UGX-Mods

Contests => Past Contests => UGX-Mods & ZomMods Mapping Contest 2015 => Topic started by: CrazyRandomzZ on July 20, 2015, 11:30:08 am

Title: [Withdrawn] Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 20, 2015, 11:30:08 am
Welcome to my contest entry :P its a bit late as i already started a different project. now that project is on hold i bring you

AREA 51!!

so this is a contest about surviving the zombie outbreak. well id like to take the fight right to the starting point of it all. Area 51 is the believed causes of the outbreak. this map follows the clean up crew trying to discover what caused the outbreak and if there can be a cure.

weapons
Spoiler: click to open...
aa12
acr
ak47
as50
cm901
deagle
five seven
m320glm
mg36
mk14
mk46
mp5
mp7
msr
p99
pp90m1
scar
striker
type95
ump45
BO2 Crossbow.
Ballistic knifes bo2 multiplayer version (no retrieve blade or revive (yet) upgraded auto gives you Bowie ballistic knifes. that does double damage as Bowie is not available to buy off wall)

Raygun Mark 2 (available by upgrading upgraded raygun)

and the standard WW + more (maybe)

Pictures
Spoiler: click to open...
Small area of the map
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fe054b1ba517aeac1dcbe13ef6a87686d.jpg&hash=21dda46aa9d97eefcd3e34da123fe1c3f5cbe36d)
Included nuketown zombies. and player models
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F39ad096b8d6c0f369d65a07fa2a555c7.jpg&hash=94791d0cffa6fb47eeba9d032873681f1dfb39f5)

Some of the weapons
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fee4f487f47388a7d7c24076342954938.jpg&hash=bb9b00db7530c29a1c5f1d2603352bd98d9c0813)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fb5985601543fae652cf1826a39c8aa01.jpg&hash=9dfad7ad7b6c87212eb43b802cd2ef23e1ad7d75)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Ffb1cb34231b89e44739f2294c27544f3.jpg&hash=0ec4dd0e3d1100df3edc1134849bdfdc88356ce6)


UPDATE 1 : PAP CAMOES
Spoiler: click to open...
animated textures of corse ;)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fd1ba3faf7852332ca999fc230f0124f7.jpg&hash=7236e0ac0a80f14325245661ee3fb2f88d5f92cc)

UPDATE 2 : small video of the corridor

UPDATE 3 : PERKS PERKS PERKS
Spoiler: click to open...
so the past 3 days i have been hard at work scripting and porting 5 extra perks (plus DT2)

this is my fist time scripting of porting the perks so its been  a rough journety :P bed at 4am most night :P
(you know the deal. change one thing, compile, test, fail and repeat)

But the extra perks are as followed:
DoubleTap 2
Electric Cherry
Mule Kick
Stamin-Up
Deadshot
PHD Flopper (no explosion: atm ;) )

Here are pics Location is not permanent just spaced close together for easy testing

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F36751cacd860f3398a3f72adcd932bd9.jpg&hash=6ea2225877d2236cd31e90e1108abb16a91fdd3d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F2547dab7853bb45ea9054865241a47db.jpg&hash=26f09124c8b21a20771bfe9bc8fb6c87f8de5077)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fb95a0bac9dcb95c576f1e337489152b2.jpg&hash=bbf0203a725d804acf5a429917fdcd5b48f6ca02)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fa352b4b2544ab46157acb464c5e5f3c4.jpg&hash=80c3b60679cb1c52429fa5022c8d3846ef8005b1)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F5a996189ec6791526b159b5463e09b65.jpg&hash=11a0f00ec13df73d7cda67b67e6740023daa360b)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F057e162c4c867e5fec035e74967a08f9.jpg&hash=457a6e087540aa1905200438d2dc5427f0b0bd31)

Thanks to HitmanVere for the Shaders :) they are awesome!

UPDATE 4 : BO2 Crossbow and new HUD
Spoiler: click to open...
added bo2 crossbow. for people wondering. im getting all the weapons. perks and stuff into the map first. once all the features i want are in. ill start working on map desing. i have alot planned out already. and will being the grind once im happy with all the fatures.

PS. also added MOTD HUD. ill change the look of the dpad and bar soon. also added zombie counter. that only shows up when there are less then 10 zombies left :P

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F3ff8f3d887934972e8fe159687588bee.jpg&hash=ebf0f0b895900fa1f18a75c92602d50d05f651ab)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Ffc239f552213b71a88a520f3eefe6487.png&hash=8d79b1ce5845e9939d2f322062117d307ad555be)

UPDATE 5 : Deathmachine drop & zombieblood & new mystery box

UPDATE 6 : work on a new area of the map
Spoiler: click to open...
so working on more areas of the map. keep in mind its SUPER early stage

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F2aaeb2896fcdc54e59e26a2231d6bc20.jpg&hash=27926706797d6117df6ba9f564f58e76cc5d0c8d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F623227cc9687d5aa1a2c0a752eada536.jpg&hash=b68d5af0e78a8994cd95c4e5fb93af4752efcdc4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fe8ac059918d4ba4150ad752ebfca8ea9.jpg&hash=4c79c520d337105cad8ff5c26491b4a7ac864f45)

UPDATE 7 : work on a new area of the map and MORE
Spoiler: click to open...
just a small update. been really busy the past week. but have been working on the map when ever i can :)

i have added a boss zombie. and done some more design to the map. also have another perk in the works. when i work out the scripting :P

but here is a picture of the little area i have been working on:
(https://i.gyazo.com/51081877a150fd3b4621b6b957bf0b67.jpg)
notice im using the skybox for my star wars map. (this was original my entry but was replaced by area 51)
also notice how similar it looks to a bo2 MP map ;) this will be the basic layout of the map for those who are interested.

UPDATE 8 : Building And Buildables

UPDATE 9 : Conspiracy theory anyone? 
Spoiler: click to open...
Working on the PAP room. the map will include a def-con system or a kino teleporter system or a mox of both. yet to be decided but this will be the location of pap. still needs a lot more detail. but you can tell what im going for here ;)

(https://i.gyazo.com/41d0d149a98bf6271b5bdc2200ca1aa7.jpg)
P.S if anyone can get me a good moon rover model please send me a message. i have searched all day with no luck

UPDATE 10 : more work done? 
Spoiler: click to open...
so some work done the past few days. its coming along. still far from finished but here we go. worked on more of the exterior. but its taking the longest time. i think when i get to the interior progress will be better. detailing the ext. is a bitch

(https://i.gyazo.com/0cbd21f2b3097783146e91282f3c8dd6.png)

(https://i.gyazo.com/d8a336bb9cc18ec8a3b25e0ddb94c374.jpg)

here is a start the the main chamber, its in really early days.
PAP location and bench are temporary. as you can see its just the stair way. walls roof and detail hasnt been started yet.

(https://i.gyazo.com/42de5da953258f969943a9edc3f4d166.png)
Title: Re: Area 51 - Modern Zombie Origins
Post by: chromastone10 on July 20, 2015, 02:57:17 pm
i kinda already am doing an area 51 map .-.
Title: Re: Area 51 - Modern Zombie Origins
Post by: MrDunlop4 on July 20, 2015, 03:43:52 pm
Looks great. Looks like the Mini Labor a little bit.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 20, 2015, 03:51:03 pm
i kinda already am doing an area 51 map .-.

well i guess we will see how we each depict Area 51 because its all classified info it could be anything :) good luck
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on July 20, 2015, 10:11:24 pm
Quote
Area 51 is the believed causes of the outbreak

not that it matters


but id like to point out, as this is made pretty clear by Origins in BO2

The first out break was in the trenchs of Northern France

The second out break was at Nacht Der Untoten ( Explained in the Black Ops 1 intel )
Title: Re: Area 51 - Modern Zombie Origins
Post by: Centric on July 21, 2015, 12:58:49 am
not that it matters


but id like to point out, as this is made pretty clear by Origins in BO2

The first out break was in the trenchs of Northern France

The second out break was at Nacht Der Untoten ( Explained in the Black Ops 1 intel )

I thought this was custom zombies?
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on July 21, 2015, 01:24:41 am
Quote
not that it matters


but id like to point out, as this is made pretty clear by Origins in BO2

The first out break was in the trenchs of Northern France

The second out break was at Nacht Der Untoten ( Explained in the Black Ops 1 intel )
Title: Re: Area 51 - Modern Zombie Origins
Post by: tudark on July 21, 2015, 01:50:40 am
wow lots of corridors like orbit ones in a lot of maps now ::)
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 21, 2015, 12:26:37 pm


yes Harry not that it matter :P but this is in todays world :P so the outbreak was caused by Area 51 :P if element 115 came to earth where would we put it? no other then area 51. BUT people got sick and started dieing. but not staying dead. soo if a zombie outbreak were to happen today it would most likely be in area 51 :P

hence the name: modern zombies origin :)
Title: Re: Area 51 - Modern Zombie Origins
Post by: DeletedUser on July 21, 2015, 01:30:23 pm
yes Harry not that it matter :P but this is in todays world :P so the outbreak was caused by Area 51 :P if element 115 came to earth where would we put it? no other then area 51. BUT people got sick and started dieing. but not staying dead. soo if a zombie outbreak were to happen today it would most likely be in area 51 :P

hence the name: modern zombies origin :)
-0/115 "Would make it official canon again..." -Jason "Fog" Blundell
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 24, 2015, 01:32:10 am
UPDATE 3 PERKS PERKS PERKS

so the past 3 days i have been hard at work scripting and porting 5 extra perks (plus DT2)

this is my fist time scripting of porting the perks so its been  a rough journety :P bed at 4am most night :P
(you know the deal. change one thing, compile, test, fail and repeat)

But the extra perks are as followed:
DoubleTap 2
Electric Cherry
Mule Kick
Stamin-Up
Deadshot
PHD Flopper (no explosion: atm ;) )

Here are pics Location is not permanent just spaced close together for easy testing

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F36751cacd860f3398a3f72adcd932bd9.jpg&hash=6ea2225877d2236cd31e90e1108abb16a91fdd3d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F2547dab7853bb45ea9054865241a47db.jpg&hash=26f09124c8b21a20771bfe9bc8fb6c87f8de5077)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fb95a0bac9dcb95c576f1e337489152b2.jpg&hash=bbf0203a725d804acf5a429917fdcd5b48f6ca02)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fa352b4b2544ab46157acb464c5e5f3c4.jpg&hash=80c3b60679cb1c52429fa5022c8d3846ef8005b1)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F5a996189ec6791526b159b5463e09b65.jpg&hash=11a0f00ec13df73d7cda67b67e6740023daa360b)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F057e162c4c867e5fec035e74967a08f9.jpg&hash=457a6e087540aa1905200438d2dc5427f0b0bd31)

Thanks to HitmanVere for the Shaders :) they are awesome!
Title: Re: Area 51 - Modern Zombie Origins
Post by: HitmanVere on July 24, 2015, 12:34:07 pm
UPDATE 3 PERKS PERKS PERKS

so the past 3 days i have been hard at work scripting and porting 5 extra perks (plus DT2)

this is my fist time scripting of porting the perks so its been  a rough journety :P bed at 4am most night :P
(you know the deal. change one thing, compile, test, fail and repeat)

But the extra perks are as followed:
DoubleTap 2
Electric Cherry
Mule Kick
Stamin-Up
Deadshot
PHD Flopper (no explosion: atm ;) )

Here are pics Location is not permanent just spaced close together for easy testing

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F36751cacd860f3398a3f72adcd932bd9.jpg&hash=6ea2225877d2236cd31e90e1108abb16a91fdd3d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F2547dab7853bb45ea9054865241a47db.jpg&hash=26f09124c8b21a20771bfe9bc8fb6c87f8de5077)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fb95a0bac9dcb95c576f1e337489152b2.jpg&hash=bbf0203a725d804acf5a429917fdcd5b48f6ca02)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fa352b4b2544ab46157acb464c5e5f3c4.jpg&hash=80c3b60679cb1c52429fa5022c8d3846ef8005b1)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F5a996189ec6791526b159b5463e09b65.jpg&hash=11a0f00ec13df73d7cda67b67e6740023daa360b)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F057e162c4c867e5fec035e74967a08f9.jpg&hash=457a6e087540aa1905200438d2dc5427f0b0bd31)

Thanks to HitmanVere for the Shaders :) they are awesome!

Wrong DT shader ;)
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 24, 2015, 01:42:04 pm
Wrong DT shader ;)

hmmm thats the only deadshot one you gave me :P besided i do like it. unless you have a differ?
Title: Re: Area 51 - Modern Zombie Origins
Post by: HitmanVere on July 24, 2015, 02:03:52 pm
hmmm thats the only deadshot one you gave me :P besided i do like it. unless you have a differ?

DT = Double Tap, lol
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 24, 2015, 05:47:24 pm
DT = Double Tap, lol

ah you are correct :P but ist that the DT2 shader. as im using the DT2
Title: Re: Area 51 - Modern Zombie Origins
Post by: HitmanVere on July 24, 2015, 06:06:20 pm
ah you are correct :P but ist that the DT2 shader. as im using the DT2

My download contained both DT and DT2.0 shaders, you are using normal DT shader, lol
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 25, 2015, 07:08:21 pm
Ported RayGun Mark 2 :)

to get RayGun mark 2. you must upgrade the upgraded  raygun (this might change. but its seems pretty cool) you can also upgrade that upgraded Mark2 (RayGun inception)
here is video.

! No longer available (http://www.youtube.com/watch?v=9zSuoKVAqRQ&feature=youtu.be#)
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on July 25, 2015, 07:24:33 pm
to get RayGun mark 2. you must upgrade the upgraded  raygun (this might change. but its seems pretty cool) you can also upgrade that upgraded Mark2 (RayGun inception)
here is video.
If you took out the part where you had to upgrade the upgraded raygun, this would be amazing. Raygun->Raygun Mk2->Upgraded Raygun Mk2.
Also, good job getting the recoil push right. 10/10.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 25, 2015, 11:38:36 pm
If you took out the part where you had to upgrade the upgraded raygun, this would be amazing. Raygun->Raygun Mk2->Upgraded Raygun Mk2.
Also, good job getting the recoil push right. 10/10.

hmmm sounds like a plan. but at the same time its more of a challange to get to the mark2 but we shall see :) thanks for the input
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 27, 2015, 12:42:09 am
added bo2 crossbow. for people wondering. im getting all the weapons. perks and stuff into the map first. once all the features i want are in. ill start working on map desing. i have alot planned out already. and will being the grind once im happy with all the fatures.

PS. also added MOTD HUD. ill change the look of the dpad and bar soon. also added zombie counter. that only shows up when there are less then 10 zombies left :P

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F3ff8f3d887934972e8fe159687588bee.jpg&hash=ebf0f0b895900fa1f18a75c92602d50d05f651ab)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Ffc239f552213b71a88a520f3eefe6487.png&hash=8d79b1ce5845e9939d2f322062117d307ad555be)
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on July 28, 2015, 07:15:59 pm
Added Deathmachine Weapon powerup (like bo1 bo2) and added zombieblood powerup

! No longer available (http://www.youtube.com/watch?v=m1YORTMBam4&feature=youtu.be#)


HELP ME! please:)
Spoiler: click to open...
if anybody can help me get the barrel spin working on the gun that would be great ;)

Double Post Merge: July 29, 2015, 05:09:10 pm
Made new Mystery Box to fit the more modern feel of the map. just need to work on the box mode model.

http://www.youtube.com/watch?v=hTZ4cmgMVNs&feature=youtu.be (http://www.youtube.com/watch?v=hTZ4cmgMVNs&feature=youtu.be)
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on July 30, 2015, 09:49:08 pm
Quote
if anybody can help me get the barrel spin working on the gun that would be great ;)

Tom BMXs youtube chanel has a video tutorial for this
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on July 31, 2015, 12:37:50 am

Made new Mystery Box to fit the more modern feel of the map. just need to work on the box mode model.

http://www.youtube.com/watch?v=hTZ4cmgMVNs&feature=youtu.be (http://www.youtube.com/watch?v=hTZ4cmgMVNs&feature=youtu.be)
I think I've started a trend  :poker: Well, at least it's a good one.
Title: Re: Area 51 - Modern Zombie Origins
Post by: JBird632 on July 31, 2015, 12:53:10 am
I think I've started a trend  :poker: Well, at least it's a good one.
How did u start the trend of new mystery boxes? There were custom boxes 3 years ago... like Overrun for example.
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on July 31, 2015, 01:05:17 am
How did u start the trend of new mystery boxes? There were custom boxes 3 years ago... like Overrun for example.
:please: Don't remind me of that map.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 01, 2015, 09:21:54 pm
so working on more areas of the map. keep in mind its SUPER early stage

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F2aaeb2896fcdc54e59e26a2231d6bc20.jpg&hash=27926706797d6117df6ba9f564f58e76cc5d0c8d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F623227cc9687d5aa1a2c0a752eada536.jpg&hash=b68d5af0e78a8994cd95c4e5fb93af4752efcdc4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fe8ac059918d4ba4150ad752ebfca8ea9.jpg&hash=4c79c520d337105cad8ff5c26491b4a7ac864f45)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F64a2125a627b27bb2927fff1c4af5d02.jpg&hash=420a0aeda08c655b55224aa9bfdfc8984f3eb582)
Title: Re: Area 51 - Modern Zombie Origins
Post by: Andy Whelan on August 01, 2015, 10:50:58 pm
Is the crossbow explosive tip? I prefer it being a normal crossbow like in Deadship. Completely up to you though ;)
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 01, 2015, 11:21:23 pm
Is the crossbow explosive tip? I prefer it being a normal crossbow like in Deadship. Completely up to you though ;)

the non PAP version is standard one shot one kill. but PAP'd its exploding tip. in deadship it was not a weapon worth upgrading because it still only killed one zomb and the slow fire rate and clip size it really needs to be exploding tip. but ether way its pretty good weapon. :)
Title: Re: Area 51 - Modern Zombie Origins
Post by: NGcaudle on August 03, 2015, 06:50:17 pm
You should edit the double tap shader due to it being the normal double tap and not 2.0
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on August 07, 2015, 09:28:13 pm
hmmm sounds like a plan. but at the same time its more of a challange to get to the mark2 but we shall see :) thanks for the input
I disagree, just shoving it in the pap again does not "add challenge"

making the user do something to "unlock" the "ability" to put it in the pap again - adds challenge
Title: Re: Area 51 - Modern Zombie Origins
Post by: MZslayer11 on August 07, 2015, 11:04:51 pm
ah you are correct :P but ist that the DT2 shader. as im using the DT2

The shader in your pics appears to be the original DT shader, not DT2.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 11, 2015, 12:47:52 am
just a small update. been really busy the past week. but have been working on the map when ever i can :)

i have added a boss zombie. and done some more design to the map. also have another perk in the works. when i work out the scripting :P

but here is a picture of the little area i have been working on:
(https://i.gyazo.com/51081877a150fd3b4621b6b957bf0b67.jpg)
notice im using the skybox for my star wars map. (this was original my entry but was replaced by area 51)
also notice how similar it looks to a bo2 MP map ;) this will be the basic layout of the map for those who are interested.
Title: Re: Area 51 - Modern Zombie Origins
Post by: conn6orsuper117 on August 11, 2015, 06:09:16 am
Are you going to add lens flares in with the lights like fracture studios is doing?
Title: Re: Area 51 - Modern Zombie Origins
Post by: Andy Whelan on August 11, 2015, 06:23:02 am
also notice how similar it looks to a bo2 MP map ;) this will be the basic layout of the map for those who are interested.
Is it just that bit from DRONE? Or the whole map but "Re-Imagined" ???
Title: Re: Area 51 - Modern Zombie Origins
Post by: RadimaX on August 11, 2015, 07:37:08 am
i kinda already am doing an area 51 map .-.

call it area 52 :D
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 11, 2015, 01:24:02 pm
call it area 52 :D
i plan on adding an area called area 52 :P we shall see where it goes.

Is it just that bit from DRONE? Or the whole map but "Re-Imagined" ???
its the layout of drone. so somewhat Re-imagened. like there will be parts you recognize like that. but most will be alot different (or at least thats the plan)

Are you going to add lens flares in with the lights like fracture studios is doing?

i havnt got a clue on how to do that so i doubt it :P the lights that you can see have a bit of flair on the models so think that will be the extent of it.
Title: Re: Area 51 - Modern Zombie Origins
Post by: conn6orsuper117 on August 11, 2015, 06:14:26 pm
i havnt got a clue on how to do that so i doubt it :P the lights that you can see have a bit of flair on the models so think that will be the extent of it.
I thought someone on the forum posted a tutorial on adding lens flares to maps.
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on August 11, 2015, 11:08:40 pm
I thought someone on the forum posted a tutorial on adding lens flares to maps.
http://ugx-mods.com/forum/index.php/topic,7956.0/topicseen.html (http://ugx-mods.com/forum/index.php/topic,7956.0/topicseen.html)

Someone did ^
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 12, 2015, 01:22:33 am
http://ugx-mods.com/forum/index.php/topic,7956.0/topicseen.html (http://ugx-mods.com/forum/index.php/topic,7956.0/topicseen.html)

Someone did ^

ah cool i shall have a look. but at the same time the light model i have has a pretty good lense flair as is. here is some better pictures with more lighting.

(https://i.gyazo.com/86adfd799d6839d8a5ca29c910b751ab.jpg)
(https://i.gyazo.com/50fdf240ce88b4d02e696edb312a4ae5.jpg)
P.S yes the light is very bright. BUT they are flood lights and do indeed floor the area with light. might lower it though.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 19, 2015, 10:20:47 pm
Todays edit:

added Buildable thundergun. the thundergun model and script is temporary. but the buildable works pretty good. (provided by harry BO21 Buildables)

also worked on the exterior of the main building. still got alot of mapping to go

! No longer available (http://www.youtube.com/watch?v=jLY_9IsObG4#)

(https://i.gyazo.com/e7e2a534cb1d48641c726f4adf5b59e3.jpg)
P.S the extirorior is still not finished and has placeholder textures while i decide what looks best.

also begun work on the halls. leading to the main chamber.
(https://i.gyazo.com/eb0d1940ae9a1224d286a51221ad5235.png)

this area is pretty much done now.
(https://i.gyazo.com/193b2a201640317a25c01ce6879939f3.jpg)
Title: Re: Area 51 - Modern Zombie Origins
Post by: Harry Bo21 on August 19, 2015, 10:31:40 pm
Todays edit:

added Buildable thundergun. the thundergun model and script is temporary. but the buildable works pretty good. (provided by harry BO21 Buildables)

He he, get a kick when i see that :)

Just so you know tho there is a little bug that i need to fix. If you start to build, stop before the knuckles come out, and start again,after youll be left with no gun in hand. Swapping weapon puts you back to normal but prob allows for a multi gun glitch

Ill update it today
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 19, 2015, 10:56:02 pm
He he, get a kick when i see that :)

Just so you know tho there is a little bug that i need to fix. If you start to build, stop before the knuckles come out, and start again,after youll be left with no gun in hand. Swapping weapon puts you back to normal but prob allows for a multi gun glitch

Ill update it today

also if you stop at the very end of the knuckle crack it does the same thing. but its not a huge issue most people would try cycle weapon first so not in a hurry. i did have to remove your utility script as it conflicts with my perk scripts :P simply took the functions from the utility that where being called and put them at the bottom of the buildable script :) worked perfect.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on August 26, 2015, 08:19:13 pm
Working on the PAP room. the map will include a def-con system or a kino teleporter system or a mox of both. yet to be decided but this will be the location of pap. still needs a lot more detail. but you can tell what im going for here ;)

(https://i.gyazo.com/41d0d149a98bf6271b5bdc2200ca1aa7.jpg)
P.S if anyone can get me a good moon rover model please send me a message. i have searched all day with no luck
Title: Re: Area 51 - Modern Zombie Origins
Post by: MZslayer11 on August 26, 2015, 08:30:39 pm
Working on the PAP room. the map will include a def-con system or a kino teleporter system or a mox of both. yet to be decided but this will be the location of pap. still needs a lot more detail. but you can tell what im going for here ;)

(https://i.gyazo.com/41d0d149a98bf6271b5bdc2200ca1aa7.jpg)
P.S if anyone can get me a good moon rover model please send me a message. i have searched all day with no luck

And let the agruement about wether the moon landing happened or not begin!

On a serious note, I think you should use the defcon teleport system. Haven't seen that in many custom maps.
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on August 26, 2015, 09:16:59 pm
On a serious note, I think you should use the defcon teleport system. Haven't seen that in many custom maps.
That's exactly what I was planning on having in my map. :poker: I'm very much enjoying it that people are taking a turn at Five stuff nowadays between this and the Five remake. Best singleplayer map ever.
Title: Re: Area 51 - Modern Zombie Origins
Post by: chromastone10 on August 26, 2015, 10:11:42 pm
That's exactly what I was planning on having in my map. :poker: I'm very much enjoying it that people are taking a turn at Five stuff nowadays between this and the Five remake. Best singleplayer map ever.

glad im not the only one who liked five, still find the pentigon thief the scariest part of that map, being either in the labs or spawn where its all dark then the next round starts and plays the dog/thief round music as everything gets all blueish still sends chills up my spine
Title: Re: Area 51 - Modern Zombie Origins
Post by: bportjoey on August 26, 2015, 10:38:30 pm
nice, I like drone inspired area looks awesome, are you gonna have sliding doors like drone did,

also don't forget to add the carpet pattern from "The Shining" leading to he mood landing conspiracy area, which im sure most people reading this are saying wtf does the carpet from The Shining have to do with the fake moon landings...google Henry Kubrick and the moon landings. it very interesting stuff,
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on August 27, 2015, 12:29:09 am
glad im not the only one who liked five, still find the pentigon thief the scariest part of that map, being either in the labs or spawn where its all dark then the next round starts and plays the dog/thief round music as everything gets all blueish still sends chills up my spine
I just like it because it's the only map that stays hard no matter how much you play it. If you aren't careful, you could get stuck on the various machines cluttering the war room, could get screwed up by the nova crawlers, or the thief could take your weapons, which is probably the most genius boss idea because he's always threatening because of it. Most other bosses weren't as terrifying because they didn't come straight for you and, if they did, it was at a fairly slow pace. The thief is not slow. If you run through the war room with him tailing you, you only have a chance to shoot about 4 times with most guns because he'll already be caught up to you by then. He's freaking petrifying.
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on September 07, 2015, 08:28:40 pm
have not got any updates at the moment unfortunately. was a way for 2 weeks but soon as i get my ass into gear ill be back into the swing of things. has some time to think how the map is going. and hopeful i can get everything i want in before the end date. so keep any eye out for future updates :) 
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on September 11, 2015, 05:46:48 pm
so some work done the past few days. its coming along. still far from finished but here we go. worked on more of the exterior. but its taking the longest time. i think when i get to the interior progress will be better. detailing the ext. is a bitch

(https://i.gyazo.com/0cbd21f2b3097783146e91282f3c8dd6.png)

(https://i.gyazo.com/d8a336bb9cc18ec8a3b25e0ddb94c374.jpg)

here is a start the the main chamber, its in really early days.
PAP location and bench are temporary. as you can see its just the stair way. walls roof and detail hasnt been started yet.

(https://i.gyazo.com/42de5da953258f969943a9edc3f4d166.png)
Title: Re: Area 51 - Modern Zombie Origins
Post by: MAK911 on September 11, 2015, 06:22:37 pm
here is a start the the main chamber, its in really early days.
PAP location and bench are temporary. as you can see its just the stair way. walls roof and detail hasnt been started yet.

(https://i.gyazo.com/42de5da953258f969943a9edc3f4d166.png)
I wanna jump those rails. Looks nice.
Title: Re: Area 51 - Modern Zombie Origins
Post by: Bwc66930 on September 11, 2015, 06:24:20 pm
Looks very nice :))

Can I eat it?
Title: Re: Area 51 - Modern Zombie Origins
Post by: RadimaX on September 11, 2015, 07:43:17 pm
why is it called area 51 if its "bo2 - Drone Remake?"
(https://i.gyazo.com/0cbd21f2b3097783146e91282f3c8dd6.png)
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on September 11, 2015, 09:03:42 pm
why is it called area 51 if its "bo2 - Drone Remake?"
(https://i.gyazo.com/0cbd21f2b3097783146e91282f3c8dd6.png)

ah you see the layout will be similar to that of bo2s done. but the interior will have major differences. and i liked the map drone it had the kind of look id like to think part of area 51 would have. surround this area with desert and hangers and it will fit nicely.  instead of being deep in the jungle somewhere. it is based of drone and you will see similar things. but youll see alot of differences as i build more of the map.
Title: Re: Area 51 - Modern Zombie Origins
Post by: timelordalex on September 11, 2015, 09:35:39 pm
This is looking real sweet crazy. One minor suggestion is that at least when playing solo, you can pick up all parts for buildables
Title: Re: Area 51 - Modern Zombie Origins
Post by: conn6orsuper117 on September 11, 2015, 10:51:25 pm
ah you see the layout will be similar to that of bo2s done. but the interior will have major differences. and i liked the map drone it had the kind of look id like to think part of area 51 would have. surround this area with desert and hangers and it will fit nicely.  instead of being deep in the jungle somewhere. it is based of drone and you will see similar things. but youll see alot of differences as i build more of the map.

You should add the no mans land from moon to top it off
Title: Re: Area 51 - Modern Zombie Origins
Post by: chromastone10 on September 12, 2015, 07:10:28 am
You should add the no mans land from moon to top it off

please dont, my area 51 map is already based on that version of area 51, well, more of the black ops hanger 18 multiplayer map which still takes place in area 51 and is also the start of moon, i cant stop him from doing it but 2 similar maps would be boring
Title: Re: Area 51 - Modern Zombie Origins
Post by: CrazyRandomzZ on September 12, 2015, 09:22:09 am
please dont, my area 51 map is already based on that version of area 51, well, more of the black ops hanger 18 multiplayer map which still takes place in area 51 and is also the start of moon, i cant stop him from doing it but 2 similar maps would be boring

in a way i agree but in another i think it will be anything from boring. seeing how 2 different minds perceive area51 seeing whats similar and whats different. but i wouldn't have a clue how to do the no mans lands :P so your pretty safe there. but think its going to be cool to see what you make compared to what i make. by your screenshots yours might take the lead. Good luck
Title: Re: Area 51 - Modern Zombie Origins
Post by: conn6orsuper117 on September 12, 2015, 03:08:40 pm
in a way i agree but in another i think it will be anything from boring. seeing how 2 different minds perceive area51 seeing whats similar and whats different. but i wouldn't have a clue how to do the no mans lands :P so your pretty safe there. but think its going to be cool to see what you make compared to what i make. by your screenshots yours might take the lead. Good luck
not to mention he can change the look and aesthetics of the area so it looks more modern-ish.

(I dont even know what Im saying)
Title: Re: Area 51 - Modern Zombie Origins
Post by: RadimaX on September 12, 2015, 03:16:10 pm
the layout will be similar to that of bo2s drone. but the interior will have major differences. it is based of drone and you will see similar things.

Feels like this would go into the description of the map since people might want this information before downloading a remake or revamp or reimagined map again.
Title: Re: Area 51 - Modern Zombie Origins
Post by: conn6orsuper117 on November 21, 2015, 04:45:09 pm
Hows the map coming along, the contest is almost over.
Title: Re: Area 51 - Modern Zombie Origins
Post by: treminaor on November 23, 2015, 07:59:31 am
No update since September, contest deadline has been hit. Your WIP can be moved to the regular WIP section if you request us to via PM.