UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: iSayPwn on May 01, 2015, 05:02:42 am

Title: Le Mont Saint Michel (Updated: 9/3/15)
Post by: iSayPwn on May 01, 2015, 05:02:42 am
(http://i.imgur.com/WjOPlLU.png)

by: iSayPwn, Nabaro, WizenedChart
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"An uncanny secret agent, a butcher, a tourist, and an author are stranded in the apocalyptic abbey which lies on an island. The uncommon combination of survivors must form a plan as they discover the horrors of Le Mont Saint Michel..."
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Location
South Western Normandy, France

Time
Shortly after the outbreak at 'Der Riese'

Story
Le Mont Saint Michel takes place shortly after the outbreak at the Der Riese factory. The story will follow a new group of characters with multiple motives. 

Features
This map will feature several custom features which cannot be detailed at the moment; however, will be mentioned below:

Healing Grenades
Alternate Power Source + a custom weapon with 'It'
Custom Wonder Weapon (Pack-a-Punchable)
Cannons!
Battle Axes
Side Quest
Little Easter Eggs
Unique Characters with Voice Actors
Dramatic Dynamic Waves (will make certain portions of the map inaccessible)
Many Ported Weapons From various games (arsenal list will come later)
Standard Batch of Customs and Ported items (Models, Textures, Decals)
+other features which the MSM team has not started on
(will be updated)

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Changelog + Update from the MSM Team
Hello, all! So this will obviously include all of our goals and accomplishments thus far. At this current moment the team is praying for the BO3 modtools to come out so that MSM can be what it deserves to be without the limitations of W@W, but I digress.  Here's what we're working on:
Mapping with iSayPwn
-completed Spawn and Red Room
-completed architecture for Chorus Room, Bell Tower, Basilica (includes exterior + interior work) (will also work on detailing very soon)
-fixed lighting issue, zombie spawners, skybox, and other mapping glitches


Modeling/Animating with WizenedChart048
-Working on learning the basics of animation and rigging of models

Scripting with nabaro (Gamerblast)
-Experimented with water

NOTE: In addition to the changelog, you can monitor my commits on GitHub (https://github.com/gamerblast/nazi_zombie_building). If you use my work PLEASE give credit. Please PM me if you are unsure on how to do so.

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Media
(Screenshots and Videos)
(http://i.imgur.com/nr1MSUV.jpg)

(http://i.imgur.com/hdjxTM8.png)

(http://i.imgur.com/q82RBnl.jpg)

(http://i.imgur.com/rWy9K3s.jpg)

(http://i.imgur.com/to67rpY.png)

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

(http://i.imgur.com/g2KtmcT.jpg)

(http://i.imgur.com/uzVHvoO.png)

(http://i.imgur.com/xMdexIH.png)

(http://i.imgur.com/ZC0pVjO.png)


to be continued (round start sound from MoTD plays)...
Title: Re: Le Mont Saint Michel
Post by: HitmanVere on May 02, 2015, 08:21:55 am
Although the use of few textures and no dirtiness makes it look plain from screenshots, I see some time has been put on layout and architecture on the building. Looks smexy so far :P
Title: Re: Le Mont Saint Michel
Post by: Eternal_Fire on May 02, 2015, 10:26:03 am
I love the design of this map :) very nice and layed out well
Title: Re: Le Mont Saint Michel
Post by: iSayPwn on May 02, 2015, 12:52:34 pm
Although the use of few textures and no dirtiness makes it look plain from screenshots, I see some time has been put on layout and architecture on the building. Looks smexy so far :P
It does look plain at the moment, but as mentioned in the post I'll add more zombie elements such as grunginess to the map later on. Thanks you though!
Title: Re: Le Mont Saint Michel
Post by: KnivingCombat777 on May 02, 2015, 01:10:10 pm
Seems interesting, will the island have like a flood system like the real MSM?  That you cant access certain areas duribg flood or so
I wonder how those healing grenades will be implented and work
Title: Re: Le Mont Saint Michel
Post by: Scobalula on May 02, 2015, 01:38:53 pm
It looks amazing, layout looks great, architecture is done for very well, looking forward to seeing this getting a release. You have skills brother. :D
Title: Re: Le Mont Saint Michel
Post by: Uber Tiga on May 02, 2015, 03:42:33 pm
This looks good.. Looking forward to see the finished product  ;D BTW will the Custom Character be fully voiced or its going to be Grief mode kind of character ?  ::)
Title: Re: Le Mont Saint Michel
Post by: WizenedChart048 on May 02, 2015, 06:30:10 pm
This looks good.. Looking forward to see the finished product  ;D BTW will the Custom Character be fully voiced or its going to be Grief mode kind of character ?  ::)

Hi! I'm the 3D modeler for the MSM team. The custom characters will be fully voiced, quotes and all ;)
Title: Re: Le Mont Saint Michel
Post by: WizenedChart048 on May 02, 2015, 06:34:30 pm
Seems interesting, will the island have like a flood system like the real MSM?  That you cant access certain areas duribg flood or so
I wonder how those healing grenades will be implented and work
We are planning for MSM to have a real flood system akin to the actual MSM. The plan is to run it on a timer, and during high tide, you can't access certain parts of the map (this may change though).

As far as the healing grenades, they're really cool. They're thrown just like regular grenades but they have the ability to revive a downed player within a certain radius. The code is pretty much done for them as is the model, I just gotta make an animation so we can actually use them in our test map instead of our monkey bomb placeholders :P
Title: Re: Le Mont Saint Michel
Post by: Uber Tiga on May 03, 2015, 07:46:54 am
Hi! I'm the 3D modeler for the MSM team. The custom characters will be fully voiced, quotes and all ;)

Whoa! Sweet  :rainbow: This is gonna be Amazing! Good Luck with the Project, guys  :D
Title: Re: Le Mont Saint Michel
Post by: Harry Bo21 on May 03, 2015, 10:07:19 am
i have to say that looks pretty stunning, you should have done hogwarts castle, bet it would have turned out sweet ;)
Title: Re: Le Mont Saint Michel
Post by: KnivingCombat777 on May 03, 2015, 10:31:18 am
We are planning for MSM to have a real flood system akin to the actual MSM. The plan is to run it on a timer, and during high tide, you can't access certain parts of the map (this may change though).

As far as the healing grenades, they're really cool. They're thrown just like regular grenades but they have the ability to revive a downed player within a certain radius. The code is pretty much done for them as is the model, I just gotta make an animation so we can actually use them in our test map instead of our monkey bomb placeholders :P
That does sound pretty cool though
Title: Re: Le Mont Saint Michel
Post by: Andy Whelan on May 03, 2015, 10:44:10 am
Oh shit, that design! Sounds awesome, can't wait for more
Title: Re: Le Mont Saint Michel
Post by: iSayPwn on May 04, 2015, 07:58:37 pm
That does sound pretty cool though
Yup, thanks! More on the tides though, when it's hightide, the map will also open up certain opportunities for stuff such as completing a step of the side quest.
Title: Re: Le Mont Saint Michel (Updated: 5/5/15)
Post by: ShotgunRagtime on May 09, 2015, 02:07:17 am
Hot damn does this WIP look promising! Can't believe it slipped off the front page so soon.

My suggestions:

Stick to WW2/Cold War era weaponry. It's a rural French landscape, so I feel like weapons don't need to be the super high-tech BO2 guns. They'd honestly just break the immersion.

I do think that the BO2 C96, Colt, Tommy Gun, MG08, MP40, and STG would all make great fits, however.

I also think it'd be cool if there was some sort of small French village accessible by teleporter, as it would allow players to get a great view of the castle's marvelous architecture!
Title: Re: Le Mont Saint Michel (Updated: 5/5/15)
Post by: iSayPwn on May 10, 2015, 12:13:39 am
Hot damn does this WIP look promising! Can't believe it slipped off the front page so soon.

My suggestions:

Stick to WW2/Cold War era weaponry. It's a rural French landscape, so I feel like weapons don't need to be the super high-tech BO2 guns. They'd honestly just break the immersion.

I do think that the BO2 C96, Colt, Tommy Gun, MG08, MP40, and STG would all make great fits, however.

I also think it'd be cool if there was some sort of small French village accessible by teleporter, as it would allow players to get a great view of the castle's marvelous architecture!

Wow, thank you so much for such a kind post! No worries, we'll make it back there in the future, haha. Interesting ideas, and we will place them under consideration. That's one of the reasons why we do not have a weapons list just yet, it's a debated topic!
The French village portion also has been well... I don't know quite how to phrase it. With the complexity of the map and the size, it has been a struggle. Everyday I hit around two map limits having to remove yet ANOTHER portion of the map so I could make every single room as detailed and as immersive. I currently have a small outline of a town constructed with a few buildings within it and a nice path as well. The reason why I did not showcase it is was because it may not make it. Sadly World at War has a lot of limitations, and it's been a difficult road trying to fit everything in. I surely hope that I can showcase all the architecture work and have the whole map work (with no exceptions!), but only time will tell how big it exactly can be.

One again, thank you tons for your constructive comment and we hope to see you battling hordes of zombies in Le Mont Saint Michel in the near future!
Title: Re: Le Mont Saint Michel (Updated: 5/5/15)
Post by: Harry Bo21 on May 10, 2015, 01:46:46 am
Sounds like your biggest problem will be the over all memory limit. Hate that damn error lol ;)
Title: Re: Le Mont Saint Michel (Updated: 5/5/15)
Post by: SmoothCreamPie on May 10, 2015, 04:56:43 am
Can't believe I just saw this! It looks amazing anyway! Keep up the great work :D