it up with portaling after such that it's ready too add into the entire map.

Hope that answered your question :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 05, 2015, 07:31:54 pm
Originally I was invited to the Tranzit project during the time I was making the Farm map, however, at the time I never intended to release it but rather it be a test map for a mod project. And then they had Centric volunteer to design the Farm map section of Tranzit.

However, Since many people were interested in seeing the map I decided to release it in it's current state to the public and at that time Centric `apparently` I was told disappeared shortly after and hasn't been seen or heard from for around a month.

RichGaming re-invited me to the Tranzit project and I decided to input on it which also accelerates the project since the Farm map is more or less done and currently working on improving the map specifically for the Tranzit project which involves the replacement of the truck to the one used in Farm which I already did this morning,
Detail improvements that I've been threatening to do for a while which I'm now starting also and I'm going to polish it up with portaling after such that it's ready too add into the entire map.

Hope that answered your question :)

Good to have you on board ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: killingerk on May 05, 2015, 08:32:30 pm
look good
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: JiffyNoodles on May 05, 2015, 09:39:33 pm
Originally I was invited to the Tranzit project during the time I was making the Farm map, however, at the time I never intended to release it but rather it be a test map for a mod project. And then they had Centric volunteer to design the Farm map section of Tranzit.

However, Since many people were interested in seeing the map I decided to release it in it's current state to the public and at that time Centric `apparently` I was told disappeared shortly after and hasn't been seen or heard from for around a month.

RichGaming re-invited me to the Tranzit project and I decided to input on it which also accelerates the project since the Farm map is more or less done and currently working on improving the map specifically for the Tranzit project which involves the replacement of the truck to the one used in Farm which I already did this morning,
Detail improvements that I've been threatening to do for a while which I'm now starting also and I'm going to polish it up with portaling after such that it's ready too add into the entire map.

Hope that answered your question :)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.quickmeme.com%2Fimg%2F34%2F34dc348757fb77da3c6412990dd96af9f29ac8ae25678a1e7c4d3ca8b8c8aebf.jpg&hash=909d21792a14ef27953ac30b927e1b6851e5135f)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 08, 2015, 10:49:13 pm
Hi, guys! I would first like to thank everyone that has been showing interest and support for the project. Today we have received information from the mapper of Diner who is currently Arceus. He has told us that he does not believe he will be able to meet deadlines that have been set for the project which has therefore caused him to drop out of mapping Diner. Because of this we are now looking for someone who has good mapping skill and will be able to help us with creating the area of Diner. If anyone shows interest, me or MzSlayer will reply to your post with more information on how you can gain involvement in the project. Thank you for your support once again guys and we can't wait to find a new mapper!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GerardS0406 on May 08, 2015, 11:10:16 pm
Hi, guys! I would first like to thank everyone that has been showing interest and support for the project. Today we have received information from the mapper of Diner who is currently Arceus. He has told us that he does not believe he will be able to meet deadlines that have been set for the project which has therefore caused him to drop out of mapping Diner. Because of this we are now looking for someone who has good mapping skill and will be able to help us with creating the area of Diner. If anyone shows interest, me or MzSlayer will reply to your post with more information on how you can gain involvement in the project. Thank you for your support once again guys and we can't wait to find a new mapper!
If no one responds Rich I would love to do it but after school is out and I can get a great computer.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 08, 2015, 11:26:18 pm
Anyone who is interested, the mapping deadline is June so plan accordingly if you are interested.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 09, 2015, 06:56:40 am
With Farm map coming too an end and almost ready, I'll start the mapping for Diner.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 09, 2015, 01:54:54 pm
With Farm map coming too an end and almost ready, I'll start the mapping for Diner.

wow dual, you rock, can i ask if you know if the shield will be buildable, and the turbine??
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 09, 2015, 02:32:51 pm
The turbine and shield are planned to feature in Tranzit V2. The scripters are currently working to make these buildables so they can be put in the map. The shield is already done and ready to go into the map but I am unaware of progress on the turbine.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: trolman90 on May 09, 2015, 02:51:35 pm
were can i download?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 09, 2015, 02:52:35 pm
will tranzit v2 be 1:1 scale?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DeathBringerZen on May 09, 2015, 03:00:09 pm
were can i download?

This map is a WIP (Work in Progress) so it is still in development. Map that are ready to download can be found either in the map manager or the maps section found here: http://ugx-mods.com/forum/index.php?board=29.0 (http://ugx-mods.com/forum/index.php?board=29.0)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 09, 2015, 03:01:57 pm
were can i download?

Nowhere. It's currently just a WIP (work in progress)

Double Post Merge: May 09, 2015, 03:03:31 pm
will tranzit v2 be 1:1 scale?

The bus stops should be as close to the original as possible, but the distance between Stops may be decreased.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 09, 2015, 03:13:40 pm
personally i think the distance should be 1:1 scale, i really enjoyed the lenght and largness of the map, i also want to ask one more question, will this be with just the same bo2 weapons as tranzit and will all the same nperks be in the right place?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: HitmanVere on May 09, 2015, 03:14:34 pm
personally i think the distance should be 1:1 scale, i really enjoyed the lenght and largness of the map, i also want to ask one more question, will this be with just the same bo2 weapons as tranzit and will all the same nperks be in the right place?

http://ugx-mods.com/forum/index.php?topic=5979.0 (http://ugx-mods.com/forum/index.php?topic=5979.0)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 09, 2015, 03:34:21 pm
were can i download?

This is a WIP. It is still being developed and not available for download yet.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DeathBringerZen on May 09, 2015, 05:52:16 pm
personally i think the distance should be 1:1 scale, i really enjoyed the lenght and largness of the map, i also want to ask one more question, will this be with just the same bo2 weapons as tranzit and will all the same nperks be in the right place?

I think getting it to scale as well as adding in the additional content they plan to could be an issue with the limitations of Radiant so I would probably expect something to give and I would be happy for that to be shortened areas that the player only ever uses to traverse through.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 10, 2015, 06:27:39 am
Farm map is now complete. This version will be released standalone as a final update also to the Farm release topic once I've re-done the weapons for my own modtools.

Screenshots of Farm Final
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoyhQprD.png&hash=3bbcc1fed6d9cf465426f7b412170f3620bdd5a7)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxApCzr4.png&hash=c9a63f8607622970c0154eeadacc48eb8931c8bc)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8hXP13c.png&hash=4592d8f999619dae07ae58e05075b2b90e1729b5)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5N1ZYxi.png&hash=5e7569df120aeb7e062429edfb8b281b918eed6e)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8IndlXz.png&hash=92bb1ff126c7d813d1cc91bf1caa8d9f23d94d2e)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fuyls1Kz.png&hash=f4d94017c11aaaf1900901c219b5057abaadfb36)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzP9qljj.png&hash=d6fc12ac3267df1909ef72df5373d28ff2d56232)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbDD1om8.png&hash=daf65c665fd4d8b383b965655fab54113d8df7d6)

Next up, Green Run Diner
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: Scobalula on May 10, 2015, 08:56:30 am

Farm map is now complete. This version will be released standalone as a final update also to the Farm release topic once I've re-done the weapons for my own modtools.


Next up, Green Run Diner

Looks pretty nice, looking forward to seeing Diner. :D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: Harry Bo21 on May 10, 2015, 09:06:56 am
stunning as always Dual! I suggest going with your vision file, unless your gonna do some dynamic thing maybe?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 10, 2015, 09:21:39 am
stunning as always Dual! I suggest going with your vision file, unless your gonna do some dynamic thing maybe?

I personally was planning on using the same vision files that I am currently using for Bus Depot. This was because I can then just add sections of Tranzit to the exsisting Bus Depot map with ease and with the vision files already there.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: steviewonder87 on May 10, 2015, 12:18:01 pm
I personally was planning on using the same vision files that I am currently using for Bus Depot. This was because I can then just add sections of Tranzit to the exsisting Bus Depot map with ease and with the vision files already there.
Takes about 2 seconds to change the vision file, so I'd just go with the best looking one. The one on your Bus Depot looks nice though as does Dual's so I guess it's fine either way. :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 10, 2015, 12:38:53 pm
im not sure if anyone answered but will farm v2.0 have the same bo2 weapons? i want someone working on this project to tell me please :))
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 10, 2015, 03:12:50 pm
im not sure if anyone answered but will farm v2.0 have the same bo2 weapons? i want someone working on this project to tell me please :))

If you are looking for information regarding Farm then dual is the best person to ask as that is his section of Tranzit.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 10, 2015, 03:28:42 pm
If you are looking for information regarding Farm then dual is the best person to ask as that is his section of Tranzit.

im looking for info on the whole map itself, will the same wall weapons be in the same place, will the perk machines be in the same place, will there be the same weapons from the box +raygun mkII
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: RichGaming on May 10, 2015, 04:23:11 pm
im looking for info on the whole map itself, will the same wall weapons be in the same place, will the perk machines be in the same place, will there be the same weapons from the box +raygun mkII

Check out this post where the original idea and information is written: http://ugx-mods.com/forum/index.php?topic=5979.0 (http://ugx-mods.com/forum/index.php?topic=5979.0)
Title: Re: [WIP] Community Map: TranZit 2.0
Post by: InFInIX on May 10, 2015, 05:52:19 pm
I don't like the mapping work on town

lol town made big steps  ::) looks awesome!  :D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: timelordalex on May 10, 2015, 06:39:36 pm
If Richtofen is the announcer of this map, could you use his quotes from moon? they were so much more epic than BO2 ones
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 10, 2015, 06:56:47 pm
im not sure if anyone answered but will farm v2.0 have the same bo2 weapons? i want someone working on this project to tell me please :))

Farm 2.0 is just one section of the Tranzit map. Standalone Farm 2.0 will be released under my own `Unique` mod once It's finished which should hopefully be soon.

For weapons on the entire Tranzit map however will be completely different.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 10, 2015, 07:18:14 pm
I believe that we are using the bo2 weapons on tranzit 2.0.

Double Post Merge: May 10, 2015, 07:19:11 pm
lol town made big steps  ::) looks awesome!  :D

Yeah, that's fucking right! Eat your words, bitch.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on May 11, 2015, 12:55:58 am
If Richtofen is the announcer of this map, could you use his quotes from moon? they were so much more epic than BO2 ones
the moon announcer quotes were pretty cool from the tranzit quotes
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: timelordalex on May 11, 2015, 09:59:10 am
the moon announcer quotes were pretty cool from the tranzit quotes

i felt it was a step down from his moon ones
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: Farland1ng on May 16, 2015, 03:50:10 pm
So, how is the progress so far?
Is it like pre-beta or something?
Really looking forward to this.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: MZslayer11 on May 16, 2015, 08:03:07 pm
So, how is the progress so far?
Is it like pre-beta or something?
Really looking forward to this.

Lol. It's like pre pre pre pre alpha atm.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on May 16, 2015, 08:28:32 pm
Lol. It's like pre pre pre pre alpha atm.
I think he means INDEV 0.0.1
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 27, 2015, 09:48:17 pm
Day 2 - Diner Screenshots
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpQFTcSI.png&hash=7022403df1e496f5049f912a521a719bfa692cab)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlLIgcVP.png&hash=e0d7d94f81eb0b191d4ff0361fd58821554a6cbd)

Back to work tomorrow so that will slow me down unfortunately, but it is in the making!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: steviewonder87 on May 27, 2015, 09:52:31 pm
Day 2 - Diner Screenshots
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpQFTcSI.png&hash=7022403df1e496f5049f912a521a719bfa692cab)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlLIgcVP.png&hash=e0d7d94f81eb0b191d4ff0361fd58821554a6cbd)

Back to work tomorrow so that will slow me down unfortunately, but it is in the making!
You sexy sexy beast Dual ;D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 27, 2015, 10:01:51 pm
Why, thank you!
Spoiler: click to open...
For stating the obvious! >=D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: Bwc66930 on May 27, 2015, 10:08:37 pm
Day 2 - Diner Screenshots
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpQFTcSI.png&hash=7022403df1e496f5049f912a521a719bfa692cab)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlLIgcVP.png&hash=e0d7d94f81eb0b191d4ff0361fd58821554a6cbd)

Back to work tomorrow so that will slow me down unfortunately, but it is in the making!
the numbers..... i see the numbers outside the window! the numbers are coming!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 27, 2015, 10:11:51 pm
hehe yeah, spent a lot of time scaling more than anything else
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on May 28, 2015, 12:33:23 am
the numbers..... i see the numbers outside the window! the numbers are coming!
Yes! tell us mason, what do they mean? :troll:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 29, 2015, 06:49:53 am
Diner building finished with only stairs and the destroyed section on the base of the building which I'll do once I've started the exterior sections;

Day 3 Snappy's
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCT0l57e.png&hash=82c13e200266c52c0ae9773e138f6f329c34bf19)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwbuotHt.png&hash=65e1605b7b9159a5cc17b675b9fc048a3a99a1e1)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F55aTQd0.png&hash=7c4627d574da7c6331b464fb6290517035fd299c)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 29, 2015, 06:59:49 am
i think i see galvaknuckles ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: DuaLVII on May 29, 2015, 07:11:09 am
you do? xD Think you might be having a very small hallucination.

Galva's are still unconfirmed since I haven't made them yet and with work going on which will slow me down I may not find the time.
But we'll see :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: GdayitsVishnu on May 29, 2015, 01:33:51 pm
you could allways ask steevie wonder, he may be able to lend you the script because this is such a big project, besides tranzit isn't complete without galvas :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on May 29, 2015, 10:02:29 pm
New screenshots added to WIP  ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: Ryplex on May 30, 2015, 05:45:37 pm
Yo! i love your work! please dont cancel this project! its so awesome :) if you can, hit me up on steam: Abbrax i have so many questions! Greetings From Germany!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: smasher248 on May 30, 2015, 10:53:51 pm
well, i guess im out, gl guys
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: RichGaming on May 30, 2015, 11:08:27 pm
Yo! i love your work! please dont cancel this project! its so awesome :) if you can, hit me up on steam: Abbrax i have so many questions! Greetings From Germany!

Hi! Thank you for showing your appreciation for the work we are all doing on this project! If you wish to ask question, be sure to add me on Skype (RichGaming) and I will answer all questions that I believe I can give the answer to. Greetings from the Tranzit V2 team! :p

Double Post Merge: May 30, 2015, 11:12:55 pm
well, i guess im out, gl guys

Thank you very much. Just a side note to all viewers of this post, Smasher was not kicked out of the project. He decided to leave due to the work and effort he is putting into Kino - The Rebirth. Because of this he had no time to put the effort needed into Power Station. The responsibility of Power Station has now been handed over to me due to Smashers departure and I will try my best to produce a good quality mapped area of Tranzit. Thank you!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on May 30, 2015, 11:37:57 pm
We never wanted smasher anyway  :troll:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: smasher248 on May 30, 2015, 11:54:34 pm
We never wanted smasher anyway  :troll:

LOL i will still help out after kino if you want
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: steviewonder87 on May 31, 2015, 12:06:46 am
LOL i will still help out after kino if you want
You're not wanted smasher take the hint ::)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: smasher248 on May 31, 2015, 12:08:50 am
You're not wanted smasher take the hint ::)

he is just upset that i left him without warning, he takes time to get over break ups, he will want me soon enough
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on May 31, 2015, 01:16:13 am
he is just upset that i left him without warning, he takes time to get over break ups, he will want me soon enough

I'm so sorry smasher! You know you've always been the one for me  <3
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: smasher248 on May 31, 2015, 01:30:04 am
I'm so sorry smasher! You know you've always been the one for me  <3

sorry im with someone else now, her name is kino and she loves me
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: raphi998 on May 31, 2015, 06:46:01 pm
OMG it look so nice :)
Can you make a Picture of the Bus ?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on May 31, 2015, 09:48:57 pm
OMG it look so nice :)
Can you make a Picture of the Bus ?

The bus is one big model so it should look the same as in bo2.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: AwesomDude3 on June 09, 2015, 04:10:00 am
I liked TranZit, so does my friends... are we horrible people?  :'(
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on June 09, 2015, 03:14:42 pm
I liked TranZit, so does my friends... are we horrible people?  :'(

Yes, see you in hell  :troll:

Lol jk. In all honesty TranZit isn't that bad, Infact I played yesterday and had quite a bit of fun. But there's certain things in it that just get so annoying and make it unplayable for more than one or two times in a row. The denezins, the fog, the lava, the fog, the jet gun, the fog, the avagadro, the fucking fog... Just make it so unappealing to me most of the time.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: JiffyNoodles on June 09, 2015, 09:01:46 pm
Yes, see you in hell  :troll:

Lol jk. In all honesty TranZit isn't that bad, Infact I played yesterday and had quite a bit of fun. But there's certain things in it that just get so annoying and make it unplayable for more than one or two times in a row. The denezins, the fog, the lava, the fog, the jet gun, the fog, the avagadro, the fucking fog... Just make it so unappealing to me most of the time.
Yes, that is exactly what i think.
Cause personally, i like tranzit, as much as people give it shit, it's actually a fun idea and a cool concept
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on June 09, 2015, 09:57:39 pm
Yes, that is exactly what i think.
Cause personally, i like tranzit, as much as people give it shit, it's actually a fun idea and a cool concept

Good concept, poor execution
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: JiffyNoodles on June 09, 2015, 10:47:41 pm
Good concept, poor execution
exactly, but i still enjoy it a bit.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: DeathBringerZen on June 09, 2015, 11:51:44 pm
As an actual map, I liked Tranzit a lot. I didn't care or mind about the fog or the denizens, although they did get annoying. The main things that bothered me about Tranzit was that it was terribly lacking in decent features and EE(s), especially after following up from the amazing Moon.


Perks: Completely lacking in enough perks to allow multiple strategies. Instead you got 5 perks (6 on co-op) with only 4 worthwhile ones meaning you played with the same bog standard setup almost every time.

Weapons: The severe lack of wall weapons (5 in total) was only overshadowed by the terrible box weapons that may have suited MP but did not transfer over to zombies well. The wonder weapon was the ultimate insult.

Buildables:
Although a clever edition, none of them were any good. The shield was OK but if you were not planning on staying in the diner it was a short lived bonus if anything. They pretty much seemed like a pointless addition.

Easter Eggs:
Although nice to see a 2 path EE, they were both complete garbage. 2-3 steps each max, and nothing for doing it. Such a disappointment.

Teleporters: Awesome and necessary addition, executed horrendously. Pointless with a map of that size to not at least have teleporters that can be controlled even by direction. Very unforgiving and off-putting feature.


These unforgivable flaws aside, the map was well designed in terms of layout and a lot of fun to play. Shame they thought it would be a good idea to go back to basics on such an ambitious map. Would have probably made more sense to give us Die Rise first with the limited features and then make Tranzit a second map with more perks, weapons etc.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: smasher248 on June 10, 2015, 09:32:55 am
As an actual map, I liked Tranzit a lot. I didn't care or mind about the fog or the denizens, although they did get annoying. The main things that bothered me about Tranzit was that it was terribly lacking in decent features and EE(s), especially after following up from the amazing Moon.


Perks: Completely lacking in enough perks to allow multiple strategies. Instead you got 5 perks (6 on co-op) with only 4 worthwhile ones meaning you played with the same bog standard setup almost every time.

Weapons: The severe lack of wall weapons (5 in total) was only overshadowed by the terrible box weapons that may have suited MP but did not transfer over to zombies well. The wonder weapon was the ultimate insult.

Buildables:
Although a clever edition, none of them were any good. The shield was OK but if you were not planning on staying in the diner it was a short lived bonus if anything. They pretty much seemed like a pointless addition.

Easter Eggs:
Although nice to see a 2 path EE, they were both complete garbage. 2-3 steps each max, and nothing for doing it. Such a disappointment.

Teleporters: Awesome and necessary addition, executed horrendously. Pointless with a map of that size to not at least have teleporters that can be controlled even by direction. Very unforgiving and off-putting feature.


These unforgivable flaws aside, the map was well designed in terms of layout and a lot of fun to play. Shame they thought it would be a good idea to go back to basics on such an ambitious map. Would have probably made more sense to give us Die Rise first with the limited features and then make Tranzit a second map with more perks, weapons etc.

wow +1 that is so accurate 0_0
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: Mrhmh199 on June 10, 2015, 10:06:14 am
The map looks so nice..
but i guess , you need to work on the vision & create art files , to get the exact same atmosphere
as BO2  :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on June 20, 2015, 07:40:25 pm
elfenliedtopfan5 is now doing power station! Thanks for stepping up!
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: MZslayer11 on June 22, 2015, 09:52:25 pm
Added new screenshots to the OP for Town and Bus Depot  ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 29, 2015)
Post by: elfenliedtopfan5 on June 23, 2015, 12:48:33 am
elfenliedtopfan5 is now doing power station! Thanks for stepping up!

Your welcome I hated tranzit massively but quite exited to be a part of its recreation for custom zombies lets show treyarch how it should have been done
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: Billybob217 on July 02, 2015, 12:44:07 pm
If Richtofen is the announcer of this map, could you use his quotes from moon? they were so much more epic than BO2 ones
This please i beg of you! Anyway if we are talking about making a shitty map good then have you considered opening up more rooms in town, like the bowling alley and that building behind where Quick revive is? Always thought town was very small and bland. Also maybe opening up the church behind the town? (even moving it closer?). Have it like the church in buried where Vulture Aid was with an upper floor similar to where Speed cola was :) Very impressed with the progress so far guys, keep up the great work! :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update May 3, 2015)
Post by: conn6orsuper117 on July 02, 2015, 02:15:53 pm
This please i beg of you! Anyway if we are talking about making a shitty map good then have you considered opening up more rooms in town, like the bowling alley and that building behind where Quick revive is? Always thought town was very small and bland. Also maybe opening up the church behind the town? (even moving it closer?). Have it like the church in buried where Vulture Aid was with an upper floor similar to where Speed cola was :) Very impressed with the progress so far guys, keep up the great work! :)

This is supposed to be a remake of the original tranzit but the sections are not too far away, so the map will not significantly change.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: conn6orsuper117 on July 08, 2015, 07:26:32 pm
Hows the map coming along, its been a while since the last update
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: HitmanVere on July 08, 2015, 07:36:22 pm
Hows the map coming along, its been a while since the last update

Pretty shitty, everyone has died  :accepted:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: RichGaming on July 08, 2015, 08:18:22 pm
Pretty shitty, everyone has died  :accepted:

We are still waiting on completion of the parts of the map. People are trying to make their areas as detailed as possible unless you are MzSlayer and take a year and a half to make a town, lol. Sit tight and stay tuned for more information. :)

P.s. Don't listen to Hitman, he is a noob and only has 2,000 posts! :P
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: killingerk on July 09, 2015, 12:23:13 am
We are still waiting on completion of the parts of the map. People are trying to make their areas as detailed as possible unless you are MzSlayer and take a year and a half to make a town, lol. Sit tight and stay tuned for more information. :)

P.s. Don't listen to Hitman, he is a noob and only has 2,000 posts! :P
lol come on hetman this a good mapmake
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: MZslayer11 on July 09, 2015, 02:36:40 am
We are still waiting on completion of the parts of the map. People are trying to make their areas as detailed as possible unless you are MzSlayer and take a year and a half to make a town, lol.

 :please: I'll have you know that the past month and a half have been dedicated to detail. I've practically re-done half the map because it looked like it was mapped by a 4 year old. :poker: Trust me when I say I've been working my ass off.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: Bwc66930 on July 09, 2015, 03:34:23 am
:please: I'll have you know that the past month and a half have been dedicated to detail. I've practically re-done half the map because it looked like it was mapped by a 4 year old. :poker: Trust me when I say I've been working my ass off.
we trust you  :troll:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: RichGaming on July 09, 2015, 05:43:56 am
lol come on hetman this a good mapmake

That English skill though. :troll:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: JiffyNoodles on July 09, 2015, 06:57:41 am
That English skill though. :troll:
now, don't do that, because last time I gave him stick, I got a warning
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: RichGaming on July 09, 2015, 12:00:46 pm
now, don't do that, because last time I gave him stick, I got a warning

U having a giraffe M9?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: JiffyNoodles on July 09, 2015, 12:14:13 pm
U having a giraffe M9?
Nope. :poker:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: CyberMan1011 on July 09, 2015, 06:37:36 pm
now, don't do that, because last time I gave him stick, I got a warning

The warning was probably because of the way you said it
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: gr00t on July 09, 2015, 09:46:54 pm
We are still waiting on completion of the parts of the map. People are trying to make their areas as detailed as possible unless you are MzSlayer and take a year and a half to make a town, lol. Sit tight and stay tuned for more information. :)

P.s. Don't listen to Hitman, he is a noob and only has 2,000 posts! :P

I'm guessing the release of Black Ops 2 Town by IZaRTaX didn't help.

MZ is probably comparing his work against that, which is almost a ridiculous baseline in terms of detail.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: MZslayer11 on July 09, 2015, 09:50:54 pm
I'm guessing the release of Black Ops 2 Town by IZaRTaX didn't help.

MZ is probably comparing his work against that, which is almost a ridiculous baseline in terms of detail.

Actually I'm glad his town got released. It inspired me to do better because like I said before, the original work of my town looks like it was done by a 4 year old.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: JiffyNoodles on July 09, 2015, 10:06:05 pm
The warning was probably because of the way you said it
well, it was like this...
'please fix your english please'
Title: Re: [WIP] Community Map: TranZit 2.0 (Update June 22, 2015)
Post by: RichGaming on July 09, 2015, 10:13:26 pm
well, it was like this...
'please fix your english please'
Lol G Fucking G
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 09, 2015, 10:59:34 pm
Added a small update. New pics for Town.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: steviewonder87 on July 09, 2015, 11:33:09 pm
Why do I see caulk edges on your blood decals? Are you making them with brushes? :o
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 09, 2015, 11:36:15 pm
Why do I see caulk edges on your blood decals? Are you making them with brushes? :o

I put the decal on the front and the rest of the faces "decal no draw" texture. That just the way I learned and it works. How do you do decals?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: steviewonder87 on July 10, 2015, 12:18:39 am
Do faces to terrain, resize the decal, make it non-colliding and lightmap it.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 10, 2015, 12:29:48 am
Do faces to terrain, resize the decal, make it non-colliding and lightmap it.
Good to know, thanks.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: Andy Whelan on July 10, 2015, 07:19:41 am
Added a small update. New pics for Town.
:o Woah, looks good as. More please ;)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: freefire1990 on July 10, 2015, 11:48:19 am
Love the new pics, cant wait for this shit to come out :gusta:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: RichGaming on July 10, 2015, 01:42:27 pm
Love the new pics, cant wait for this shit to come out :gusta:

Yeah, and I can't wait to piece it all together. :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 12, 2015, 04:00:24 am
Re-did the exterior of the bowling ally:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F12%2F55a1e5cb73339.png&hash=99804e53cbeb831e4e02b5f945c25e5a9ca31474) (http://ctrlv.in/603078)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: GdayitsVishnu on July 12, 2015, 06:51:02 am
You should just delete this...Because the events of town never took place in the new storyline that has been re-written, the Evil Dr.Richtofen has been killed by his younger handsome self causing the evil richtofen to never cause the events from nuketown or tranzit or buried or moon or shi no numa etc, so every remake should just be deleted and wait for the new storyline to unfold  ;D ;D

Spoiler: click to open...
Just kidding, looks great, keep up the nice work as we all ride the hype train for bo3 zombies  :D...
choo choo  :nyan:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: steviewonder87 on July 12, 2015, 09:28:30 am
Re-did the exterior of the bowling ally:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F12%2F55a1e5cb73339.png&hash=99804e53cbeb831e4e02b5f945c25e5a9ca31474) (http://ctrlv.in/603078)
Why do you have the Confederate flag as your profile pic?

You should just delete this...Because the events of town never took place in the new storyline that has been re-written, the Evil Dr.Richtofen has been killed by his younger handsome self causing
You think Richtofen is 'handsome'? Interesting.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: GdayitsVishnu on July 12, 2015, 10:04:03 am
Yes, stevie, his mustache is very delightful to look at  :P
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 30, 2015, 11:02:53 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac3d2158e.jpg&hash=42fc0d2d270f647c2f090d62c27bff4f9e051628) (http://ctrlv.in/612944)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac362ea32.jpg&hash=579ce08628fa8622adaa2a6b4d0a200bc9663374) (http://ctrlv.in/612943)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac333e415.jpg&hash=558f8f17b17e2b05c8424d61e2f38f337ad5f608) (http://ctrlv.in/612942)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F31%2F55baac83abf10.jpg&hash=88482d248d1cb499f55b7391bf3a1fcc15e7dde2) (http://ctrlv.in/612946)
Re-did the church:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac2a5a6cd.png&hash=047addac9a97b0d50ba926f81deb585e94134c8a) (http://ctrlv.in/612941)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MajorPwnege01 on July 30, 2015, 11:45:05 pm
oooh looks good :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: Andy Whelan on July 31, 2015, 07:11:19 am
Re-did the church:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac2a5a6cd.png&hash=047addac9a97b0d50ba926f81deb585e94134c8a) (http://ctrlv.in/612941)

Probs already answered but is the church a playable area?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: MZslayer11 on July 31, 2015, 03:05:28 pm
Probs already answered but is the church a playable area?

For TranZit,  no. For Town, yes.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: conn6orsuper117 on July 31, 2015, 06:08:09 pm
Re-did the church:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimg.ctrlv.in%2Fimg%2F15%2F07%2F30%2F55baac2a5a6cd.png&hash=047addac9a97b0d50ba926f81deb585e94134c8a) (http://ctrlv.in/612941)

Last time I checked the church was not on a hill. I saw on a thumbnail to a youtube video that the church was on leveled ground.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: dadadodo on August 05, 2015, 02:25:29 pm
i'm looking forward to it good luck
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: July 9, 2015)
Post by: iDeViiLzZ on August 09, 2015, 06:31:15 pm
Good Remaked
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: MZslayer11 on August 20, 2015, 12:11:47 am
There are currently more mapping positions available for areas in TranZit! One opening is for Power Station, and another small opening is for the Hunters Cabin area. If you are interested in mapping any of the above, PM me (MZslayer11) and you will be considered to be part of the TranZit 2.0 project. (Skype is recommended for communication between the the other project members.)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: ImTheBigJ on August 21, 2015, 05:10:23 pm
Hi, I'm new to this website, and fairly new to mapping in general, but if possible I would love to have some part in this even if it's a very small role. Tranzit has always been my favorite map (I know I'm pretty much alone to say that lol) so it would really be cool if I could do anything to help you all with this! :D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Ghetino on August 29, 2015, 08:53:57 pm
I'm to be impatient to do play this custom map !
The works are giant for this remake  :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: GerardS0406 on August 30, 2015, 03:56:45 am
I hope you find some people to do the Power Station and Cabin. (Couldn't one of you do it if no one else can).
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: smasher248 on August 30, 2015, 09:14:24 am
I hope you find some people to do the Power Station and Cabin. (Couldn't one of you do it if no one else can).

none of us want to
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: GerardS0406 on August 30, 2015, 01:29:16 pm
none of us want to
Okay, who was doing it before?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: WIL-H on August 30, 2015, 01:52:29 pm
Okay, who was doing it before?

I think it was elfenliedtopfan5 who was supposed to be in charge of the power station.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: smasher248 on August 30, 2015, 02:40:52 pm

I think it was elfenliedtopfan5 who was supposed to be in charge of the power station.

it was me, then i didnt want to, so elfy got slapped with it, but he didnt want to so now we have no one
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Harry Bo21 on August 30, 2015, 07:16:48 pm
it was me, then i didnt want to, so elfy got slapped with it, but he didnt want to so now we have no one
originally it was me, but before i even got started it got given to someone else

so i took diner

then they gave it to someone else

etc

etc
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Gamingproject41 on September 04, 2015, 07:56:24 am
You COULD just add a power switch somewhere in the map say in Bus Depot. and add the powerplant location thing at a later date.  :)
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: GerardS0406 on September 06, 2015, 01:37:14 pm
I don't believe they want to do that.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: smasher248 on September 06, 2015, 01:45:34 pm
I don't believe they want to do that.

everyone is busy with there own projects atm
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: smasher248 on September 10, 2015, 06:59:06 pm
maps dead, not being worked on anymore, sorry :P
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: RichGaming on September 10, 2015, 07:03:31 pm
maps dead, not being worked on anymore, sorry :P

DUN DUN DUN!!!!!!!!!!!!!!!

Bus depot standalone will still be going ahead as planned. Stay tuned! :D
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Bwc66930 on September 10, 2015, 07:06:00 pm
DUN DUN DUN!!!!!!!!!!!!!!!

Bus depot standalone will still be going ahead as planned. Stay tuned! :D
Advertising your own map, shame
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: timelordalex on September 10, 2015, 07:07:58 pm
is map actually dead?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: HitmanVere on September 10, 2015, 07:13:11 pm
is map actually dead?

Seems so. Nobody has done any work on the project for ages, except people, who are making the standalone maps
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: RichGaming on September 10, 2015, 07:25:29 pm
Seems so. Nobody has done any work on the project for ages, except people, who are making the standalone maps

*cough* *cough*
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: MZslayer11 on September 10, 2015, 07:26:33 pm
I'm still working on my part, it's almost done. With school starting back up I haven't had much time to work on it. Our chat has been dead for days and with dual 'leaving' idk if we even got his sections. Power Station is still at 0%. Only parts of the map that are a sure thing are Town and Bus Depot. Not sure about the progress of the weapons and scripts. I don't want to cancel it, but it seems like everybody's lost interest.  :derp:
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: RichGaming on September 10, 2015, 07:29:17 pm
I'm still working on my part, it's almost done. With school starting back up I haven't had much time to work on it. Our chat has been dead for days and with dual 'leaving' idk if we even got his sections. Power Station is still at 0%. Only parts of the map that are a sure thing are Town and Bus Depot. Not sure about the progress of the weapons and scripts. I don't want to cancel it, but it seems like everybody's lost interest.  :derp:

I don't think there is any other option now in this situation. The project will have to be cancelled due to peoples lack of commitment to the project. It is a real shame as we really good have done something great here.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Bwc66930 on September 10, 2015, 07:30:19 pm
I'm still working on my part, it's almost done. With school starting back up I haven't had much time to work on it. Our chat has been dead for days and with dual 'leaving' idk if we even got his sections. Power Station is still at 0%. Only parts of the map that are a sure thing are Town and Bus Depot. Not sure about the progress of the weapons and scripts. I don't want to cancel it, but it seems like everybody's lost interest.  :derp:
Fire them and find new people. Problem.solved

*cough* *cough*
Rich shhh, don't draw attention to yourself much..... or I'll want to eat you
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: Harry Bo21 on September 10, 2015, 07:32:47 pm
in all fairness, everything i said id help with you guys "decided" to just hand off to other people without even telling me?

Even when i sent you the updated shield script last time you responded saying "im no longer in that project"

So im really not sure what you guys expected...
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: MZslayer11 on September 10, 2015, 07:34:04 pm
in all fairness, everything i said id help with you guys "decided" to just hand off to other people without even telling me?

Even when i sent you the updated shield script last time you responded saying "im no longer in that project"

So im really not sure what you guys expected...

I was not aware of this...
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: TheScotchGuy on September 10, 2015, 07:37:26 pm
I'm still working on my part, it's almost done. With school starting back up I haven't had much time to work on it. Our chat has been dead for days and with dual 'leaving' idk if we even got his sections. Power Station is still at 0%. Only parts of the map that are a sure thing are Town and Bus Depot. Not sure about the progress of the weapons and scripts. I don't want to cancel it, but it seems like everybody's lost interest.  :derp:

Dual didn't "leave" he has projects that we were working on before tranzit stuff started that he/we wanted to continue.
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: MZslayer11 on September 10, 2015, 07:39:28 pm
Dual didn't "leave" he has projects that we were working on before tranzit stuff started that he/we wanted to continue.

I thought during the whole oil rig incident he got all pissed off and said he was done with waw/ugx?
Title: Re: [WIP] Community Map: TranZit 2.0 (Update: August 19, 2015)
Post by: TheScotchGuy on September 10, 2015, 07:44:30 pm
I thought during the whole oil rig incident he got all pissed off and said he was done with waw/ugx?

hes done with ugx, but not modding
Title: Re: [WIP] Community Map: TranZit 2.0 [CANCELED]
Post by: MZslayer11 on September 10, 2015, 07:51:09 pm
This project is officially canceled. It can be locked now.
Title: Re: [WIP] Community Map: TranZit 2.0 [CANCELED]
Post by: Harry Bo21 on September 10, 2015, 07:54:21 pm
done