UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: Scobalula on September 02, 2015, 11:33:05 pm

Title: [WIP] Zombie Garage
Post by: Scobalula on September 02, 2015, 11:33:05 pm
This map will not require T4M.

(http://i.imgur.com/mhouSNb.png)
Zombie Garage

As the recent outbreak sweeps through the United States, killing all those around you, you and your team take shelter in a nearby Garge, but things aren't what they seem.

Officially this will be second map, but first to be released to the public, I have spent and still am spending a lot of time making sure the map is good enough. :)

Screenshots:


(http://i.imgur.com/oJ1zVS4.jpg)

(http://i.imgur.com/FHHI2Lq.jpg)

(http://i.imgur.com/yh4l5Tt.jpg)

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

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

(http://i.imgur.com/frHez3G.jpg)

(http://i.imgur.com/eeTg7pK.jpg)

(http://i.imgur.com/VEVrO3L.jpg)

(http://i.imgur.com/rcTrh6W.jpg)

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

(http://i.imgur.com/v9KQQXj.jpg)

(http://i.imgur.com/gqSGzfj.jpg)
Features

- Black Ops 1 and Black Ops 2 Perks!

Keep yourself in the game with perks such as Widows Wine and PHD (with D2P)!

- Array of weaponry!

Many guns to cater to most players ranging from Thunder Gun to RGMK2 to Mustang and Sally!

- Buildables!

Get finding those parts and build your way to survival!

- Traps!

Sit back and let the machine do the killing! Just..make sure..not to get in it..

- Much more!

Keep playing to find out what this map has waiting for you!


Credits:
Rollonmath42- Porting tutorials
Offthewall- Sync Akimbo CSC script
Redspace - Panzer
LilRobot - Anims, models, etc. from IW6 and T7
Tim Smith- XR2
lilrifa - Kuda, assistance, scrub, mental support.
HarryBo21- Black Ops 1 & 2 Perks, Buildables, Shrieker and majority of features seen.
YhPh1l- Kino Like Wall lights, Typewriter intro
DualVII - Rotating Doors
DUKIP - T6 Tranzit HUD & Font
MakeCents - M1216 Simulation Script
UGX-Team - Tools such as Weapon Editor, etc.
JBird632 - Bloodsplatter, Secondary Alias Tutorial
Treyarch- Black Ops 1, 2 and 3 Textures, Models and anims.
Infinity Ward- MW2, 3 and Ghosts Textures, Models and anims
Tom_Bmx- Tools such as Xmodel Utils, Lime, Lemon, etc.
BluntStuffy - Ray Gun MK2 FX & Impact
HitmanVere- General Help, Pause Menu, Menu Tutorial
Valve- Textures from Counter Strike - Global Offense
TheScotchGuy- Scrub
Uk_ViiPeR- Why is he here again?



Beta Testers:
TBD

If you feel I should have given you credit (helped me, used something made by you, etc.) please do not hesitiate to PM me here or on Skype.

The map is still a W.I.P and therefore there is no download links, duh, so don't ask for it. If you would like the chance to be a beta tester use the Beta Access link.
Title: Re: [WIP] Zombie Garage
Post by: NINJAMAN829 on September 03, 2015, 12:21:49 am
Map looks pretty good. And I feel you man, I suck at detailing outside areas.

Maybe there could be the tranzit zombie shield since it's a garage ::) and maybe some custom traps made out of spare parts?

Maybe even add a perk called finders keepers which could give the player who drinks it access to hidden areas of the map to escape the hordes like you mentioned   ::) or just secret pathways but the zombies can still follow you of course.  :derp:
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on September 03, 2015, 12:23:40 am
Leave the detail for the end just make sure that everything is ok first.
Title: Re: [WIP] Zombie Garage
Post by: smasher248 on September 03, 2015, 12:27:41 am
looking good scob
Title: Re: [WIP] Zombie Garage
Post by: SirJammy on September 03, 2015, 12:28:37 am
This actually looks like a solid map man, just a suggestion. Maybe you could try experiment with different world spawn settings. Maybe in the early sunrise or something different than the usual day / night. But do I like were this is going ;)
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on September 03, 2015, 01:21:33 am
I like it Scoba, detail is looking good.
Title: Re: [WIP] Zombie Garage
Post by: TheScotchGuy on September 03, 2015, 01:24:33 am
looking really good bro cant wait to see more of this
Title: Re: [WIP] Zombie Garage
Post by: Dust on September 03, 2015, 01:29:15 am
Maybe even add a perk called finders keepers which could give the player who drinks it access to hidden areas of the map to escape the hordes like you mentioned   ::) or just secret pathways but the zombies can still follow you of course.  :derp:

Didnt the Swan have a map called Finders Keepers? But it did something different then what you said, I believe it gave you your perks back similar to tombstone, except without the tombstone.
Title: Re: [WIP] Zombie Garage
Post by: InFInIX on September 03, 2015, 02:44:34 pm
Maybe even add a perk called finders keepers which could give the player who drinks it access to hidden areas of the map to escape the hordes like you mentioned   ::) or just secret pathways but the zombies can still follow you of course.  :derp:
Well a perk should be an upgrade for the player nothing wich opens secret doors and paths

Map looks good and i also think i haven't seen this location as cz map  ;)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on September 03, 2015, 04:08:56 pm
looking good scob
looking really good bro cant wait to see more of this
I like it Scoba, detail is looking good.

Thanks guys, should have more updates tonight depending on if I get anything major done.

Map looks pretty good. And I feel you man, I suck at detailing outside areas.

Maybe there could be the tranzit zombie shield since it's a garage ::) and maybe some custom traps made out of spare parts?

Maybe even add a perk called finders keepers which could give the player who drinks it access to hidden areas of the map to escape the hordes like you mentioned   ::) or just secret pathways but the zombies can still follow you of course.  :derp:


Shields? We'll see, traps? Depends, my scripting skills aren't top notch but I seem to be learning a lot every time I try something so it's possible.

About the perk: I doubt it.

Leave the detail for the end just make sure that everything is ok first.

Agreed. The detail on the outer part of the map was only testing to see how it looked like so, but I dislike the tree spam I done, I might make it a bit better as like I said I don't like the model spam I done, lol.

This actually looks like a solid map man, just a suggestion. Maybe you could try experiment with different world spawn settings. Maybe in the early sunrise or something different than the usual day / night. But do I like were this is going ;)

Thanks Jammy, I have been pushing myself between night or day and day won, but Sunrise might be even more sexy, thanks for the feedback and suggestion.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on September 27, 2015, 04:03:28 pm
Oh deer, it's been just under a month since I have given any form of an "update", something is wrong there.

Anyway, here are some screenshots (Radiant, cba in compiling):

(http://i.imgur.com/bFrE2eg.jpg)

(http://i.imgur.com/FdU4txQ.jpg)

(http://i.imgur.com/RHa3Ki6.jpg)

Not giving a weapon list, just see what you get when you play the map. ;)

Perks: Will be using Harry's Perks, can't say for sure which perks will be in and which won't though these are definites:
 
Base Perks
Flopper
Mule Kick

Some others might pop in.

More info later.
Title: Re: [WIP] Zombie Garage
Post by: MrDunlop4 on September 27, 2015, 04:16:25 pm
Very interesting :)
Title: Re: [WIP] Zombie Garage
Post by: adfgdagasdf2 on September 27, 2015, 07:41:49 pm
The lighting looks absolutely kickass!
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on September 27, 2015, 08:03:59 pm
The lighting looks absolutely kickass!
But they're Radiant shots? ??? Nvm I guess you meant the OP pics ;D

Looking good though Scoba ;)
Title: Re: [WIP] Zombie Garage
Post by: arceus on September 27, 2015, 08:22:37 pm
COD4 GUNS INCOMING!!!!
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on September 27, 2015, 08:39:17 pm
COD4 GUNS INCOMING!!!!

kk, quite weird considering I have ported a few from Black Ops 2 and added some from MW3.
Title: Re: [WIP] Zombie Garage
Post by: arceus on September 27, 2015, 08:41:06 pm
your argument is valid  :gusta:
Title: Re: [WIP] Zombie Garage
Post by: Shockwave115 on September 28, 2015, 01:11:02 am
This is looking pretty sick dude, teach me your ways  8)
Title: Re: [WIP] Zombie Garage
Post by: Andy Whelan on September 28, 2015, 01:21:45 am
(http://i.imgur.com/FdU4txQ.jpg)

Second pics reminds me of Fallout :D Looks dope
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 05, 2015, 04:11:00 pm
Haven't really been mapping but got working on some guns....here's one of them....@Uk_ViiPeR you're fucking awesome. :gusta:

(http://i.imgur.com/76bJX0B.png)

It's the ACR from Arctic Combat.
Title: Re: [WIP] Zombie Garage
Post by: SirJammy on October 05, 2015, 04:42:32 pm
Haven't really been mapping but got working on some guns....here's one of them....@Uk_ViiPeR you're fucking awesome. :gusta:

(http://i.imgur.com/76bJX0B.png)

It's the ACR from Arctic Combat.

Sexxyy!  :rainbow: :rainbow: And its my favourite colour ;D
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on October 05, 2015, 04:46:25 pm
Haven't really been mapping but got working on some guns....here's one of them....@Uk_ViiPeR you're fucking awesome. :gusta:

(http://i.imgur.com/76bJX0B.png)

It's the ACR from Arctic Combat.
Titanfall RDS?
Title: Re: [WIP] Zombie Garage
Post by: InFInIX on October 05, 2015, 04:47:42 pm
Haven't really been mapping but got working on some guns....here's one of them....@Uk_ViiPeR you're fucking awesome. :gusta:

(http://i.imgur.com/76bJX0B.png)

It's the ACR from Arctic Combat.
OMG! looks fuvking awesome  :lol: :D
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 05, 2015, 10:11:30 pm
Thanks guys, and it's from Arctic Combat (some of you might remember it lol long time since I played it), found it online thanks to ViiPeR, fits perfectly with MW3 ACR rig and anims. :)
Title: Re: [WIP] Zombie Garage
Post by: ZombieSlayer5778 on October 09, 2015, 12:57:43 am
Dude this looks sweet! Lighting looks really nice. How are you going to make the map semi-large though (bigger than Nacht) when it is just called Garage? It seems like a small map  ???
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 09, 2015, 06:12:26 am
Dude this looks sweet! Lighting looks really nice.

Thanks. :)

How are you going to make the map semi-large though (bigger than Nacht) when it is just called Garage? It seems like a small map  ???

bigger than Nacht? ??? semi-large? ???

It will be a small map with a challenge to it, not going to add sprinters from Round 1, kek, but I'll keep obstacles and stuff so to make it a bit harder, but I will also aid the player in other ways such as loops and ways to get out of an unsuspected horde of zombies.


~ OP
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on October 09, 2015, 11:15:34 am
why haven't I been following this? It looks soo good and everythi...
oh wait, it's Scobalula, forget about it :lol:
Just kidding. It does look exquisite, so keep up the good stuff mate :accepted:
 
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 09, 2015, 11:41:13 am
why haven't I been following this? It looks soo good and everythi...
oh wait, it's Scobalula, forget about it :lol:
Just kidding. It does look exquisite, so keep up the good stuff mate :accepted:
 

Thanks.....I guess... :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on October 09, 2015, 12:30:46 pm
Thanks.....I guess... :P
I hope the sarcasm came across...
Title: Re: [WIP] Zombie Garage
Post by: ZombieSlayer5778 on October 09, 2015, 08:35:28 pm

bigger than Nacht? ??? semi-large? ???

I just meant that making a garage sounded small.  :P
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 10, 2015, 12:58:28 am
I just meant that making a garage sounded small.  :P

Well yeah, one would assume by that and the text at the bottom of the OP it would be small. :)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 16, 2015, 08:54:57 pm
I updated the op there boys, if you want to have a look, Beta is over there, might be a few days before I get it over here.
Title: Re: [WIP] Zombie Garage
Post by: Exofile on October 16, 2015, 11:31:36 pm
I don't know... Zombie Garge seems to be more interesting indeed, however Zombie Garage is properly spelled. Which should get the most hype? :please:
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on October 17, 2015, 12:04:11 am
I don't know... Zombie Garge seems to be more interesting indeed, however Zombie Garage is properly spelled. Which should get the most hype? :please:
:lol:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 17, 2015, 12:13:33 am
I don't know... Zombie Garge seems to be more interesting indeed, however Zombie Garage is properly spelled. Which should get the most hype? :please:

You should be hyped for both, but preferably, Zombie Garage, because you get this with it:

(https://i.gyazo.com/bc0a60db026e91c1887fa1fad0949108.gif)

*ignore the lack of worldmodel*

Big thanks to Hitman who pointed me in the right direction with this. :D I somewhat understand playeranimtypes, etc, so I might give dual wield a try (yes, I know I'm using UGX Mod, yes I know it already has these).
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on October 17, 2015, 01:35:00 am
You should be hyped for both, but preferably, Zombie Garage, because you get this with it:

(https://i.gyazo.com/bc0a60db026e91c1887fa1fad0949108.gif)

*ignore the lack of worldmodel*

Big thanks to Hitman who pointed me in the right direction with this. :D I somewhat understand playeranimtypes, etc, so I might give dual wield a try (yes, I know I'm using UGX Mod, yes I know it already has these).
setting up te dual weild anim type is nice and easy, as you can drag the anims staight through anim exporter. The actual file work in the animtype is fairly easy, but none the less you could prob just take the file from BO1 or someone who is using dual wield and transpose what you need
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 26, 2015, 09:52:27 am
Been working a bit on the map as of recent, got a nice bit done, zones are working so map itself is almost done, all that's left is finishing touches.

Imported Black Ops 2 Playermodels, thanks to anyone who has helped me with this. :P

DW also, player specific viewhands will be added.

(http://i.imgur.com/yu1HhKy.jpg)

(http://i.imgur.com/pKjrg5n.jpg)

Also thought maybe this for BG music in the menu?

http://youtu.be/ZeFPDmjt1Dc (http://youtu.be/ZeFPDmjt1Dc)
Title: Re: [WIP] Zombie Garage
Post by: RadimaX on October 26, 2015, 02:40:20 pm
looking great keep up the good work!
Title: Re: [WIP] Zombie Garage
Post by: Exofile on October 26, 2015, 03:56:22 pm
Nice background music, good port on the playermodels. God this Garge hype never stops  :gusta:
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on October 28, 2015, 12:27:22 pm
Nice background music, good port on the playermodels. God this Garge hype never keeps growing  :gusta:
You meant 'never stops' right? ???
Title: Re: [WIP] Zombie Garage
Post by: Exofile on October 28, 2015, 12:30:42 pm
You meant 'never stops' right? ???

Yup, edited it :D Blame it on my english teacher  :please:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on October 31, 2015, 11:32:54 pm
Updated OP to look a bit better with credits, etc.

I'll post some screenshots of what I've ported atm, currently I've ported: MSMC, Dual Wield TAC-45 and MP7.

If you want to leave suggestions for wall weapons (reasonable ones, not ones from Black Ops 3 or AW), then do so. :D
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on October 31, 2015, 11:51:00 pm
So, does this mean ghosts weapons are on the cards?
If so, here are my wall weapons
TAC-12
CBJ-MS
MR-28
44. Magnum
Bizon
SC-2010
If not possible, then disregard this entire message
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 01, 2015, 08:49:32 am
So, does this mean ghosts weapons are on the cards?
If so, here are my wall weapons
TAC-12
CBJ-MS
MR-28
44. Magnum
Bizon
SC-2010
If not possible, then disregard this entire message


Ghosts weapon won't be in the map, thanks for the suggestions though.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 01, 2015, 09:18:35 am
Ghosts weapon won't be in the map, thanks for the suggestions though.
Is it MW1/2/3 & BO1/2?
If so, here are my suggestions:
KSG-12 (MW3)
Vector K10 (BO2)
M21 EBR (MW2)
Mini Uzi (MW2)
Ranger (MW2)
If you don't have these, then disregard this message as well.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 01, 2015, 09:54:16 am
Is it MW1/2/3 & BO1/2?
If so, here are my suggestions:
KSG-12 (MW3)
Vector K10 (BO2)
M21 EBR (MW2)
Mini Uzi (MW2)
Ranger (MW2)
If you don't have these, then disregard this message as well.

Yeah they sound good. :)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 01, 2015, 10:34:41 am
Yeah they sound good. :)
Glad i could help :D
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 01, 2015, 02:47:07 pm
Glad i could help :D

Started porting the Vector. ;)

(http://i.imgur.com/4Odx2Yh.jpg)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 01, 2015, 09:09:15 pm
Started porting the Vector. ;)

(http://i.imgur.com/4Odx2Yh.jpg)
looking good Sco :)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 01, 2015, 11:33:19 pm
looking good Sco :)

Thanks, kinda got bored of Maya work (Before I ported that, I ported 2 DW weapons and Blundergat, lol)

I've added Blundergat, Acid Gat and Scavenger, last 2 should be fully working with correct FX (just need to do the FX), sounds, etc., not sure about damage though, might not be same as MOTD/COTD, this is custom zombies and I don't have time to fine tune that kind of stuff, lol, it kills zombies and attracts them (for Acid Gat (which I am making the PaP'd Blundergat and giving it the characteristics of the Vitriolic Withering, #Dealwithit), that's all that matters, right? :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 01, 2015, 11:49:18 pm
Thanks, kinda got bored of Maya work (Before I ported that, I ported 2 DW weapons and Blundergat, lol)

I've added Blundergat, Acid Gat and Scavenger, last 2 should be fully working with correct FX (just need to do the FX), sounds, etc., not sure about damage though, might not be same as MOTD/COTD, this is custom zombies and I don't have time to fine tune that kind of stuff, lol, it kills zombies and attracts them (for Acid Gat (which I am making the PaP'd Blundergat and giving it the characteristics of the Vitriolic Withering, #Dealwithit), that's all that matters, right? :P

Well, they both attract zombies, except the Viltrolic Withering has a longer fuse on the explosions. and you're right, why not have DW Scavengers?
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on November 01, 2015, 11:51:58 pm
Well, they both attract zombies, except the Viltrolic Withering has a longer fuse on the explosions. and you're right, why not have DW Scavengers?
Acid Gat doesn't attract zombies, just stops them (and they do an anim) if they get stuck with one of the projectiles.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 01, 2015, 11:55:42 pm
Acid Gat doesn't attract zombies, just stops them (and they do an anim) if they get stuck with one of the projectiles.

I actually never got the Acid Gat on MOTD, lol, I'm only going off what Wiki says, but I might call PaP'd version "Vitriolic Withering", or maybe actually, I might add machine to make it, shouldn't be too hard. lol
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 02, 2015, 12:42:37 am
Acid Gat doesn't attract zombies, just stops them (and they do an anim) if they get stuck with one of the projectiles.
I swear it attracts zombies, because whenever I do the golden spork steps in the shower area. when I shoot it, they start to run towards it, then they turn around as the fuse is too short to do anything major :please:
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on November 02, 2015, 06:27:10 am
I swear it attracts zombies, because whenever I do the golden spork steps in the shower area. when I shoot it, they start to run towards it, then they turn around as the fuse is too short to do anything major :please:
no, what stevie says is right, and it only effects zombies within a really short distance too

Vitriolic withering properly distracts them and from a greater radius
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 02, 2015, 07:56:39 am
no, what stevie says is right, and it only effects zombies within a really short distance too

Vitriolic withering properly distracts them and from a greater radius
I must've been seeing things :please:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 02, 2015, 08:07:46 am
I must've been seeing things :please:

Well depending on time I might add the Acid Gat to make it and have it have its own PaP, the "Vitriolic Withering". :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 02, 2015, 08:27:10 am
Well depending on time I might add the Acid Gat to make it and have it have its own PaP, the "Vitriolic Withering". :P
why not, the 'Scobolic Withering' :troll:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 02, 2015, 12:34:02 pm
why not, the 'Scobolic Withering' :troll:

no
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on November 02, 2015, 02:24:59 pm
What about the 'Jiffiolic Noodling'? :nyan:
Title: Re: [WIP] Zombie Garage
Post by: tomikaze on November 02, 2015, 03:08:17 pm
What about the 'Jiffiolic Noodling'? :nyan:
Ok, "Jiffiolic Noodling" needs to be inducted into the official UGX lexicon.

Definition: Describing an experience during gaming or in the bedroom that was uncertain or negative.

Example 1: Those crawlers Jiffiolic Noodled me over and over, it was probably the lag though.
Example 2: I got Jiffiolic Noodled all night but I felt bad about myself in the morning.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 02, 2015, 04:23:26 pm
Ok, "Jiffiolic Noodling" needs to be inducted into the official UGX lexicon.

Definition: Describing an experience during gaming or in the bedroom that was uncertain or negative.

Example 1: Those crawlers Jiffiolic Noodled me over and over, it was probably the lag though.
Example 2: I got Jiffiolic Noodled all night but I felt bad about myself in the morning.


(http://vignette4.wikia.nocookie.net/mlp/images/f/fb/Give_That_Man_A_Cookie_meme.jpg)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on November 02, 2015, 10:55:42 pm
Ok, "Jiffiolic Noodling" needs to be inducted into the official UGX lexicon.

Definition: Describing an experience during gaming or in the bedroom that was uncertain or negative.

Example 1: Those crawlers Jiffiolic Noodled me over and over, it was probably the lag though.
Example 2: I got Jiffiolic Noodled all night but I felt bad about myself in the morning.
Yay :D I'm now a zombie term XD
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 08, 2015, 09:32:27 am
;)

(http://i.imgur.com/WVJcdMb.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Koan on November 10, 2015, 01:56:33 am
;)

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

I'm irrationally attracted to that sun/lighting. Looks gorgeous. :gusta:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 16, 2015, 09:33:55 am
Updated HUD, big thanks for Make Cents who has been helping brandon and Exo, kinda pushed me in the right direction.

(http://i.imgur.com/kZOS6GE.jpg)

And of course, if you're holding a Dual Wielded Weapon, just need to make it so it takes correct ammo away from Stock, atm if you shoot a clip it only takes 12, which obviously isn't correct. :lol:

(http://i.imgur.com/wrdp7KZ.jpg)
Title: Re: [WIP] Zombie Garage
Post by: WIL-H on November 16, 2015, 11:03:42 am
Is this the actual akimbo? Will we be able to shoot both guns independently?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 16, 2015, 12:22:52 pm
Is this the actual akimbo? Will we be able to shoot both guns independently?

Unfortunately not, it's Sync, even if I could do it, many have tried and have hit road blocks.
Title: Re: [WIP] Zombie Garage
Post by: Sidzzz on November 16, 2015, 03:26:42 pm
Looking really promising! Everything from the weapons to the exquisite lighting sounds truly enticing :) However I feel like you ought to consider modifying the Round Chalk Shaders and other subtle things as such.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 16, 2015, 05:33:37 pm
Looking really promising! Everything from the weapons to the exquisite lighting sounds truly enticing :) However I feel like you ought to consider modifying the Round Chalk Shaders and other subtle things as such.

You hardly think I would go to such lengths with the HUD to keep in WaW Round Chalk Shaders? :troll:
Title: Re: [WIP] Zombie Garage
Post by: Sidzzz on November 17, 2015, 10:27:01 am
You hardly think I would go to such lengths with the HUD to keep in WaW Round Chalk Shaders? :troll:

Fair enough  :lol:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 29, 2015, 11:22:19 pm
Feast your eyes on this!

(http://i.imgur.com/x62M7TR.jpg)
Title: Re: [WIP] Zombie Garage
Post by: NINJAMAN829 on November 30, 2015, 12:33:24 am
Noice dude. Looks gr8 m8 I r8 8/8.

Hopefully you put a limit on how many there can be to avoid G_spawn. ::)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on November 30, 2015, 08:21:45 am
Noice dude. Looks gr8 m8 I r8 8/8.

Hopefully you put a limit on how many there can be to avoid G_spawn. ::)

Working on it. :P Want to make it a max of 6-8 places, which will cater for each player. :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on December 01, 2015, 04:00:11 am
Working on it. :P Want to make it a max of 6-8 places, which will cater for each player. :P
Don't do a BO3, where you can only have 2 active :poker:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 01, 2015, 01:12:11 pm
Don't do a BO3, where you can only have 2 active :poker:

I think, given that I said max of 6-8 places, that I won't do it like that, so it this comment really necessary? I don't think so.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on December 01, 2015, 08:29:59 pm
I think, given that I said max of 6-8 places, that I won't do it like that, so it this comment really necessary? I don't think so.
i thought you were thinking of a rough estimate. Well, my bad
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 01, 2015, 09:44:54 pm
i thought you were thinking of a rough estimate. Well, my bad

It's ok Jiffy, you can have hug. ;-;
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on December 01, 2015, 10:18:03 pm
It's ok Jiffy, you can have hug. ;-;
Thanks Sco :')
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 18, 2015, 10:44:59 pm
So I don't know what I've done, but tried to run map again for first time in a good week and it refused to work. I've been trying editing map, etc. but nothing is working, all it does it give me Unhandled Exception Caught.

I have no motivation to try and fix it since I don't have a fucking clue what is causing it. Consider this dumped.


Edit: Also many of the features seen here or anything I've shown is going to be used in Kenaven, my focus is switching to Kenaven too.
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on December 18, 2015, 11:55:47 pm
so sad to see it go. Well i guess if the map didnt wanna u can't make it.
Title: Re: [WIP] Zombie Garage
Post by: NINJAMAN829 on December 19, 2015, 02:12:50 am
Sorry to hear that man. Could you think of any limits you might have reached? (Brush, weapon, model?)

If not did you try developer 1/2?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 19, 2015, 09:46:02 am
Sorry to hear that man. Could you think of any limits you might have reached? (Brush, weapon, model?)

If not did you try developer 1/2?

Hmm I tried developer1/2 and can't think of anything I hit or edited that would have caused, it happens with T4M too.

I'll try logfile.
Title: Re: [WIP] Zombie Garage
Post by: RadimaX on December 19, 2015, 12:00:05 pm
assuming this will never be released unless fixed you might aswell use tombmx map packer and upload all the files in a .rar
im pretty sure someone would take some some time out to try help you
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on December 19, 2015, 12:08:26 pm
Hmm I tried developer1/2 and can't think of anything I hit or edited that would have caused, it happens with T4M too.

I'll try logfile.

Check out logfile, I was getting unhandled exceptions and checked and the actual error was MAX SCENE SURFS, so worth a check.
Title: Re: [WIP] Zombie Garage
Post by: RadimaX on December 19, 2015, 12:26:46 pm
or if he has messed up portals that wont compile map, we can speculate for a year that wont fix the file thats why i suggesting uploading everything to do with your map and you would propably be in radiant mapping by now instead.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 19, 2015, 02:20:09 pm
Good news everyone, or bad, seems to happen on any map I make.
Title: Re: [WIP] Zombie Garage
Post by: Exofile on December 19, 2015, 04:09:08 pm
Good news everyone, or bad, seems to happen on any map I make.

Then it seems to be an issue with your modtools, not the map. Maybe try sending the files to someone you trust, see if they encounter the same bug?  ;)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 27, 2015, 02:23:44 pm
Thanks to the fact Lemon exports direct xanims now, porting is no longer a chore, got these done in only few hours including sounds:

(http://i.imgur.com/ruoIJb9.jpg)

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

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

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

(http://i.imgur.com/XzWvwhZ.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 27, 2015, 03:45:28 pm
Looks amazing!

Thanks. :)
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on December 27, 2015, 06:05:47 pm
Those guns just look Greamazing is that a word well it's the only word that  expresses my feelings
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 27, 2015, 07:22:11 pm
Those guns just look Greamazing is that a word well it's the only word that  expresses my feelings

haha thanks man, here's another one to make you happy:

(http://i.imgur.com/52bz0Wf.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on December 29, 2015, 11:32:22 pm
Unfortunately everything I've shown in the last day or 2 is lost after the HDD Zombie Garage was on decided to fail outright, I suppose it lasted just under 4 years so I got a good go out of it, only those few weapons we're lost and will port them again since I like them, will update with more soon. :D
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on January 09, 2016, 04:25:12 am

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

Real anims or the UGX-COD4-M9-anims-rigged-on-the-model anims?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 01, 2016, 11:17:57 pm
2 Months since I showed an update, something wrong there, very wrong indeed.

I haven't done much in mapping but added icons for weapons, big thanks to MakeCents who assisted me with issues regarding hintstring fix, suggesting that I didn't need to do a full function, loop, etc. for them, and so on. I'll probably change the size of this one since it's a bit small. lol

(http://i.imgur.com/e8DNp0X.jpg)


And for those who want a beefier Pack a Punch Olympia, thanks to MailmanVere. ( ͡° ͜ʖ ͡°)

(https://i.gyazo.com/018e3702591b296f69c365991d3cd529.gif)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 01, 2016, 11:27:52 pm
2 Months since I showed an update, something wrong there, very wrong indeed.

I haven't done much in mapping but added icons for weapons, big thanks to MakeCents who assisted me with issues regarding hintstring fix, suggesting that I didn't need to do a full function, loop, etc. for them, and so on. I'll probably change the size of this one since it's a bit small. lol

(http://i.imgur.com/e8DNp0X.jpg)


And for those who want a beefier Pack a Punch Olympia, thanks to MailmanVere. ( ͡° ͜ʖ ͡°)

(https://i.gyazo.com/018e3702591b296f69c365991d3cd529.gif)

With these updates, we never stood a chance.
Keep up the good work Sco, looking like a solid release from everything you've showcased.
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on March 02, 2016, 08:32:00 am
Noice . Good work so far.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 03, 2016, 05:02:42 pm
Decided to continue work on my claymores, they now should be fully working apart from the ability to pick them up, I may nor may not look into it.

Thanks to the help of Harry and Hitman you need not worry about your friends g_spawning you.

https://i.gyazo.com/1abbd29ce027c9bc6b3b405b4b6adc23.mp4

https://embed.gyazo.com/5f71a3f46601b14ce778d6d66453f61e.mp4

Will have more to show tonight, possibly Ghosts Magnum. :pffft:
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on March 03, 2016, 08:19:51 pm
Ghosts Magnum.
Yay?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 03, 2016, 09:33:58 pm
Yay?

:S

(http://i.imgur.com/stzYFUB.jpg)
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on March 03, 2016, 09:57:56 pm
shmexy, another word that i dont know if it exist but cant express feelings in another word
Title: Re: [WIP] Zombie Garage
Post by: arceus on March 03, 2016, 10:04:07 pm
meh :troll:
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 03, 2016, 10:36:27 pm
:S

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

Is this Rollon's 44. magnum, which is essentially the MW2 one re-skinned, or is the legit ghosts one, which was single action?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 03, 2016, 10:40:59 pm
Is this Rollon's 44. magnum, which is essentially the MW2 one re-skinned, or is the legit ghosts one, which was single action?

It's not Rollon's, it's not reskinned, it's the official model with MW3 anims. If you want official anims get them. :please:
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 03, 2016, 10:43:40 pm
It's not Rollon's, it's not reskinned, it's the official model with MW3 anims. If you want official anims get them. :please:

Sure, when I get around to it.
Title: Re: [WIP] Zombie Garage
Post by: smasher248 on March 03, 2016, 11:14:23 pm
Sure, when I get around to it.

lmao
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 06, 2016, 01:05:40 am
Since I am going to be busy for the next few weeks, I can't really work on this, which is a problem, so instead I've got something a little special added. :P

(http://i.imgur.com/HmKYESy.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 22, 2016, 11:55:12 am
Scratch my prev. post, some wins will be happening.

(https://i.gyazo.com/64c87eb012d3ad63e021e9925c39731c.gif)

Export more updates soon. :P
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on March 22, 2016, 01:09:13 pm
awesome work
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 22, 2016, 02:05:53 pm
Scratch my prev. post, some wins will be happening.

(https://i.gyazo.com/64c87eb012d3ad63e021e9925c39731c.gif)

Export more updates soon. :P

(https://media.giphy.com/media/9Xg6u2FWBmQLK/giphy.gif)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 22, 2016, 05:01:03 pm
Tried to simulate Ghosts weapon kick as much as I could, got it decent enough but this is what I got :D

(https://i.gyazo.com/0b61b5626d3baf1a5a1ca92fa2c2d9d3.gif)
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on March 22, 2016, 06:11:51 pm
Tried to simulate Ghosts weapon kick as much as I could, got it decent enough but this is what I got :D

(https://i.gyazo.com/0b61b5626d3baf1a5a1ca92fa2c2d9d3.gif)
i never thought i would say this but here goes nothing.Wins!!
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on March 22, 2016, 06:36:12 pm
Tried to simulate Ghosts weapon kick as much as I could, got it decent enough but this is what I got :D

(https://i.gyazo.com/0b61b5626d3baf1a5a1ca92fa2c2d9d3.gif)
So No UGX Mod? or doing both?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 22, 2016, 06:50:27 pm
So No UGX Mod? or doing both?

No UGX Mod.
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on March 22, 2016, 07:21:05 pm
No UGX Mod.
:alone:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 22, 2016, 08:54:19 pm
This ones for Jiffy.

(https://embed.gyazo.com/68550c8af6774e76bfb06695342edf6e.gif)

:alone:

Well it only took me 20-30 minutes to fully apply UGX Mod to it originally so anything's possible. :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 22, 2016, 11:45:17 pm
This ones for Jiffy.

(https://embed.gyazo.com/68550c8af6774e76bfb06695342edf6e.gif)


You had me at Chain SAW
(https://media.giphy.com/media/9Xg6u2FWBmQLK/giphy.gif)

:alone:
:lol:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 26, 2016, 11:29:18 am
New starting pistol. :D

(http://i.imgur.com/Pozsi09.jpg)


And our buddy has been implemented.

(https://embed.gyazo.com/7034dd7d8def1e339b5ae9361d90692c.gif)

Also the Ghosts weapon kick has been done in CSC now and test shows no delay now with high pings. :D
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 26, 2016, 10:54:30 pm
(https://media.giphy.com/media/9Xg6u2FWBmQLK/giphy.gif)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 27, 2016, 10:07:03 pm
Decided to do something special for some upgraded guns. :P With help and suggestions from Lilrobot and rifa. :D

(https://i.gyazo.com/0c5a3610b4af3fedf5762962df5e9d76.gif)


Also might not like my Ghosts Weapon Kick/Recoil? No problem, turn it off, and some other stuff, if you want. :D

(http://i.imgur.com/RFVnLpg.jpg)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 27, 2016, 11:42:50 pm
(https://media.giphy.com/media/9Xg6u2FWBmQLK/giphy.gif)
Title: Re: [WIP] Zombie Garage
Post by: HitmanVere on March 27, 2016, 11:44:05 pm
(https://media.giphy.com/media/9Xg6u2FWBmQLK/giphy.gif)

Thats 4th time that gifs in this topic, slow down
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on March 28, 2016, 05:27:53 am
Decided to do something special for some upgraded guns. :P With help and suggestions from Lilrobot and rifa. :D

(https://i.gyazo.com/0c5a3610b4af3fedf5762962df5e9d76.gif)


Also might not like my Ghosts Weapon Kick/Recoil? No problem, turn it off, and some other stuff, if you want. :D

(http://i.imgur.com/RFVnLpg.jpg)
noice. Will there be claymore to just mess with zombies ?
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 28, 2016, 08:58:24 am
Thats 4th time that gifs in this topic, slow down
ok then, I'll refrain from using the GIF for now.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 28, 2016, 09:42:46 am
noice. Will there be claymore to just mess with zombies ?

I don't understand your question? It kills them like the betties do, only it will only trigger if they are in front of it and only kills zombies in front it in a certain distance.
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on March 28, 2016, 09:49:05 am
I don't understand your question? It kills them like the betties do, only it will only trigger if they are in front of it and only kills zombies in front it in a certain distance.
i just wanted to see if there's a claymore in your map. From your reply then Yes there is lol. Gg. :).
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on March 31, 2016, 05:37:24 pm
If you're feeling hungry, I've added these, you may not be able to eat them, but you'll feel a bit better knowing these are here.

(http://i.imgur.com/BT5GQ1t.jpg)

Maybe potatoes don't work for you? Well you're going to wish you had taken them because the last thing you want to see is this bitch. :D

(http://i.imgur.com/j9rpjbF.jpg)

Spoiler: click to open...
Huge thanks to Harry and Redspace for him, he's going to spawn rather late, as to allow you to build yourself up. Loads of features to come thanks to harry too. :D

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

Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on March 31, 2016, 11:37:02 pm
If you're feeling hungry, I've added these, you may not be able to eat them, but you'll feel a bit better knowing these are here.

(http://i.imgur.com/BT5GQ1t.jpg)

Maybe potatoes don't work for you? Well you're going to wish you had taken them because the last thing you want to see is this bitch. :D

(http://i.imgur.com/j9rpjbF.jpg)

Spoiler: click to open...
Huge thanks to Harry and Redspace for him, he's going to spawn rather late, as to allow you to build yourself up. Loads of features to come thanks to harry too. :D

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


Mustang & Sally.
Ghosts Weapons.
Potatoes.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 01, 2016, 11:53:32 pm
Maybe Panzer is a bit scary, so this guy might ease things a bit. :P

(https://i.gyazo.com/c804d5696fcfde41ae04aed2342b12ce.gif)

Another win of Harry! :D
Title: Re: [WIP] Zombie Garage
Post by: codelyoko22 on April 02, 2016, 05:36:35 am
I need this map... soon.  :rainbow:

Great looking map. The bosses will definitely make it tough.

That's presuming my noob self will survive long enough to see them in game of course...
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on April 02, 2016, 02:15:48 pm
Hey all we want is a potato boss so make it happen
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on April 02, 2016, 06:32:15 pm
Lol make the panzer throw potatoes
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 02, 2016, 06:37:07 pm
Lol make the panzer throw potatoes

Stop giving me these evil ideas, I can only imagine him throwing 500 potatoes at the players. :D
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on April 02, 2016, 06:40:28 pm
Make him shout like a market salesman too

"Fresh veg! Get your fresh veg here! 3 for a pound!"

Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 02, 2016, 07:11:01 pm
Make him shout like a market salesman too

"Fresh veg! Get your fresh veg here! 3 for a pound!"

Tempting. :please:
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on April 02, 2016, 07:23:04 pm
Make him shout like a market salesman too

"Fresh veg! Get your fresh veg here! 3 for a pound!"


Do it pls I beg of you
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 03, 2016, 03:10:08 pm
Updated OP with up to date screenshots and credits for danka viewing effect.
Title: Re: [WIP] Zombie Garage
Post by: adfgdagasdf2 on April 03, 2016, 05:00:24 pm
Updated OP with up to date screenshots and credits for danka viewing effect.

I'm getting a Far Cry 2 vibe for some odd reason, but besides that, awesome work so far! A detailed map is a good map, an this one is certainly detailed.
Title: Re: [WIP] Zombie Garage
Post by: mxtxm on April 03, 2016, 06:36:51 pm
Nice addition of the bo3 perk models. Are you going to replace the stamin-up and and deadshot models with their bo3 counterparts and is mule kick using it's bo3 model?
Title: Re: [WIP] Zombie Garage
Post by: DeletedUser on April 03, 2016, 06:40:29 pm
Nice addition of the bo3 perk models. Are you going to replace the stamin-up and and deadshot models with their bo3 counterparts and is mule kick using it's bo3 model?
He should definitely also use the BO3 pap model :)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 03, 2016, 06:42:32 pm
He should definitely also use the BO3 pap model :)

I don't have access to every asset from T7.

Double Post Merge: April 03, 2016, 06:42:51 pm
Nice addition of the bo3 perk models. Are you going to replace the stamin-up and and deadshot models with their bo3 counterparts and is mule kick using it's bo3 model?

nope, only what I have available to me.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 11, 2016, 04:58:10 pm
Ray expansion too much? Or good enough? :D

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

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

If anyone wants to use this, thread on players, modify dvars to your liking.

Code Snippet
Plaintext
vision_set()
{
self endon("disconnect");
while(1)
{
// Enable Tweaks
self SetClientDvar("r_filmTweakEnable", 1 );
self SetClientDvar("r_filmUseTweaks", 1 );
self SetClientDvar("r_glowTweakEnable", 1 );
self SetClientDvar("r_glowUseTweaks", 1 );
// Glow Stuff
self SetClientDvar("r_glowtweakbloomcutoff", 0.51 );
self SetClientDvar("r_glowtweakbloomintensity0", 1.35 );
self SetClientDvar("r_glowtweakradius0", 8.56 );
// God Rays
self SetClientDvar("r_glowtweakrayexpansion", 4 );
self SetClientDvar("r_glowtweakrayintensity", 0.46 );
// Brightness/Contrast
self SetClientDvar("r_brightness", 0.04 );
self SetClientDvar("r_gamma", 1.2 );
self SetClientDvar("r_contrast", 0.83 );
// Film Tweaks
self SetClientDvar("r_filmtweakContrast", 1.4 );
self SetClientDvars( "r_filmtweakdarktint", (1.27, 1.32, 1) );
self SetClientDvars( "r_filmtweaklighttint", (1.41, 1.34, 1.02) );
wait 1;
}
}
Title: Re: [WIP] Zombie Garage
Post by: JBird632 on April 11, 2016, 05:14:35 pm
Sexy
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 11, 2016, 05:22:05 pm
Sexy

Thanks. :D
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 11, 2016, 10:45:08 pm
Ray expansion too much? Or good enough? :D

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

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

If anyone wants to use this, thread on players, modify dvars to your liking.

Code Snippet
Plaintext
vision_set()
{
self endon("disconnect");
while(1)
{
// Enable Tweaks
self SetClientDvar("r_filmTweakEnable", 1 );
self SetClientDvar("r_filmUseTweaks", 1 );
self SetClientDvar("r_glowTweakEnable", 1 );
self SetClientDvar("r_glowUseTweaks", 1 );
// Glow Stuff
self SetClientDvar("r_glowtweakbloomcutoff", 0.51 );
self SetClientDvar("r_glowtweakbloomintensity0", 1.35 );
self SetClientDvar("r_glowtweakradius0", 8.56 );
// God Rays
self SetClientDvar("r_glowtweakrayexpansion", 4 );
self SetClientDvar("r_glowtweakrayintensity", 0.46 );
// Brightness/Contrast
self SetClientDvar("r_brightness", 0.04 );
self SetClientDvar("r_gamma", 1.2 );
self SetClientDvar("r_contrast", 0.83 );
// Film Tweaks
self SetClientDvar("r_filmtweakContrast", 1.4 );
self SetClientDvars( "r_filmtweakdarktint", (1.27, 1.32, 1) );
self SetClientDvars( "r_filmtweaklighttint", (1.41, 1.34, 1.02) );
wait 1;
}
}

Is it a musket or an Arsaka
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 12, 2016, 09:51:04 am
Is it a musket or an Arsaka
Neither. :lol:
 it's the SVU with Iron Sights from Ghosts :please:
Spoiler: click to open...
yep, ya got me Sco, and you too Harry
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 12, 2016, 01:03:22 pm
Neither. :lol:
 it's the SVU with Iron Sights from Ghosts :please:
Spoiler: click to open...
yep, ya got me Sco, and you too Harry

BINGO! It will be starting room wall weapon along with Ranger. Would people prefer them to be relatively powerful but something like 1000 in cost, or as powerful as M14/Olympia but cost 500?
Title: Re: [WIP] Zombie Garage
Post by: Sidzzz on April 12, 2016, 01:06:00 pm
BINGO! It will be starting room wall weapon along with Ranger. Would people prefer them to be relatively powerful but something like 1000 in cost, or as powerful as M14/Olympia but cost 500?

I'd say resemblant of the M14.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 12, 2016, 01:44:30 pm
BINGO! It will be starting room wall weapon along with Ranger. Would people prefer them to be relatively powerful but something like 1000 in cost, or as powerful as M14/Olympia but cost 500?
I'd prefer a 1000 point version, since it's only right to treat the SVU with a little respect.
Title: Re: [WIP] Zombie Garage
Post by: MajorPwnege01 on April 12, 2016, 04:05:34 pm
I agree 1000 points, the SVU does deserve some respect
Title: Re: [WIP] Zombie Garage
Post by: MAK911 on April 12, 2016, 10:20:48 pm
BINGO! It will be starting room wall weapon along with Ranger. Would people prefer them to be relatively powerful but something like 1000 in cost, or as powerful as M14/Olympia but cost 500?
I'd go for the 1000. I always found it ridiculous that, in SP, you either get a wall weapon or quick revive. Well, who in their right mind WOULDN'T get quick revive? In MP, yeah, you can buy a gun off the wall, but it will be shit, even when PAP'd so you have to wait for someone to buy the first door. At least now the gun will be useful for a little while longer.
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on April 16, 2016, 12:47:44 pm
I'd go for the 1000. I always found it ridiculous that, in SP, you either get a wall weapon or quick revive. Well, who in their right mind WOULDN'T get quick revive? In MP, yeah, you can buy a gun off the wall, but it will be shit, even when PAP'd so you have to wait for someone to buy the first door. At least now the gun will be useful for a little while longer.
i never buy quick revive
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 16, 2016, 04:34:42 pm
I'd go for the 1000. I always found it ridiculous that, in SP, you either get a wall weapon or quick revive. Well, who in their right mind WOULDN'T get quick revive? In MP, yeah, you can buy a gun off the wall, but it will be shit, even when PAP'd so you have to wait for someone to buy the first door. At least now the gun will be useful for a little while longer.

Same, I only buy the wall weapon if I want to build extra points before I head out. If im going for flawless challenges then I dont buy quick revive.
Title: Re: [WIP] Zombie Garage
Post by: AlecKeaneDUB on April 18, 2016, 08:45:40 pm
This map looks great so far! Will definitely be playing this upon release. I love the outdoor, MW2 type feeling maps ;)
Title: Re: [WIP] Zombie Garage
Post by: eliudjb on April 19, 2016, 03:13:54 pm
most anticipated map for me right now. Looking forward sexy  8)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 23, 2016, 04:06:01 pm
https://embed.gyazo.com/dbf011394f7e12502355708f5c09fa4d.mp4

 :nyan:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 23, 2016, 06:56:36 pm
https://embed.gyazo.com/dbf011394f7e12502355708f5c09fa4d.mp4

 :nyan:
You should show harry this :troll: unless its 4 burst
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 23, 2016, 07:34:14 pm
You should show harry this :troll: unless its 4 burst

Upgraded is 6 Burst and Non-Upgraded is 4 Burst. I'm using MakeCent's script, so if anyone else it using it, just add this/ make changes:

(https://i.gyazo.com/b5520bbc1d3389b30415047c08e77fe6.png)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 23, 2016, 09:29:51 pm
https://embed.gyazo.com/dbf011394f7e12502355708f5c09fa4d.mp4

 :nyan:
I am...
Amused.
Nice work Sco.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 24, 2016, 06:30:17 pm
Some screenshots of weapons I've added for danka viewing effect, and a little something at the end that will be for the "electric" weapons.. ^-^

Spoiler: click to open...
(http://i.imgur.com/OAXW9DJ.jpg)
(http://i.imgur.com/Ut3emzn.jpg)
(http://i.imgur.com/eJwAcgy.jpg)
(http://i.imgur.com/sXNdeKS.jpg)
(http://i.imgur.com/zue4IPQ.jpg)
(http://i.imgur.com/FCcsai1.jpg)
(https://i.gyazo.com/64ae920ae19632ae568bacf187ec0c50.gif)
Title: Re: [WIP] Zombie Garage
Post by: FinalKill9175 on April 24, 2016, 07:13:06 pm
Some screenshots of weapons I've added for danka viewing effect, and a little something at the end that will be for the "electric" weapons.. ^-^

Spoiler: click to open...
(http://i.imgur.com/OAXW9DJ.jpg)
(http://i.imgur.com/Ut3emzn.jpg)
(http://i.imgur.com/eJwAcgy.jpg)
(http://i.imgur.com/sXNdeKS.jpg)
(http://i.imgur.com/zue4IPQ.jpg)
(http://i.imgur.com/FCcsai1.jpg)
(https://i.gyazo.com/64ae920ae19632ae568bacf187ec0c50.gif)
:rainbow: :rainbow: noice
Title: Re: [WIP] Zombie Garage
Post by: DeletedUser on April 24, 2016, 10:09:24 pm
Spoiler: click to open...
(http://i.imgur.com/OAXW9DJ.jpg)
(http://i.imgur.com/Ut3emzn.jpg)
(http://i.imgur.com/eJwAcgy.jpg)
(http://i.imgur.com/sXNdeKS.jpg)
(http://i.imgur.com/zue4IPQ.jpg)
(http://i.imgur.com/FCcsai1.jpg)
(https://i.gyazo.com/64ae920ae19632ae568bacf187ec0c50.gif)
Meh
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 24, 2016, 10:12:26 pm
Meh

??

Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 25, 2016, 12:11:48 am
Some screenshots of weapons I've added for danka viewing effect, and a little something at the end that will be for the "electric" weapons.. ^-^

Spoiler: click to open...
(http://i.imgur.com/OAXW9DJ.jpg)
(http://i.imgur.com/Ut3emzn.jpg)
(http://i.imgur.com/eJwAcgy.jpg)
(http://i.imgur.com/sXNdeKS.jpg)
(http://i.imgur.com/zue4IPQ.jpg)
(http://i.imgur.com/FCcsai1.jpg)
(https://i.gyazo.com/64ae920ae19632ae568bacf187ec0c50.gif)
*click* noice
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 27, 2016, 10:38:30 am
Dirty Badger with official sounds. :gusta:

https://www.youtube.com/watch?v=sxyC8mi74Yo&spfreload=5 (https://www.youtube.com/watch?v=sxyC8mi74Yo&spfreload=5)

Spoiler: click to open...
no snow isn't actually going to be in the map. :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 27, 2016, 01:28:48 pm
Looking good Sco.
Spoiler: click to open...
I saw that black line on the reload at the beginning :please:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 27, 2016, 11:24:29 pm
Dirty Badger with official sounds. :gusta:

https://www.youtube.com/watch?v=sxyC8mi74Yo&spfreload=5 (https://www.youtube.com/watch?v=sxyC8mi74Yo&spfreload=5)

Spoiler: click to open...
no snow isn't actually going to be in the map. :P

Cool. is that the original sound from ghosts or custom? (never played ghosts) ::)

also will the map have the stupid ambient music or naw? (same with the der riese quotes as well; in or naw?)
Title: Re: [WIP] Zombie Garage
Post by: HitmanVere on April 28, 2016, 05:30:06 am
Dirty Badger with official sounds. :gusta:
Spoiler: click to open...
no snow isn't actually going to be in the map. :P

Cool. is that the original sound from ghosts or custom? (never played ghosts) ::)

Nah, thats clearly his burping sounds, when he drank some lemon juice :poker:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 28, 2016, 05:42:03 am
Nah, thats clearly his burping sounds, when he drank some lemon juice :poker:

Turns out if you're able to turn on your microwave with the door open and stick your butt in their and fart, it produces sound effects exactly like Ghosts weapons, that's how IW made them.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 28, 2016, 05:43:06 am
Turns out if you're able to turn on your microwave with the door open and stick your butt in their and fart, it produces sound effects exactly like Ghosts weapons, that's how IW made them.
That sounds like an idea for a viral video.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 28, 2016, 05:44:26 am
That sounds like an idea for a viral video.

I want 50% of the profits made.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 28, 2016, 08:21:59 am
I want 50% of the profits made.
Rightio then :please:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 28, 2016, 10:56:07 am
Bulldog. :P

(http://i.imgur.com/Bbr3o9a.jpg)

(http://i.imgur.com/SZghqJ5.jpg)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 28, 2016, 12:22:40 pm
Bulldog. :P

(http://i.imgur.com/Bbr3o9a.jpg)

(http://i.imgur.com/SZghqJ5.jpg)

Looks like it has some "bite" :troll:
Spoiler: click to open...
Nice one Sco
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on April 28, 2016, 01:27:21 pm
Bulldog. :P

(http://i.imgur.com/Bbr3o9a.jpg)

(http://i.imgur.com/SZghqJ5.jpg)
Good Port. Great Work.
Title: Re: [WIP] Zombie Garage
Post by: FinalKill9175 on April 28, 2016, 11:12:06 pm
Bulldog. :P

(http://i.imgur.com/Bbr3o9a.jpg)

(http://i.imgur.com/SZghqJ5.jpg)
How did you get ghosts normal maps to work?
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 29, 2016, 01:33:09 am
Turns out if you're able to turn on your microwave with the door open and stick your butt in their and fart, it produces sound effects exactly like Ghosts weapons, that's how IW made them.
Guys Im serious XD

Bulldog. :P

(http://i.imgur.com/Bbr3o9a.jpg)

(http://i.imgur.com/SZghqJ5.jpg)

Pap name: Hellhound :lied:

is there incendiary rounds ::)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 29, 2016, 06:49:21 am
How did you get ghosts normal maps to work?

Lower brightness by -64 and increase contrast by 100.


Pap name: Hellhound :lied:

is there incendiary rounds ::)

Hmmm nice idea for name, I named it Bulldozer but that may fit. :) And I could make it incendiary. ::)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 29, 2016, 09:43:55 am
I was thinking something like "Pitbull"
Title: Re: [WIP] Zombie Garage
Post by: MAK911 on April 29, 2016, 06:26:37 pm
I was thinking something like "Pitbull"
Featuring Pitbull* FTFY
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 29, 2016, 08:17:38 pm
@MoppyPoodles how's this one? :)

(http://i.imgur.com/ax7rcku.jpg)

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

(http://i.imgur.com/J4YjwQ8.jpg)
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on April 29, 2016, 09:41:50 pm
Lower brightness by -64 and increase contrast by 100.

Hmmm nice idea for name, I named it Bulldozer but that may fit. :) And I could make it incendiary. ::)
:D :D
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 29, 2016, 11:18:29 pm
@MoppyPoodles how's this one? :)

(http://i.imgur.com/ax7rcku.jpg)

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

(http://i.imgur.com/J4YjwQ8.jpg)
Looking good
Spoiler: click to open...
Holographic sight is misaligned, it's a bit too far over to the right. :please:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 30, 2016, 07:16:46 am
Holographic sight is misaligned, it's a bit too far over to the right. :please:

no, it's not.

Spoiler: click to open...
(http://i.imgur.com/fXTrUW9.png)

And if you're talking about the sway, that is a thing in Call of Duty, play MW3, BO2, etc. and it's also a thing in real life. Stop nit picking. :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on April 30, 2016, 08:39:43 am
no, it's not.

Spoiler: click to open...
(http://i.imgur.com/fXTrUW9.png)

And if you're talking about the sway, that is a thing in Call of Duty, play MW3, BO2, etc. and it's also a thing in real life. Stop nit picking. :P
I wasn't talking about the sway.
maybe my eyes are just playing tricks on me.
And ok, I will, just for you Sco.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 30, 2016, 12:30:05 pm
(http://i.imgur.com/adcaUcA.jpg)
Title: Re: [WIP] Zombie Garage
Post by: RadimaX on April 30, 2016, 12:57:40 pm
recently i see guns and foliage alot but how is the actual mapping coming along?  :lol:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on April 30, 2016, 01:06:36 pm
recently i see guns and foliage alot but how is the actual mapping coming along?  :lol:

It's done.
Title: Re: [WIP] Zombie Garage
Post by: RadimaX on April 30, 2016, 01:09:19 pm
sweet glad to hear that, seen this wip for such long time any ideas of a release date or more stuff to do? just looks like a great map to play.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 01, 2016, 12:14:10 am
(http://i.imgur.com/adcaUcA.jpg)
*click* noice
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 01, 2016, 09:12:54 am
Thanks to Smitty Tim, decided to put XR2 in.

http://www.youtube.com/watch?v=PHRcGftrzS8 (http://www.youtube.com/watch?v=PHRcGftrzS8)

Please note: I probably won't be adding more Bo3 Weapons, they use a fuck ton of images.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 01, 2016, 09:21:17 am
Thanks to Smitty Tim, decided to put XR2 in.

http://www.youtube.com/watch?v=PHRcGftrzS8 (http://www.youtube.com/watch?v=PHRcGftrzS8)

Please note: I probably won't be adding more Bo3 Weapons, they use a fuck ton of images.

OH MY GOD!!!
THE BOLT ACTUALLY MOVES!!!!!
10/10, map of the year.
Title: Re: [WIP] Zombie Garage
Post by: HitmanVere on May 01, 2016, 09:33:00 am
OH MY GOD!!!
THE BOLT ACTUALLY MOVES!!!!!
10/10, map of the year.

Missing sound on reload though. Im sorry, but I have to take your nitpicking trophy :please:
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 01, 2016, 10:32:57 am
Missing sound on reload though. Im sorry, but I have to take your nitpicking trophy :please:
I'm sure I'll find something else :lol:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 02, 2016, 02:09:50 am
Cool XR-2 (even though I always get it from the box on Nightmares :please:)

But you never answered my question
...will the map have the stupid ambient music or naw? (same with the der riese quotes as well; in or naw?)
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 02, 2016, 05:31:36 am
It's my first gun port from bo3 so give me a break :please:.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 02, 2016, 07:18:48 am
It's my first gun port from bo3 so give me a break :please:.

The missing sound wasn't your fault, I just copied the stuff from your soundalias over to my CSV (since I like mine all in one csv for organization) but messed up on copying the mag_in one. All sounds are actually there. :P

...will the map have the stupid ambient music or naw? (same with the der riese quotes as well; in or naw?)

All Original Der Riese quotes and character along with jungle ambient music and full volume.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 02, 2016, 07:21:45 am
All Original Der Riese quotes and character along with jungle ambient music and full volume.
:troll:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 03, 2016, 01:51:37 am
the hype
All Original Der Riese quotes and character along with jungle ambient music and full volume.

AAANNNDDD Its gone
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 03, 2016, 06:27:52 am
the hype
AAANNNDDD Its gone

It'll be fine, you'll learn to love them.
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 04, 2016, 05:00:43 am
It'll be fine, you'll learn to love them.
Facinating. *Unpluggs Computer*

Spoiler: click to open...
Like seriously Im so done with all these unoriginal quotes, every custom map claims there are different characters and yet they still use the der riese quotes, Listen to a song for 10 hours (A good one) and see if its cool or not after the 5th hour, this is the Der riese quotes. Just Mute the F*ckers at least
Even if I mute the voice You cannot hear the zombies and gets Buttf*cked by the quiet zombies.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 04, 2016, 05:31:44 am
Facinating. *Unpluggs Computer*

Spoiler: click to open...
Like seriously Im so done with all these unoriginal quotes, every custom map claims there are different characters and yet they still use the der riese quotes, Listen to a song for 10 hours (A good one) and see if its cool or not after the 5th hour, this is the Der riese quotes. Just Mute the F*ckers at least
Even if I mute the voice You cannot hear the zombies and gets Buttf*cked by the quiet zombies.
If ya don't like it, make your own map with quiet characters. Simple. Just make a map in your own image.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 04, 2016, 06:37:22 am
Facinating. *Unpluggs Computer*

Spoiler: click to open...
Like seriously Im so done with all these unoriginal quotes, every custom map claims there are different characters and yet they still use the der riese quotes, Listen to a song for 10 hours (A good one) and see if its cool or not after the 5th hour, this is the Der riese quotes. Just Mute the F*ckers at least
Even if I mute the voice You cannot hear the zombies and gets Buttf*cked by the quiet zombies.

Don't know know if you don't get the joke, but you can rant on another thread if you please. :D

Spoiler: click to open...
They are replaced with the Marines. :please:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 05, 2016, 02:04:55 am
Don't know know if you don't get the joke, but you can rant on another thread if you please. :D

Spoiler: click to open...
They are replaced with the Marines. :please:
OH SH!T. Didnt catch the sarcasm. Oh well move along :-[ :poker:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 07, 2016, 11:59:34 am
(http://i.imgur.com/1ccoADR.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 08, 2016, 04:01:32 am
Wins! :gusta:. If you want to replace the perks with t7 perks. You know where to find me :troll:.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 08, 2016, 08:11:16 am
Wins! :gusta:. If you want to replace the perks with t7 perks. You know where to find me :troll:.

Thanks, but I have the models for them, from Harry and from you know where.  :D

Double Post Merge: May 08, 2016, 08:24:42 am
Also been fucking around with Graph Editor in Maya....

(http://i.imgur.com/766yRhR.gif)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 08, 2016, 09:21:14 am
Thanks, but I have the models for them, from Harry and from you know where.  :D

Double Post Merge: May 08, 2016, 08:24:42 am
Also been fucking around with Graph Editor in Maya....

(http://i.imgur.com/766yRhR.gif)

STOP!!!!!
you had me at Haymaker-12.
10/10, map of the Decade :nyan:
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on May 08, 2016, 09:28:42 am
Thanks, but I have the models for them, from Harry and from you know where.  :D

Double Post Merge: May 08, 2016, 08:24:42 am
Also been fucking around with Graph Editor in Maya....

(http://i.imgur.com/766yRhR.gif)

Nice job Scob! I think you need to move the gun back a bit and it'll be almost spot on, how did you do the bolt back part? It's better than my attempt, I just merged it with the Galil bolt back anim.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 08, 2016, 10:17:23 am
Nice job Scob! I think you need to move the gun back a bit and it'll be almost spot on, how did you do the bolt back part? It's better than my attempt, I just merged it with the Galil bolt back anim.

Thanks, I liked the one you did on IE, the way I done was a fuck ton of work in Graph Editor, lol, rotating gun, editing translates for tag_weapon and shoulder joints, etc. very tedious. :alone:

(http://i.imgur.com/3bXnCeu.png)

Will try that, it looks much better in maya because you know, gif's FPS is limited. lol. Will be seeing how it looks in game later. :D
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on May 08, 2016, 10:25:19 am
Thanks, I liked the one you did on IE, the way I done was a fuck ton of work in Graph Editor, lol, rotating gun, editing translates for tag_weapon and shoulder joints, etc. very tedious. :alone:

(http://i.imgur.com/3bXnCeu.png)

Will try that, it looks much better in maya because you know, gif's FPS is limited. lol. Will be seeing how it looks in game later. :D

I used to do it like that and it's super super tedious yeh. But you can move the position of the gun in all anims if you just adjust the ads idle frames and it's 100x faster and easier.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 08, 2016, 01:22:18 pm
TBH, your anim looked very smooth, and very close to the Original animation.
So, if you want my opinion, you should use your original animation.
Title: Re: [WIP] Zombie Garage
Post by: sedozz on May 09, 2016, 07:52:50 am
ETA on a release? I keep going through the screenshots over and over, I'm ready to play this thing.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 09, 2016, 08:23:41 am
ETA on a release? I keep going through the screenshots over and over, I'm ready to play this thing.

Can't give an ETA unfortunately, especially with exams coming up in 3 weeks, but I am working on it as fast as I can, and thanks for your interest. :)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 09, 2016, 08:53:25 am
Can't give an ETA unfortunately, especially with exams coming up in 3 weeks, but I am working on it as fast as I can, and thanks for your interest. :)

Please don't remind me
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 09, 2016, 09:04:34 am
Please don't remind me

End of year exams, gotta do them m80.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 09, 2016, 09:09:50 am
End of year exams, gotta do them m80.
I know, but doesn't mean I'm looking forward to them :please:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 10, 2016, 06:23:39 am
Embrace the sp00ks.

(http://i.imgur.com/h0QwhMD.jpg)

(http://i.imgur.com/6Ebcrih.jpg)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 10, 2016, 06:49:37 am
Embrace the sp00ks.

(http://i.imgur.com/h0QwhMD.jpg)

(http://i.imgur.com/6Ebcrih.jpg)

Spooky Scary Scoba-tons
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 10, 2016, 10:48:53 pm
Embrace the sp00ks.

(http://i.imgur.com/h0QwhMD.jpg)

(http://i.imgur.com/6Ebcrih.jpg)
DID someone say haymaker :)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 10, 2016, 10:51:54 pm
DID someone say haymaker :)
Nope :poker:
They said Bae-maker :please:
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 11, 2016, 10:40:52 pm
Nope :poker:
They said Bae-maker :please:
Thats even better :yeah:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 14, 2016, 10:24:39 pm
is there incendiary rounds ::)

I'm a man of my words. ::)

(https://embed.gyazo.com/6a7f317fc7a60fb4cca1c8572cea174e.gif)
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 15, 2016, 01:16:50 am
I'm a man of my words. ::)

(https://embed.gyazo.com/6a7f317fc7a60fb4cca1c8572cea174e.gif)

https://youtu.be/6MT3Nkpj3Y4?t=20
0:20 - 0:24

some one make a gif of this

EDIT: aww, Its not call hellhound :'(
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 15, 2016, 02:16:18 am
https://youtu.be/6MT3Nkpj3Y4?t=20
0:20 - 0:24

some one make a gif of this
Uh...
No :poker:

Double Post Merge: May 15, 2016, 02:16:49 am
I'm a man of my words. ::)

(https://embed.gyazo.com/6a7f317fc7a60fb4cca1c8572cea174e.gif)

Well, I guess you are Sco, I tip my stat-trak fedora to you
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 15, 2016, 02:26:21 am
Uh...
No :poker:

c'mon, mr. veto, Can I have at least a bit of fun?
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 15, 2016, 02:35:43 am
c'mon, mr. veto, Can I have at least a bit of fun?
we won't make a gif of it, why don't you do it? I'm sure google will be able to help you out. :)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 15, 2016, 09:00:20 am
https://youtu.be/6MT3Nkpj3Y4?t=20 (https://youtu.be/6MT3Nkpj3Y4?t=20)
0:20 - 0:24

some one make a gif of this

EDIT: aww, Its not call hellhound :'(

While you're all figuring out GIFs, say hello to my little friends!

(http://i.imgur.com/Yp32gY6.png)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 15, 2016, 09:44:14 am
While you're all figuring out GIFs, say hello to my little friends!

(http://i.imgur.com/Yp32gY6.png)
I was expecting Dual Wield M60's, but this'll do the trick  :please:
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 15, 2016, 12:46:42 pm
Ah! Wins! Mw2 anims ? You went treyarch or iw way of doing dual's ?
Title: Re: [WIP] Zombie Garage
Post by: conn6orsuper117 on May 15, 2016, 05:33:02 pm
While you're all figuring out GIFs, say hello to my little friends!

(http://i.imgur.com/Yp32gY6.png)
Paped name... Hunters. or Jeckle and Hyde
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 16, 2016, 06:05:31 pm
The anim porting is fucking up with the Ranger Akimbo no matter how I do it, so it'll stay single wield, it's one of the anims that modifies tag_torso from my observations so idk, maybe that's why.

This came out nice. :troll:

(http://i.imgur.com/hBAk4OB.jpg)
Title: Re: [WIP] Zombie Garage
Post by: Undeadmetal on May 16, 2016, 07:07:41 pm
The anim porting is fucking up with the Ranger Akimbo no matter how I do it, so it'll stay single wield, it's one of the anims that modifies tag_torso from my observations so idk, maybe that's why.

This came out nice. :troll:

(http://i.imgur.com/hBAk4OB.jpg)


 :o
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 16, 2016, 09:41:51 pm
Been messing with achievements using Stuffy's script and modifying the stringtable for challenges.

(http://i.imgur.com/lYNGYDo.png)
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 16, 2016, 09:49:50 pm
Been messing with achievements using Stuffy's script and modifying the stringtable for challenges.

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

Now this, is some good news.
Nice work Sco.
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 17, 2016, 05:31:28 am
Oh, nice man. Good work!
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 23, 2016, 04:01:43 pm
Embrace the sp00ks.

(https://embed.gyazo.com/9e1069606cf0441e8f19906f7d7ef09c.gif)

Spoiler: click to open...
HUGE thanks to lilrifa who literally spent a huge amount of time helping me with porting the script from Bo1 to WaW, and to RDV who suggested the addition to make them go to player and also one or 2 other suggestions. :D

Ignore the bright colors, I was doing many sp00ki compiles and disabling lights was faster for danka sp00ki brightness effect, 3 sp00ki, 5 me.

Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on May 23, 2016, 04:51:44 pm
Embrace the sp00ks.

(https://embed.gyazo.com/9e1069606cf0441e8f19906f7d7ef09c.gif)

Spoiler: click to open...
HUGE thanks to lilrifa who literally spent a huge amount of time helping me with porting the script from Bo1 to WaW, and to RDV who suggested the addition to make them go to player and also one or 2 other suggestions. :D

Ignore the bright colors, I was doing many sp00ki compiles and disabling lights was faster for danka sp00ki brightness effect, 3 sp00ki, 5 me.


But will they take your perks temporarily? :troll:
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 23, 2016, 05:07:21 pm
But will they take your perks temporarily? :troll:

No, I don't want to be like that guy who released those 2 horrid maps that use that equally as horrid T4M. :troll:
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on May 23, 2016, 05:18:10 pm
Embrace the sp00ks.

(https://embed.gyazo.com/9e1069606cf0441e8f19906f7d7ef09c.gif)

Spoiler: click to open...
HUGE thanks to lilrifa who literally spent a huge amount of time helping me with porting the script from Bo1 to WaW, and to RDV who suggested the addition to make them go to player and also one or 2 other suggestions. :D

Ignore the bright colors, I was doing many sp00ki compiles and disabling lights was faster for danka sp00ki brightness effect, 3 sp00ki, 5 me.


It might just be me, but I don't see any gas.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 23, 2016, 05:28:16 pm
It might just be me, but I don't see any gas.

I think your eyes are playing up.

(http://i.imgur.com/R8t6bye.png)
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on May 23, 2016, 05:36:21 pm
No, I don't want to be like that guy who released those 2 horrid maps that use that equally as horrid T4M. :troll:

IKR, that guy's a total faggot. And I've heard 'all his things are shit' from a trusted source.
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 23, 2016, 05:50:02 pm
What source ? Ugx's chat ? :please:. Don't let people ruin your day stevie. At the end of the day you will be making wins just as Scoba ... Etc :). After all it's you how's gonna fell good about the wins you make not me :P.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on May 23, 2016, 06:09:35 pm
I kinda feel I'm adding too many AI to this small map, so I've decided to add a poll (will be up after this post) to decide what AI should stay in. :) I will choose from that then. :D
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on May 23, 2016, 07:17:04 pm
Good thinking :). Voted for jiffy coz i want to see him in action :troll:.
Anyways, how about a special round for the panzer and the naplam dude. Just like dogs. And when they're dead they drop a perk bottle or a firesale/bonfire or a max ammo ?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 08, 2016, 02:15:08 pm
Still working on this, though I have decided to use UGX Mod 1.1 with it, maybe sometime down the road I might give it a go over with weaponry, bosses, etc. but I have very, very limited time lately.

Also for some rather odd reason the community does not like T4M, idk why, but This map will still not require T4M.


I'll also be adding a few guns to spice it up a little instead of JUST what UGX provided, some will replaced tho since, you know, weapon limit.

(http://i.imgur.com/wtveBRO.jpg)
Title: Re: [WIP] Zombie Garage
Post by: tomikaze on July 08, 2016, 03:20:40 pm
I have decided to use UGX Mod 1.1 with it, maybe sometime down the road I might give it a go over with weaponry, bosses, etc. but I have very, very limited time lately.
Heck yea! UGX weapons, game modes, mutators, trap machine, upgradable turret...Yup, this is gunu be a good time for a long time  8)
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 08, 2016, 09:37:58 pm
Heck yea! UGX weapons, game modes, mutators, trap machine, upgradable turret...Yup, this is gunu be a good time for a long time  8)

thnx u tommikasey, you think you've seen it with Oil Rig, Bus Depot (< Now among the buggiest maps!), Clinic of Goodness, and Box Plus, well prepare to have your anus exploded with Garage, now featuring the best of the best, with zombies, juggernog and speed cola with pathnodes.

Estimated Release: Tomorrow Evening at 5:30PM whatever fucking timezone I'm in.
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on July 08, 2016, 11:09:46 pm
Still working on this, though I have decided to use UGX Mod 1.1 with it, maybe sometime down the road I might give it a go over with weaponry, bosses, etc. but I have very, very limited time lately.

Also for some rather odd reason the community does not like T4M, idk why, but This map will still not require T4M.


I'll also be adding a few guns to spice it up a little instead of JUST what UGX provided, some will replaced tho since, you know, weapon limit.

(http://i.imgur.com/wtveBRO.jpg)
If only Connor could see you now :please:
Oh well, I'll still play the map, even with the UGX-Mod.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 08, 2016, 11:16:58 pm
If only Connor could see you now :please:
Oh well, I'll still play the map, even with the UGX-Mod.

Who said you're going to be able to play the map? :troll:
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on July 09, 2016, 02:54:30 am
Who said you're going to be able to play the map? :troll:
Go on.
Do it.
I dare you.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 09, 2016, 10:00:39 am
Go on.
Do it.
I dare you.

Do what? I was talking about the possibility of the download not working in the case Mediafire or Mega didn't work.  :-\
Title: Re: [WIP] Zombie Garage
Post by: lilrifa on July 09, 2016, 11:30:48 am
Estimated Release: Tomorrow Evening at 5:30PM whatever fucking timezone I'm in.

GMT: -0;+0
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on July 09, 2016, 08:29:09 pm
Do what? I was talking about the possibility of the download not working in the case Mediafire or Mega didn't work.  :-\
:please:
Title: Re: [WIP] Zombie Garage
Post by: PermTech on July 12, 2016, 11:10:09 am
Just played the map and got to 25 round and bought the buyable ending on solo. Awesome map! Keep up the work!  :nyan:
Title: Re: [WIP] Zombie Garage
Post by: steviewonder87 on July 12, 2016, 12:19:49 pm
Why was the release topic removed? :'(
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 12, 2016, 12:54:43 pm
Why was the release topic removed? :'(

Unfortunately there were way too many bugs, etc. I'll be updating the map with more areas/content in the next week, people can apply for Beta again, this time there will be an actual beta period. :P

Spoiler: click to open...
(http://image.prntscr.com/image/e9b968a61d61475b9d155a0f0042eac9.jpeg)

(http://image.prntscr.com/image/1c739a31aa784c1897bdd55f5cce8867.jpeg)
Title: Re: [WIP] Zombie Garage
Post by: Tim Smith on July 12, 2016, 01:17:01 pm
people can apply for Beta again, this time there will be an actual beta period.
Yay!, more time to play with my Pretty ones :troll:. I recommend taking out some perk machins and adding wunderfizz like origins.
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 12, 2016, 01:17:39 pm
Yay!, more time to play with my Pretty ones :troll:. I recommend taking out some perk machins and adding wunderfizz like origins.

I already said this. :D The map is too small for Wunderfizz. ^^
Title: Re: [WIP] Zombie Garage
Post by: LegendHugo on July 12, 2016, 10:44:06 pm
Sick ass splash title art man.
Will try it out
Title: Re: [WIP] Zombie Garage
Post by: Harry Bo21 on July 14, 2016, 05:30:16 pm
I already said this. :D The map is too small for Wunderfizz. ^^
is it also too small for a mystery box then?
Title: Re: [WIP] Zombie Garage
Post by: Scobalula on July 14, 2016, 05:57:02 pm
is it also too small for a mystery box then?

Well I decided to add it now, but the map has 40+ weapons which means kinda of hard to place them all, there are only a few perks, which all have a place, people could just buy them. :P
Title: Re: [WIP] Zombie Garage
Post by: JiffyNoodles on July 15, 2016, 12:19:59 am
Well I decided to add it now, but the map has 40+ weapons which means kinda of hard to place them all, there are only a few perks, which all have a place, people could just buy them. :P
You know what this map needs...?
Spoiler: click to open...
a panzer soldat