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Topics - CrazyRandomzZ

so im not sure what i have done but some of the zombies sprint like solders with weapons in there hands. and im not sure whats happends. most are still the normal sprinting zombies. but other run like this:



more images
Spoiler: click to open...


9 years ago
hey guys im in need of some help. i have scripted the zombie blood power up. works perfect. the only problem is setting the screen to red. at the moment im just setting it to laststand.vision (witch is grayscale)

i have made a copy of the vision file and named it zombieblood
how can i modify the vision file so it puts a red tint on everything?
 or am i using the wrong thing all together.
9 years ago
Welcome to my contest entry :P its a bit late as i already started a different project. now that project is on hold i bring you

AREA 51!!

so this is a contest about surviving the zombie outbreak. well id like to take the fight right to the starting point of it all. Area 51 is the believed causes of the outbreak. this map follows the clean up crew trying to discover what caused the outbreak and if there can be a cure.

weapons
Spoiler: click to open...
aa12
acr
ak47
as50
cm901
deagle
five seven
m320glm
mg36
mk14
mk46
mp5
mp7
msr
p99
pp90m1
scar
striker
type95
ump45
BO2 Crossbow.
Ballistic knifes bo2 multiplayer version (no retrieve blade or revive (yet) upgraded auto gives you Bowie ballistic knifes. that does double damage as Bowie is not available to buy off wall)

Raygun Mark 2 (available by upgrading upgraded raygun)

and the standard WW + more (maybe)

Pictures
Spoiler: click to open...
Small area of the map

Included nuketown zombies. and player models


Some of the weapons





UPDATE 1 : PAP CAMOES
Spoiler: click to open...
animated textures of corse ;)


UPDATE 2 : small video of the corridor
Spoiler: click to open...
! No longer available
ENJOY PEOPLE

UPDATE 3 : PERKS PERKS PERKS
Spoiler: click to open...
so the past 3 days i have been hard at work scripting and porting 5 extra perks (plus DT2)

this is my fist time scripting of porting the perks so its been  a rough journety :P bed at 4am most night :P
(you know the deal. change one thing, compile, test, fail and repeat)

But the extra perks are as followed:
DoubleTap 2
Electric Cherry
Mule Kick
Stamin-Up
Deadshot
PHD Flopper (no explosion: atm ;) )

Here are pics Location is not permanent just spaced close together for easy testing








Thanks to HitmanVere for the Shaders :) they are awesome!

UPDATE 4 : BO2 Crossbow and new HUD
Spoiler: click to open...
added bo2 crossbow. for people wondering. im getting all the weapons. perks and stuff into the map first. once all the features i want are in. ill start working on map desing. i have alot planned out already. and will being the grind once im happy with all the fatures.

PS. also added MOTD HUD. ill change the look of the dpad and bar soon. also added zombie counter. that only shows up when there are less then 10 zombies left :P




UPDATE 5 : Deathmachine drop & zombieblood & new mystery box
Spoiler: click to open...

UPDATE 6 : work on a new area of the map
Spoiler: click to open...
so working on more areas of the map. keep in mind its SUPER early stage





UPDATE 7 : work on a new area of the map and MORE
Spoiler: click to open...
just a small update. been really busy the past week. but have been working on the map when ever i can :)

i have added a boss zombie. and done some more design to the map. also have another perk in the works. when i work out the scripting :P

but here is a picture of the little area i have been working on:

notice im using the skybox for my star wars map. (this was original my entry but was replaced by area 51)
also notice how similar it looks to a bo2 MP map ;) this will be the basic layout of the map for those who are interested.

UPDATE 8 : Building And Buildables
Spoiler: click to open...
Todays edit:

added Buildable thundergun. the thundergun model and script is temporary. but the buildable works pretty good. (provided by harry BO21 Buildables)

also worked on the exterior of the main building. still got alot of mapping to go

! No longer available


P.S the extirorior is still not finished and has placeholder textures while i decide what looks best.

also begun work on the halls. leading to the main chamber.


this area is pretty much done now.

UPDATE 9 : Conspiracy theory anyone? 
Spoiler: click to open...
Working on the PAP room. the map will include a def-con system or a kino teleporter system or a mox of both. yet to be decided but this will be the location of pap. still needs a lot more detail. but you can tell what im going for here ;)


P.S if anyone can get me a good moon rover model please send me a message. i have searched all day with no luck

UPDATE 10 : more work done? 
Spoiler: click to open...
so some work done the past few days. its coming along. still far from finished but here we go. worked on more of the exterior. but its taking the longest time. i think when i get to the interior progress will be better. detailing the ext. is a bitch





here is a start the the main chamber, its in really early days.
PAP location and bench are temporary. as you can see its just the stair way. walls roof and detail hasnt been started yet.

9 years ago
hey guys :)

so i have been mapping my map without any problems. so far but today 3 small holes have appeared in the floor of some areas of the map i have no clue what is causing them. i don't get any compile errors or warnings or anything. but when i go to test the maps the holes are there.

i have replaced the offending areas, still no fix. i have moved them. still no fix. light map is good everything seems fine. but the hole is still there.

here is screenshot of one hole

ofending brush


all looks to be in order. but nothing fixes it.
9 years ago
Welcome to Star Wars Battlefront Zombies.

I have had the idea of making a GOOD star wars map for a while now and this is what ill be entering into this contest.

This map is going to be a Cross between Star Wars Battlefront II map Coruscant. the premis of the Map will be After the jedis get taken out by the storm-troopers in Episode III (order 66 for the nerds of the crew ;))
so far i have done a lot of research on the map took many many screenshots and began exporting some models to use as a reference

here is a screenshot of the map loayout as a basic guide to how i expect it to look. roughly. with added extras
Spoiler: click to open...

I have started work on the bottom hallway and will be posting regular screenshots of updates and changes made to the map.

here is what we have so far with compartment images to the original game.
Spoiler: click to open...
Original Game Screenshot


W.I.P Version:


Later Version:


This is pretty much all i have for now. :) happy mapping

EDIT 1: Updates and a little video of progress

EDIT 2: Updates jedi council room
Spoiler: click to open...
just worked on the jedi council room (round rooms are not easy to make ;)



EDIT 3: Updates the Library
Spoiler: click to open...


EDIT 4: Updates the Library 2
Spoiler: click to open...




here is how it looks in battlefront II


EDIT 5: new sky and hologram models :)
Spoiler: click to open...



here is a video of the sky and the new rotating hologram.
! No longer available
! No longer available
[/spoiler]
9 years ago
hey so i always fun into this problem.

when i place a xmodel into my map not all of them hold shadows at a distance, its hard to explain really but when your further away from the model it does not cast or be cast on by shadows. its just lit by the worldspawn.

here is some pics to show what i mean (its a custom model but this happens with default models to)

Far away


Close Up


here is a video from my previous map showing the same problem with the default models.
! No longer available
9 years ago
i could really use some help with animating a custom boss zombie. i have no clue what im doing :derp:

i  have maya 2012 with toms tanim importer. and aidans cod tools.

i have also made the custom model and exported the brutus tanims from BO2
here is screenshot of the model


the model works fine. but i want him to be like brutus. if i drag the anims into maya with my model everything is fine.
here is my model with the idle anim. works fine.


i just don't know what to do next.
how to export and what to do in asset manager.

ill worry about scripting the boss once i know i have added the anims correctly.

9 years ago
Nazi Zombie U-Bahn (subway)

Media Fire Download

Mega Download

Nazi Zombies U-Bahn


Debrief
Time: Unknown
Place: Berlin Germany

Goal: Locate the train platform and escape before its to late!

so not much or a story line here this is just good old fashion zombies madness.
the map is packed with custom weapons and a Easter egg along the way.


Feature List

-Black Ops Weapons
-Black Ops Quick Revive
-mw2 weapons
-special weapons
-beatable ending
-end game location
 with PAP mystery box
-Replayable Music Boxs
-Fast Paced zombie spawning
-Secret Room
-easter eggs
-weapon trader system

Images
























teaser trailer

COMING SOON
Testers LPs (beta version of the map, has been changed and updated MAJORLY since theese videos.

TheGamingGeek15 + CrazyRandomzz
CRAZY'S MAP! #1 - Custom Nazi Zombies - World at War
CRAZY'S MAP! #2 - Custom Nazi Zombies - World at War

Pyonic
U-BAHN! Custom Nazi Zombies!!! [Part 1]
U-BAHN! Custom Nazi Zombies!!! [Part 2]

Bugs

One Known bug regarding model lighting, no fix so far but working on it.
Pack A Punch Mystery box sometimes failed to give weapon. leaving you without a 2nd weapon (cant fix)

Thanks To

ZK - YT Tutorials
Bamskater33 - black ops revive
Tom_Bmx - most of everything :P
DarkLord987 - menuscreen
MakeCents - commutable box
YaPh1l - type writer intro
zombie madness - weapon porting Extra credits for extra work :)
Activaler - Easter egg
alzan12 - teleporter system
thegaminggeek15 - loadscreen art

if i missed you out let me know what for and ill add you to the list.


This map was inspired by SparkyMcSpark's 'Nazi Zombie Subway'.
9 years ago
Nazi Zombies U-Bahn


Debrief
Time: Unknown
Place: Berlin Germany

Goal: Locate the train platform and escape before its to late!

so not much or a story line here this is just good old fashion zombies madness.
the map is packed with custom weapons and a Easter egg along the way.

Feature List

-Black Ops Weapons
-Black Ops Quick Revive
-mw2 weapons
-special weapons
-beatable ending
-end game location
 with PAP mystery box
-Replayable Music Boxs
-Fast Paced zombie spawning
-Secret Room
-easter eggs
-weapon trader system

Images

















Teaser trailer

https://www.youtube.com/watch?v=XrljIuz_eY4
pack a punch textures have been changed since this video and more weapons have been added and optomized :)

Progress

One Known bug regarding model lighting, no fix so far but working on it.
The map is almost finished! im just putting together all the final touches. and fixing a few bugs
currently building end game area. (abandoned subway platform) PICS COMING SOON! //DONE
load screen for CO-OP and solo being done as we speak. //DONE

ToDo list

-Finish pack a punch Textures
-find fix more bugs
-finish custom gun stats
-add a little more detail to map

Estimated time of arrival?

hopefully within the next few weeks!!
Anything you see wrong with what you see?
let me know and ill try put it in :)

Thanks To

ZK - YT Tutorials
Bamskater33 - black ops revive
Tom_Bmx - most of everything :P
DarkLord987 - menuscreen
MakeCents - commutable box
YaPh1l - type writer intro
zombie madness - weapon porting Extra credits for extra work :)
Activaler - Easter egg
alzan12 - teleporter system
thegaminggeek15 - loadscreen art

if i missed you out let me know what for and ill add you to the list.
9 years ago
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