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Topics - RichGaming

Diner - Black Ops 2 Remake
Map Currently In Pre-Alpha



Introduction

Welcome to the second map within my Tranzit Remake series, Diner. In Diner, the player continues the story that began in Bus Depot and gets to find out where they are heading next. This map is not a the same as the BO2 Version of Diner that you may be familiar with. Within this map you will find new areas, features and much more for you to experience and hopefully enjoy. As well as many new features and areas added, you will also find the things that you hated within the original Tranzit have been removed. This has been done to ensure that you can enjoy the map to it's full potential. I have had a large amount of help and support with this map and I would like to thank anyone who has had any involvement in the project. Diner will be the second map that I have released to the custom zombies community and I am looking forward to keeping you updated on the progress of the map as well as hear your feedback on what I have decided to show so far. Thank you for taking the time to read this WIP, hopefully you see something that you will begin to look forward to!



Planned Features

Tranzit Style Lava (No Zombie Explosions or Damage With PHD)
Black Ops and Black Ops 2 Perks (With Dolphin Dive)
Black Ops 2 Weapons and some added extra's
Advanced Warfare Style Blood Splatter
Soul Chests with Unique Reward
Double Points Nuke & Carpenter
Small Easter Egg Side Quest
Custom Pack A Punch Camo
Black Ops Pause Screen
Tranzit Style Zombies
Real Origins Dig Sites
Multiple Buildables
Buyable End Game
Solo Quick Revive
Black Ops Knifing
Solo Scoreboard
Instant Nukes
Custom HUD
Boss Zombie
Hitmarkers
FOV Slider



Video Footage

     



Images

 
 
 
 




Credits

NateSmithZombies
StevieWonder87
death_reaper0
DoUKnowIPwn
BluntStuffy
HitmanVere
Jr-Imagine
HarryBO21
Scobalula
Treyarch
JBird632
Tom_Bmx
Ray1235
ProxFTW
DuaLVII
ricko0z
Tito
RDV

If anyone has been missed out please let me know. Thanks!



8 years ago
So I'm having a pretty big issue within my map where the riser's are not spawning from the script_structs that they are supposed to but are instead spawning from the actor which contains the riser information. I should probably also say that this is happening in every single zone. I'm not too sure why this is happening as I copied them from a working map. below I have the KVP's for each part that is related to the issue. If anyone can help with this I would greatly appreciate it as it's pretty major. Thanks

Actor KVP's:


Riser Spawn KVP's:


Zone KVP's:
8 years ago
What I mean by the title above is that I want to recreate something similar to Tranzit where once the power is turned on lightning will appear in the sky with sounds etc. If this is possible and anyone is able to help me make this happen I would greatly appreciate the help. Thank you.
8 years ago

Final Results At Bottom Of Post

Introduction:

Today I am introducing something new. The plan is to create a topic like the one you are currently reading
every 6 months to share the names of great map creators on this site which have been selected by the many
users that UGX holds. The map awards will consist of two different tiers and consider the maps which have
been released within the last 6 months, hence why this topic title states January - June. The voting for
the awards will take place over a period of a month with the first tier taking 15 days and then second
tier also taking 15 days. The final results will then be announced on the first of August.

The first tier will be an anonymous submission of users submitting their choices for the awards listed
below through a Google Form. This helps to reduce people from forming opinions of others which may include
such things as them being biased or only selecting a map because of who the creator is. The 5 map creators
submitted by users will then be taken forward into the second tier of the awards.

The second tier of the awards will be presented in a poll format where users will be able to vote for one
of the top 5 selected map creators for each award from tier 1. Each user can vote for one person per an
award, but does not have to vote for all awards if they do not wish to. When the poll is finally over the
5 top mappers will be narrowed down to the final top three for each award. These mappers will then be
announced as the winners of the award that they have won.





Most Detailed Map

Highest Replayability Value

Most Buggy Map

Most Original Map

Best Underrated Map

Hardest Map

Most Anticipated Map





In Tier One you can submit any forum member into any award. Please try to only submit one person per and award
as someone can only win one award when the final result is announced.
Voting for Tier One closes on the 15th July, vote wisely!

Vote for Tier one here: TIER ONE NOW OVER

Tier Two is the poll section of the awards. Here you can vote for one of the five selected people chosen for
each award from Tier One. Do not continue to vote on Tier One if Tier Two is now avaliable for voting as your
vote will not count. Thank you.

Vote for Tier Two here: TIER TWO NOW OVER





Most Detailed Map: Clinic Of Evil by IZaRTaX

Highest Replayability Value: Project Contamination: Awakening by HitmanVere

Most Buggy Map: Malibu Drive by ZK

Most Original Map: ORBIT By Makecents and Tudark

Best Underrated Map: Dawnville by ConvictioNDR

Hardest Map: Octagonal Ascension by Psh

Most Anticipated Map: Das Herrenhaus by sethnorris



Thank you to all who voted and congratulations to those who won an award! Be sure to stay tuned for the July-December Map Awards coming at the end of this year.




8 years ago
Hey guys,

I'm having a few issues with my mystery box. I am using Sniperbolts prefabs for the mystery boxes and have a total of 3 placed around the map including the start box location and two others. The issue that I'm getting is that the box works fine and starts where it should but when the teddy is gained from the box the box disappears and then reappears in the exact same location. This keeps happening no matter how many times the teddy is gained from the box.

 The other issue that I'm having is with the box fx as they are not spawning with the box. I have tried adding them to my mod.csv and ensured that they are not commented out in my zombiemode file in zone_source.

 If anyone could help with these issues I would greatly appreciate it. Thanks for taking the time to read this post and for any help you may be able to offer.
8 years ago
So I have a script for an easter egg within my map but wish to alter it slightly to preference. This is the skull easter egg that some of you may be familiar with as I used it in Bus Depot. I am trying to change the script so that the skulls can only be activated with a certain weapon / secondary. I would also like for the reward to spawn a script_struct instead of a weapon. If anyone can help me with this that would be great. Thanks!

Here's the script at the current stage: http://pastebin.com/sqXNJgSe

(Use it in your map and I'll stab you with a spoon :) )
8 years ago
So I have found a few tutorials related to adding ambient sounds to a custom map but they all appear to have small issues. The main issue that I am personally having with Ambient Sounds is writing the soundalias file and the variables used within those files. If anyone could help with the way in which soundaliases are written for ambient sounds that would be great. I believe I am ok with setting the KVP's as I have found a tutorial for setting Ambient Sound KVP's but none of the soundalias related tutorials seem to be correct or contain errors. If anyone could help me with this I would greatly appreciate it, thank you. :D
8 years ago
So as the title says, I was wondering if and how a model can be animated to move along a certain path at the start of the game. I would also like, if possible, for an ambient sound to play at a specific point along the path. I want it to seem as if a vehicle is driving past a building at the beginning of a game and then into the distance. If anyone could help me to make this possible I would greatly appreciate it. Thank you!
8 years ago
For some reason models within my map are changing colour unexpectedly. I use the model in a certain spot in the map and it looks fine, I then copy the model to somewhere else in the map and the materials go all wrong. It looks fine in Radiant but is wrong in game. It's hard to explain but hopefully the image linked below will explain the issue. The image shows the exact some model, copied twice, literally right next to each other but they look completely different. All help is appreciated! Thanks!

Example of issue: http://prntscr.com/az0ej4
8 years ago
So whenever I try to play a map that requires T4M, there is a strange glitch with models and textures within the map. There will be random textures stretched all over the map and the models are just messed up to the extreme. It's hard to explain the situation but I really want to know why this is happening and if there is a fix for it? Here is a gif of what it looks like to help explain: https://gyazo.com/98d5258616aef03ed6cf5e926c2627cc
8 years ago
So as the title suggests, when I take damage within game it causes my game to briefly freeze. This isn't just damage from zombies but it's any type of damage such as holding a grenade. This issue also causes the player to not be able to die. I believe this could be an issue with my zombiemode which I have linked below, if anyone could help that would be awesome! Thanks!

http://pastebin.com/4izKgRLp
8 years ago
Bus Depot Custom Zombies Remake
Find Map Gameplay Here: http://YouTube.com/RichGaming
Support The Map: https://bit.ly/RGDonate



Introduction:

I want to start off by telling you all a little about the map.
The map is based on the Black Ops 2 Zombies map with the same name. There are however some differences such as features and some extra rooms added by myself. As well as extra rooms you will find that the Tranzit Bus, fog and exploding fire are not a part of this map to make it much more enjoyable for the player. I have tried as best as possible to discard of the nasty features within Tranzit that everyone hated and instead add new, fresh features which have never been seen before. This is my first map that I am releasing but have had other projects in the works to help me build my mapping skills. I greatly appreciate the help and support that has been given with the production of this map and hopefully from this, the map will be enjoyable and fun for you to play. Thanks for reading this map introduction. Be sure to continue reading for more in depth detail and images.



Map Download V1.2 (New Area & Gamemode)
(Optional Download At Bottom Of Post)

Loadscreen Download (Optional)
Place in C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\main\video



Map Images:
Below are a collection of images taken within the map itself. These images do not show the full map as there are many small hidden areas for you to find. Click on the images to increase their size. The official trailer for the map can also be found directly underneath the images.






Features and Credits:





Change Log:

Version 1.1
Spoiler: click to open...
-Fixed an issue where player would become stuck inside ladder when building.
-Addressed an issue where players would not take damage if a widows wine grenade went off when hit
-Have changed the HUD apperance of buildables to be more appealing
-Added additional debris to increase map difficulty
-Limited weapons that can be placed in the storage locker
-Moved locations of radios and buildable parts
-Changed locations for Skull Easter Egg
-Replaced wall weapons to be more suitable
-Altered spawns surrounding NDU to prevent bugs
- Changed cost of end radios

Known Bugs:
-Players can leave the playable area through Nacht Der Untoten
-Players can stand on top of pap
-The fridge causes an issue where player can only have one weapon.
-Using monkeys gained from dig site wont cause the monkey to activate.
-If receiving a weapon from a dig site you can buy an infinite number of weapons. 
-More than one of the same character can spawn at once.

Further updates to come to fix other issues currently being addressed.

Version 1.2
Spoiler: click to open...
-Fixed an issue where players could leave the playable area through Nacht Der Untoten.
-Players can no longer stand on top of pap by using dive to prone.
-The fridge has been removed from the map due to a weapon bug.
-The ability to gain weapons from dig sites has been removed. 
-Fixed an issue where one of the same character models could spawn at once.
-Added a sun to the map.
-Included BO3 powerup models.
-Added the BO3 Mystery Box model.
-Fixed an issue where hitmarkers would not appear on occasion.
-Added a new area to the map.
-Added a new game mode to the map.
-Added custom muzzle flashes to weapons.
-Small mapping details have been improved.

Please report any bugs that you may find to me by sending me a pm or replying to this post. Thank you!



8 years ago
So I am getting an issue within my map that is causing the player to lose ammo in the weapon they were holding before they went down after they get revived. I presume this is something related to _laststand.gsc but I can see what? I have also noticed that when purchasing weapons from the wall and box you do not recieve the weapons full ammo, this isnt related to the weapon file as all weapons have same start ammo and max ammo. If someone could help me with this that would be awesome! Thanks! :D

Here is a copy of my _laststand.gsc: http://pastebin.com/LnKXm6KE
8 years ago
I have no idea how to fix this, if anyone does please help. Thanks! http://prnt.sc/aji880
8 years ago
So when I launch my map it will load and display the text "click to begin mission" but when I click the game stops responding and I am given this console report: http://prntscr.com/aj016n If anyone can help me fix this, it would really help! Thanks!
8 years ago
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