UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - arceus

This map does not require T4M (I know lots of people don't like T4M so i tried my hardest not to use it) :)

If your having a problem running the map go to your texture settings and set Specular map resolution to high, if that doesn't work please check how to fix it on the bottom of the thread :)

also if you want to record the map make sure to use these texture settings or else the game will crash (waw limits) :|
Spoiler: click to open...


Yes its finally here.... but it doesn't have everything that i wanted the map to have :/ reason why is that the BO3 mod tools are coming out soon and i would rather work with those tools. Also due to the fact that I've been hitting loads of limits with WaW itself.



This map features:
Spoiler: click to open...
Ported weapons from various games EX: Black Ops 3, Advanced Warfare, Battlefield 4, Cod Online, Crysis 2 and 3 etc
Movable downed system (bo1-bo3)
Working Nanosuit thanks to M.A.K.E C E N T S
4 perk limit (having all perks makes it to easy)
Black ops 1 secondary nades Gersh and Dolls
Black ops 2 Hells Retriever and Redeemer
fullbright and fov options located in the game option menu
Black ops 1 Wavegun/Zapgun
Black ops 2 Sliquifier
Black ops 3 Elemental Pack A Punch (double upgrade)
Custom ambient zombie sounds from Sniper Elite Nazi Zombie Army
Cod Online Perk Machines and Box (Thanks a ton cow)
Custom Weapon sounds thanks to Partisan Executioner
Custom Hud
Deathmacnine power-up
Randomized power-up
Perks from Black ops 1-3 not all of them, and yes widows wine is in the map
Boss Zombies thanks to Redspace200 :)
and much more you just have to play to find out :P

https://www.youtube.com/watch?v=wZlUwzPXSdg





Credits of the map :D

Spoiler: click to open...
Tom_BMX/WinCat: Pretty much everything the community should be grateful for his hard work on his tools i cant thank him enough :D
DTZxPorter: For his amazing Wraith tool to rip bo3 assets cant thank him enough, also used his font tool :)
m0xf: His amazing tool to rip bo3 assets cant thank him enough
P0rkRoyalz: Lots of help in the beginning :) cant thank enough :D
Nikolai Belinski/Partisan Executioner: The mentor of teaching me weapon files without him my weapon files would be garbage cant thank him enough also the god at making weapon sounds :D (WOOF)
M.A.K.E C E N T S: Scripted me the nano suit in complex probably one of the best features the map has i cant thank him enough :D
Redspace200: Ballistic knife script and Panzer Soldat cant thank him enough... also another boss :)
xXxCowmanxXx09: Lots of motivation and lots of help with mapping also a really good friend :)
ASTR0: Lots of artwork for the map and a good friend
offth ewall: Lots of help with DW weapons and a huge help in riging the nanosuit i cant thank him enough :D
Dr.LilRobot: T7 to T5 Animation Rig
Claytonm456: Showed me how to do 3rd person anims a while back
R00feR: Lots of maya help :P
bwc66930: Lots of help with animating guns and lots of beta testing also a good friend
elfenliedtopfan5: One of the best animators i know and has help me lots of stuff good tuts as well :D
bvzthelaw: Man-O-War custom anims :)
Ray1235: PPSH-41 Re-Animated
smasher248: Mapping help
CHN: Walking bob script and used textures from his prefab that he released
JBird632: Custom Models etc
MrMELUSIN: CSS hands
Nasaratsu: Reskin of CSS hands to nanosuit style looking hands
RVD: Tuts and his CoDWaW Sound Tool
Marvel4: Weapon Stats
IDOGFTW: Good friend of mine and beta test my map and other stuff
Demon_Mike: One of my best friends and went out of his way to help me with the story line of this map major thanks to him ( will be included with bo3 version not waw :| )
Lawman Jib Hecks/Sliserblade: Good friend of mine who gave me good ideas on the map and beta tested alot :)
BlackJackJonnyy: Amazing radiant tutorials
Kutejnikov Pavel: Amazing 3d models
Nukem: Mapping help
BlackBoss42/(Alpha) Ultimate Bear: Lots of motivation in porting weapons and also tips on mapping back in the day
deper63923: BO3 style powerup FX
ASTR0: Lots of artwork for the map and a good friend
GEARS228: One of my good friends who has gave me some good ideas on the map
Spider Man Man Man Man: Sent me some models I needed
PROxFTW: Some powerup scripts
Gamebanana: Some 3d models I got from there (forgot the people who made them :( sorry bout that)
ThunderGivesMeGlee3: Motivation and a good friend also a beta tester

Beta Testers (that i can remember):
Spoiler: click to open...
Nikolai Belinski/Partisan Executioner
xXxCowmanxXx09
bwc66930
IDOGFTW
ASTR0
elfenliedtopfan5
M.A.K.E C E N T S
JiffyNoodles
Lawman Jib Hecks/Sliserblade
Demon_Mike
GEARS228
ThunderGivesMeGlee3

Download links

Mediafire
MEGA


I'm also planning on making a Black Ops 3 version with an Easter Egg and much more. Would do it in waw but i'm hitting limits so ill wait till bo3 :)

Fixes if having crashing issues or the graphical glitch

Spoiler: click to open...
1. renstall the map or re download the map because the map could have been corrupted
2. delete T4M or move the .dll file that T4M needs because this map does NOT require T4M
3. turn off spec maps before launching the mod/map
4. turn off spec maps, shadows, ocean simulation, dynamic foliage, bullet impacts before launching mod/map
5. set textures to high not extra
6. set textures to high not extra and turn off spec maps BEFORE launching the mod/map
7. set textures to high not extra and turn of spec maps, ocean simulaton, dynamic foliage, bullet impacts BEFORE launching the mod/map
8. re launch the map
9. re launch game with specs off
10. re luanch game with specs, shadows, ocean simulation, dynamic foliage, bullet impacts off
11. re launch with textures set to high not extra
12. re luanch with textures set to high not extra and, turn off with specs, shadows, ocean simulation, dynamic foliage, bullet impacts
13. exit out of programs you dont need open like google chrome
14. change game resolution and run in window mode
15. turn steam screenshots off (if you take a screenshot in game it will crash on fullscreen)
16. dont alt tab out of waw
17. if you want to record on the map.... make sure to run in window mode and turn spec maps off while recording will crash in fullscreen (turn the spec maps off in the menu not in game)
18. run in window mode and set textures to high if you want to record
5 years ago
This simple script adds a powerup that will randomly cycle threw all powerups in the map and when picked up will do the effect of the powerup it was on at the time.


First open up your zombiemode_powerups.gsc in your mods folder (if it is not there copy it there from your raw folder)

paste this at the bottom of the file:
random_powerup_powerup()
{
while(isdefined(self))
{
powerup = get_next_powerup();
struct = level.zombie_powerups[powerup];

self SetModel( struct.model_name );
self.powerup_name = struct.powerup_name;
self.hint = struct.hint;

if( IsDefined( struct.fx ) )
self.fx = struct.fx;

wait 0.2; // change this to change the cycle time
}
}

now go higher in the file to this line:
//powerup = powerup_setup();
and paste this directly above it:
	if(randomint(100) < 20) // change the 20 to change the chance that this will appear, higher number = more chance to drop
powerup thread random_powerup_powerup();
5 years ago
Shisha no mori

This is the map iv'e been working on for a little over a month so far, it is based in a forest in japan, about half the map will be out in the open, and the other half will be underground.

This map will feature many weapons ranging from WaW to Bo3. as well as the perks from up to Bo3.

ScreenShots:

6 years ago
Hello, today im releaseing the better kick and walking script i have recently made.

The Viewmodel will rotate dependent on the direction you are moving and when you shoot you get a randomized kick that will move your weapon slightly.

Adding the script:
--------------------------------------------------------------

First create a new GSC and add the following script into the file:
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
level.kickbackmax = .4;
level.kickbackmin = .2;
level.kicksidemax = .3;
level.kicksidemin = .1;

players = GetPlayers();
array_thread(players,::walking);
array_thread(players,::kick_watch);
}

walking()
{
self endon("disconnect");
for(;;)
{
if(!self adsButtonPressed())
{
self SetClientDvar("bg_bobAmplitudeStanding",".1 0.01");
self SetClientDvar("bg_bobAmplitudeducking",".1 0.01");
if(self GetStance() == "prone")
self SetClientDvar("cg_gun_rot_minspeed", 0);
else
self SetClientDvar("cg_gun_rot_minspeed", -1000);
rotvar = self getvelocity() * anglestoright(self GetPlayerAngles());
rotvar = rotvar[0] + rotvar[1] + rotvar[2];
rotvar = int(rotvar/20);
self SetClientDvar("cg_gun_rot_r", rotvar);
}
else
{
self SetClientDvar("bg_bobAmplitudeStanding","0.01 0.001");
self SetClientDvar("bg_bobAmplitudeducking","0.01 0.001");
}
wait(0.1);
}
}

kick_watch()
{
self endon("disconnect");

for(;;)
{
self waittill("weapon_fired");
kickBack = RandomfloatRange(level.kickbackmin, level.kickbackmax);
kickSide = RandomfloatRange(level.kicksidemin, level.kicksidemax);
kickdown = RandomfloatRange(level.kicksidemin, level.kicksidemax);
kickback = kickback*-1;
kickdown = (kickdown/2)*-1;
if(randomint(2))
kickside = kickside*-1;
if(self adsButtonPressed())
{
kickback = kickback/3;
kickside = kickside/3;
kickdown = kickdown/3;
}
else
{
self SetClientDvar("cg_gun_rot_p", kickback*-12);
self SetClientDvar("cg_gun_rot_r", kickside*-12);
self SetClientDvar("cg_gun_rot_y", kickside*12);
}
self SetClientDvar("cg_gun_x", kickBack);
self SetClientDvar("cg_gun_y", kickside);
self SetClientDvar("cg_gun_z", kickdown);
wait 0.1;
self SetClientDvar("cg_gun_x", 0);
self SetClientDvar("cg_gun_y", 0);
self SetClientDvar("cg_gun_z", 0);
self SetClientDvar("cg_gun_rot_p", 0);
self SetClientDvar("cg_gun_rot_r", 0);
self SetClientDvar("cg_gun_rot_y", 0);
}
}

after added save the file into your mods folder and call it whatever you want.

now in _zombiemode.gsc add: (make sure to add the name of the file in the spot specified)
maps\name_of_file::init
under:
flag_wait("all_players_connected");

check the script file in your iwd check list and build the iwd :D

Double Post Merge: April 02, 2016, 01:17:40 am
note that in co-op this may lag a little, i may convert this to be in CSC later to eliminate that but not sure.
6 years ago
so i created a cylindrical room for my map, but when i go into the game it looks like this:

the lightingg is weird on 4 of the terrain patches used for this room, i thought it might be a light grid issue but i fixed it and it still was the same, any help would be appreciated
6 years ago
The following is a petition to get a color change to the lover of zombies group, the color that we want it changed to has been specified by uk_viiper in the following images:



please sign the petition we need your help to achieve this!
here is a link to the petition: http://www.ipetitions.com/petition/lover-of-zombies-color-change

as the time of the petition we already have 5 signatures going towards this cause, please if you can please sign this for the greater good.
6 years ago
This map takes place in a storage facility for the nazi's during ww2, and had continued use long after there fall. Many weapons and high-tech devices can be found in there to help aid in the fight against the undead.

I plan to make this map a medium sized map with many different ways to play it.

As well any name suggestions would be appreciated :D

Features:
- an array of weapons from bo1-bo3
- perks from bo1-bo3
- custom traps
- custom scripted mystery box
- many, many more.

pics:



Weapons already added:




Update 1:
Spoiler: click to open...
Ive basicly hanged the entire premise for this map, it is now overgrown city that will mostly take place in the sewers.
heres the new areas ive created and 2 weapons ive added :P


Update 2:
Spoiler: click to open...
not really much work has been done sense last update except this new area:
6 years ago
You play as a military group known as "EVA" Evolution Visionary's Army. Their goal is a "global purge" which means the world will go in a revolution and this will help both EVA and the world. The Complex holds many secrets and EVA sent 4 scouts to go fulfill EVA's requests. EVA did not explain to the scouts why they need fulfill there requests but they said they needed to recover EVA data and remove the viruses from the lab computes so they can function again. The Complex was basically EVA'S testing ground, it got out of hand.
Hey guys so yea this is my new map and its hardly done xD
This map will be my 5th map and maybe my last (due to school getting in the way)
The map is barley 15% done so it wont be out for a while  :(
Anyway hears some pics of the map cred list will be posted once map is released :P





box will be changed to the COD OL box













6 years ago
This map will be a library, im not sure of the size i want to make it but im sure it wont be to small but fairly decent in size.

there will be a various traps to kill zombies with that you and your group set up to kill zombies to survive but those wont keep um out :P

update 1:
Spoiler: click to open...


working on a outline of the map and adding few textures

update 2:
Spoiler: click to open...


first compile done
added bal27 (official)
added kf5 (official)
added my new perk system + electric cherry

i will try to brighten up the lights and get rid of the fog and get some more pics tomorrow and i am leaving for a week tomarrow so there will be no updates until i return unless i get one out tomorrow morning

update 3:
Spoiler: click to open...


added models and DT

update 4:
Spoiler: click to open...

added starting pistol
started mapping the power room (shown above)
moved electric cherry location

credits
Spoiler: click to open...
Smasher248: textures
Jzob123: weapons, perk models
7 years ago
im working on trying to get a oriented sprite on a guns tag_flash ive, when in game it seems to spawn on my head and it doesnt move when i move or change pos/rot when i reload or have a animation play. any help would be apreciated
7 years ago
So were is the last place you'd expect to find zombies?... under water of coarse , so you and your team go into the depths of the water to hide out during the break out of the zombie Apocalypse.

ScreenShots:
Spoiler: click to open...
none as of yet


Features:
Spoiler: click to open...
Bo1 and 2 perks (totel of 12)
water :P
more to come

Weapons:
Spoiler: click to open...
matryoshka doll's
Gersch devices
QeD's
Kf5
7 years ago
Hello, This is a Work in progress for my first map i'm doing alone It use to be called landslide but now i have no clue for the name. I plan to fully detail and make this a fairly large map.

you are a team of 4 soldiers landed in a old abandoned town on a hill side, most of the buildings are completely unrecognizable and has been overgrown by vegetation, it is your mission to explore this town and find the secrets behind the residents disappearance.




Features-
  • Bo1 perks
  • Bo2 perks
  • a variety of weapons from a variety of games
  • new hud
  • custom everything :P
  • and many more not mentioned
7 years ago
ok so I'm working on something and for it i need to detect the zombies are right in front of the player i looked at a thunder gun script but i got confused, if anyone could help that would be great thanks before hand.
7 years ago
I was just wondering how i could get player 1 or 2 or 3 or 4 through script so if player 1 activates a trigger it will be different then when player 2 does it?
7 years ago
how many people are doing a mall for the YouAlwaysWin Zombie Map Contest 2014 I'm doing one and I've seen a few other people say that. just curios.
7 years ago
Loading ...