You find yourself locked in a model home overrun with zombies. But that isn't the weirdest part. The house is changing around you. How long can you survive in ... It's Alive?
Get ready for a map unlike any other. The goal is the same -- to survive, but the journey will be very different. This map took hundreds upon hundreds of hours to develop. It will give you a run for your money.
--Credits included in parenthesis below-- Features: House that changes every round Black Ops Weapons (Rorke) - Every weapon has been modified New Perk: Strength - You can buy this from the poster many times. Each time it increases your total damage by .5x. You only lose your strength when you die, not when you get downed. Shareable box - If you don't take your box weapon, when the lightning appears, anyone can take it Fully-functional Double Tap 2.0 Self Revive in solo (UGX style)
Other Features
Each player spawns with a random pistol Zombie Counter (ZM Wiki) Health Display Solo Scoreboard (PROxFTW) Zombies don't double swipe Zombies don't grab you or stun you when you get hit Zombies don't gib - You cannot make crawlers Blood Money (BluntStuffy) Sprint meter Survive rounds to unlock ending (tom_bmx) Free Power-up every 10 rounds Most guns have extended mags variants Impact grenades Max Ammo also refills your clip 2 Mystery Boxes at the same time Mystery Box chooses weapon much faster Custom Perk and Power-up shaders (Deadnaut) Random solo characters (jei9363) Custom Textures Hit markers (PROxFTW) Nuke gives 100 points per zombie killed Custom Weapon HUD Custom points display (UGX inspired) Custom red "hurt" indicator Starts with the power on No Pack-a-Punch Round change music Game over music
... plus countless fixes to make the game function how you would expect
Thanks to all my beta testers. And special thanks to the following people who went above and beyond and gave me detailed feedback: ATOMICANT2000, mymomiscool, Jordin W, TRF Coast
Known bugs: If the map fails to load or you see a texture appear as white, close CoD and reload the map. Sometimes World at War fails loading part of the map.
If you are looking to completely remove the marks that your grenades make on your map, this is the tutorial for you.
Note: This tutorial modifies the default_explosion.efx file. This may effect rocket launchers or something else in your map that uses this same effect. It won't cause them not to work, but it will also remove the marks that those weapons make on the surfaces also.
Lets begin.
1) Open up your grenade file (stielhandgranate) in a text editor (such as Notepad++). Search for impactType and change the word after it to be none. That part will now look like Now search for projExplosionEffect add "explosions/default_explosion" after the backslash. This part should now look like And finally search for projExplosionSound and add "shell_explode_default" after the backslash. This part should now look like Now save the grenade file and close it.
2) Now open Effects Editor from the Launcher. Click File>Open and then open the explosion that you used in the first step. For this tutorial I am using "default_explosion". So open up the file in raw>fx>explosions>default_explosion.efx On the list at the bottom of the window, select the one named decal and then click Edit>Delete. If you would like to modify the effect in any way you can do that here also. Now save the effect and close Effects Editor.
3) Open the soundaliases folder in the raw folder. Create a new file named grenade_explosion.csv. Open this file in a text editor and paste the code below into the file. Now you can save and close this file.
4) Go back to Launcher and open the Mod Builder tab. Paste the code below into the mod.csv box.
5) You are done! Just rebuild your mod and you should be good to go. You will no longer have any marks on your map from the grenade explosions.
Unfortunately there are so many different problems that can cause this tutorial not to work or behave differently than it did for me. I probably won't be able to help everyone but hopefully this led you in the right direction.
As I was trying to figure out how to do this myself I learned a lot of random things that I couldn't find explanations for. So below I'm going to put a few random things that I learned while doing this. It may help someone. -The impactType of the grenade not only dictates the impact but also the explosion effect and the sounds to go along with it. If you just set impactType to none then your grenade will still work but everything about it will be completely invisible. -I don't know if this is just with me, but the UGX WeaponsEditor++ wouldn't save the grenade file for me. And when it did look like it saved, I would open it back up and it would be the same as when I started. -If you are making a custom texture you can set it to have noMarks in the Asset Manager but when I did that, 1/100 times that I would load the map that texture wouldn't load and appear white. noMarks did successfully make the grenades not make marks, but it had the side effect of sometimes not loading the texture.
I've been trying to make the grenades in my map not leave any impacts or residue on the surfaces of my map. This includes the circle scorch at the point of impact and the dark burn marks that are sometimes left on walls. I can't find the files or any code associated with this and I have tried all sorts of work arounds to accomplish this but none have worked. If anyone can tell me how to make the grenades not leave any marks that would be super helpful!
I have a map and I am using 30+ custom textures. They work perfectly fine 99% of the time but occasionally when I load the map one of the textures will fail to load for some reason. Then it will just appear white in the game. It's not that I compiled it wrong or anything because all I need to do is restart the game and when it reloads, it is fixed.
Does anyone know why textures sometimes don't load? How can I fix this so that the problem doesn't happen in the first place?
Hello everyone. I have been a member on this forum for a while now. It started out mainly for maps to download but more recently it has been for map making. I just wanted to introduce myself on here and say thank you to this amazing community. If anyone wanted to check out what I've spent all of my free time on in the past few months feel free to check out my new map. http://ugx-mods.com/forum/index.php?topic=5451
Welcome to your greatest heist. You must climb the floors of the abandoned building to reach the rooftop. Once there, jump to the roof of the vault and make your way inside. There you will find the piles of gold to take and win!
Seems simple enough, right? This map is small and challenging, but it isn't too aggravating that you will rage quit. This map has all of the default World at War guns and perks with a few tweaks. My goal with this map was to make a simple map that played really well.
I have been making video games for years but this is my first Custom Zombies map. The map may look simple, but there are a lot of features that I included in this map that I have never seen before. While playing my map 50-90 FPS on my computer which doesn't even have the specs that are suggested to run WaW. Both solo and co-op has the option to disable effects to improve performance. The map itself is the same regardless of which setting you choose.
Features: (Credits included) Self Revive in solo (UGX style) Fully-functional Double Tap 2.0 Spawn with a Thompson A perk machine is powered up every 3 rounds Custom Shootable Easter Egg Buy-able ending (tom_bmx) Impact grenades Upgraded weapons in the mystery box Zombie Counter (ZM Wiki) Health Display Custom PaP Camo (ReclusiveShade) Black Ops Round Chalk (sal24r) Custom Perk and Power-up shaders (Deadnaut) Solo Scoreboard (PROxFTW)
Other Notable Features
Added FOV slider and optional laser. When in the game go to Options>Controls>Look Carpenter and Nuke are effected by double points Nuke gives 60 points per zombie Max ammo refills your current clip Buying ammo off of the wall refills your current clip Reduced Thompson damage by half and increased reserve ammo Double Tap 2.0 actually doubles your bullets If a zombie gets stuck, it dies and respawns with the same health Self Revive (solo) kills all of the living zombies on revive Wunderwaffe does not reduce max health Bowie Knife does double damage Kar98k's base damage is increased 4x Easter Egg reward eliminates all fall damage and explosive damage that you take
Plus countless coding fixes to make the game function how you would expect.
Thanks to my amazing beta testers: SethVSGames, lunaseadiver, USSold1er, ThatCODBoss, cardoomannii, D3ATHCHAS3R, PG13assassin, LegendryCOD, Iconic_Gamer11
NOTE: When playing co-op please check to be sure everyone has the same map version. Otherwise the map will not work. The version number is listed in the bottom left corner under the map image once the map is selected in co-op.
Change Log
v1.0: Map Release v1.1: Minor text changes and small bug fix v1.2: Spelling error fix v2.0: Added player clips on zombie barriers Realigned some lights Fixed Wunderwaffe reducing max health Replaced the ladder with a slope Removed the power switch Machines are now randomly powered up by surviving rounds Removed the mystery box location from the vault Moved Pack-a-Punch to the vault roof Slightly reduced the max number of zombies Removed a few riser locations Changed several textures Added trims and a few more details Several other minor changes Changed the PaP camo Added custom Easter Egg Removed custom zombies texture because it wasn't working properly v3.0: Removed all foliage (Ironically this completely fixed the zombie pathing) Added solo scoreboard Added barriers so you cannot jump through windows Increased difficulty back to normal Increased PTRS-41 damage Changed trigger for the doors so that you can purchase them without looking at them Moved one location for Easter Egg part Changed Easter Egg reward to completely remove fall damage and explosive damage Fixed zombies respawning while waiting for monkey bomb to explode Changed sun (changes shadows) Made the doorways larger Changed the slope that went to the roof to a staircase Extended the covering to the roof entrance Fixed doors so that you won't get stuck on them as you walk by Changed price of the vault to 50k Removed Panzerschreck from the wall and box Added .357 Magnum and M1911 to the box Changed stielhandgranate to frag Increased Double Tap 2.0 cost to 4000 Moved Double Tap 2.0 to 3rd floor stairwell Changed some wall weapons Added upgraded weapons to the mystery box Upgraded weapons become more likey in the box as the rounds increase Increased the cost of the mystery box to 1250 Changed Pack-a-Punch camo to a custom one and configured it for each gun individually Pack-a-Punch is always on Removed car barrier in spawn Changed the random perks activating to a set order Fixed zombies climbing through barriers with one board remaining Reduced time between rounds Reduced chance of a zombie dropping a powerup Added zombie entrance on the vault roof