UGX-Mods

Contests => Past Contests => $100 Giveaway Maps => Topic started by: DeletedUser on June 29, 2013, 12:56:53 pm

Title: Zombie Island
Post by: DeletedUser on June 29, 2013, 12:56:53 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHL1ns7s.png&hash=25ad44da890b8a9e40fa15c40a3ed9a9b9a3870f)
Custom Zombie map based on my suspended game which didn't made it for Ludum Dare #26.
Map Progress:
100%
Features implemented:
- Black Ops 2 like wall chalk fx
- Der Riese style teleporter (without linking)
- Kino style teleporter (without linking)
- BLOWING A WALL WITH DA BOMB
- Custom player loadout when objectives are enabled (every player randomly get a weak gun from the list) (wont appear in contest version)
- Treminaor's Easy-FX (awesome script, thanks!)
- One-way close quarters underground section
- Get to know how the lava camos on paped guns came from ;)
- hidden buyable thndergun
- Objective system (partially) (won't appear in the contest version)
- UGX Mod
- Custom vision file
Screens (as of 07-31):
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjcsLv3j.png&hash=6b4476d04c7602b583c2d098ce3797468d86ceb7)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiROqWuP.png&hash=1d9dfa8edf0def6a411019e7816a7ac10d061aff)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDpIxO8T.png&hash=764b47b07ada2b5bae13a1e7467bbe4158d2f4aa)
 (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F16MWFF0.png&hash=a81a6a8e5af802ddaf2d566bc76352cac127c040)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZBb7CrJ.png&hash=b4b89f92b19f7f0b789b5eb213e236e00a0c9b86)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAqYyEB2.png&hash=09388ece96fe9d7eb22884c0130a7a76d16d6517)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBRwWYRs.png&hash=cae3448865de799d0c3c099f4a73bb4ea82c6640)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRywh8nf.png&hash=dad0ca0be02a9565b0d1bc0ab2c55e862427f1b6)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FuiTaahK.png&hash=dc47a326c37e8e89a5be9e309431e86a7daa1c52)
Weapon chalk FX + BO-like walking anims:
CoDWaW: Zombie Island - Weapon Chalk FX + new walking anims (http://www.youtube.com/watch?v=ZvsAp1GAqpA#)
And of course suggestions are welcome :)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: SajeOne on June 29, 2013, 05:20:44 pm
This is not a valid WIP post, please refer here to what a WIP page should include UGX WIP Requirements. (http://ugx-mods.com/forum/index.php?topic=305.0) If you do not update the page it will be deleted.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on June 29, 2013, 05:37:55 pm
I'm putting pics and info right now. Sorry for that!

Post Merge: June 30, 2013, 09:21:17 am
Added video featuring my ReviveFX
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: tomikaze on July 16, 2013, 12:26:19 am
Hey Ray, we're 2 weeks in now, got any pictures or updates for us?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on July 18, 2013, 10:54:47 am
Wish I could because I'm on vacation and my brother's ThinkPad with Windows 8 can't run Radiant (and unfortunately there is no WiFi nearby)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on July 26, 2013, 08:33:48 pm
I finally succeded with UGX Mod installation!!  :D  :nyan:
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: treminaor on July 27, 2013, 06:36:52 am
I finally succeded with UGX Mod installation!!  :D  :nyan:
Woooo!   :nyan:
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on July 30, 2013, 01:29:12 pm
Small update:
Replaced Beretta M9 with Colt 1911 (ah, good ol' crappy gun). Standard version will have higher damage than normal Colt. When upgraded it becomes Colt 2013 (or 2011?) with 3x faster firerate, 4-round burst, incredible damage, big clip and crapload of ammo.
Changed Ray Gun ring texture to be more acid'ysh.
I'm gonna need help with putting lava material on upgraded Colt or somebody can send me Colt's xmodel with UGX Mod lava material on and I will take care of the rest.
The Colt 1911 have fake nickel plating.

Post Merge: July 30, 2013, 02:29:49 pm
Uploaded a video featuring the Colt 1911 and Colt 2013 (or is uploading, pardon my mobile internet connection)
Added poll about putting snow weather FX in the map (seen in Colt 1911 and 2013 video)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: treminaor on July 31, 2013, 07:51:00 pm
New pictures look great - I suggest rain rather than snow.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on July 31, 2013, 07:56:17 pm
I was thinking about rain and thunder
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: tomikaze on July 31, 2013, 08:06:16 pm
How about raining blood?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: treminaor on July 31, 2013, 08:07:22 pm
How about raining blood?
While blasting Slayer music
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 01, 2013, 06:48:34 am
Did just somebody changed their vote from no to yes?
BTW How much sound asset room is left when installing UGX Mod?
Restarted the poll. You might want to vote again.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: treminaor on August 01, 2013, 07:26:45 am
Did just somebody changed their vote from no to yes?
BTW How much sound asset room is left when installing UGX Mod?
Restarted the poll. You might want to vote again.
In v1.0.3, not much. In v1.1, lots.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 01, 2013, 09:41:08 am
Approximate number?
BTW I added you on Skype trem.
Small update:
UGX Tip system will be used for showing objectives.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: SajeOne on August 01, 2013, 05:39:36 pm
Approximate number?
BTW I added you on Skype trem.
Small update:
UGX Tip system will be used for showing objectives.
You do know there's a built in objective system in waw right?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 01, 2013, 08:06:16 pm
You do know there's a built in objective system in waw right?
Didn't knew how to use it.
1st poll result: Rain
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: 90Dboy on August 01, 2013, 08:30:42 pm
I would like an underground section. I have an idea for it. You can enter one way, but you can't go back the same way. You would be stuck until you find a somewhat hidden ladder. Prehaps put a good gun in?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 01, 2013, 08:31:51 pm
I would like an underground section. I have an idea for it. You can enter one way, but you can't go back the same way. You would be stuck until you find a somewhat hidden ladder. Prehaps put a good gun in?
I'll think of it. Nice idea.
Added UGX Jukebox option.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: OnlineX420 on August 02, 2013, 02:35:15 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAqYyEB2.png&hash=09388ece96fe9d7eb22884c0130a7a76d16d6517)
Pure epicness....
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 02, 2013, 06:39:14 am
Why not anybody says about what wins they mean???
@OnlineX420 Better with ragdolls ;)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: fatboypro on August 02, 2013, 01:10:45 pm
(http://i.imgur.com/AqYyEB2.png)
Pure epicness....
GET OFF MY ISLAND!
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: 90Dboy on August 02, 2013, 01:38:54 pm
(http://i.imgur.com/AqYyEB2.png)
Pure epicness....
That looks great!
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 02, 2013, 01:41:55 pm
That looks great!
I just needed a group of zombies and timescale set to 0.1  :troll:
Any suggestions for music for UGX Jukebox?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: 90Dboy on August 02, 2013, 09:26:32 pm
I just needed a group of zombies and timescale set to 0.1  :troll:
Any suggestions for music for UGX Jukebox?
Get Lucky is all I can come up with
Too much Random Access Memories  :poker:
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 03, 2013, 08:52:05 am
Get Lucky is all I can come up with
Too much Random Access Memories  :poker:
Too soft :P
What about Avenged Sevenfold - Nightmare? (instrumental is already in main menu)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: SajeOne on August 03, 2013, 09:41:40 am
Too soft :P
What about Avenged Sevenfold - Nightmare? (instrumental is already in main menu)
You sure the song won't come up copyrighted for menu music?
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 03, 2013, 10:44:51 am
You sure the song won't come up copyrighted for menu music?
I used it to try your tutorial its always subject to change.
I just remembered about this. My first music track, avaliable for free for noncommercial use. One and half a month old. Nobody downloaded it yet :P
http://rayzgamestudio.bandcamp.com/album/save-us-all-single (http://rayzgamestudio.bandcamp.com/album/save-us-all-single) (dont click Polish tag. Lots of album covers with porn will show up)
Update:
New sprinting animation for Colt 1911 and Desert Eagle. tip: its bf3 like (was bored lol)
Started working on one-way underground section. Maybe teleporters to get out?
Did some potralling since my brother's notebook started lagging ingame.
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 12, 2013, 06:38:01 pm
After 10 days there is another update!
Changed WaW Colt 1911 to BO one with silencer, night sights and extended mag (yes, also anims are BO). Since they are special ops why wouldnt they receive a kickass loadout? ;)
Repositioned colt 1911 chalk.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPBnnhik.png&hash=49a8d37c9b34c5a01ab0c58102390382a0bb5cf6)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeuFv4mk.png&hash=1c6f8e2447e7984af220a94974320ec7ab2fb3f1)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 15, 2013, 11:57:31 am
To all fans of close quarters combat:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fh3hoqD3.png&hash=5af4fade9a02e10663d0d7a26e8433f1b121664c)
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: SajeOne on August 15, 2013, 11:59:03 am
To all fans of close quarters combat:
(http://i.imgur.com/h3hoqD3.png)
Hopefully something very valuable goes in there. :P
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: DeletedUser on August 17, 2013, 06:29:38 pm
Update:
Added 2 teleporters. One just teleports and the second one is onetime buyable kino style. The kino style needs to be hacked for 5000 points in order to be usable. When bought it will be inactive for 30 seconds and then you can teleport to pap room. Then a counter will pop up with time left for pap (1player 30seconds, 2p 1 minute, 3p 1minute 30 seconds and 4p 2 minutes). Planned cooldown time for both teleporters: 2 minutes.
BTW The map is nearly complete mapping side and after that I will add some extra stuff!
Title: Re: Zombie Island (nazi_zombie_zombie_island)
Post by: SajeOne on August 19, 2013, 06:31:04 pm
Update:
Added 2 teleporters. One just teleports and the second one is onetime buyable kino style. The kino style needs to be hacked for 5000 points in order to be usable. When bought it will be inactive for 30 seconds and then you can teleport to pap room. Then a counter will pop up with time left for pap (1player 30seconds, 2p 1 minute, 3p 1minute 30 seconds and 4p 2 minutes). Planned cooldown time for both teleporters: 2 minutes.
BTW The map is nearly complete mapping side and after that I will add some extra stuff!
Sounds awesome :D
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: DeletedUser on August 19, 2013, 08:44:27 pm
Just wondering if I should make the time for pap vary of player number that touched the multiple or players on server
BTW When testing my map I accidentaly found a console dvar that makes waw walk anims look like bo ones.
EDIT: When planting a bomb or starting teleporter hacking you hide your gun and your controls are frozen for 5 seconds. (Maybe should be 2?)
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: 90Dboy on August 20, 2013, 06:35:50 am
When planting a bomb or starting teleporter hacking you hide your gun and your controls are frozen for 5 seconds. (Maybe should be 2?)
5 seconds? You should probably make it about 2, yeah.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: DeletedUser on August 20, 2013, 04:32:09 pm
fixed some bugs with scripts
decreased bomb planting and teleporter hacking start time to 2 seconds
added LAVAH + hidden buyable thundergun ;)

Post Merge: August 20, 2013, 09:26:17 pm
SFD_Detroit requested boss zombie in classic. Added poll for it.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: timelordalex on August 22, 2013, 01:46:53 pm
i would quite like brutus as the boss zombie in classic but its a shame he will stay in arcade mode, im not fan of arcade for the lack of max ammo drops
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: treminaor on August 22, 2013, 03:12:55 pm
i would quite like brutus as the boss zombie in classic but its a shame he will stay in arcade mode, im not fan of arcade for the lack of max ammo drops
At the time, there were no bosses in Treyarch's zombiemode which is why we kept it out of Classic Mode. We may reconsider and make a alternate version of the boss for Classic which doesn't have our boss screams/barf/distortion effects if we have time.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: tomikaze on August 22, 2013, 03:24:40 pm
At the time, there were no bosses in Treyarch's zombiemode which is why we kept it out of Classic Mode. We may reconsider and make a alternate version of the boss for Classic which doesn't have our boss screams/barf/distortion effects if we have time.
You'd have to decide how practical this is, but I know that under each game mode there are certain customizable settings such as "Timed Gameplay" & "Objectives". Could there also be added a "Boss Zombie" setting which when selected allowed for him to appear every few rounds and if not selected would never show up?
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: DeletedUser on August 22, 2013, 05:54:23 pm
At the time, there were no bosses in Treyarch's zombiemode which is why we kept it out of Classic Mode. We may reconsider and make a alternate version of the boss for Classic which doesn't have our boss screams/barf/distortion effects if we have time.
I may rework the arcademode boss for my map to make him just attack you and when he is killed he drops a max ammo. Pretty much just like hellhounds (except for the health and speed).
Polls will be closed when I finish the map and squish all the bugs and when i have time to add extra stuff.

Post Merge: August 23, 2013, 07:32:35 pm
If you thought the teleporters will be useful for quick getaways then you're sooo stupid. After the teleport it's just silence before the storm. Believe me or not. You're getting fucked up.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: timelordalex on August 24, 2013, 06:04:50 pm
At the time, there were no bosses in Treyarch's zombiemode which is why we kept it out of Classic Mode. We may reconsider and make a alternate version of the boss for Classic which doesn't have our boss screams/barf/distortion effects if we have time.

yeah, but zombies had dogs, monkeys or what not, there was something in every map, its not essential but its nice to fight something other than zombies occasionally, a map released on ZM a few nights ago and is epic, has brutus in it and he spawns like MOTD and to make his anim look like BO2 he has the verruckt sprint anim, which is what you guys should do, after all he is a boss
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: SajeOne on August 24, 2013, 06:08:45 pm
he spawns like MOTD and to make his anim look like BO2 he has the verruckt sprint anim
Yeah and then the anim makes his facial features look like a scared little girl.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: DeletedUser on August 24, 2013, 06:17:05 pm
Yeah and then the anim makes his facial features look like a scared little girl.
:lol:

Post Merge: August 26, 2013, 05:59:48 pm
Added Black Ops 2 like chalk fx. The fx was made by me from scratch. Vid will be up soon.
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: moomanVG on August 28, 2013, 11:07:01 pm
i  love this map
Title: Re: Zombie Island (Mapping nearly completed!)
Post by: moonmaster1 on August 29, 2013, 04:57:36 am
Is it bad that I never knew you were working on this?

What is maybe worse is how outstanding the map looks, lots of eye candy placed over the most minute things.

I can't wait to take a stab (Pun intended) at this map. Till then I shall punish myself for my infidelity by playing tranzit on round 20, using only the DSR50, no perks, no buildables, final destination.
Title: Re: Zombie Island (Currently in testing phase)
Post by: DeletedUser on August 29, 2013, 02:51:22 pm
@moonmaster1 Thanks for the feedback
The map is in testing phase now!
Title: Re: Zombie Island (Currently in testing phase)
Post by: tomikaze on August 29, 2013, 03:06:16 pm
Ray1235, you have been the most active, vocal, go getter, zombie hustler, mapping son-of-a-gun in this whole contest. I really appreciate you making the most of this experience as well as keeping everyone updated and because of that you've made this really fun to watch your progress.
Seriously bro, thanks.
Title: Re: Zombie Island (Currently in testing phase)
Post by: DeletedUser on August 29, 2013, 03:17:15 pm
Ray1235, you have been the most active, vocal, go getter, zombie hustler, mapping son-of-a-gun in this whole contest. I really appreciate you making the most of this experience as well as keeping everyone updated and because of that you've made this really fun to watch your progress.
Seriously bro, thanks.
Thanks. I appreciate it.
UPDATE: Due to last minute problems the objectives will be in post-contest version of the map :( Sorry about that!

Post Merge: August 29, 2013, 04:42:24 pm
Sneak peek at menu and loadscreen:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhEqGsfG.jpg&hash=4f1662cc030fb174bf890a1e8bd9a1aa89b3a39d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIRTgJOG.jpg&hash=019afcfcb86ca61b75bcb5b09b793d245da90523)
Title: Re: Zombie Island (Currently in testing phase)
Post by: SajeOne on August 29, 2013, 05:29:53 pm
A little bright but cool.
Title: Re: Zombie Island (Currently in testing phase)
Post by: tomikaze on August 29, 2013, 05:33:29 pm
My retinas are completely burned out.
Title: Re: Zombie Island (Currently in testing phase)
Post by: treminaor on August 29, 2013, 08:16:46 pm
UPDATE: Due to last minute problems the objectives will be in post-contest version of the map :( Sorry about that!
Is it a major problem you ran into, or is it just too much testing to do in the remaining time?
Title: Re: Zombie Island (Currently in testing phase)
Post by: DeletedUser on August 29, 2013, 08:23:13 pm
Is it a major problem you ran into, or is it just too much testing to do in the remaining time?
Too much bugfixing and my upload speed :(
Title: Re: Zombie Island
Post by: n123q45 on September 16, 2013, 05:38:17 pm
The zombies are too slow :(
Title: Re: Zombie Island
Post by: DeletedUser on September 16, 2013, 05:48:08 pm
The zombies are too slow :(
Yeah I know I'm working on that.
Title: Re: Zombie Island
Post by: n123q45 on September 16, 2013, 11:22:37 pm
Yeah I know I'm working on that.
just make them runners from start. Also luv the pistol but slow down the ads
Title: Re: Zombie Island
Post by: treminaor on September 16, 2013, 11:39:41 pm
just make them runners from start. Also luv the pistol but slow down the ads
That's not a solution - and a lot of people in the WIP topic already said they would not want to see that. And yes I agree the ADS for the colt is pretty fast.
Title: Re: Zombie Island
Post by: n123q45 on September 16, 2013, 11:41:00 pm
That's not a solution - and a lot of people in the WIP topic already said they would not want to see that. And yes I agree the ADS for the colt is pretty fast.
then i agree with u trem he should add more zones then