UGX-Mods

Contests => Past Contests => UGX-Mods & ZomMods Mapping Contest 2015 => Topic started by: whippytrout on July 01, 2015, 03:17:56 am

Title: [Approved] Wayne Manor
Post by: whippytrout on July 01, 2015, 03:17:56 am
Wayne Manor
(https://www.mediafire.com/convkey/ecec/a6icyya4xu7m5wb4g.jpg) (http://www.mediafire.com/view/a6icyya4xu7m5wb/main_page.jpg)
Message from WhippyTrout:
I chose Wayne Manor as my ideal place to go during the zombie apocalypse. I figured I would have everything I needed to survive. I mean you'd be under the same roof of the worlds greatest detective and crimefighter, and oh yea there's the BATCAVE!  ;D Little did I know that Batman was away searching for Robin who had gone missing and that the Joker had taken over Wayne Manor. So now Joker has me and Robin and is holding us hostage.

Story:
Two years ago Joker escaped Arkham Asylum along with several of Gotham's other notorious criminals. What was expected to be mass chaos in Gotham turned out to be the complete opposite. Following the escape there were no sightings or crimes regarding Joker, it was as if he had disappeared. Dick Greyson (Nightwing) left to establish himself in another city (Bludhaven) and Batman began training Jason Todd to be the new Robin. One night Jason went on a solo run but never returned. Night after night Batman scoured the city, running down every lead, pressing every underworld connection, but no one had seen any sign of Robin. He expanded his search on into Bludhaven with the assistance of Nightwing. One night while returning home from Bludhaven after months of  searching Batman noticed he had a missed call and a voice message...

Voicemail machine: "You have one missed call"

Joker: "Ring Ring! So how do you keep a secret from the world's greatest detective? Well do you know? It's easy, you stick it right in front of him. Right under his long pointy nose, and wait Ha Ha"

Voicemail machine: "End of new messages"

The updated final version of Wayne Manor has been posted on the normal maps section and this contest post will no longer be used/supported. The Download Buttons will also not work on this page. Please refer to the new post here:
http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055 (http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055)

Note you MUST download the .dll file below and put it in your Call of Duty WaW root directory in order to play this map. This is an engine mod that increases the limits of Call of duty WaW
The original post for this mod which has more details on what it does can be found here:
http://ugx-mods.com/forum/index.php/topic,8092.0.html (http://ugx-mods.com/forum/index.php/topic,8092.0.html)

www.mediafire.com

Instructions: To install the engine mod simply go to your steam library, right click Call of Duty WaW, Click properties, Click the Local Files Tab, Then click browse local files. Then drag the .dll into that window that opens.
If you don't have the Steam version of the game your game is probably in C/programfiles(86)/Activition/Call of Duty - World at War
(https://www.mediafire.com/convkey/8461/m3e2bez820e63ca4g.jpg) (http://www.mediafire.com/view/m3e2bez820e63ca/how_to_install.jpg)
Images:
Spoiler: click to open...
Final Update:
This is some new areas I've been working on. I'm pretty much done mapping. Now just working out the bugs

Update 1:
Very Early Screenshots (NOTE The building below is a placeholder until I start creating the real mansion, I just needed it there to see what it would look like)

Update 2:
Nothing this week but I'm going to work on it next week so keep an eye out.

Update 3:
Spoiler: click to open...
This week I focused on scripts and features and didn't get much mapping done (nothing to really show).
Features  Completed:
  • Boss Zombie (open for ideas on the villain for boss
  • Fixed 400FX error and added in my own custom FX
  • Sketched out some of the layout
  • Worked on worldspawn settings and skybox to give the perfect atmosphere
  • Added in Sound effects for footsteps

Update 4:
Update 5:
A Certain Villain will be returning for a big part of Wayne Manor
I've working a lot on the riddles lately I cant wait for you guys to try and solve them. ;)

Update 6:

Huge Update 7 (10/16):

So stay tuned, Same Bat time, Same Bat Channel.  :troll:


Credits:

Spoiler: click to open...
BluntStuffy - General help and boss scripting
DidUknowiPwn - Engine mod
elfenliedtopfan5 - easter egg song
OfficialMT22 - Custom shaders
scriptz - buildables
UGX - easy fx
UGX Rorke - MW2 weapons
TomBMX - Lime and Lemon
Title: Re: (W.I.P.) Wayne Manor
Post by: SajeOne on July 16, 2015, 11:38:08 pm
I know you want to keep secrets and to a degree you can do that but we need a visual representation of your progress so we can actually verify that you are creating this now and it isn't something you made months ago that you are adding to your project. If we see a half done map posted as the first progress update we cannot verify that you created it for the contest.

EDIT: I see you posted for first progress update on June 30th. Have you been editing your topic everyday on purpose?

If you have started working on the map we need a visual representation of your progress by Monday July, 20/2015 at 11:59PM PST. If for some reason you haven't actually been working on it you can simply specify there is no progress. But if we see two weeks or more worth of progress posted in a week for instance the map will have to be disqualified.
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on July 17, 2015, 02:02:03 am
I haven't updated the post everyday that must be some kind of error. I posted a WIP then came back a few days later when I came up with an idea and renamed the post to Wayne Manor and described some ideas, Then I edited the post yesterday to show some of my ideas/progress, And the last update was today to post some screenshots.

I'm sorry if I was misleading on my maps progress, but to be honest I've only had a few weekends to work on it here and there. As you can probably tell in the screenshots lol. I can update once weekly with either new screenshots or just stating I haven't done anything if that will work, but please don't disqualify me for being slow.
Title: Re: (W.I.P.) Wayne Manor
Post by: SajeOne on July 17, 2015, 05:43:33 am
I can update once weekly with either new screenshots or just stating I haven't done anything if that will work
That's perfect.
Title: Re: (W.I.P.) Wayne Manor
Post by: steviewonder87 on July 17, 2015, 09:24:09 am
I'm getting the impression that you quite like Batman Whippy? Am I right? ;D
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on July 17, 2015, 04:54:40 pm
Whats a Batman?  ::)  :troll:
Title: Re: (W.I.P.) Wayne Manor
Post by: Harry Bo21 on July 18, 2015, 10:30:54 pm
should make it like the challenge map from Batman Arkham City, could prob get the models and textures from it too
Title: Re: (W.I.P.) Wayne Manor
Post by: freefire1990 on July 18, 2015, 10:44:30 pm
Whats a Batman?  ::)  :troll:
batman is like a spider, he can use like those spiderwebs u know :troll:
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on July 19, 2015, 01:16:59 am
I've been trying to make that challenge map from arkham city but making to rock look right is tough. I'm going to try to find some textures. If anyone has any links to some resources that would be awesome. Im also open for cool ideas/features.
Title: Re: (W.I.P.) Wayne Manor
Post by: Harry Bo21 on July 19, 2015, 01:23:41 am
I've been trying to make that challenge map from arkham city but making to rock look right is tough. I'm going to try to find some textures. If anyone has any links to some resources that would be awesome. Im also open for cool ideas/features.
eh? Rock? The map is entirely inside the Wayne Manor entrance hall? lol
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on July 19, 2015, 02:09:00 am
Oh you mean that one. Haha I thought you meant the batcave challenge map. My bad
Title: Re: (W.I.P.) Wayne Manor
Post by: Harry Bo21 on July 19, 2015, 02:12:56 am
um... ok

lol well in anycase, I think you should try my idea lol. Its a really nice piece of work that challenge map, and I think any Batman player only had reason to play it for ten minutes ( long enough to finish the challenge lol )

Speaking off rock textures though, whats that one your using in the batcave? Is it custom or WaW?

Looks a lot nicer than ones ive tried
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on July 27, 2015, 07:32:28 am
I got the rock textures from Skyrim I've actually changed it to a darker texture now. I'll post screenshots later this week when I get more done.  ;D
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on October 16, 2015, 07:36:20 pm
I updated the original post. I've had a lot of time to map this past week so I thought I'd share with you guys my progress so far.  :D
Title: Re: (W.I.P.) Wayne Manor
Post by: tomikaze on October 16, 2015, 07:53:16 pm
Hey Whippy, those pics look batass. Has anyone used that one yet, bat-ass? (Tom, you're so clever)
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on October 16, 2015, 07:56:24 pm
Hey Whippy, those pics look batass. Has anyone used that one yet, bat-ass? (Tom, you're so clever)

Hahahaha I love it! Thanks man.  ;D
Title: Re: (W.I.P.) Wayne Manor
Post by: Harry Bo21 on October 16, 2015, 08:28:57 pm
stupid work pc.... I cant see the pictures and i really wanna lol
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on November 03, 2015, 07:21:05 am
Ok guys, it's getting close to the final deadline.  ;)  I posted my final update with a few new images and the story for my map!  :D  I hope you guys are as excited as I am. I'm working out the bugs now and getting it ready for the 22nd. Let me know what you think.
Title: Re: (W.I.P.) Wayne Manor
Post by: Riptide1106 on November 04, 2015, 02:16:11 am
loved the arnold voice in heart of ice! will mr freeze be making an appearance on this map too?
Title: Re: (W.I.P.) Wayne Manor
Post by: whippytrout on November 04, 2015, 05:13:11 am
loved the arnold voice in heart of ice! will mr freeze be making an appearance on this map too?

Oh he's making an appearance alright.  ;)  Hims along with several other villains.   :)
Title: Re: Wayne Manor (Released)
Post by: whippytrout on November 22, 2015, 07:12:07 pm
The map is posted.  :D  Have fun.
Title: Re: Wayne Manor (Released)
Post by: RadimaX on November 22, 2015, 07:16:15 pm
nice contest map i dont have game on steam so rip dukip "FIX" breaking every map...   :poker:
try manage the resources better during 5 months instead of having 50% of the community not capable of playing it.

if you bought codwaw cd to play custom zombies map, here is a custom map you cannot play:
Only Steam or "LanFixed" versions of the game will work with the mod, NOT CD

Hope the judges got the game on steam so they can rate it
Title: Re: Wayne Manor (Released)
Post by: steviewonder87 on November 22, 2015, 07:18:15 pm
nice contest map i dont have game on steam so rip dukip "FIX" breaking every map...   :poker:
try manage the resources better for the next release instead of havin 50% of the community not capable of playing it

Hope the judges got the game on steam so they can rate it

You don't need it on Steam. I have 'disc' version (with a keygen) and got it working in a few seconds.
Title: Re: Wayne Manor (Released)
Post by: RadimaX on November 22, 2015, 07:20:00 pm
okey lets just download a virus keygen so i can play the map before reformatting the pc, wish the rules was to make a map everyone can play
Title: Re: Wayne Manor (Released)
Post by: whippytrout on November 22, 2015, 07:23:59 pm
I'm sorry man I've been trying to fix it but I always hit the fx and sound limits. Even after following several tutorials.
Title: Re: Wayne Manor (Released)
Post by: steviewonder87 on November 22, 2015, 07:25:00 pm
okey lets just download a virus keygen so i can play the map before reformatting the pc, wish the rules was to make a map everyone can play

Why would you need a virus keygen? I just bought it online rather than getting a physical disc copy, they are the exact same. You just get a lanfix .exe and drag the mod .dll into your root. Done. And it practically doubles the limits, it's amazing.

Having said that, you're right that most maps don't actually need it, better management of resources would make it unnecessary for 90% of maps. However, for me, I can deal with every limit except the memory limit and image limit, because BO3 guns use about 60 images per gun, and I was already right at the limits, so this mod is essential. I can actually freely update the map without even worrying about limits now.
Title: Re: Wayne Manor (Released)
Post by: whippytrout on November 22, 2015, 07:33:18 pm
Quote
Having said that, you're right that most maps don't actually need it, better management of resources would make it unnecessary for 90% of maps. However, for me, I can deal with every limit except the memory limit and image limit, because BO3 guns use about 60 images per gun, and I was already right at the limits, so this mod is essential. I can actually freely update the map without even worrying about limits now.

Yea that was my biggest problem too. I always use tons of images because I love custom textures and models.
Title: Re: Wayne Manor (Released)
Post by: animallover on November 22, 2015, 07:33:35 pm
Downloading now :)
Title: Re: Wayne Manor (Released)
Post by: tomikaze on November 22, 2015, 07:54:01 pm
Very cool map Whippy, I just played it for a few mins but I can tell you put some serious time and effort in. Can't wait to see more : )
Title: Re: Wayne Manor (Released)
Post by: whippytrout on November 22, 2015, 07:58:23 pm
Very cool map Whippy, I just played it for a few mins but I can tell you put some serious time and effort in. Can't wait to see more : )

Thanks man, I put months into this map lol. Now all I need is about a month of sleep.  ;)
Title: Re: Wayne Manor (Released)V1.1
Post by: JohnPC on November 23, 2015, 02:45:47 am
No Solo Quick Revive...REALLY?! Also, I love it when I have to wait half an hour before I can even move around in a map. Not to mention the 100+ doors I need to open to even get anywhere. 10/100 Best map.
Title: Re: [Approved] Wayne Manor
Post by: azetri on November 25, 2015, 09:03:31 pm
MY FRIEND KEEPS GETTING THIS ERROR. PLEASE HELP :)


Code Snippet
Plaintext
er version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1280 x 720 window at (0, 61)
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
Setting initial state..
Title: Re: [Approved] Wayne Manor
Post by: Scobalula on November 25, 2015, 11:13:51 pm
MY FRIEND KEEPS GETTING THIS ERROR. PLEASE HELP :)


Code Snippet
Plaintext
er version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1280 x 720 window at (0, 61)
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
Setting initial state..

Does your friend have T4M installed?
Title: Re: [Approved] Wayne Manor
Post by: azetri on November 26, 2015, 03:19:59 am
Does your friend have T4M installed?


It's okay, I just told him to restart his computer and it worked LOL
Title: Re: [Approved] Wayne Manor
Post by: cblankin15 on November 27, 2015, 06:30:34 am
Great Map! I like the fact that its actually challenging to get around the map. finally a map with multiple doors and areas!!!!!!!!! and on top of that theres boss zombies and custom weapons! and it has a great ending.
Title: Re: [Approved] Wayne Manor
Post by: whippytrout on December 04, 2015, 07:29:27 pm
Hey Guys and Gals! Check out the Official Trailer for Wayne Manor:
! Wayne Manor Trailer (http://www.youtube.com/watch?v=APqinqLMatE#)
Title: Re: [Approved] Wayne Manor
Post by: vendettared on December 04, 2015, 11:10:34 pm
Awesome trailer, cannot wait to play this! I only check the first 1 minute of the game and I like your presentation in the beginning man (feels like the players are actually thrust in a story) but I'm still holding out on playing this map because I'm waiting for Sunday to get together with my siblings and have an awesome time with it (after church we play codzombies, haha imagine that), especially one of them is a big Batman fan.
Title: Re: [Approved] Wayne Manor
Post by: Harry Bo21 on December 04, 2015, 11:12:05 pm
lol, i actually can imagine that

"Praise Jebus - DIE ZOMBIE"

lol
Title: Re: [Approved] Wayne Manor
Post by: e0894ed4 on December 12, 2015, 06:15:09 am
For those whiney kids complaining about .DLL file requirement to run this map, here's the Virustotal (https://www.virustotal.com/en/file/a006dcb25f5c88b42054c1ad32569d44b82be934d6ef9a1111cda6f3e64c2ee0/analysis/1449900407/) results. It's a clean file. You got a free map, free mod, free download. Play it or leave it.
Title: Re: [Approved] Wayne Manor
Post by: PokeyD on January 09, 2016, 08:28:14 am
Hello, I have downloaded this Wayne Manor map, but it constantly crashes whenever I start. I have all required files, but it frustrates me that I can't play this fabulous map. Would somebody help me out? I am using Windows 8.1. >:(
Title: Re: [Approved] Wayne Manor
Post by: Harry Bo21 on January 09, 2016, 08:32:44 pm
Does your friend have T4M installed?
Like already said just above your comment, and on the OP, T4M is required for this map
Title: Re: [Approved] Wayne Manor
Post by: PokeyD on January 09, 2016, 09:22:20 pm
Yes, I have downloaded that T4M file, but it still constantly crashes.
Title: Re: [Approved] Wayne Manor
Post by: Harry Bo21 on January 09, 2016, 09:36:07 pm
cd version or steam
Title: Re: [Approved] Wayne Manor
Post by: PokeyD on January 10, 2016, 05:05:06 am
mine is cd rom version updated 1.7 patch.
Title: Re: [Approved] Wayne Manor
Post by: Harry Bo21 on January 10, 2016, 05:07:07 am
mine is cd rom version updated 1.7 patch.
CD version you need to use "Lanfix" to make it work with T4M
Title: Re: [Approved] Wayne Manor
Post by: PokeyD on January 11, 2016, 08:04:03 am
Thank you for help. I have downloaded Lanfix and the map is working.
Title: Re: [Approved] Wayne Manor
Post by: whippytrout on January 18, 2016, 01:34:23 am
The updated final version of Wayne Manor has been posted on the normal maps section and this contest post will no longer be used/supported. The Download Buttons will also not work on this page. Please refer to the new post here: http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055 (http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055)

If a moderator wants to add a message to the original post or remove the downloads feel free. I would have but it was locked and wouldn't let me.
Title: Re: [Approved] Wayne Manor
Post by: Dust on January 18, 2016, 02:10:57 am
The updated final version of Wayne Manor has been posted on the normal maps section and this contest post will no longer be used/supported. The Download Buttons will also not work on this page. Please refer to the new post here: http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055 (http://ugx-mods.com/forum/index.php?topic=9821.msg108055#msg108055)

If a moderator wants to add a message to the original post or remove the downloads feel free. I would have but it was locked and wouldn't let me.

Done