UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: iBarnett on November 28, 2015, 06:27:14 pm

Title: PAX v1.0 (stock)
Post by: iBarnett on November 28, 2015, 06:27:14 pm
                                                                             PAX

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2Fxor42t.jpg&hash=ad59989857bb43e90b65905b4c3ef5f50a346fe4)


Hey its iBarnett finally back with another map. this is my 5th map that i have released to date.

I had soooo many problems with making this map all to find out it was because I had a couple viruses which could not be removed until i put my computer back to factory settings.

So this version is going to have ONLY waw stuff   eg. weapons, perks, textures, and prefabs

features:  - large map
               - high level of detail

Other then that get to the highest round possible and have fun.

I'll be doing a v2.0 when i actually figure out how to get custom perks and weapons to work properly.

mediafire download link:  http://www.mediafire.com/download/viiigldr32g71fd/nazi_zombie_pax.exe (http://www.mediafire.com/download/viiigldr32g71fd/nazi_zombie_pax.exe)

Credit: - codmoddd1234 for actually taking time out of his day to try and compile my map for me ( thanks man huge help)
           - Me

TO LOAD MAP - /devmap  nazi_zombie_pax               IF SOME TEXTURES ARE RED - -turn off spec maps in settings
Title: Re: PAX v1.0 (stock)
Post by: InFInIX on November 28, 2015, 07:03:09 pm
IF SOME TEXTURES ARE RED - -turn off spec maps in settings
Or you just add an "Reflection Probe" in the map  :please:
Title: Re: PAX v1.0 (stock)
Post by: iBarnett on November 28, 2015, 07:04:41 pm
Or you just add an "Reflection Probe" in the map  :please:
There's probably 20+ in the map.
Title: Re: PAX v1.0 (stock)
Post by: KDXDARK on November 28, 2015, 07:28:37 pm
There's probably 20+ in the map.
try using this kvp on the worldspawn of the map
Code Snippet
Plaintext
reflection_color_correction
and press enter, press on the value and select the red color.
 try with that.
Title: Re: PAX v1.0 (stock)
Post by: iBarnett on November 28, 2015, 07:38:52 pm
try using this kvp on the worldspawn of the map
Code Snippet
Plaintext
reflection_color_correction
and press enter, press on the value and select the red color.
 try with that.
I tried that. The best colour I could find what worked was a blue/grey colour. When I choose red it really makes the map red.
And its not like when you have no reflection probes.. the whole map is not tinted red just a couple textures and a rock and some shit looks ultra shiny.

Double Post Merge: November 29, 2015, 06:27:35 pm
So I guess the buyable max ammo at spawn doesn't work. Forgot to add the script back in before compiling.
And some people are stating that on higher rounds when it's a dog round a dog will get stuck on a fence then leave the map completely.... Dunno about what's goin on with that

Will fix in v2.0 when ever that is (kinda waiting for ugxmod 1.1 since I blow at porting weapons and following instructions to add perks)
Title: Re: PAX v1.0 (stock)
Post by: Dirtyworkz on December 05, 2015, 01:41:35 pm
Waiting for v2.0 love large maps
Title: Re: PAX v1.0 (stock)
Post by: iBarnett on December 06, 2015, 04:19:29 am
Waiting for v2.0 love large maps
Getting close. I have added about 20 weapons so far. Working on adding blunt's custom ammo script. And waiting to see if I can dl Harry's perks soon. Don't know about and EE that's kinda outta my limits  ( if anyone wants to lend a hand on it that would be cool... I have an idea for one)
Title: Re: PAX v1.0 (stock)
Post by: Dirtyworkz on December 09, 2015, 07:14:21 pm
And remove dogs as well , on round 10 they went out of the map and we never saw them again and the round never ended