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Messages - SilentScope678

Making a video tutorial for the locations of pretty much everything in this map (shovels, switches, parts, generators, soul boxes, etc.) to help people out, should be done & uploaded by tomorrow ;)

EDIT: Also are there 12 or 13 switches? Cause I only know where 12 are :P

If you stay looking at the switch for a few seconds after turning in on it will display in green text how many switches remain.
9 years ago
The variety of game modes and challenges for this map are spectacular. Chaos mode proved to be quite intense, managed to beat it in 3 minutes.

Spoiler: click to open...
9 years ago
As from what I've seen so far, it seems PhD Flopper's explosive flop effect is somewhat weak. According to the official zombies wiki, PhD Flopper should be insta-kill until round 20, making crawlers from 20-30. In a video showcasing the mod it seemed like zombies were taking PhD hits on only round 15 and still walking on two legs. I hope the UGX team will consider buffing the explosive effect of PhD so that it is slightly more effective on hordes during the earlier rounds. PhD is my second favorite perk next to Jugg (lol), and seeing now that it has the flop effect hard-scripted into WaW makes this mod all the more enjoyable. ;)

I'd also like to point out that I feel as if the majority of the community will expect that the hint string "Unleash the Gravity Bomb" for Requiem's easter egg is referring to the Gersch Device at first thought. On a side note I'd also like to make a jab at the ballista's upgraded ability  :troll:. Surely the PaP'd ballista could easily just be replaced by the Scavenger? I'm not quite digging the fact that the ballista's upgrade requires that the gun has fired two shots, one at a zombie and one at a set colliding target, in order to output any damage. Although the gun's effect to teleport zombies is amusing, it's tedious to go about killing them and feels slightly foolish. I think it would be more reasonable if the sniper could have a toggle-able attachment upon being upgraded to toggle this effect on and off, the standard PaP'd sniper ammo could just do more damage like any PaP'd sniper. Just my thoughts and opinions  :poker:.

Sorry to shove complaints down your throats even with the mod only being released for a short time, I tend to be obsessed with all the minor details.  All in all, the entirety of this mod and it's extensive features continues to blow me away. You'll have earned yourself another donor as soon as I've finished hoarding enough well earned money for a new laptop to play this bad boy--and future maps with this mod to come. Keep up the great work UGX team! < 3
9 years ago
Noticed in the video that the Dirty Badger gets a slight downgrade when upgraded to the Honey Zapper, goes from 50 ammo in clip back to 30. Was this done on purpose? Also in part 2, looks like the who's who perk encountered a glitch. xD
9 years ago
FreeFall, are you aware that the default gun is in the mystery box? Also the waffe is a jugg kill for me, even with PHD. :/
10 years ago
The knifing animations are still slow for me on most guns—including the starting pistol—wasn't this supposed to be fixed? Map looks great, its just some of the gameplay mechanics that are a little off. Also my OCD won't allow for Deadshot to be priced at 1000 points instead of the traditional 1500 points (but I am happy it is the real Deadshot, not a fan of lasers on most guns).

EDIT: It seems you also left some of your dev text to display on the map loadup.
10 years ago
This is an excellent map, although those who like to go for high rounds will have a harder time since there isn't a one-hit KO wonder weapon or any traps. I'm ok with just the ray gun, but I wish there had been at least one trap somewhere on the map.
10 years ago
If possible, can you try to code dolphin diving and adding in PHD Flopper?
Is it possible to code dolphin diving into WAW, im not a coder or a modder so I dont know?

I found this inquiry rater intriguing, so I decided to do a little bit of research on the topic myself. I came across this thread here where code for a dolphin diving method was provided. Further into the thread, there was also a PHD script to go along with the dolphin diving code provided by the same user. I'm not a mapper nor scripter (yet), so I wouldn't be able to test these codes.

I haven't seen an accurate PHD Flopper perk with the explosion effect, let alone dolphin diving itself be implemented into any map so far, which is why this really struck my curiosity.
10 years ago
This map has a really unique approach that I like, and it has a lot of potential! For starters, it's the first map with all of Treyarch's Zombie perks to date, I'll take it! The bridge theme is great, reminds me of Mob of the Dead. :D

What I would appreciate seeing in the this map, if you are still going to update it--which I encourage you do so--is if you could fix the wunderwaffe being a jug kill, and also maybe get the black ops colt feeling and sounding more like the real thing. Also, there are some guns here and there that could be fixed up with your custom zombie skills.

My final thoughts on this map: get the death machine and slay undead like a boss!
10 years ago
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