UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: DuaLVII on April 07, 2015, 08:17:28 pm

Title: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on April 07, 2015, 08:17:28 pm
Updated 2.0 (Unique)
{{Note: This version will be listed under your mods as `Green Run Farm 2.0'}}

== Screenshots ==

Farm 2.0 Screenshots
(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)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaPz8M9S.jpg&hash=d0ebebe4575c2eedee6c36dfdf34c8afb6844aa1)
Screenshot by TheScotchGuy         

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F931961ba7252fe7b353762c26b718a76.gif&hash=86c1028cab6636e7b9e1a2774d54adfae5c1bd79)


= Features =

- Farm 2.0's map has been improved with some more added detail
- Now runs on a personal mod `Unique` featuring bits and peices from numerous CoD Titles

::Newly Added Features::

- New startup menu to customize how you want to play
- Work in Progress HUD (May change in newer maps)
- Round counter shows when there are 9 or less zombies left
- Weapon leveling (More info below)
- Added PHD Flopper
- Added Electric Cherry
- 2 New bosses have been added
- Modern Warfare 3 Survival style Claymores (More info below)
- Weapons from BO1, BO2 and MW2 (May change in newer maps)
- Crawling while downed in co-op


:: Modern Warfare 3 Survival Style Claymore ::

Claymores is a repurchasable item and not a one time buy.
Each 1000 spend you on claymores off the wall you will recieve 5 claymores.
Players can hold no more than 10 claymore's and can not have anymore than 10 claymores on the ground.
Claymores can be picked back up by the placer.
When a claymore senses an enemy in front of it, It will take just under a second to detonate.
Max ammo will resupply players with some claymores



:: Weapon Leveling ::

Each hit a player deals on a zombie will work towards leveling that players weapon up.
Of coarse each weapon has it's own level to the player.
For every level up, The player will recieve max ammo for that gun and slightly increase the damage.
Weapon Level to that gun won't be lost if traded with a new weapon and then later retrieved.


Mega.co.nz
mega.co.nz

Google Drive
docs.google.com

MediaFire
www.mediafire.com



= Credits =

- TheScotchGuy    = Many thanks to him for helping me do extensive testing
- RamboBadAss    = Weapons and Animations
- Xmonkey154X   = Testing and support
- HitmanVere      = Weapons and Testing
- Redspace200    = Animations and help with scripts
- Smasher248       = Testing and support
- RichGaming       = Testing
- shippuden1592   = Tranzit zombies
- deper         = (I believe did the tranzit zombie models)
- IZaRTaX      = Textures
- Ray1235      = For his incredibly awesome new tools that I hope he releases soon
- MrDunlop4 - Bug findings
- daedra descent - Bug findings
- l3ryso - Bug findings

Farm Preview Trailer (http://www.youtube.com/watch?v=ReCVQVTTjnI#ws)

Old Patch Notes
Code Snippet
"1.0.3 (Guns)"
- Added a new range of weapons from Black Ops 1 and Modern Warfare 2
- Fixed - Fire player entities now delete

Code Snippet
"1.0.2 (Lava) Quick fix log"
- Added and fixed a few clips to the map
- Lowered dive to prones height launch
Code Snippet
"1.0.1 (Lava) Update log"
- Updated worldspawn setting
- Updated terrain work
- Added detail
- FX Placement changes
- Radio sound entity replaced
- Added lava feature from BO2
- Added dive to prone
- Replaced end game music
- Fixed Quick/Solo Revive clipping
- Many other fixes to the map
- Added more ambient sounds
- Added basic fov setting within game options

Old Versions
1.0.3 (Guns) Download

1.0.2 (Lava) Download (World at War Style)
Download 1.0.2
Mega.co.nz
mega.co.nz

Google Grive
docs.google.com

Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: HitmanVere on April 07, 2015, 08:19:21 pm
Looks exactly like the same map, but why do stock setup? Few custom guns wouldnt have hurt the map, would they? :)
I will try this later, busy atm :D
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 07, 2015, 08:21:41 pm
I did think about it, but currently me and the guys are still working on new weapons for a mod which I will then release a newer version of this map when the mods done.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: HitmanVere on April 07, 2015, 08:26:21 pm
I did think about it, but currently me and the guys are still working on new weapons for a mod which I will then release a newer version of this map when the mods done.

Alright, this works as teaser then? Cool
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: timelordalex on April 07, 2015, 08:30:14 pm
this must be the farm going in the community tranzit right?
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: Ramiabdh on April 07, 2015, 08:30:55 pm
That's so cool man!! I'll give it one hell of a try!
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 07, 2015, 08:31:13 pm
Alright, this works as teaser then? Cool
Maybe, Also while it looks the same, there are a few details still missing, but I'm still battling around max scene surface size error's which is insanely annoying but, getting there.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DeletedUser on April 07, 2015, 08:33:30 pm
WoW! very well done, just like the original...but wait for the version with the "mod" with custom weapons :)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: TheScotchGuy on April 07, 2015, 08:36:14 pm
epic map imo so true to the original and so well done, will be a million times better when the mod is on it :D nice work man
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: MrDunlop4 on April 07, 2015, 08:51:39 pm
Nice. I report all Glitches i found :D

MrDunlop4
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DeletedUser on April 07, 2015, 08:52:54 pm
the quick revive it be crossed.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2F2eq3mdv.jpg&hash=ec3a6ca35e0cc15b3eacb0185c1543ff5db5dc8b)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: MrDunlop4 on April 07, 2015, 08:55:48 pm
the quick revive it be crossed.
(http://i58.tinypic.com/2eq3mdv.jpg)
He know that :P
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 07, 2015, 08:57:49 pm
Yeah sorry about that, I need to alter the revive entities and it's clip to work with the script and delete on the third use.

Few other known issues came up and I'll put out a fix soon once any other issues have been found.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: MZslayer11 on April 07, 2015, 09:05:51 pm
this must be the farm going in the community tranzit right?

Actually no, Centric is doing farm. PROXFTW is signed up for some scripting and weapons though On our project.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: GuenosNoLife on April 07, 2015, 09:10:41 pm
Oh nice, thank for remake!
Levianthan and now this map, awesome! I wait again other good map detail or nice mapping without bizarre system or texture x)


Can you add the fov ? I'm playing on 1280x1024  ;D
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: seanathan on April 07, 2015, 10:34:54 pm
If you can do an update to this map and have that area to the right of the gate at the end of the road unlockable with Tombstone and Stamin up then, :nyan: :nyan: :nyan:
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: alaurenc9 on April 07, 2015, 11:08:37 pm
how do you get it to look exactly like bo2?
i know you can export the models and stuff
but everything is in exactly the right place
with exactlythe same detail. How?
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: steviewonder87 on April 07, 2015, 11:19:22 pm
how do you get it to look exactly like bo2?
i know you can export the models and stuff
but everything is in exactly the right place
with exactlythe same detail. How?
Mad skillz bro  8)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: MZslayer11 on April 07, 2015, 11:21:28 pm
Mad skillz bro  8)

...or David Vonderharr is his Uncle and he gave PROxFTW the .map file.  :troll:
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: Harry Bo21 on April 08, 2015, 12:10:24 am
Guessing you mean DualVII
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 08, 2015, 06:46:33 am
how do you get it to look exactly like bo2?
i know you can export the models and stuff
but everything is in exactly the right place
with exactlythe same detail. How?

Spent many hours measuring the map out in BO2

If you can do an update to this map and have that area to the right of the gate at the end of the road unlockable with Tombstone and Stamin up then, :nyan: :nyan: :nyan:

If many others agree then I will (Think it's a bit too much for this map though ;) )
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: daedra descent on April 08, 2015, 07:46:07 am
Went to take a screenshot via console but couldn't because it was disabled. 115/935 -IGN.

In all seriousness the map is one of the most accurate remakes I've ever seen. However it has some issues like Quick revive having no clip, some lights aren't near the model, the music from the radio obviously doesn't come from the radio, and *gasp* the map has a script error - i'm so (not) disappointed in you Dual! :troll:
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 08, 2015, 07:54:25 am
Went to take a screenshot via console but couldn't because it was disabled. 115/935 -IGN.

In all seriousness the map is one of the most accurate remakes I've ever seen. However it has some issues like Quick revive having no clip, some lights aren't near the model, the music from the radio obviously doesn't come from the radio, and *gasp* the map has a script error - i'm so (not) disappointed in you Dual! :troll:

Script error? Unless it's one of those times where you load the map and WaW is just trolling.

Details still need adding too the map, but before I do that, there needs to be changes made so that WaW won't troll more.
As for Quick Revive, I need to remake the entities to work with the script. The clip is there but it's not solid. Tried cheating in the script but wasn't having it so I'll make a fix for it.

Dunlop also pointed out you can get behind the mystery box thanks to the railing left of it which will be fixed also in update too it.

I'll try and add a little more detail on next update as well hopfully within the next couple of days, so if there is an actual actual script error, let me know what it is for the update.

Thanks ;)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: InFInIX on April 08, 2015, 04:49:41 pm
looks awesome!
i like it that you used the stock setup instead of (maybe) Broken under/overpowered weapons!  :D ;)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DeletedUser on April 08, 2015, 05:11:50 pm
there's pack-a-punch/will be added?
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 08, 2015, 05:22:26 pm
looks awesome!
i like it that you used the stock setup instead of (maybe) Broken under/overpowered weapons!  :D ;)

Well, Some people mentioned about the idea of putting ported weapons in but then again, Modern weapons exists on BO2 Farm so I thought I'd stick with the game title 'World at War' on this one.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DeletedUser on April 08, 2015, 06:04:20 pm
looks awesome!
i like it that you used the stock setup instead of (maybe) Broken under/overpowered weapons!  :D ;)
Not all maps have broken weapons... :-\
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: InFInIX on April 08, 2015, 06:50:57 pm
Not all maps have broken weapons... :-\
I know but about 90% do  :-\
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DeletedUser on April 08, 2015, 11:50:16 pm
you should try remaking CoD BO2 Origins ;)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: Harry Bo21 on April 09, 2015, 01:51:39 am
Rambo is already doing that
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: for0034 on April 09, 2015, 01:47:43 pm
Wouldn't Origins be far too big and detailed for WaW?
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: siverscar14 on April 09, 2015, 02:30:53 pm
Really cool map dude! It feels like im in bo2, but i did find a few bugs though, but still, amazing map!
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 09, 2015, 04:10:27 pm
Working on an update which fixes whats been found, working on the lava terrain detail some more as well. Hopefully soon I'll do an update for it.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: l3ryso on April 09, 2015, 09:48:26 pm
Found a bug where you get actually get behind the mystery box if you jump on railing and you can just walk around it. They normally pile up down below you but sometimes in higher rounds they glitch up and get you.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 09, 2015, 11:08:10 pm
Found a bug where you get actually get behind the mystery box if you jump on railing and you can just walk around it. They normally pile up down below you but sometimes in higher rounds they glitch up and get you.

Already know about this and is fixed for the update.
But thanks for reporting.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: Misa~Chan Rarity on April 09, 2015, 11:28:08 pm
Impressive as always. "Superb attention to detail" sums it all up pretty well.  :rainbow:
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: Naxi on April 10, 2015, 03:11:39 am
You did a very superb job on this map. Can't wait to play it!
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: franco95 on April 11, 2015, 07:07:57 am
here my video on this map ;)

http://ugx-mods.com/forum/index.php?topic=6323.msg69083#msg69083 (http://ugx-mods.com/forum/index.php?topic=6323.msg69083#msg69083)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: BullfrogFunTime on April 11, 2015, 08:19:50 am
I honestly enjoy the stock weapons on a map like this. Adding custom weapons is cool and all but they make the maps way too easy and they all seem out of place. Great work mate and keep the map the way it is. :)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: DuaLVII on April 11, 2015, 10:14:51 am
Thanks for all the great compliments on the map guys. I am working on an update too it however I've hit an old issue again where the game crashes after the map has loaded. Works great with script_developer on though despite the fact it's not script issues causing crashes.

So, Thanks to World at War for not giving me the error within the log file I'm now having to toy with it to discover where the crash is being caused Mark 1 style.

Either way there will be some kind of update before April 13th, whether I need to go back to the backup version of the map file which is the version you guys are playing on and fix the clipping issues and stuff or manage to fix this crash Because once GTA 5 is out on pc, I probably won't be working on stuff for a few weeks (It's a novelty thing... Bet you know what I'm talking about)
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: MZslayer11 on April 11, 2015, 09:25:23 pm
Thanks for all the great compliments on the map guys. I am working on an update too it however I've hit an old issue again where the game crashes after the map has loaded. Works great with script_developer on though despite the fact it's not script issues causing crashes.

So, Thanks to World at War for not giving me the error within the log file I'm now having to toy with it to discover where the crash is being caused Mark 1 style.

Either way there will be some kind of update before April 13th, whether I need to go back to the backup version of the map file which is the version you guys are playing on and fix the clipping issues and stuff or manage to fix this crash Because once GTA 5 is out on pc, I probably won't be working on stuff for a few weeks (It's a novelty thing... Bet you know what I'm talking about)

WaW errors are so frustrating, right! Seems like I can add 10 scripts without it crashing then I add one new brush and it's just like "nope, can't, sorry, fuck you in particular". Anyway, good luck with fixing the errors :)
Title: Updated 1.0.1 (Lava) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on April 12, 2015, 07:03:43 am
Found the cause of the crashing. Turns out, World at War does really(x20) not like the BO2 Crate models.

Double Post Merge: April 12, 2015, 08:55:34 am
Excellent news, Update will be released later.
The crashes were in fact not the bo2 models, Just telling the compiler not too render them gave World at War more breathing space too allow for my silly mistakes.

Greatly optimized the map so far including fixes to many number of mapping fails which I only just noticed as I was fixing the map up.

Any way, Keep on the look out. I'll have an update soon.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5PZC7qT.png&hash=99a2eb3c9c30ddc7a5dd62eed964e489054788bc)

Double Post Merge: April 12, 2015, 01:32:52 pm
Update 1.0.1 (Lava) now released.
Title: Re: BO2's Green Run Farm meets World at War (Remake)
Post by: mazelakz47 on April 12, 2015, 09:48:02 am
Very cool, if there are other bo2 perk would be cool (Because it remake verison lol)
and few custom weapons or you fill it all xD
Title: Re: Updated 1.0.1 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on April 12, 2015, 02:01:03 pm
the quick revive yet be crossed but much less than before.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F25zs6m0.jpg&hash=1f13a648037950a77199b250dbddf065a1911aec)
under the icon of the insta kill you can clearly see a line.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F2yw72on.jpg&hash=225b1b6c8c39ba2ad1fe8b197f53b17a3c6352ed)
Title: Re: Updated 1.0.1 (Lava) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on April 12, 2015, 02:26:21 pm
Thanks for reporting, However these things are minor, and the Instakill icon in untouched, so not sure where that's come from.

Any way, there will be a hotfix soon to address a few more missing clips and will be the final update for a little while.
Title: Re: Updated 1.0.1 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on April 12, 2015, 02:30:05 pm
Thanks for reporting, However these things are minor, and the Instakill icon in untouched, so not sure where that's come from.

Any way, there will be a hotfix soon to address a few more missing clips and will be the final update for a little while.
for nothing! I want that the maps have fewer bugs as possible. :)
Title: Re: Updated 1.0.1 (Lava) - BO2's Green Run Farm (Remake)
Post by: MrDunlop4 on April 12, 2015, 02:40:32 pm
Found some other GLitches :/


http://gyazo.com/95bfa149659685738a1c5675ac858e48 (http://gyazo.com/95bfa149659685738a1c5675ac858e48)

http://gyazo.com/2c2b258f7e0099dcd247bb21421ceb7e (http://gyazo.com/2c2b258f7e0099dcd247bb21421ceb7e)

http://gyazo.com/75e5f2b3f2ba11ea3d336d90981d566b (http://gyazo.com/75e5f2b3f2ba11ea3d336d90981d566b)

http://gyazo.com/e819758f272266bf6676a033df4ae37f (http://gyazo.com/e819758f272266bf6676a033df4ae37f)

http://gyazo.com/b855b026e21400cfc1592fa60b9a2386 (http://gyazo.com/b855b026e21400cfc1592fa60b9a2386)

http://gyazo.com/4508801240f9d0058e30bad239811390 (http://gyazo.com/4508801240f9d0058e30bad239811390)

But i like this map


MrDunlop4
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on April 12, 2015, 04:18:07 pm
Quick fix is released fixing these issues.
This will be the final release version for a little while, Have fun guys and thanks for reporting the defeated bugs!
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on April 12, 2015, 04:39:49 pm
Now the quick revive is no longer be crossed! YAY :)
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeathBringerZen on April 12, 2015, 05:26:49 pm
You should seriously consider patching this up and maybe adding custom weapons into a final release. As Deadra said earlier, this is easily one of the best remakes ever in terms of accuracy in size and detail. It is a really awesome job you did with this.

Possibly adding PaP, either from scratch or via an EE would be amazing on this, but I would not really go to overboard with the perks due to map size.

Bravo on an awesme job though!
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: KnivingCombat777 on April 13, 2015, 12:10:01 pm
Pretty cool remake, just the westward moving trailer wagon feels a bit odd because it wasn't in the original BO2 map
i like the prone diving, not many maps have it and gives that BO feel back

Quick question: When you release this map with another mod, will it have the green run zombies in it?
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: Andy Whelan on April 16, 2015, 11:42:14 am
Crazy remake! Exactly the same as the BO2 version
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: MrDunlop4 on April 16, 2015, 02:39:37 pm
Crazy remake! Exactly the same as the BO2 version
He made all exactly like in BOII. But he forgot everything ???

BOII GUNS  :rainbow:

Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on April 16, 2015, 02:55:13 pm
the thing that bothers me, is that this map doesnt have a caulk box and brushes and patches doesn't have shadows :poker:
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: Andy Whelan on April 16, 2015, 09:34:20 pm
He made all exactly like in BOII. But he forgot everything ???

BOII GUNS  :rainbow:

I don't really care that it was missing BO2 guns. I appreciate the map either way.
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on April 17, 2015, 06:31:24 am
the thing that bothers me, is that this map doesnt have a caulk box and brushes and patches doesn't have shadows :poker:

Incorrect.

The map does have a caulk box :)
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: Nathiri on April 17, 2015, 06:49:52 am
I think there was a little more room in length and maybe a little more width in the road bit with the gate and the 1 riser as I remember being able to do a little lap there, but on this remake it seemed squished. Apart from that it is a good remake but just like the BO2 version i did not like how there was really the only 1 cheap door and then there isnt much left to do in the map (Bus Depot was the same way).
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on April 17, 2015, 07:30:26 am
Incorrect.

The map does have a caulk box :)
Then something must be leaking outside of it and preventing shadows on brushes and patches to show
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: coochy on April 17, 2015, 08:36:47 pm
pretty sweet nice work
Title: Re: Updated 1.0.2 (Lava) - BO2's Green Run Farm (Remake)
Post by: donnellyian1995 on April 21, 2015, 02:01:26 am
I would honestly love a version of this with the option to turn lava damage on/off and turn hellhounds on/off. Other than that, and the annoying truck in the middle, nice remake!
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 01, 2015, 01:57:01 pm
Update released.

Version 1.0.2 is still available for those who want to use World at War weapons.
Version 1.0.3 has a few fixes 1.0.2 doesn't have but nothing major with a whole new range of weapons added.

Done this update due to many requests for custom weapons in this map.

Thanks and hope you all enjoy.

(Note: 1.0.3 will be listed in your mods list as `green_run_farm_bo1`)
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: steviewonder87 on May 01, 2015, 02:46:39 pm
Very nice remake, found one or 2 bugs with the guns (I didn't use many)-
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F50eb279cc9d92df494dd3b1e53105cae.jpg&hash=7c366c17a71e9428f7578e9e75a413a0f65b167e)
When switching between the MP5K and the G36C the gun kinda stays in the air like this (also after throwing nades, etc) The PM63 kinda jumps back into position after sprinting, throwing nades, reloading, etc. (probably exported with wrong tags looks like?)
Maybe consider changing the viewhands and playermodels to the BO2 characters, and maybe adding some new quotes? Since it's quite a small map/mod you probably wouldn't have any memory/limit issues? Also maybe adding Double Tap 2.0 instead of the WAW version would be nice?  :)

Edit: Also I went down with QR near the gate and the zombies didn't really move away from me, they kinda just bunched up about 2 feet away so when I got up I got pretty much instantly raped :P
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 01, 2015, 03:12:07 pm
I was aware of the PM-63 issue but didn't know about the MP5 to G36C issue. I'll take a look into it.
As for quick revive issue near the gates, all I can say right now is `f'you zombies for not doing what your told`

I'll work on it, Thanks.
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: Eternal_Fire on May 02, 2015, 04:41:33 am
Yay, non waw guns :D
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 02, 2015, 08:25:42 am
Not easy but a personal record thus far.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC37JTUF.png&hash=cea6a6e810bbaf4d2644780c12f2bde17ef01526)

Edit: Also I went down with QR near the gate and the zombies didn't really move away from me, they kinda just bunched up about 2 feet away so when I got up I got pretty much instantly raped :P

During that game I had I managed to get myself down near the gates and the zombies actually went all the way up to the house. So I took another look at the code, Turns out I made them go to a random spot and didn't add in distance check. You were just unlucky Stevie xD
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DeletedUser on May 02, 2015, 05:17:22 pm
Feel like you should make the map bigger?  That'd be cool.
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 02, 2015, 08:00:45 pm
I'm contemplating on starting a remake of Green Run Diner whilst thinking on the expansion of the map.

It's a maybe at the moment.
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: Farland1ng on May 03, 2015, 01:59:13 am
Wow, this is actually very impressive with the detail.
For a moment I couldn't tell the difference.
Good job!
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 03, 2015, 08:01:02 am
The only thing that I've let myself down on so far on this map is just the center shed structure with the tractor in it. Feels a bit bland at the moment which I'll rework on.

And as a few mentioned, The truck in the center. Reason I did that is because the Black Ops 2 version of the truck wouldn't load in radiant but I think I may have forgotten to add a tag_origin in and bind it too the model which I'll check.
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: HitmanVere on May 03, 2015, 08:53:35 am
The only thing that I've let myself down on so far on this map is just the center shed structure with the tractor in it. Feels a bit bland at the moment which I'll rework on.

And as a few mentioned, The truck in the center. Reason I did that is because the Black Ops 2 version of the truck wouldn't load in radiant but I think I may have forgotten to add a tag_origin in and bind it too the model which I'll check.

Oh, that thing. If I remember, its that same truck as in Nuketown, which crashes game cos of too many verts  :please:
Even Nuketown zombies had to script it in, where it would have low poly version, when going far away enough
Title: Re: BO2's Green Run Farm (Remake)
Post by: CraftDAnimations on May 11, 2015, 08:38:49 am
Just downloaded it and am looking forward to giving it a crack :)
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: conn6orsuper117 on May 12, 2015, 11:55:31 pm
I'm contemplating on starting a remake of Green Run Diner whilst thinking on the expansion of the map.

It's a maybe at the moment.

That sounds like a great Idea.

But I'd like to point out, there's not a trailer on the truck, it gives out alot of room without the trailer
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: e0894ed4 on May 13, 2015, 05:39:41 am
Feel like you should make the map bigger?  That'd be cool.
Like access to road just like in Tranzit? Yeah that'd be nice.
Title: Re: Updated 1.0.3 (Guns) - BO2's Green Run Farm (Remake)
Post by: conn6orsuper117 on May 13, 2015, 11:24:55 pm
Like access to road just like in Tranzit? Yeah that'd be nice.
There's going to be a tranzit 2.0 map soon
Title: Re: BO2's Green Run Farm (Remake)
Post by: Harry Bo21 on May 14, 2015, 11:42:16 pm
^ Dual is involved with that
Title: Re: BO2's Green Run Farm (Remake)
Post by: Noobinater on May 15, 2015, 10:12:37 pm
The map is nice but you made a mistake most map maker make.....weapon details. the wrong shells are ejecting from the guns....mostly the assault rifles. and some of the weapons are horrible, the ump damage is lame....seriously it fires a 45 and this mod makes it look like a full auto pellet gun.
Title: Re: BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 16, 2015, 04:52:40 pm
Least of my worries. Plus I mainly keep to a few effects for these to preserve the fx limit.
Title: Re: BO2's Green Run Farm (Remake)
Post by: NINJAMAN829 on May 16, 2015, 05:23:49 pm
Looks pretty good. :) Really reminds me of farm from Green run.

Keep up the great work and I can't wait to see your work in Tranzit 2.0
Title: Re: BO2's Green Run Farm (Remake)
Post by: DuaLVII on May 16, 2015, 05:34:49 pm
There will be Farm 2.0 Standalone soon. I've just hit a few issues however which has delayed me releasing it, Was hoping to get the last few features finished today but didn't go to plan.
Title: Re: BO2's Green Run Farm (Remake)
Post by: Andy Whelan on May 16, 2015, 10:37:29 pm
Really reminds me of farm from Green run.

That's because it is Farm from Green Run
Title: Re: BO2's Green Run Farm (Remake)
Post by: Tyraim on May 18, 2015, 07:05:55 am
That's because it is Farm from Green Run

Obviously the title of the thread eluded this gentlemen  :troll:
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 11:06:46 am
Farm 2.0 'Unique' Final is now out.
[[ Main Farm 2.0 Post ]] (http://ugx-mods.com/forum/index.php?topic=6274.0)


= Features =

- Farm 2.0's map has been improved with some more added detail
- Now runs on a personal mod `Unique` featuring bits and peices from numerous CoD Titles

::Newly Added Features::

- New startup menu to customize how you want to play
- Work in Progress HUD (May change in newer maps)
- Round counter shows when there are 9 or less zombies left
- Weapon leveling (More info on main post)
- Added PHD Flopper
- Added Electric Cherry
- 2 New bosses have been added
- Modern Warfare 3 Survival style Claymores (More info on main post)
- Weapons from BO1, BO2 and MW2 (May change in newer maps)
- Crawling while downed in co-op
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: JiffyNoodles on May 21, 2015, 12:01:47 pm
Farm 2.0 'Unique' Final is now out.
[[ Main Farm 2.0 Post ]] (http://ugx-mods.com/forum/index.php?topic=6274.0)


= Features =

- Farm 2.0's map has been improved with some more added detail
- Now runs on a personal mod `Unique` featuring bits and peices from numerous CoD Titles

::Newly Added Features::

- New startup menu to customize how you want to play
- Work in Progress HUD (May change in newer maps)
- Round counter shows when there are 9 or less zombies left
- Weapon leveling (More info on main post)
- Added PHD Flopper
- Added Electric Cherry
- 2 New bosses have been added
- Modern Warfare 3 Survival style Claymores (More info on main post)
- Weapons from BO1, BO2 and MW2 (May change in newer maps)
- Crawling while downed in co-op
Jusy played through it, and i like it. I only found a couple problems though:
The MP5K reload sound is that of the ACR
The final shot of a mag is if the ACR
and the sprint animation for the MP5K is broken/looks weird
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 12:06:52 pm
Some reload sounds are indeed the same as I like too keep as much sound space as possible for future content.

The mp5k sprint_loop anim is infact not looping and I need to get Rambo to fix that since he ported the MW2 weapons. But that will be fixed on later maps.

This release now of Farm is final, As I now must move onto the Green Run Diner map.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: TheScotchGuy on May 21, 2015, 02:03:29 pm
Love this map, Easily one of the best released remakes of any map iv seen so far.. Great work, Great skill keep it up bro.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: e0894ed4 on May 21, 2015, 02:09:21 pm
nice features thanks
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: MrDunlop4 on May 21, 2015, 02:32:49 pm
Farm 2.0 'Unique' Final is now out.
[[ Main Farm 2.0 Post ]] (http://ugx-mods.com/forum/index.php?topic=6274.0)


= Features =

- Farm 2.0's map has been improved with some more added detail
- Now runs on a personal mod `Unique` featuring bits and peices from numerous CoD Titles

::Newly Added Features::

- New startup menu to customize how you want to play
- Work in Progress HUD (May change in newer maps)
- Round counter shows when there are 9 or less zombies left
- Weapon leveling (More info on main post)
- Added PHD Flopper
- Added Electric Cherry
- 2 New bosses have been added
- Modern Warfare 3 Survival style Claymores (More info on main post)
- Weapons from BO1, BO2 and MW2 (May change in newer maps)
- Crawling while downed in co-op
Awesome :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: MZslayer11 on May 21, 2015, 03:12:24 pm
This release now of Farm is final, As I now must move onto the Green Run Diner map.

Will you be releasing diner as a standalone map as well as in TranZit?
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 03:38:21 pm
Diner will be released Standalone on `Unique` and also will be sent onto the Tranzit map as well
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: GdayitsVishnu on May 21, 2015, 04:36:40 pm
will diner have galvaknuckles? ;)
Title: Re: BO2's Green Run Farm (Remake)
Post by: TheScotchGuy on May 21, 2015, 04:39:24 pm
The map is nice but you made a mistake most map maker make.....weapon details. the wrong shells are ejecting from the guns....mostly the assault rifles. and some of the weapons are horrible, the ump damage is lame....seriously it fires a 45 and this mod makes it look like a full auto pellet gun.
well you wont have to worry about damages now that the weapon level system is in place
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 05:13:13 pm
will diner have galvaknuckles? ;)

When Diner is done, the map itself will be sent over to the Tranzit project, but may take a little time for Standalone due to having to port the zombie anims from bo2 such that zombies can jump up great heights.

Galvaknuckles is a maybe as there is a far bit os work to do for Standalone version of Diner.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: WIL-H on May 21, 2015, 05:21:23 pm
On the v.2.0, we cannot buy the bowie knife.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: InFInIX on May 21, 2015, 06:10:18 pm
Hadn't this fun for a long long time on any map!
Great work you did here  ;)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 06:12:37 pm
On the v.2.0, we cannot buy the bowie knife.

I just checked, It works, and works for others

Hadn't this fun for a long long time on any map!
Great work you did here  ;)

Glad you've been having fun on it :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: WIL-H on May 21, 2015, 06:24:48 pm
My bad, sorry. Indeed, when I played again, I was able to buy the bowie knife, but first time, it didn't let me buy.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: alex-125 on May 21, 2015, 06:43:30 pm
This map is just amazing, the 2.0 is awesome !!! I really haded fun playing this map :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: seanathan on May 21, 2015, 08:11:34 pm
YUS! This is what ive been waiting for!  :P
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: KDXDARK on May 21, 2015, 08:17:25 pm
i found a bug, if you get the DM powerup and if you go down and got revived you lost your weapons and you cant get them until the DM powerup finish.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 08:24:42 pm
i found a bug, if you get the DM powerup and if you go down and got revived you lost your weapons and you cant get them until the DM powerup finish.

This was tested before, Don't know why thats happened now lol. But I'll look into fixing it for Diner.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: KDXDARK on May 21, 2015, 08:29:34 pm
This was tested before, Don't know why thats happened now lol. But I'll look into fixing it for Diner.
forgot to say that i was playing solo and in round 20 :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: RBRT on May 21, 2015, 08:44:43 pm
Nice new update Dual. Keep it up  :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 09:33:13 pm
forgot to say that i was playing solo and in round 20 :D

Ah! this wasn't tested in Solo. That helps, I'll get it sorted for Diner.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Donkey22 on May 21, 2015, 09:41:28 pm
Omg the weapon leveling system has literally got me addicted to this new version of the map. Very nice map :)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 21, 2015, 09:49:43 pm
Omg the weapon leveling system has literally got me addicted to this new version of the map. Very nice map :)

hehe yeah, Well I wanted to do something different other than pack-a-punch.
The system will be adapted in future version of Unique on newer maps.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: fatboypro on May 21, 2015, 10:50:32 pm
When i try to play this map a spawn outside of the playable area and then immediately die and takes me back to the main menu with this error " All stances disallowed for player" any ideas?
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 22, 2015, 07:36:29 am
Thats definitely not the mods issue, thats something wrong on your World at War.
Your the only one to have such an issue with it.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: fatboypro on May 22, 2015, 07:01:24 pm
Thats definitely not the mods issue, thats something wrong on your World at War.
Your the only one to have such an issue with it.
Ya I realised I'm getting it with a lot of my other maps.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: seanathan on May 22, 2015, 09:27:24 pm
Make sure you can get points from killing burning zombies in future maps! ;)And please put working guns in the box! The ACR SMR kiparis type 25 and the bolt action sniper(not the intervention, I mean the one from black ops 1). These guns need more firepower!!!!!! ;)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: LordofDarkness on May 22, 2015, 09:37:41 pm
Can you please add a Mediafire download please :)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 22, 2015, 10:25:16 pm
Can you please add a Mediafire download please :)

Mediafire is horrible too me lol
But I'll add one tomorrow.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Gabrielle on May 22, 2015, 11:24:01 pm
I like the map however I suck in Farm lol
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 23, 2015, 07:19:48 am
My reason for hating mediafire;
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fbbd2c32079d2455e4f242c69d8a7c6cc.png&hash=cdb1886bd434b0eefca3547fa3c17416984664fe)

Takes a minute to upload and download from Mega or Drive

But any way, link will be up soon  :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: UndeadGaming on May 23, 2015, 09:20:56 am
Your Perks dont work mate PHD and cherry plus what happend to the PHD dolphin dive ?  :troll:
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 23, 2015, 10:19:13 am
I wouldn't dream of releasing it if something wasn't working.

http://www.youtube.com/watch?v=DE6CIqEKyXM (http://www.youtube.com/watch?v=DE6CIqEKyXM)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: GdayitsVishnu on May 23, 2015, 11:39:57 am
where is the dolphin dive animation at? :) also will tranzit 2.0 have the same weapon system or will there be a pack-a-punch, probs not the place to ask it but if you know tell me or if not i'll go ask on the actual thread lol, thanks
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 23, 2015, 11:47:40 am
There are none because people kept suggesting to leave it as it.

This is my own system specific to the mod, Tranzit 2.0 will be something else that is not developed by me, I'm only doing a few sections of the overall map.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: UndeadGaming on May 23, 2015, 12:04:05 pm
Dude i cba to show you how it does not work but im telling you my coppy of your map has no effect phd and cherry wise(i have 2.0)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 23, 2015, 12:14:02 pm
Are you seeing any other fx? Because almost sounds like fx_enable is set too 0 somehow.

Anyone else having this issue?
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: WIL-H on May 23, 2015, 12:21:17 pm
As far as I am concerned, I noticed that PHD Flopper doesn't protect from explosive damages.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: remail on May 23, 2015, 01:14:40 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F35lhovq.jpg&hash=6aa943e7691f95297bb283e95b9fa42be34cfa75)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 23, 2015, 01:18:49 pm
As far as I am concerned, I noticed that PHD Flopper doesn't protect from explosive damages.

It does, but you'll get an indicator on screen to where the explosive damage came from but won't effect your player.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: UndeadGaming on May 23, 2015, 08:46:35 pm
But dude i actually die from explosive damage lol with phd :P  :please:
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 24, 2015, 06:44:02 am
I've just checked with a other people who held a grenade in their hands and dropped grenades to the ground and it works fine.

You do realise that PHD only protects you from self inflicted damage.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Tyraim on May 24, 2015, 07:26:17 am
Unless Friendly Fire is activated, or there are explosive barrels on the map, then there is no reason as to why PhD shouldn't be doing it's job.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 24, 2015, 12:17:32 pm
The only thing PHD protects you from that isn't exactly self inflicted is ordinary explosive zombies (But that was me being kind ;) )
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: conn6orsuper117 on May 24, 2015, 05:30:45 pm
Great Map
Died on round 20 with bosses and starting round 1

Found alot of minor bugs
Killing Brutus does not give out points or shooting him
same with Napalm zombie
Commando does not have right stats (IE round 5 recieved commando and took a whole clip to kill a zombie)
Dive to Prone fails to work. requiring to run for 3 seconds before diving. (especialy when flopping with PHD)
when aiming, you cannot shoot or do other actions (Maybe a bug from my computer as this happened on other maps)
you do not recieve points for hitting/killing zombies post affected by Electric Cherry (possibly making the bosses bugged)
Doubletap 2.0 does not double the damage (or are you using original DT)

As for PHD, It does not save you from exploding damage. I shot myself with the M72Law (rocket launcher) with and without Jug and with PHD flopper and I went downed on both tests. PHD does not save you
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 24, 2015, 06:12:33 pm
Great Map
Died on round 20 with bosses and starting round 1

Found alot of minor bugs
Killing Brutus does not give out points or shooting him
same with Napalm zombie
Commando does not have right stats (IE round 5 recieved commando and took a whole clip to kill a zombie)
Dive to Prone fails to work. requiring to run for 3 seconds before diving. (especialy when flopping with PHD)
when aiming, you cannot shoot or do other actions (Maybe a bug from my computer as this happened on other maps)
you do not recieve points for hitting/killing zombies post affected by Electric Cherry (possibly making the bosses bugged)
Doubletap 2.0 does not double the damage (or are you using original DT)

As for PHD, It does not save you from exploding damage. I shot myself with the M72Law (rocket launcher) with and without Jug and with PHD flopper and I went downed on both tests. PHD does not save you

Killing Brutus or Napalm gives out 500 points too all players. Points are not given to players on shooting bosses, This is how it should be.

I've received comments about the Commando actually being overpowered, One in particular managed to take out round 4 Brutus in a clip and a half.

Dive to prone requires a velocity build up before being able to execute the dive.

Double Tap is just Double Tap, not Double Tap 2.0 due to weapon leveling system in place for damage increase.

I'll take another look at PHD, Does this happen before or after napalm? as there is a PHD override var for when taking damage from the likes of a Napalm and may not be resetting itself despite the fact I told it too.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: seanathan on May 24, 2015, 07:41:09 pm
Also the zombies on fire don't give points when killed.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on May 24, 2015, 08:45:15 pm
Also the zombies on fire don't give points when killed.

Yeah I've been aware of the issue.
I'll make sure these are fixed for future maps since I won't be the only one using it.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Scobalula on June 15, 2015, 11:25:10 am
Definitely a very well done map, can't seem to find anything to fault on the map, exactly like the map it's replicating.

Flopper is a must on the map, while Dual said it doesn't protect you from ordinary explosive zombies I did notice it stopped the blurred vision, which on a map like this, you're going to get a lot.

Got to round 20, very challenging and a lot of fun. :D

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FclE3Gi1.jpg&hash=84a6f262677da9074ff9b81334a4bbfd3a1a2a9a)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on June 16, 2015, 07:50:57 am
I left PHD Protection from exploding ordinary zombies in there but the rest is self inflicted damage protection.

Round 20 beats my record thus far, I'll have another run at it later.
Glad you liked it :)
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: mackpeee on June 16, 2015, 10:14:31 pm
When i open the .exe file i get this winRAR error saying     "Cannot execute "C:\Users\GISELLE\AppData\Local\Temp\Rar$EXa0.844\Green Run Farm 2.0.exe"" And then a warning small tab saying:
"Green Run Farm 2.0.exe will be compressed only after closing the application using it. Modifications will be lost if you close WinRAR before that." Please help me with this because it only happens to a few maps i try to download.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: TheScotchGuy on June 17, 2015, 05:24:31 pm
When i open the .exe file i get this winRAR error saying     "Cannot execute "C:\Users\GISELLE\AppData\Local\Temp\Rar$EXa0.844\Green Run Farm 2.0.exe"" And then a warning small tab saying:
"Green Run Farm 2.0.exe will be compressed only after closing the application using it. Modifications will be lost if you close WinRAR before that." Please help me with this because it only happens to a few maps i try to download.
either re-download, or extract the EXE from the rar file
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: JakeArmer on June 19, 2015, 06:45:29 am
Good map, got to round 23 solo, started round 1 everything enabled!
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Harry Bo21 on June 20, 2015, 05:08:22 am
havent seen this mentioned yet so guess ill post it

When I played this with Stevie, when I bled out, i came back next round with a proper zoomed in FOV. Everytime

I literally couldnt see the gun i was holding and nothing I tried reversed it
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on June 20, 2015, 07:57:43 am
With many new additions and changes to UMod and new map projects, I won't be able to update this map for a while.
When deciding to make this the final release, never expected to have bugs like that.

But Harry, one thing you could try is using the FOV Slider in Game Options too fix this.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: Harry Bo21 on June 20, 2015, 10:33:55 pm
pretty sure my vision was wrong too though, went really dark
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: ELDiabloUGX on June 22, 2015, 08:41:55 am
 :rainbow: :rainbow:
Rate-8/10 Stars
Much like the original, love how the MP5K looks, also like the PHD Flopper and Electric Cherry are placed and the lighting on the Machines.

What I liked:
Looks almost like the original.
PHD Flopper and Electric Cherry are nicely placed, and their lighting is nice (don't see lighten Perk Machines often).
Weapon level upgrading system is nice, especially the free max ammo.
Solo Quick Revive

What I don't Like:
Nothing Really, really love it.

Overall, very good and polished map, just needs Deadshot Daiquiri, Stamin Up, and a Pack-a-Punch.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: DuaLVII on June 22, 2015, 05:13:13 pm
Glad you liked playing it :)

I decided not too add Deadshot 2.0 or Stamin-up because they were not necessary for this map.

Pack-a-punch has been removed in Unique Mod and replaced with weapon leveling.

Weapon Leveling is a prototype in Farm and will be improved in newer versions of the mod which I may update on this map but might not. Unconfirmed. See how it goes.
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: RBRT on June 23, 2015, 12:28:09 pm
I tried to love this map Dual, I really did...

Instead I became infatuated with it  :troll:

Great remake, with every single detail from the original. The new weapons and weapon leveling system really are amazing, and I know the mod is a W.I.P., but it's an amazing concept and works flawlessly with the map.

Keep up the amazing work  :D
Title: Re: Farm 2.0 (Unique) - Final Release
Post by: mxtxm on June 26, 2015, 05:47:29 pm
The map is great, and i love the weapon leveling concept.
Would it be possible to make the weapons to into Pack-a-Punch versions once they hit level 15? I am asking because simply leveling them up kinda gets old after awhile. I also ran through the map, just to see how long it would take to get a weapon to level 15 and that took around 20 rounds(the weapon I did this with was the colt.) If they player plays their cards right, they should be able to get their guns to level 15 anywhere between rounds 15 and 20, which is around the time that players may start to pack-a-punch on any other map.
Another idea would be to add something to the weapons, whether it be larger magazines or more reserve ammo.
Again, great mod cant wait to see what you do with it in the future.