UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: Dust on October 18, 2015, 02:28:05 am

Title: CS:GO Nuke![WIP]
Post by: Dust on October 18, 2015, 02:28:05 am
So Since my previous WIP map (vacant) got lost since my hard drive crashed. I have been working on a new map which is a map ported from cs:go called Nuke. I decided I may as well make a WIP to give you guys a taste of what I have in store. I have scripted a ton of stuff in this map that I am sure will keep you guys busy.

Features:

Now on to the pics:
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2Fk37g5z.jpg&hash=d1a61c00cba5a285002376d8963e1e9acdc80c48)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F25qvpfs.jpg&hash=14d66c59a1c31564793b0df4ac55137000e46e8d)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F9gf1hh.jpg&hash=4f75b532ca7a69c7d9e3a5feff0bc71abe66b762)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F16bn8xu.jpg&hash=f6856e5e6299f7fa77968e3257e998785c5bf413)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2F9le4cz.jpg&hash=8bb38de0e8b8acdd9d6073943c3d6e55a927bba5)
(note I know about the missing textures, accidently deleted it and didn't realize until I compiled)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F2gwi7es.jpg&hash=c2be6296b9e0b2f785a639b4312fb7af4bd672cd)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F1h8rxx.png&hash=b4ea0021da35ed6984387a8c2e7eaf2cb3212294)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2Fxe1qwp.png&hash=06cdad4bd1f6eabe179f92cf9fc937ce55c01d50)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F1111i5u.jpg&hash=3286f491f381dcd9692b52641bd53a99bb8f899c)
(The numbers Mason, what do they mean!)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F34ou35v.jpg&hash=2106743adb782cd271772ad2cff3de1c26557cce)

Traps:
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F2dh61l2.png&hash=f6340d1d590e6eec7259c96d3267513605d11347)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2Ffk4ebp.png&hash=b7173eabcff11a116388ef556d838b4c1823b09b)

NEW PICS: 10/21/15
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Fdxbfdl.jpg&hash=02922d3c399707ea542914131b3da0145db11f55)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F210d6jn.jpg&hash=8c59fa7807e4c3ecfb9b87c445a48340cea14cf9)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F1zvydr6.jpg&hash=0bc417bc6283356acfdff39b572133d341efbdf7)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2F2uongv4.jpg&hash=a9cbdbde0858aa03cb57bb4aa3f0d0716fbfc2cc)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F9xk8.jpg&hash=95de47992eee00184b373bdf028b34493dae508f)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F2epoj6c.jpg&hash=0dd8f0490356279b2b834892a97c9a29166cbcf0)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2010pxd.jpg&hash=d3b7fe285cc3ff691ac4da98c80ea73a719ad77c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Fx6bqzn.jpg&hash=2f65203c13dd34db1939c32d7e6216ce1688a4e4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2F2dhbh9j.jpg&hash=5fec24f7e450b1161ad80160e6b28956654f51a5)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2mhiik8.jpg&hash=b0b8b3fb4ab38d3a575c1451da9b8aef4700e53b)
Title: Re: CS:GO Nuke![WIP]
Post by: Harry Bo21 on October 18, 2015, 02:51:20 am
looking awesome bro, looking forward to this :)

Quote
I know some people think using the UGX mod is lazy

nope, not even remotely. Thats like saying all zombie maps after verruct shouldnt have had perks as its reusing completed work :P ;)
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 18, 2015, 02:54:47 am
looking awesome bro, looking forward to this :)

nope, not even remotely. Thats like saying all zombie maps after verruct shouldnt have had perks as its reusing completed work :P ;)

Lol, its just something I have heard a bunch in the past, just wanted to bring it up :P

and thanks
Title: Re: CS:GO Nuke![WIP]
Post by: Andy Whelan on October 18, 2015, 03:28:51 am
Nice! I always loved the map, gonna show this to my mate who will undoubtedly love it :)
Title: Re: CS:GO Nuke![WIP]
Post by: Harry Bo21 on October 18, 2015, 03:48:16 am
Lol, its just something I have heard a bunch in the past, just wanted to bring it up :P

and thanks
lol, we could never judge you ;)

Anyway, looks like itll be awesome! Keep up the good work!
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 18, 2015, 04:05:03 am
Added pics of the first trap ;)
Title: Re: CS:GO Nuke![WIP]
Post by: Eternal_Fire on October 18, 2015, 07:03:00 am
One of my favourite maps in CS :D glad its being made for waw. Hit me up if you would like some csgo guns.
Title: Re: CS:GO Nuke![WIP]
Post by: animallover on October 18, 2015, 07:05:48 am
looks great! ive been having problems getting the ugx1.1 to work on my maps but this looks like its working fine! cant wait for release
Title: Re: CS:GO Nuke![WIP]
Post by: InFInIX on October 18, 2015, 11:28:07 am
Looks nice i like the Features and ugx mod 1.1 is awesome testet it enough to know  :D ;)
Title: Re: CS:GO Nuke![WIP]
Post by: LegitimateRage on October 18, 2015, 12:06:06 pm
Oh fuck yeah, Nuke is my absolutely favourite CSGO Map, can't wait to see it zombie-fied with UGX 1.1! :D

I hope you don't make heaven/hut safe zones though ;)
Title: Re: CS:GO Nuke![WIP]
Post by: johndoe on October 18, 2015, 01:08:42 pm
nice to see someone working on a csgo port. hit me up when you need help with something  ;)
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 18, 2015, 04:34:15 pm
Thanks for all the nice comments guys! I hope to have more pics up today :)
Title: Re: CS:GO Nuke![WIP]
Post by: killingerk on October 18, 2015, 05:09:03 pm
cool work  :rainbow:
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 18, 2015, 11:27:12 pm
Turned on the beta request button. Been working hard today on the map.

I am currently putting the final touches on the easter egg, then I need to tidy up a few more scripts(ran into 1 problem with the buried chalk that needs to be addressed) as well as a couple misc stuff. Then I will be ready for beta testing. Hoping to start the beta before BO3 cause I probably wont have any time once that releases to work on the map as much.
Title: Re: CS:GO Nuke![WIP]
Post by: AlexDaBaws on October 20, 2015, 03:57:50 pm
Well, it would make it alot better if you add ported csgo weapons, would be even cooler if you actually ported skins like the m4a4 howl, awp dragon lore or something like that.. But still if you dont add that, i hope it will be just as good as the map in cs :D
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 20, 2015, 06:29:11 pm
Well, it would make it alot better if you add ported csgo weapons, would be even cooler if you actually ported skins like the m4a4 howl, awp dragon lore or something like that.. But still if you dont add that, i hope it will be just as good as the map in cs :D

Currently working with someone to get csgo ported weapons, not too sure about skins though xD
Title: Re: CS:GO Nuke![WIP]
Post by: Rollonmath42 on October 20, 2015, 07:26:22 pm
Currently working with someone to get csgo ported weapons, not too sure about skins though xD

I can handle that ;)
Title: Re: CS:GO Nuke![WIP]
Post by: daedra descent on October 20, 2015, 08:09:13 pm
Currently working with someone to get csgo ported weapons, not too sure about skins though xD

If you can get skins, having a machine or something that gives you a random skin for points would be cool. Wouldn't be hard to script either as long as the amount of camos is the same for every gun.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 20, 2015, 08:34:02 pm
If you can get skins, having a machine or something that gives you a random skin for points would be cool. Wouldn't be hard to script either as long as the amount of camos is the same for every gun.

That does sound like a great idea! CS:GO has a lot of different skins for certain guns and having a machine give you a random skin for the gun would be awesome.

Would each gun have to have the same exact skins, or would it be possible to tell what gun the player is getting the random skin for and it picks from that list of skins?
Title: Re: CS:GO Nuke![WIP]
Post by: Ramiabdh on October 20, 2015, 08:46:44 pm
Would each gun have to have the same exact skins, or would it be possible to tell what gun the player is getting the random skin for and it picks from that list of skins?

I'd say a mystery skin machine is a suitable idea. Like pack-a-punch machine, this one would be skin-a-gun machine.
Title: Re: CS:GO Nuke![WIP]
Post by: daedra descent on October 20, 2015, 08:55:02 pm

Would each gun have to have the same exact skins, or would it be possible to tell what gun the player is getting the random skin for and it picks from that list of skins?

They wouldn't have the exact same skins, no. What matters is the amount, because if each gun has a different amount you'd need to get the skin amount for each gun.

But if they are the exact same amount, you can add the skins here:

(https://i.gyazo.com/2b8abaeecd6dde44b9a218b191386bd6.png)

and in the script do:

Code Snippet
Plaintext
<player> giveWeapon(<player_weapon>, randomIntRange(1, 16));

UGX scripting reference doesn't mention the second argument in giveWeapon, but if memory serves me correctly it exists and will give the view/world model combo for that skin.

Edit: the 16 is the max amount of skin sets that each gun has or can have.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 20, 2015, 09:03:00 pm
They wouldn't have the exact same skins, no. What matters is the amount, because if each gun has a different amount you'd need to get the skin amount for each gun.

But if they are the exact same amount, you can add the skins here:

(https://i.gyazo.com/2b8abaeecd6dde44b9a218b191386bd6.png)

and in the script do:

Code Snippet
Plaintext
<player> giveWeapon(<player_weapon>, randomIntRange(1, 16));

UGX scripting reference doesn't mention the second argument in giveWeapon, but if memory serves me correctly it exists and will give the view/world model combo for that skin.

Edit: the 16 is the max amount of skin sets that each gun has or can have.

Alright, cool. I will try that later and see what I can come up with.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 21, 2015, 12:50:03 am
UPDATE: After about a week of testing and trying out different things I FINALLY fixed an annoying bug that I had for the buried chalk. Have not tested this co-op(kind of scared to xD), but I will soon. I got the second trap completed as well.

So that is one thing I can cross off of the to do list. Beta test is getting close guys! I have chosen all the beta testers that I want to for now, but if need be I will choose some more.
Title: Re: CS:GO Nuke![WIP]
Post by: Eternal_Fire on October 21, 2015, 07:24:54 am
That does sound like a great idea! CS:GO has a lot of different skins for certain guns and having a machine give you a random skin for the gun would be awesome.

Would each gun have to have the same exact skins, or would it be possible to tell what gun the player is getting the random skin for and it picks from that list of skins?

Yeah i was thinking that some skins could give guns specialties, example: Dragon Lore; shoots fire shots or Howl; Has a secondary fire that lets out a yelping scream that blows the heads off of zombies ;)
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 21, 2015, 08:07:35 pm
Added new pics ;)
Title: Re: CS:GO Nuke![WIP]
Post by: MakeCents on October 21, 2015, 08:12:23 pm
They wouldn't have the exact same skins, no. What matters is the amount, because if each gun has a different amount you'd need to get the skin amount for each gun.

But if they are the exact same amount, you can add the skins here:

(https://i.gyazo.com/2b8abaeecd6dde44b9a218b191386bd6.png)

and in the script do:

Code Snippet
Plaintext
<player> giveWeapon(<player_weapon>, randomIntRange(1, 16));

UGX scripting reference doesn't mention the second argument in giveWeapon, but if memory serves me correctly it exists and will give the view/world model combo for that skin.

Edit: the 16 is the max amount of skin sets that each gun has or can have.

I thought models went there, not skins? My apologies if that is what you meant by skins.

btw, this has made me start thinking of a script for an upgrade machine that upgrades 15 times, and increases damage and other stats based on upgrade level of the weapon, as well as some csc fx bonuses.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 21, 2015, 08:22:07 pm
I thought models went there, not skins? My apologies if that is what you meant by skins.

btw, this has made me start thinking of a script for an upgrade machine that upgrades 15 times, and increases damage and other stats based on upgrade level of the weapon, as well as some csc fx bonuses.

Ya I assume he means create a new gun model with a different skin and then put that model in that section.

Also in CS:GO gun skins makes NO difference to stats so with my machine the skins will just be purely for visual look.

Your idea sounds cool though, sounds similar to the upgrade machine from exo zombies.
Title: Re: CS:GO Nuke![WIP]
Post by: MakeCents on October 21, 2015, 08:31:12 pm
Ya I assume he means create a new gun model with a different skin and then put that model in that section.

Also in CS:GO gun skins makes NO difference to stats so with my machine the skins will just be purely for visual look.

Your idea sounds cool though, sounds similar to the upgrade machine from exo zombies.

Cool, its good to follow the theme.

I didn't play exo zombies, but yeah, technically you could do like 16 weapons in just one weapon file I guess... Seems pretty easy to pull off too, scripting wise, gsc, csc, and menu prob. Not sure about limits, it would be an extra 15 models each weapon, and prob could re-use one image I guess per, so minimum of 15 images. Might be doable.

Yours will be another 15 images per weapon. Woo. If your using 5mb's a piece, 2048, that is gonna adddddd up, lol. Good luck with it. Hope you pull it off.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 21, 2015, 08:34:16 pm
Cool, its good to follow the theme.

I didn't play exo zombies, but yeah, technically you could do like 16 weapons in just one weapon file I guess... Seems pretty easy to pull off too, scripting wise, gsc, csc, and menu prob. Not sure about limits, it would be an extra 15 models each weapon, and prob could re-use one image I guess per, so minimum of 15 images. Might be doable.

Yours will be another 15 images per weapon. Woo. If your using 5mb's a piece, 2048, that is gonna adddddd up, lol. Good luck with it. Hope you pull it off.

I am thinking of just doing 4-5 different skins per CS:GO weapon, which will only be like 5-6 weapons anyway.
Title: Re: CS:GO Nuke![WIP]
Post by: daedra descent on October 21, 2015, 09:38:03 pm
I thought models went there, not skins? My apologies if that is what you meant by skins.

Quote
Ya I assume he means create a new gun model with a different skin and then put that model in that section.

Yeah, models. I called them skins because that's really all they are: "skins" or "camos", not separate weaponfiles with unique stats.

Quote
I didn't play exo zombies, but yeah, technically you could do like 16 weapons in just one weapon file I guess... Seems pretty easy to pull off too, scripting wise, gsc, csc, and menu prob. Not sure about limits, it would be an extra 15 models each weapon, and prob could re-use one image I guess per, so minimum of 15 images. Might be doable.

It would probably work with the T4M mod.

I am thinking of just doing 4-5 different skins per CS:GO weapon, which will only be like 5-6 weapons anyway.

I hope the AWP is one of the 5 or 6. That thing is, in CS:GO anyway, a monster.

Tac-9 would be awesome too.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 21, 2015, 09:49:27 pm
I hope the AWP is one of the 5 or 6. That thing is, in CS:GO anyway, a monster.

Tac-9 would be awesome too.

Ya will have the AWP, one of the auto snipers, either scar20 or G3, M4A4, Nova, tec9(possibly) and a SMG(not sure which yet)
Title: Re: CS:GO Nuke![WIP]
Post by: JiffyNoodles on October 22, 2015, 01:50:37 am
Ya will have the AWP, one of the auto snipers, either scar20 or G3, M4A4, Nova, tec9(possibly) and a SMG(not sure which yet)
What anims will the AWP have? L96A1 or L118A?
Title: Re: CS:GO Nuke![WIP]
Post by: Rollonmath42 on October 22, 2015, 01:54:02 am
What anims will the AWP have? L96A1 or L118A?

Sliquifier.
Title: Re: CS:GO Nuke![WIP]
Post by: johndoe on October 22, 2015, 02:02:28 am
What anims will the AWP have? L96A1 or L118A?
m16
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on October 22, 2015, 02:05:08 am
Sliquifier.

Yes Sliquifier anims on the AWP, Make it happen!
Title: Re: CS:GO Nuke![WIP]
Post by: JiffyNoodles on October 22, 2015, 02:34:41 am
Sliquifier.
I would love to see that, to see the mag get ejected out the top of the gun. I would pay you, but i Just Pre-ordered BO3, so I have no money :please:
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on November 11, 2015, 02:42:37 am
Update!

Havent messed around with the map too much ever since BO3 came out, but I am still working on the map.

I think all the custom scripts are done and bug free(for the most part). Starting to test it in solo to see how it plays before I release the beta, but the beta should be pretty soon.
Title: Re: CS:GO Nuke![WIP]
Post by: adfgdagasdf2 on November 11, 2015, 03:34:35 am
Can't wait! Even if Black Ops 3 is out, WaW holds a special place in my heart.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on November 11, 2015, 03:36:25 am
Can't wait! Even if Black Ops 3 is out, WaW holds a special place in my heart.

Who knows, maybe once mod tools are out for bo3 I may see about making this map compatible for bo3 ;)

EDIT: Just had my first full solo run on this map, and the easter egg works pretty flawlessly, but I did notice a few mapping and scripting bugs that need to be dealt with, once those are fixed, then the beta should be out
Title: Re: CS:GO Nuke![WIP]
Post by: JiffyNoodles on November 11, 2015, 05:26:05 am
and how about Co-op ::)
Title: Re: CS:GO Nuke![WIP]
Post by: Harry Bo21 on November 11, 2015, 05:31:19 am
and how about Co-op ::)
I would imagine thats what he meant by "beta"

Update!

Havent messed around with the map too much ever since BO3 came out, but I am still working on the map.

I think all the custom scripts are done and bug free(for the most part). Starting to test it in solo to see how it plays before I release the beta, but the beta should be pretty soon.
Title: Re: CS:GO Nuke![WIP]
Post by: JiffyNoodles on November 11, 2015, 05:51:04 am
I would imagine thats what he meant by "beta"
I was just having a crack at him, bit hard to convey over text.
Title: Re: CS:GO Nuke![WIP]
Post by: RadimaX on November 11, 2015, 01:09:50 pm
try put more dirt patches and terrains so the floors wont be as flat and basic looking, also blood decals helps zombiefy it more
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on November 11, 2015, 07:07:40 pm
I was just having a crack at him, bit hard to convey over text.

Lol ya, havent even touched this map on coop yet. I do have a couple friends who will help me test it on coop, but that will be after the first beta release.
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on January 12, 2016, 04:42:41 am
I have sent the beta to everyone who was accepted to be in the beta.

Please check your messages.
Title: Re: CS:GO Nuke![WIP]
Post by: Undeadmetal on January 12, 2016, 05:37:23 am
 ;D Looks Fantastic  ;D  :rainbow:

Good Job So Far!
Title: Re: CS:GO Nuke![WIP]
Post by: conn6orsuper117 on January 13, 2016, 12:44:35 am
I have sent the beta to everyone who was accepted to be in the beta.

Please check your messages.
can we still get beta access even if we clicked request beta after? or was it only certain people? :-\
Title: Re: CS:GO Nuke![WIP]
Post by: Dust on January 13, 2016, 01:01:13 am
can we still get beta access even if we clicked request beta after? or was it only certain people? :-\

Yes, I left it on just in case I may need more beta testers.

If I don't receive enough feedback from my current beta testers, or I need more, I will accept some more then.