UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: FreeFall on January 11, 2016, 12:52:30 am

Title: Zombie Celerium [BETA UPDATE #1]
Post by: FreeFall on January 11, 2016, 12:52:30 am
ZOMBIE CELERIUM

Hello everybody,
So I've recently got back into mapping/modding and my first map will be a complete overhaul/remake of the BO2 campaign level; Celerium

BETA UPDATE #1

www.mediafire.com
Link has been updated with the most current build
All major bugs and concerns with the map have been fixed, any nit picky bugs still left will be fixed before the final release
Help and reasonable requests are always appreciated  :)

IMPORTANT INFROMATION


This map does require T4M.
If you get the weird texture glitch set Normal Map Resolution and Secular Map Resolution to High not Extra.

Current Pictures
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2e6aecm.jpg&hash=2e3ec661c08b4ae4bee1d0d906e3567052aae36f)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F14ad7kl.jpg&hash=420483867e37352d1f6638c454988a704ad5125c)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F11k8209.jpg&hash=d6ac04112d9ea3cce8737377458b915476710d33)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F34rgepw.jpg&hash=dd5b7372c867fb03a70c5ad4eaef086edc900b30)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Ffjmesy.jpg&hash=35ce187189fda6f70108fa1a9dc4706f5ec73787)

Weapons
(These weapons all have correct stat times, sounds, anims, spec maps, and multiple attachments.)
Spoiler: click to open...
Assault Rifles

Mtar
Type25
SWAT-556
FAL-OSW
M27
Scar-h
SMR
M8a1
An94

Shotgun

870-mcs
s12
ksg
m1216

LMG

MK48
QBB
LSAT
HAMR

SNIPER

SVU-AS
DSR
Ballista
XPR-50

SMG

MP7
PDW-57
Vector
MSMC
Chicom
Skorpion Evo
Peacekeeper

SPECIALS

War Machine
Ray Gun MKII
Scavenger

-Features So Far-
BO2 Weapons with multiple attachments
BO2 Weapons with correct stat times, sounds, anims,...
Harry's Perks (all except who's who)
1k and 2k textures
Double PAP
Cyborg pap camo

-Planned Features-
Boss Zombie
EE
Soul Chests
Zipline
Die Rise Zombie models
Title: Re: Zombie Celerium
Post by: MAK911 on January 11, 2016, 01:03:08 am
HALLELUJAH! Now we can all work on our maps without worrying that FreeFall is already doing it! :troll:
Looks great m8. Always hoped this would be a map and you're doing a fine job so far.
Title: Re: Zombie Celerium
Post by: Harry Bo21 on January 11, 2016, 01:09:53 am
Quote
Harry's Perks (all except who's who)

I hope thats the latest perks and ou chose not to include whos who, and not you using the old version that didnt "have" whos who

coz there were numerous bug fixes. That was version 2.0.4, current is 3.0.7
Title: Re: Zombie Celerium
Post by: FreeFall on January 11, 2016, 01:18:13 am
I hope thats the latest perks and ou chose not to include whos who, and not you using the old version that didnt "have" whos who

coz there were numerous bug fixes. That was version 2.0.4, current is 3.0.7
Im using 3.0.7
i just chose not to use who's who
Title: Re: Zombie Celerium
Post by: steviewonder87 on January 11, 2016, 01:18:29 am
HALLELUJAH! Now we can all work on our maps without worrying that FreeFall is already doing it! :troll:
Looks great m8. Always hoped this would be a map and you're doing a fine job so far.

When are you going to publicly reveal this 'Paris' map, because I actually started one a while ago...:troll:
Title: Re: Zombie Celerium
Post by: Harry Bo21 on January 11, 2016, 01:19:47 am
Im using 3.0.7
i just chose not to use who's who
ah, thats good then ;)
Title: Re: Zombie Celerium
Post by: FreeFall on January 11, 2016, 01:21:26 am
When are you going to publicly reveal this 'Paris' map, because I actually started one a while ago...:troll:
My computer crashed a while ago and I lost everything, so this is my first map on my new PC

But here's what it would of looked like ;)
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F20m7ur.jpg&hash=36a05097721036ad17dae2d6fef5248e5012a16a)
Title: Re: Zombie Celerium
Post by: steviewonder87 on January 11, 2016, 01:23:13 am
My computer crashed a while ago and I lost everything, so this is my first map on my new PC

But here's what it would of looked like ;)
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F20m7ur.jpg&hash=36a05097721036ad17dae2d6fef5248e5012a16a)

That's looks awesome, you should give it another crack sometime ;)
Title: Re: Zombie Celerium
Post by: FreeFall on January 11, 2016, 01:51:34 am
That's looks awesome, you should give it another crack sometime ;)
Nah, I'm sure yours is turning out to be better anyways. :)
Title: Re: Zombie Celerium
Post by: steviewonder87 on January 11, 2016, 02:44:11 am
Nah, I'm sure yours is turning out to be better anyways. :)

Lol, I'm not really making one, I was just trolling MAK coz he keeps being weird and covert about some Paris map he's part of with Jammy or something like that. But yours actually looks/looked really good.
Title: Re: Zombie Celerium
Post by: MAK911 on January 11, 2016, 02:56:04 am
When are you going to publicly reveal this 'Paris' map, because I actually started one a while ago...:troll:
Lost the .map file :( Restarted work on it basically from scratch and, in 3 days, it's already going swell enough. Stupid .baks saving while radiant crashing. Also, I'm not working with Jammy at all. He's tried to help, but I'm not letting him. Doing everything but .gsc scripting myself (menufiles, mapping, converting, etc.).
Title: Re: Zombie Celerium
Post by: MZslayer11 on January 11, 2016, 03:15:15 am
Looks epic man! Can't wait to to see how this turnes out.
Title: Re: Zombie Celerium
Post by: FreeFall on January 25, 2016, 02:12:57 am
So I just finished up the playable parts of the map but, I still have a lot of detailing left to do :P
I also spent a lot of time getting the cyborg camo to work ;)
I think I'll keep this camo instead of weaponized 115

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fvqhb85.jpg&hash=c5d3e0b31de602964e8368d5fb65294f6522fda4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2efs5kj.jpg&hash=7fad2ff87d93208fe832b5fd0e1de54cc323092c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F2rrxov6.jpg&hash=953d314c2a7f8444ec64de614906911dba29185c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F1zn3l9f.jpg&hash=54ac7ce54da0cbe6a23f89628b1b34f85a61aa02)

Let me know what you guys think so far. :)
Title: Re: Zombie Celerium
Post by: Akrylix on February 05, 2016, 01:28:59 am
So I just finished up the playable parts of the map but, I still have a lot of detailing left to do :P
I also spent a lot of time getting the cyborg camo to work ;)
I think I'll keep this camo instead of weaponized 115

(http://i67.tinypic.com/vqhb85.jpg)
(http://i67.tinypic.com/2efs5kj.jpg)
(http://i66.tinypic.com/2rrxov6.jpg)
(http://i68.tinypic.com/1zn3l9f.jpg)

Let me know what you guys think so far. :)

Yeah, the cyborg camo looks good as a PaP camo.
Title: Re: Zombie Celerium [Update #1]
Post by: PrometheanSigma on March 27, 2016, 12:19:06 am
Looks great!

(Just curious, did you ever finish that Colossus map? That looked like fun.)
Title: Re: Zombie Celerium [Update #1]
Post by: JiffyNoodles on March 27, 2016, 04:41:12 am
To be honest, I would rather another camo other than Cyborg, like, maybe Weaponised 115 or maybe even jungle camo
Title: Re: Re: Zombie Celerium [Update #1]
Post by: Tim Smith on March 27, 2016, 06:46:28 am
Looks good man. Loving the way you did the textures.
Title: Re: Zombie Celerium [Update #1]
Post by: NateTheGreat987 on March 27, 2016, 09:22:21 pm
yay a light colorful map! Doesn't look like you are playing in a closet.
Title: Re: Zombie Celerium [Update #2]
Post by: FreeFall on March 28, 2016, 06:51:42 pm
Sorry I haven't been updating this more often but the map is nearly done! :D

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2e6aecm.jpg&hash=2e3ec661c08b4ae4bee1d0d906e3567052aae36f)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F14ad7kl.jpg&hash=420483867e37352d1f6638c454988a704ad5125c)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F11k8209.jpg&hash=d6ac04112d9ea3cce8737377458b915476710d33)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F34rgepw.jpg&hash=dd5b7372c867fb03a70c5ad4eaef086edc900b30)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Ffjmesy.jpg&hash=35ce187189fda6f70108fa1a9dc4706f5ec73787)

A bit of new info:
-Ported all BO2 MP weapons (except shield, ballistic knife, and fhj-18)
-Added more HD textures from Skyrim and BF4
-Mapping and detailing is complete
-Map does not require T4M at the moment
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 14, 2016, 10:46:42 pm
OPEN BETA

www.mediafire.com
Please download this only if you have the intention to help report bugs and test the map
Help and reasonable requests are always appreciated  :)

IMPORTANT INFROMATION

This map does require T4M.
If you get the weird texture glitch set Normal Map Resolution and Secular Map Resolution to High not Extra.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: josemassacre on June 14, 2016, 10:59:08 pm
OPEN BETA

www.mediafire.com
Please download this only if you have the intention to help report bugs and test the map
Help and reasonable requests are always appreciated  :)

IMPORTANT INFROMATION

This map does require T4M.
If you get the weird texture glitch set Normal Map Resolution and Secular Map Resolution to High not Extra.
792 mbs? damn
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 14, 2016, 11:00:32 pm
792 mbs? damn
All those 2K textures :P
Title: Re: Zombie Celerium [OPEN BETA]
Post by: josemassacre on June 14, 2016, 11:06:59 pm
All those 2K textures :P
can't deny it looks beautiful!:P
Title: Re: Zombie Celerium [OPEN BETA]
Post by: DidUknowiPwn on June 14, 2016, 11:29:48 pm
Nice job with the play solo button not actually launching the right map  :derp:
Tries to launch nazi_zombie_mountains instead of nazi_zombie_jungle

Got some problems http://i.imgur.com/eYJNNX0.png (http://i.imgur.com/eYJNNX0.png)

First-chance exception at 0x0070F4D0 in CoDWaW.exe: 0xC0000005: Access violation reading location 0x00000000.
gud shit

somehow you broken DirectX lol
http://i.imgur.com/WQILjZd.png (http://i.imgur.com/WQILjZd.png)
playing extra makes it kill itself in Image_Create2DTexture_PC

don't play on extra settings if you crash on load.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: Ramiabdh on June 14, 2016, 11:40:25 pm
That mystery box texture is fitting in such atmosphere. Just a question:

Spoiler: click to open...
How do I play solo  :troll:
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 14, 2016, 11:44:58 pm
Solo Button has been fixed, will update the link soon. :)
Title: Re: Zombie Celerium [OPEN BETA]
Post by: daedra descent on June 14, 2016, 11:54:53 pm
Tried playing this map at 4K and the game went nuts:


(https://i.gyazo.com/995246e36ac4c545618d1abd68507541.jpg)


(https://i.gyazo.com/0d904b3dad11d20947029126a0cfee4e.png)


Probably just a memory allocation issue, but still kinda interesting and funny.

Great work on the map and weapons, btw. Map is well detailed and the BO2 weapon ports are the best I've seen yet.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 15, 2016, 12:03:38 am
Tried playing this map at 4K and the game went nuts:


(https://i.gyazo.com/995246e36ac4c545618d1abd68507541.jpg)


(https://i.gyazo.com/0d904b3dad11d20947029126a0cfee4e.png)


Probably just a memory allocation issue, but still kinda interesting and funny.

Great work on the map and weapons, btw. Map is well detailed and the BO2 weapon ports are the best I've seen yet.
Thanks, I spent more time on the weapons than mapping ::)
Also, does the map run fine for you at 1080p or does it only bug out at 4K?

Double Post Merge: June 15, 2016, 12:08:22 am
Nice job with the play solo button not actually launching the right map  :derp:
Tries to launch nazi_zombie_mountains instead of nazi_zombie_jungle

Got some problems http://i.imgur.com/eYJNNX0.png (http://i.imgur.com/eYJNNX0.png)

First-chance exception at 0x0070F4D0 in CoDWaW.exe: 0xC0000005: Access violation reading location 0x00000000.
gud shit

somehow you broken DirectX lol
http://i.imgur.com/WQILjZd.png (http://i.imgur.com/WQILjZd.png)
playing extra makes it kill itself in Image_Create2DTexture_PC

don't play on extra settings if you crash on load.
The map runs fine for me if I set:
Texture Resolution to Extra
Normal Map Resolution to High
Specular Map Resolution to High
Title: Re: Zombie Celerium [OPEN BETA]
Post by: josemassacre on June 15, 2016, 12:14:38 am
the start button also didn't work for me either
Title: Re: Zombie Celerium [OPEN BETA]
Post by: DidUknowiPwn on June 15, 2016, 12:19:03 am
Your map uses more than 2GB of address space which is why you crash on all extra.

Patched the exe and now I can play the map at all settings extra.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 15, 2016, 12:22:51 am
Your map uses more than 2GB of address space which is why you crash on all extra.

Patched the exe and now I can play the map at all settings extra.
Are you talking about the LanFix patch or something completely different?
Title: Re: Zombie Celerium [OPEN BETA]
Post by: DidUknowiPwn on June 15, 2016, 12:29:26 am
Are you talking about the LanFix patch or something completely different?
On my own exe I'm not going to deliver an edited exe as Activi$ion might not like it :)
Title: Re: Zombie Celerium [OPEN BETA]
Post by: MAK911 on June 15, 2016, 01:33:52 am
Fun map, but there's some issues:
-Deactivating power doesn't turn off Wunderfizz by the looks of it
-No pathnodes by PAP
-IDK what the tunnel is for besides using last stand area
-Elevator doesn't seem to work and the bottom area has no pathnodes beneath it
-Soul boxes have no clips
-Zombies go through the helicopters
-Max Ammo doesn't effect claymores

Suggestions:
-Way too easy to sit at heli pad and do circles around the stones and such
-FAL is full-auto. Why? Just... why? Single-shot normal and 3-round burst upgraded is the only way it should be.
-Claymores aren't upgradeable :troll:
-Add in the lab area
-Add something across the "river styx" so we can cross it.
-Some kind of notification about how many panels you've activated.
-Feels like their should be a shield on this map. IDK why.
-Give me that b23r. That thing is sooooooooooo fucking sexy.

Altogether, it was really fun besides some clipping issues. I can't wait until the final release :D
Title: Re: Zombie Celerium [OPEN BETA]
Post by: FreeFall on June 15, 2016, 02:00:04 am
Fun map, but there's some issues:
-Deactivating power doesn't turn off Wunderfizz by the looks of it
-No pathnodes by PAP
-IDK what the tunnel is for besides using last stand area
-Elevator doesn't seem to work and the bottom area has no pathnodes beneath it
-Soul boxes have no clips
-Zombies go through the helicopters
-Max Ammo doesn't effect claymores

Suggestions:
-Way too easy to sit at heli pad and do circles around the stones and such
-FAL is full-auto. Why? Just... why? Single-shot normal and 3-round burst upgraded is the only way it should be.
-Claymores aren't upgradeable :troll:
-Add in the lab area
-Add something across the "river styx" so we can cross it.
-Some kind of notification about how many panels you've activated.
-Feels like their should be a shield on this map. IDK why.
-Give me that b23r. That thing is sooooooooooo fucking sexy.

Altogether, it was really fun besides some clipping issues. I can't wait until the final release :D
Thanks, working on fixing the things you mentioned.
Also, the map is already large enough so the Lab area is a no. But, i will add a bridge acroos the "river styx" ;)

As for the B23R, the cosine image should look like this:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Fr950du.jpg&hash=0f307e6e592f039e4f727fdad6e710cde1d8c455)
Title: Re: Zombie Celerium [OPEN BETA]
Post by: ShotgunRagtime on June 15, 2016, 03:32:34 am
-- PLEASE make a version with less weapons so that I can play the map without having to enter in the console name 4 times just to get it to run. Speaking of, the solo button doesn't work. Anyway, I'd rather play a map with less content than get repeated startup errors and have to download an obscenely large file. Nearly 700 mb's is pretty unacceptable IMHO, even for a beta.

-- The outside of the map just looks bad. I'd add heavy fog alongside the cliff edges, so that one can only see the skybox and the mountain texture beyond the ledge that they're standing on. It'd look nicer, be more immersive, and you could free up space by removing all the models at the bottom of the map.

-- Some of the models in the map feel spammed about, such as the 50 identical lily pads in the starting area. Just cut things like that out, I'd rather see a few well-placed models than a bunch of obviously identical models in the same area. Also, I'd replace the crates with the animated tarps with some other model, the tarps all blowing in unison in the exact same manner looks weird and unimmersive.

-- The lighting is very boring. I'd make the map dark and add some glowing lamps and whatnot about. Or you could just edit the worldspawn and make the map evening-styled, ala Shangri La.

-- Most of the guns I used had either inaccurate sights or abnormally high spread values. The KSG, Ballista, and XPR were the ones I used that had issues, but there's probably more.

-- You can fall into the mudslide river near the far end of it.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: HitmanVere on June 15, 2016, 09:03:30 am
Dont view, if you cant handle nitpickiness, lol

Spoiler: click to open...
-Missing first raise sound on MP7
-Missing reload start sound on Mark 2
-These models arent clipped:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLieonG0.jpg&hash=f24935fa93eb7642fc765664a26be81a4e5309aa)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAZkHiHA.jpg&hash=4fdf811c6bd5efca451a3df2d2e561302c5da4cc)
-Claymores FX is played at origin and not in its proper tag:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FofaGn9Q.png&hash=06c3d1da0cc891198a6b5c3393ff0db35367e14d)
-You can jump through these skulls (same issue on both spots with skulls)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAAuzTls.jpg&hash=62dbe433ab8ec8dec517c209dc25c6b829313537)
-Floating grass in second room:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGVXw3nW.jpg&hash=9ee8ae2f3fba36c5197bfd99eeb8c489d68979f0)
-EOTech/MMS/ACOG reticles disappear on FXs
-Checkerboard in pause menu
-Five-Seven Dual Wield shows Single Wield worldmodel in box
-SVU-AS idle anim is faster than in BO2
-ADS feels slower than in BO2 with M1911/DSR-50
-Scavenger has in-correct wait time on explosion (upgraded one is right)
-Scavenger's upgraded versions first raise time is slower than non-upgraded (non-upgraded one is right)
-A lot of sprint anims are slower than in BO2
-BO2 Vector's name is Vector K10, not just Vector
-HAMR's firetime is faster than in BO2
-Zombies still chanted "monkey" even after monkey had exploded (happened once, didnt happen again after few monkeys)
-Claymore icon goes on top of LSAT's counter:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fbc77Dmb.png&hash=13520e234b35eb7511aac2de101ef0fe4d2b59a4)
-Pack-A-Punch areas stairs slow you down, when walking towards PaP. When walking away from PaP, you jump a bit, when running at them
-PaP area doesnt seem to be covered in lightgrid volume, since guns have weird lighting time to time on different spots
-Claymores have WaW sprint bobbing, making the anim go down the screen
-Characters spam low ammo quote, when having Claymores out
-Stock WaW grenade icon on grenades:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPcNkR6w.png&hash=b7f08b0b41e6ac7fe99611f91b5ebadde1261bd5)

Nice map though, although I wish you could add custom HUD and some kind of Easter Egg :P
Title: Re: Zombie Celerium [OPEN BETA]
Post by: ProRevenge on June 15, 2016, 08:23:02 pm
Had a go on this, had a lot of fun :)

Most of the issues I found had already been mentioned, so I wont repeat them, There was a lot I liked:
Guns felt very well ported, very accurate to Bo2
Gun texturing was fantastic
Custom textures were amazing, nicely done normal, cos and spec maps
Map was beautiful looking, Jungle is hard to pull off (I know from experience) and you made it look fantastic
Mapping is very true to the source material


As said earlier though, id maybe suggest a change in worldspawn and atmosphere, maybe make it sunset? or raining/stormy? The map is amazing looking as it is but atmosphere and setting to match the mapping standard will truly make this a gem of a map :D
Title: Re: Zombie Celerium [OPEN BETA]
Post by: Scobalula on June 15, 2016, 08:50:07 pm
Really nicely done map man, I like it. :)

Spoiler: click to open...
When I first saw the name I read it as "Zombie Celery"... :lol:

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2F66.media.tumblr.com%2F3a4b7e5a4e871fb69465ed1cca40facb%2Ftumblr_ndi4o57TLP1tso7zco1_1280.jpg&hash=e0d5d3dc357eec829f7fd57b9aab895e09f475c8)
Title: Re: Zombie Celerium [OPEN BETA]
Post by: conn6orsuper117 on June 15, 2016, 09:11:47 pm
- Switches seem to hidden last one currently MIA.
- Ray-gun MK 2 fires too slow (and doesn't rapid fire like in BO2)
- Too small of a Starting room
- Zombies sprint by round 5? Really
- Full Auto FAL
- Incorrect PAP Names (Seem nit picky about PAP names being correct for guns in BO2 Zombies)
- you should at least make a 5-6 perk limit than a 4
- Falling off doesn't teleport you back
- Distance of the Vulture aid icons hurts my eyes
- took 45 minutes just to find power
- What the H**l is with the Reloads
- Tac-19 has M1911 fire sounds
- Zombies grab

More cringe than toy story characters twerking at a kids birthday party.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: Scobalula on June 15, 2016, 09:14:20 pm
Why is it every time a map is released everyone jumps on every nigly issue that the map has? Just play it and enjoy it, no one cares if one gun sound is wrong, you're sad if you think that's worth noting.

Spoiler: click to open...
By everyone I mean connor.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: ProRevenge on June 15, 2016, 09:15:32 pm
Why is it everytime a map is released everyone jumps on every nigly issue that the map has? Just play it and enjoy it, no one cares if one gun sound is wrong, you're sad if you think that's worth noting.

Spoiler: click to open...
By everyone I need connor.

He is wrong at that too, The Tac45 uses M1911 sounds in BO2
And the Mark 2 thing he suggested, requires a script to eliminate that delay, and its a script not often done/shared
Title: Re: Zombie Celerium [OPEN BETA]
Post by: conn6orsuper117 on June 15, 2016, 09:17:32 pm
Why is it every time a map is released everyone jumps on every nigly issue that the map has? Just play it and enjoy it, no one cares if one gun sound is wrong, you're sad if you think that's worth noting.

Spoiler: click to open...
By everyone I mean connor.

Have you looked at the other posts.
Jesus is this pick on Connor day or some sh!t!!!


He is wrong at that too, The Tac45 uses M1911 sounds in BO2
And the Mark 2 thing he suggested, requires a script to eliminate that delay, and its a script not often done/shared

Thanks for explaining.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: HitmanVere on June 15, 2016, 09:19:26 pm
More cringe than toy story characters twerking at a kids birthday party.

All cringe I can see is your comment. Learn from others and give compliments as well and report bugs with manner, mapper wont listen to people who complain
Title: Re: Zombie Celerium [OPEN BETA]
Post by: MAK911 on June 15, 2016, 09:36:47 pm
Have you looked at the other posts.
Jesus is this pick on Connor day or some sh!t!!!


Thanks for explaining.
You didn't get the memo?
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F9e7d861bb8fd4ad1951dd8fbdd38ebf8.png&hash=e468acac614f66291ce9973cb130d5d8e7469bb8)

PS The last switch is beneath the orange door in the back on the left. Hard to see if you don't stop moving. Hitman and me had a hell of a time finding it.

PPS Why does deactivating power do nothing? Will this be a feature later?
Title: Re: Zombie Celerium [OPEN BETA]
Post by: steviewonder87 on June 15, 2016, 09:44:27 pm

- you should at least make a 5-6 perk limit than a 4


 :please:

And the Mark 2 thing he suggested, requires a script to eliminate that delay, and its a script not often done/shared

If you want to add this Freefall (or anyone else), I made this script which removes the burst fire delay (or you can adjust it for each gun, I checked the burst fire delays on the wiki for the BO2 guns and I think these are accurate)

Code Snippet
Plaintext
burst()
{
while(1)
{
currentweapon = self GetCurrentWeapon();
if( ( currentweapon == "ray_gun_mark2" || currentweapon == "ray_gun_mark2_upgraded" || currentweapon == "chicom_mp" || currentweapon == "chicom_mp_upgraded" ) )
{
 self setClientDvar( "player_burstFireCooldown", 0);
}
else if( ( currentweapon == "fnfal_mp_upgraded" ) )
{
  self setClientDvar( "player_burstFireCooldown", 0.2);
}
else
self setClientDvar( "player_burstFireCooldown", 0.1);
wait .1;
}
}


Obviously add/change the gun names as appropriate.

Title: Re: Zombie Celerium [OPEN BETA]
Post by: Psh on June 15, 2016, 09:50:53 pm
:please:

If you want to add this Freefall (or anyone else), I made this script which removes the burst fire delay (or you can adjust it for each gun, I checked the burst fire delays on the wiki for the BO2 guns and I think these are accurate)

Code Snippet
Plaintext
burst()
{
while(1)
{
currentweapon = self GetCurrentWeapon();
if( ( currentweapon == "ray_gun_mark2" || currentweapon == "ray_gun_mark2_upgraded" || currentweapon == "chicom_mp" || currentweapon == "chicom_mp_upgraded" ) )
{
 self setClientDvar( "player_burstFireCooldown", 0);
}
else if( ( currentweapon == "fnfal_mp_upgraded" ) )
{
  self setClientDvar( "player_burstFireCooldown", 0.2);
}
else
self setClientDvar( "player_burstFireCooldown", 0.1);
wait .1;
}
}


Obviously add/change the gun names as appropriate.

Don't mind me, I'll just be using this script because of how awesome it is. \:gusta:/
Title: Re: Zombie Celerium [OPEN BETA]
Post by: DidUknowiPwn on June 16, 2016, 02:58:45 pm
Don't mind me, I'll just be using this script because of how awesome it is. \:gusta:/
Already covered that this won't work on anyone properly but the host.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: smasher248 on June 16, 2016, 04:09:12 pm
800mb really necessary?
Title: Re: Zombie Celerium [OPEN BETA]
Post by: DidUknowiPwn on June 16, 2016, 04:18:49 pm
800mb really necessary?
Map uses over 2GB of memory at extra yeah it is  :please:
Title: Re: Zombie Celerium [OPEN BETA]
Post by: smasher248 on June 16, 2016, 04:51:00 pm
still has grabbing and knife sticking, arnt these fixed even on box maps :P
Title: Re: Zombie Celerium [OPEN BETA]
Post by: Josseda673 on June 16, 2016, 08:33:58 pm
Can I record this for youtube?.
Title: Re: Zombie Celerium [OPEN BETA]
Post by: JiffyNoodles on June 17, 2016, 12:38:52 am
Can I record this for youtube?.
do what you want with it dude
Title: Re: Zombie Celerium [OPEN BETA]
Post by: Josseda673 on June 17, 2016, 01:51:42 am
do what you want with it dude
Roger That

Double Post Merge: June 17, 2016, 12:34:14 pm
How I do to play?, the start button doesnt work
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: FreeFall on June 17, 2016, 09:53:00 pm
BETA UPDATE #1

www.mediafire.com
Link has been updated with the most current build.
All major bugs and concerns with the map have been fixed, any nit picky bugs still left will be fixed before the final release.
Help and reasonable requests are always appreciated  :)
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Josseda673 on June 17, 2016, 09:59:36 pm
BETA UPDATE #1

www.mediafire.com
Link has been updated with the most current build.
All major bugs and concerns with the map have been fixed, any nit picky bugs still left will be fixed before the final release.
Help and reasonable requests are always appreciated  :)
Thx m8
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: RadimaX on June 18, 2016, 02:56:51 am
Help and reasonable requests are always appreciated  :)

Help how? you need help with textures, scripts, weapons, mapping? i would try play the map but has T4M so can't really however im usually helpful when it comes to radiant...
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: conn6orsuper117 on June 18, 2016, 05:02:20 am
Great update.
Finally fixed some bugs.

May I suggest adding/implementing Bo2 knifing (if thats not too complicated).
and adding Shangrila & Die rise zombies would fit in with the theme

also drops dont appear in the PAP Room (tested with the vulture aid smoke).

and finally found all the switches

Also can you mute the characters, I seem to get character spam everytime I run out of ammo, get kills (quotes play over eachother) and drink perks

Spoiler: click to open...
All cringe I can see is your comment. Learn from others and give compliments as well and report bugs with manner, mapper wont listen to people who complain

Is that good enough now, HITMAN!?!

EDIT:
Quote
-Planned Features-
Boss Zombie
EE
Soul Chests
Zipline
Die Rise Zombie models

forgot to ask what do you mean by Boss zombies? Good or Bad bosses?

Also please no soulchests. People should learn by now.
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DeletedUser on June 18, 2016, 08:53:14 am
My suggestion is, can you add the Storm PSR and Titus 6? :)
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Scobalula on June 18, 2016, 09:18:47 am
Great update.
Finally fixed some bugs.

May I suggest adding/implementing Bo2 knifing (if thats not too complicated).
and adding Shangrila & Die rise zombies would fit in with the theme

also drops dont appear in the PAP Room (tested with the vulture aid smoke).

and finally found all the switches

Also can you mute the characters, I seem to get character spam everytime I run out of ammo, get kills (quotes play over eachother) and drink perks

Spoiler: click to open...
Is that good enough now, HITMAN!?!

EDIT:
forgot to ask what do you mean by Boss zombies? Good or Bad bosses?

Also please no soulchests. People should learn by now.

Don't worry, my map will have Soul Chests. :)
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Josseda673 on June 18, 2016, 04:31:30 pm
i played the map, it is great, the switches easter egg, but as conn6orsuper117 said, the zombies don't drop anything inside PAP room and the smoke clears, fix that.

I suggest that you put the Deadshot Daiquiri laser.

and i want to ask, can you reduce the map graphics?, because i have a PC with Intel Graphics (xD).
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DidUknowiPwn on June 18, 2016, 05:14:05 pm
i played the map, it is great, the switches easter egg, but as conn6orsuper117 said, the zombies don't drop anything inside PAP room and the smoke clears, fix that.

I suggest that you put the Deadshot Daiquiri laser.

and i want to ask, can you reduce the map graphics?, because i have a PC with Intel Graphics (xD).
Why should he compromise the map just for you alone? Or rather the ultra minority that play WaW.
You should still be able to play at lower settings.
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Scobalula on June 18, 2016, 05:16:41 pm
i played the map, it is great, the switches easter egg, but as conn6orsuper117 said, the zombies don't drop anything inside PAP room and the smoke clears, fix that.

I suggest that you put the Deadshot Daiquiri laser.

and i want to ask, can you reduce the map graphics?, because i have a PC with Intel Graphics (xD).

What exactly do you expect him to do? You're using IGP that far from designed for gaming, buy a better PC. :P
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: FreeFall on June 18, 2016, 05:27:28 pm
Great update.
Finally fixed some bugs.

May I suggest adding/implementing Bo2 knifing (if thats not too complicated).
and adding Shangrila & Die rise zombies would fit in with the theme

also drops dont appear in the PAP Room (tested with the vulture aid smoke).

and finally found all the switches

Also can you mute the characters, I seem to get character spam everytime I run out of ammo, get kills (quotes play over eachother) and drink perks

Spoiler: click to open...
Is that good enough now, HITMAN!?!

EDIT:
forgot to ask what do you mean by Boss zombies? Good or Bad bosses?

Also please no soulchests. People should learn by now.
I did add BO2 knifing anims, knife model, and zombie hugging fix. :please:

Double Post Merge: June 18, 2016, 05:32:52 pm
My suggestion is, can you add the Storm PSR and Titus 6? :)
If I still have enough space for more weapons then yes. :)
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Josseda673 on June 18, 2016, 06:32:49 pm
i want to buy a better PC, but im live in Venezuela, everything is too expensive, well i think i should wait until i buy a new Graphics card.
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DidUknowiPwn on June 18, 2016, 07:26:06 pm
Why don't you check if you can using T4M's listassetpool function in console
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: FreeFall on June 18, 2016, 07:42:15 pm
Why don't you check if you can using T4M's listassetpool function in console
Says I'm using 146 weapon assets
Some of them I don't even have in my mod, like saw_bipod_prone and rpd_bipod_crouch.
Any idea on how to remove them?
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DidUknowiPwn on June 18, 2016, 09:29:34 pm
Says I'm using 146 weapon assets
Some of them I don't even have in my mod, like saw_bipod_prone and rpd_bipod_crouch.
Any idea on how to remove them?
Those are built in assets by default fastfiles can't do anything about it.

You're at 146 can you add plenty of more (14 more for 160 or 174 more not sure if the limit is truly 320 still lol).
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: FreeFall on June 18, 2016, 09:37:01 pm
Those are built in assets by default fastfiles can't do anything about it.

You're at 146 can you add plenty of more (14 more for 160 or 174 more not sure if the limit is truly 320 still lol).
The limit is definitely not 320 because I added 4 more weapons and the map instantly crashed on startup, but when i removed those 4 weapons the map loaded fine. I'm guessing the limit io no more than 147, at least for me. :P
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DidUknowiPwn on June 18, 2016, 10:00:58 pm
The limit is definitely not 320 because I added 4 more weapons and the map instantly crashed on startup, but when i removed those 4 weapons the map loaded fine. I'm guessing the limit io no more than 147, at least for me. :P
Could be a different one check using meminfo as well (screenshot would help).
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: DeletedUser on July 02, 2016, 06:34:51 am
Nice work!
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: Harry Bo21 on July 11, 2016, 12:22:52 pm
The limit is definitely not 320 because I added 4 more weapons and the map instantly crashed on startup, but when i removed those 4 weapons the map loaded fine. I'm guessing the limit io no more than 147, at least for me. :P
that means you hit the overall "memory" limit - not the individual "weapon" limit
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: kammikazzi on August 10, 2016, 01:20:13 am
Hey, think you could update the link to the download? It keeps saying it's broken or deleted  :alone: . I really wanna play this m8.
Title: Re: Zombie Celerium [BETA UPDATE #1]
Post by: anthony.morello2 on October 01, 2016, 04:16:07 am
this download link isn't working for me