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Topics - ihmiskeho

So some of you might remember a damn broken and underwhelming zombie map called Hanoi:,11867.0.html

During the transition from WaW to BO3 I made some barebons new features for this map but never updated it.
Now my question is, would you be interested in this project? Would you play it?

It requires a lot of fixes and most new features are heavily unfinished so it wouldn't be released instantly. I just want to know if anyone is interested, or would I simply be doing a ton of work for nothing.

What you could expect from this remaster:
-New bosses (and final boss battle)
-New weapons
-ENTIRELY new easter egg (not that pick-up objects around the map shit I had previously)
-Wonder weapon would no longer be a re-skinned wunderwaffe
-Map layout changes

So yeah, your opinions are appreciated!
And incase I wasn't clear enough, this would be a WaW map

613 days ago
Project Elemental


The sequel to Hanoi (WaW Zombie version) that nobody expected or wanted. Anyways, this map will be somewhat similar to Origins (hopefully not that broken). I will try to make enjoyable to everyone so I will be listening to your suggestions.

Sorry but you are not allowed to view spoiler contents.

Planned Features:
-Origins styled elemental wonder weapons (not the staffs). Each "weapon" works a bit differently. Upgrading them will change their effects so you have even more ridiculous ways to kill zombies. There will probably be other wonder weapons as well.
-Power is turned on using generators. There will be a total of 4 in the map. They are similar to the origins ones but once activated they can't shut down.
-Weapons from various game titles: BO1, BO2, Ghosts, BO3 DLC etc., and a possibly weapons from non-cod games, for example Battlefield series. (Listed games are the ones I can port weapons from. Guns from other games, for example mw2, mw3, aw, would be great if someone is willing to share them)
-Huge Easter Egg for you to solve.
-Multiple Boss Zombies. Some are round based, some spawn when you make progress. There will also be a final boss battle similar to other bo3 maps.
-Customizable game options: Options to choose different gamemodes and game options, such as Classic (no easter eggs, or objectives, all weapons accessable through mystery box) (Not sure if this this is possible/how it would work in BO3)
-Big map layout: The map has five sections. Each section has it's own objectives to complete in order to progress with the easter egg. There will also be multiple ways to move from one place to another so these sections wont just be dead ends.

Planned map layout (and current progress)

That's pretty much it. If you have any ideas or requests, leave them in the comments.

939 days ago
What kind of Easter Eggs or Easter Egg steps would you like to see?
Leave some ideas in the comments. They can be already existing Easter Eggs or completely custom ideas.
957 days ago

Note from the creator:
Sorry but you are not allowed to view spoiler contents.

New place, same problem: no power!
You are on a mission to save the universe after your latest plan being a total disaster. Fight your way through hordes of undead to bring balance to the world once again.

Difficulty: Intermediate/Hard
Map size: Small/Medium

-Black Ops weapons
-2 wonder weapons
-Boss Zombie
-Easter Egg/Objective with a winnable ending (not buyable)
-Claustrophobic environment: no big/open training areas
-Mob of The Dead wolves + Hell's Retriever/Redeemer
-And the most important one: NOT a box map!

This map uses music from different Cod Games (mainly from MoTD). I'm not sure what Activision's policy is when it comes to mods using their music. If you are making a video of the map and are afraid of getting a copyright strike, I would recommend to turn down the music volume.

Google Drive

T4M not required!
Having T4M/Win10 can cause some texture issues. Lower texture quality and/or disable specular maps to prevent this from happening.

Tutorial (made by FrankyTheMonkey)

UGX Team
If I forgot anyone, let me know


1055 days ago
So I'm fairly new when it comes to primary lights so I might be missing something obvious.

For some reason, some primary lights cause some weird "shadows" to appear

There are no seams on the floor. The shadows don't appear when using light preview in radiant

These are the settings the light has:

(primary noshadow is on because for some reason the lights disappear when you get near them. This option fixes that issue)
Is there a way to fix these shadows?

Thanks in advance!

Double Post Merge: March 09, 2017, 10:01:19 am
So apparently the problem was that I had too many primary lights near each other. Removed some lights and the issue was fixed.
1057 days ago
This map has now been released and can be downloaded from the Community Maps section!

Research of the Damned

Release date: In 1-2 weeks

Sorry but you are not allowed to view spoiler contents.

Research of the Damned is a combination of Verruckt and Mob of the Dead. The map has verruckt styled tight areas and the atmosphere of Mob of The Dead.


-Black Ops weapons
-Main easter egg/objective with a winnable ending. Map also has small easter eggs for you to find
-Mob of the Dead Wolves and Hell's Retriever/Redeemer
-Black ops 1 and 2 perks
-Ambient sounds and music
-And more

To do list:
-Fix some script related issues (Some unfortunately go above my knowledge so might not be able to fix them)
-Add some sound effects
-Fix some textures
-Add detail and fix some lighting issues

That's it! If you want to help making this project or you have any ideas, just let me know in the comments of via PM. Thanks!

1063 days ago
Does anyone know what this error means and how could it be fixed?

Sound settings: stereo, 41000hZ, signed 16 bit PCM. I also tried mono but I still got the same error. Tried modifying the length of the sound as well but that didn't work either.
I have the same file settings for all of my custom sounds and they work perfectly.

There are no errors when building the sound

name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig
# Footsteps,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Music,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Thanks in advance!
1070 days ago
So I want to give a certain weapon to every player. Is it possible and if it is, how would I do it?

Thanks in advance!
1076 days ago
This project has been cancelled. For more info, check spoiler below
Sorry but you are not allowed to view spoiler contents.
Defcon 1

The Pentagon is under attack once again! Survive the undead in Pentagon's secret areas. This is where the apocalypse began, is this where it ends?

Yes, this is a five remake (coz why not). But this is not going to be an exact copy-paste of the original map. The map is set to a more futuristic era. And there will of course be new areas.

Planned features:
-Black Ops 3 weapons and possibly other weapons as well.
-Survival type map so no buyable endings or huge complex easter eggs.
-I might also try adding the five teleporters, but there is a good chance this might not happen...

Yeah that's pretty much it for now. We'll see how things go. Haven't really been doing anything with the BO3 tools yet so I don't even know how debris/zones/zombie spawns or anything like that works :alone:.


Keep in mind these areas are still being worked on. The lighting will be improved, detail will be added etc.

So yeah that's pretty much it for now. Leave your thoughts and ideas in the comments below :)

1182 days ago
So this is the issue I'm having in my map atm

I have this script for a new ee step. It's supposed to spawn 3 models around the map with a glow fx:
level.teslas_picked = 0;
coil1_trig = getEnt("tesla_coil1","targetname");
coil2_trig = getEnt("tesla_coil2","targetname");
coil3_trig = getEnt("tesla_coil3","targetname");
thread item_pickup(coil1_trig);
thread item_pickup(coil2_trig);
thread item_pickup(coil3_trig);

user = undefined;
trigger _setHintString("");
trigger SetCursorHint( "HINT_NOICON" );

trigger _setHintString("Press and Hold &&1 to Pick Up Item");
trigger SetCursorHint( "HINT_NOICON" );
model = Spawn( "script_model", trigger.origin );
model setmodel( "zombie_zapper_tesla_coil" );
playfxontag (level._effect["powerup_on"], model, "tag_origin");

trigger waittill("trigger", user);
trigger delete();
user playsound("powerup_grabbed");
model delete();
level.teslas_picked = level.teslas_picked + 1;
thread upgrade_ready();

The problem is that the model and fx doesn't spawn. The hintstrings work great and it let's me hit the trigger with no problem. Is there something I'm missing from this script?

Thanks in advance!
1265 days ago
Sometimes when you pap a weapon it replaces your other weapon leaving you with only one gun. And I have no idea what's causing this.

Guns are set in dlc3 code
include_weapon( "mp5" );
include_weapon( "mp5_upgraded", false );

As well as in _zombiemode weapons
add_zombie_weapon( "mp5", 			"Press and Hold &&1 to buy MP5k [Cost: 1000]", 				1000,	"",				0 );
add_zombie_weapon( "mp5_upgraded", "Press and Hold &&1 to buy MP5k [Cost: 1000]", 1000, "", 0 );

Is there something I'm missing in these files or something else I should add somewhere?

I don't use the default waw pack-a-punch. I use the one from Script Placer Z (that is the Harry's pap v.3.0.6)

Any help would be appreciated since I just can't figure this out.

EDIT: Did some testing and I found out that wall weapons cause this issue to happen. If you buy weapon that can only be obtained through mystery box everything is fine.
I currently have these KVPs in the weapons:

targetname            weapon_upgrade
zombie_weapon_upgrade     name of the weapon

1296 days ago

After the cold war the American soldiers left Hanoi. They soon forgot this place and had no idea what it had become.
Vietnamese scientists formed their research on this forgotten prison. The experiments were kept hidden and no other humans were allowed near.
That is until the outbreak started. After that Hanoi was left to rot.
There is something in Hanoi that we were yet to understand. An evil force that no one has dared to use. Until now...

-Original Black Ops Hanoi areas as well as new areas to explore
-Black Ops weapons and viewhands
-Main Easter Egg/Objective with an ending (not buyable) + A few mini secrets here and there
-5 Perk limit
-Boss zombie
-And more


JR-imagine = script placer Z
HarryBO21 = Perks and tutorials
Ray1235 = Improved walk script
Rollonmath 42 = Weapon porting tutorials
DidUknowiPwn = HUD, Zombie Blood
Scobalula = Field of view slider
Aidan = Kino teleporter, maya plugin,  Fx removing tutorial
Toby1423 = Moon teleporter
alzan12 = end game teleporter
shippuden1592 = Shangri-La zombies, Boss zombie
Krazzyboy97/shippuden1592 = Galil weapon
jei9363 = FX
HitmanVere = Commando weapon & Scrolling pap camo tutorial
MakeCents = randomized players script
YaPh1l = Kino style box light
xSanchez78 = Nuke/Double points fix
Ege115 = EE song script
oshawat750 = box light fix
JBird632 = Secondary sound alias tutorial
DuaLVII = Rotating doors

And of course:
UGX team
If I forgot anyone, let me know

NOTE: This map uses some copyrighted music so if you are going to make a video turn the music volume down!

If you have T4M/Windows 10 you might get some texture glitches. Lower texture quality/turn off specular maps to stop this from happening!

Version 1.2

Version 1.2 Change log
Additions and changes:
Added boss zombie
Added a slight addition to the playable area.
Added some detail.
Added teleporter sounds.
Added a new ee step for the ww upgrade.
Added better doors (as requested by Jaden Szewczak).
Added new hud.
Added Mule Kick
Added a new weapon
Added proper reflex/red dot sights
Removed kino box light (people didn't even seem to be noticing this feature)
Removed Zombie Blood powerup
Changed so that all players can now get the wonder weapon. But only one can upgrade it.
Pack a punched weapons now use secondary sound aliases so they are much better quality.

G Spawning should now be fixed!!! (Thanks to HarryBO21)
Fixed box FX
Fixed unlimited weapons glitches during the ee
Fixed clipping to fix sticky walls and out of map spots (I might have forgotten some)
Fixed holes in paped mp5k
Fixed asp reload anim
Fixed FnFal texture
Fixed wonder weapon sprinting
Fixed a rare glitch where you could get grenades from box (Thanks Hitman :D)
Much more I forgot

Useful tips
Sorry but you are not allowed to view spoiler contents.

Old versions (in case I messed up)
Sorry but you are not allowed to view spoiler contents.

Known issues:
Sometimes triggers are a bit sticky. If they don't activate first move a bit and try again. No idea what's causing this to happen. Mainly happens while playing solo.

That's pretty much it. Hope you enjoy. Report bugs in the comments if you find any.
1297 days ago
So I recently recompiled my mod and I noticed that players can only hold one weapon at a time. Whenever I use the mystery box to buy a new weapon it replaces the old one.

I also tried this with mule kick and got the same thing happen to me: Only one weapon allowed at a time. What I find strange is that I don't recall making any changes to any scripts so I have no idea what the problem is.

I haven't tested wall weapons yet and I'm planning to do that next.

Any ideas what the problem might be?

EDIT: Fixed it. Thanks to BluntStuffy
1363 days ago
This map is released and can be found here:
You can lock this topic moderators


This is my second map. I have been working on this for some time now (six months already). I do hope that people like the idea even though it's a remake.


Sorry but you are not allowed to view spoiler contents.

Current features:
-A small objective/Easter-Egg
-Bo1 weapons and models. I wasn't able to port some weapons like the Galil or Commando as Maya just crashes every time I try to open them. No idea why ???
EDIT: Galil and Commando added. They were given to me by some awesome community members which will be credited in the release post
Original Black Ops Hanoi + new areas to explore.
Black Ops 1 perks + Electric cherry.

Current look:

Older pics
Sorry but you are not allowed to view spoiler contents.

Very old pics:
Sorry but you are not allowed to view spoiler contents.

So that's pretty much it. Leave your thoughts and ideas in the comment section if you have any :)

EDIT: The release date is set to this week if everything goes well. So if you have any final wishes for the map let me know and I'll see what I can do.
Left to do:
-Some sound effects
-Some FX
-Last minute detail
1506 days ago

This is my first map so there is not much to it. I've put a lot of work doing this map so I hope you enjoy it.

The map takes place in 1980s Soviet Union. You are stuck in an abandoned laboratory and your mission is to get out.


-A some sort of Easter Egg (not just a buyable ending).
-Der Riese radios (storyline) .
-BO1 and WaW weapons (Bringing back the fan favorite Springfield! :P ).
-BO1 perks.
-A few mini secrets.

Easter Egg steps (if you don't want to run around wondering what to do for 2 hours):
Sorry but you are not allowed to view spoiler contents.

Some things you should know about the map
Sorry but you are not allowed to view spoiler contents.

Sorry but you are not allowed to view spoiler contents.

Sorry if I missed anyone

Please post your opinions in the comment section. Let me know what should be better in future maps. And if you find some game breaking glitches comment it down as well and I will do my best to fix it.
Have fun!


1549 days ago


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