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Messages - iSayPwn

Do you have dogs enabled in the script but no dog spawners?
Do not. The map usually runs past Round 7, but on occasion not. Having an occasional match with no zombies past 7 could be a problem..
9 years ago
The title says it all... I don't really know what's happening.
9 years ago
Hello everyone. Apologizes for asking about a novice mistake, but I will ask anyways. So I've tried a few methods which I read about in the help section and none of them managed to help me. Here's a list of what I tried
1) Primary Omni on light w/ an infonull and w/o it
2) Primary Spot on light w/ an infonull and w/o it
3) Regular Light w/ and w/o an infonull
4) An upside down light (had to try it for fun) w/ and w/o an infonull

Thanks!
9 years ago
Hot damn does this WIP look promising! Can't believe it slipped off the front page so soon.

My suggestions:

Stick to WW2/Cold War era weaponry. It's a rural French landscape, so I feel like weapons don't need to be the super high-tech BO2 guns. They'd honestly just break the immersion.

I do think that the BO2 C96, Colt, Tommy Gun, MG08, MP40, and STG would all make great fits, however.

I also think it'd be cool if there was some sort of small French village accessible by teleporter, as it would allow players to get a great view of the castle's marvelous architecture!

Wow, thank you so much for such a kind post! No worries, we'll make it back there in the future, haha. Interesting ideas, and we will place them under consideration. That's one of the reasons why we do not have a weapons list just yet, it's a debated topic!
The French village portion also has been well... I don't know quite how to phrase it. With the complexity of the map and the size, it has been a struggle. Everyday I hit around two map limits having to remove yet ANOTHER portion of the map so I could make every single room as detailed and as immersive. I currently have a small outline of a town constructed with a few buildings within it and a nice path as well. The reason why I did not showcase it is was because it may not make it. Sadly World at War has a lot of limitations, and it's been a difficult road trying to fit everything in. I surely hope that I can showcase all the architecture work and have the whole map work (with no exceptions!), but only time will tell how big it exactly can be.

One again, thank you tons for your constructive comment and we hope to see you battling hordes of zombies in Le Mont Saint Michel in the near future!
9 years ago
That does sound pretty cool though
Yup, thanks! More on the tides though, when it's hightide, the map will also open up certain opportunities for stuff such as completing a step of the side quest.
9 years ago
Oh shit. This is nice, however, will you be adding Flopper?
9 years ago
Very nice attention to detail and beautiful work so far! Good luck
9 years ago
Love the dramatic lighting. Although we're on the moon again, this looks very promising.
9 years ago
Very nice. I never imagined Kino as a map set in the future... are there going to be any custom features to the map?
9 years ago
Very nice :D, good luck with completing it!
9 years ago
Although the use of few textures and no dirtiness makes it look plain from screenshots, I see some time has been put on layout and architecture on the building. Looks smexy so far :P
It does look plain at the moment, but as mentioned in the post I'll add more zombie elements such as grunginess to the map later on. Thanks you though!
9 years ago

by: iSayPwn, Nabaro, WizenedChart
-------------------------------------------------------------------------
"An uncanny secret agent, a butcher, a tourist, and an author are stranded in the apocalyptic abbey which lies on an island. The uncommon combination of survivors must form a plan as they discover the horrors of Le Mont Saint Michel..."
-------------------------------------------------------------------------
Location
South Western Normandy, France

Time
Shortly after the outbreak at 'Der Riese'

Story
Le Mont Saint Michel takes place shortly after the outbreak at the Der Riese factory. The story will follow a new group of characters with multiple motives. 

Features
This map will feature several custom features which cannot be detailed at the moment; however, will be mentioned below:

Healing Grenades
Alternate Power Source + a custom weapon with 'It'
Custom Wonder Weapon (Pack-a-Punchable)
Cannons!
Battle Axes
Side Quest
Little Easter Eggs
Unique Characters with Voice Actors
Dramatic Dynamic Waves (will make certain portions of the map inaccessible)
Many Ported Weapons From various games (arsenal list will come later)
Standard Batch of Customs and Ported items (Models, Textures, Decals)
+other features which the MSM team has not started on
(will be updated)

-------------------------------------------------------------------------
Changelog + Update from the MSM Team
Hello, all! So this will obviously include all of our goals and accomplishments thus far. At this current moment the team is praying for the BO3 modtools to come out so that MSM can be what it deserves to be without the limitations of W@W, but I digress.  Here's what we're working on:
Mapping with iSayPwn
-completed Spawn and Red Room
-completed architecture for Chorus Room, Bell Tower, Basilica (includes exterior + interior work) (will also work on detailing very soon)
-fixed lighting issue, zombie spawners, skybox, and other mapping glitches


Modeling/Animating with WizenedChart048
-Working on learning the basics of animation and rigging of models

Scripting with nabaro (Gamerblast)
-Experimented with water

NOTE: In addition to the changelog, you can monitor my commits on GitHub. If you use my work PLEASE give credit. Please PM me if you are unsure on how to do so.

-------------------------------------------------------------------------
Media
(Screenshots and Videos)





















to be continued (round start sound from MoTD plays)...
9 years ago
Hello, I'm back. Once again.
I'm not quite sure what's going on. The terrain patch which I created is a 31x31 one.
The problem looks like this:
http://s93.photobucket.com/user/iSayPwn/media/TerrainGlitch1_zpss09rns9d.png.html
9 years ago
Hello, so I'm building a very large map. I have encountered a small problem:
"triangulating all windings...
ERROR: TriangulateWindings failed on in map E:\Games\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_msm.map Entity 0 Brush 12088 at -1593 16 3829
code bug: triangulation failed!
Include 'winding.bin' from the cod2map directory in your bug report."
9 years ago
You need the actual "LIGHT" in order for it to be lit.
You can't just put a SkyBox with a sun and expect it to light up the map.

If you don't want to place light's individually around the map, place 1 big light at one end and one big light at the other end, lighting up the entire map.

Place lights, hit up the Entities window and increase range and density to your liking. Recommendation for most huge maps: Radius = 1500 - 2000
Density = 1.5 = 2.5

Now this is not really whats considered "Good Lighting" but it will at least light up your map and then later you can play around with it.

Thanks, man! Will work on it.
9 years ago
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