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Messages - REDRES

Quote
Too many visible static models - not drawing static model
MAX_SCENE_SURFS_SIZE(131072*2) exceeded - not drawing surface
model light cache alloc failed - not drawing model


Unhandled exception caught

The last lines of the console trying  to load the map (using T4M).
8 years ago
*sunglasses*


Suicide because of a bug with the spawns. The zombies were blocked behind the the window next to the M16 when the round 80 started. I have no idea of what happened, so theres a video of the moment when the bug started: https://www.youtube.com/watch?v=_DUqHhKjguA

Finally got a good game on this map. I've tried it before the update, but the crossbow is by far the worst weapon to play this map, even it the kitchen looks like the first room of "Five"

When I tested the new technics, the wave gun seemed not adapted to the gameplay with the two traps technic and expected the Thundergun should works better for an aggressive and tense gameplay (like Kino), but near the round 50 (after two shitty downs  :facepalm: ) I  found a good way to run the kitchen that highlights the Zap gun. I was surprised to see it works very good and makes the map not so hard. I'm curious to know if this is unexpedted, or do you designed this place especially to have a good balance of difficulty and rapidity (and an original gameplay)?

Note: I removed the delay between each kill with the traps.

About the bugs, I don' know how many were found since the update, but it happened during one game, the teleportation when the player hurt the submarine didn't worked. A window in the corridor with the aquarium next to the tunnel 6 never works. The zombies don't goes out of the window (like the bug on M16 room). Before the update, this also happened in the kitchen.

I make use of this post to post a short "review" of the map with some bad points that should makes the map better if corrected (in my opinion).
-There are too much risers. Most of them could be replaced by out of boundaries areas, like more tunnels and pits in the rocks. This should invite the players to camp more thar simply running in opened areas. I've not seen a lot of gameplays of the map, but the design looks like moon and origins, probably the most boring maps in casual games past the round 25. All the players run in different areas, it's long, and not hard. I don't call this a coop game. Der Riese is probably the best map for this reason: intuitive camping spots (and no risers). This change in the new maps is (I suppose), brought by a lot of players who rush and attack the zombies, rather than survive and flee.
-The excavators comes too often.
-The delay between each kill with the trap is useless. If you put it to prevent the players to kill packed waves, there is no reason to keep it. Most players use them when a new horde spawn, just use it with a lot of zombies behind them when it is not available at the good time. If this is for the difficulty value, for Leviathan, it's just a waste of ammos of the Zap Gun. The only map where it makes the map "a bit" easier is JBird's Overrun.
-The anti-cheat. No way to edit the FoV in game, and force to use external mods to test high rounds technics. Yes, I don't reach the round 63 on every map to die in two minutes for testing a technic and restart the game to keep closed other doors.
-The "blitz" zombies. Not a default, even a good point for the high rounds, but it makes the map too hard to camp in causal games.

Now you should think "OMG all of this is totally true! Let's make a Leviathan 1.3" or maybe "What an idiot. He don't understand anything of the level-design and speak english like a five years old kid". If it's not the second option, you can keep me as a tester of your future maps for more bitter critics. :troll:

About the run: I recorded it offline, and will stream it in few hours on my Twitch channel.
9 years ago
The game seems to find a good place to set me when I'm downed, but if there is no place, I'm set upper.

As other small thing to update, smoothing the walls like the original NDU (on BO1) would be nice.

If you want to test something in a coop game (especially about the AI), I'm actually on WAW, so you can invite me.

9 years ago
I tested this in a simulated round 100 by changing " level.round_number = 1 " in _zombiemode.gsc. I tried this directly on round 20 with the same command and on round 1 in a normal game and I had no problem at my third revive. I will try a solo run soon and see if this G_Spawn depend of the command.

Also, sometimes, I'm teleported when I'm down. One time I got to the MP5K room from the MP40, and another out of the playable area.

Two other things:
-The zombies are still stucked on the box near the M1927
-Maybe it's just forgetting or intentional: the second line with " self PushPlayer( true ) " is not disabled.
9 years ago
Best Thundergun animations I've seen on WAW. Probably the best "weapon map".
The dogs are huge loss. They was a good challlenge to manage the spawn delay, making the map a bit harder.

I've seen a problem during some tests. In solo, when you get revived for the third time, you get a G_Spawn :(
9 years ago
Just select the brushes and right click/weaponclip. That way only bullet impacts stop on them :)

Thanks, again. I will post soon new screenshots with more details. A lot of missing textures should be added.

I don't think this will change ANYTHING at the gameplay of an boring one window challenge :gusta:

The one window challenges are actually the most fine, complex, and original design, but all of these maps have walls, and I've decided to remove them for bring to light the source of the game, like a simple point on a canvas. This is not mapping. This is Art. Also, I could make another version of this, more expressive. When I have to draw a point, I'm always thinking of the best place to place it, because it's a focussing place, but if I had to place a lot of equal points, their individual place should not matter, transcribed on a box room with randomly scattered risers spawns as known as the best map of all time.
Spoiler: click to open...
:troll:


Looking quite good, can't wait to see what you can do with this one, maybe try and make it look more "zombie-ish" if that makes sense? :D

Visually, I want something close to the original, with just some textures of blood. I decided to don't set the map in the night, but maybe a crepuscular sky could be nice. I will test it, but later. For the moment, I have a lot a ugly brush to make in fullbright.  :rainbow:

I'm really looking forward for the map to be released ,and finally I found out why you were not uploading vids to your youtube! P.S I'm subscribed to your channel.   :P

Yes, it takes a lot of time to watching 15 times the same tutorial cause I don't understand everything mapping, and it's not the only reason. I'm trying to get a 100+ co-op without a disconnection. A huge quest...
9 years ago
I understood not much of that, but a Skidrow remake sounds like a cool idea. :P

Is there some particular sentences that are not clear? I assume, my explanations are untidy; I will edit them later.

Does Invisible Walls count? because well.. one of us may jump off the map for the lols.

There is no invisible walls, and no death barrier. You just have to don't jump off the map, or you are not good enough to play this awesome one window box map without walls!
Spoiler: click to open...
:troll:

You gonna use the correct MW2 textures? Progress looks good so far O0

Yes, and that's why a lot of textures are missing on my screenshots. There is nothing as fun as searching desperately the good one you need among hundred of textures in the .IWD
Also, I need to find how to make a no-colliding brush with the player and the AI (for windows and doors frames).
9 years ago
Dear zombie players, I'm glad to present you an absolute new concept of the best map style : A one window box map WITHOUT WALLS !


This could be funny for an april fool, so it's not.


Introduction

   It's a remake of the multiplayer map in Modern Warfare 2, with an adapted layout for the zombie mode. This doesn't mean my map will not look like the original Skidrow. I made all the buildings with an extreme fidelity to the originals (the command cg_drawviewpos should be credited for this). I choose this map instead of a highly popular map map like Terminal, Highrise of Favela because Skidrow have a better basic layout especially for those who likes Verrückt. I made some tests with Terminal and Highrise, but nothing interesting resulted.

   This is the first map I've started to create, but It's the second I've draw – for the plan. The first one should have a lot of details and complex shapes. Skidrow is much easier with his most perpendicular walls, and also easier (for me) to learn the distances in Radiant with a concrete example.


Gameplay / Features

   My plans are based on the capacity of a map to include features that can be used for a casual/Funny and a competitive/challenging gameplay.
   For the first theme, the most important is to incite the players to stay together and letting them find their best « strategies » to reach 30+ rounds. Some good examples of map made by Treyarch are for me Der Riese, Ascension, and Buried. The first one is probably the best because it don't have the defaults of the two others : Ascension have a lot of space for running, dividing the players. We all remember to played this map with two random players who stays at the PhD Area with us, and a noob (maybe you  :troll:) who run near the Pack-a-Punch with his Mustangs. Also, just one entry to shoot, and much firepower makes Buried a dull map.
   I'm mostly focused on the second theme. My objective is a map with a high replayability for High rounds attempts and others challenges, like First Room, No Power, and maybe a Survival mode, but it should be harder to add. I prefer don't spoil more about this part. I'm actually not sure that all will go correctly. A long beta-test should demonstrate if my map is good, or a total failure...

Weapons

I've planned to make a map as close as possible to Black Ops 1, but with equivalent weapons from MW2/3. Some of them could be change in the future.

Spoiler: click to open...
M1911
44. Magnum
M9
M9 Dual Wield
MK14
M16A4
Aug HBAR
M4A1
F2000
FAL
Famas
AK-47

Uzi
MP9
MP5
UMP45
Vector
PM-9

Ranger
KSG 12
Model 1887
SPAS-12

Intervention
Barret .50

PKP
RPD

SMAW
Thumper

Crossbow
Ballistic Knife

Ray Gun
Zap Gun/Wave Gun – Yes, I know, it's not in accordance with the theme of the map, and I have no model or elements, so I'm on a good way to include it.
Monkeys

Perks

Juggernog
Quick Revive
Speed Cola
Double Tap
Stamin-Up
PHD Flopper
Deadshot Daiquiri
Mule Kick
Eight perks for a medium sized map, how original!
Pack-a-Punch


Others Buyables

Traps
Bowie Knife
Semtex
Gaymores

Preview / Progress

I'm making the map layer by layer. I'm currently putting the « basic » textures.

All of these screenshots have been taken in game with the fullbright because I've not started the lightning configuration. I Keep this for one of the last steps. This mean you should hear me crying in the helping section during the next months.
Spoiler: click to open...





Fun fact : It took me 10+ hours to make this road.

This croquis should indicate how the final map would be. The seconds and third plans are just for balancing, don't pay attention of them.


Feel free to correct me. I've probably massacred the grammar in all the ways.  :facepalm:
9 years ago
If by colliding you mean something like this (I prefer posting a picture to prevent any mistake due to a bad comprehension):
Spoiler: click to open...
, there is no texture colliding. I solved the problem by deleting these bad brushes, and replaced them with a copy of other brushes I've used to make this wall (but all of these brushes results of a single brush clipped with CSG Subtract, so all of them should have the same properties... I suppose.
9 years ago
Thanks alot for the feedback, and I am glad im not the only one who plays high round custom zombies and doesnt just rush the buyable ending.

Vulture Aid freezes are fixed
Fizz attracting zombies is fixed
Co op Dog Animations are fixed
Afaik Thundergun crash is fixed.

Update should be out later on today or tomorrow, I just need to do final testing.

Also, I chose to include box locations where they are to keep trading in mid round challenging. Some easy spots like MP40 room or Outside, whilst there are some impossible to trade ones like COTD top of lighthouse. To give more of an incentive to manage ammo, and trade at the end of rounds, deciding whether you need to trade Thunder, Ray or Both.

Once again, im glad someone else but me plays for high rounds :D

I'm not so surprised to see you plays high rounds. The shape of some areas suggest it.

About the boxes, I've made some others tests. It's appear these two locations in the vulture room are tradables. For the PaP's box it's possible to hit it if you keep the zombies in the circular area at the enter of the room, and for the box near the power switch, there is two ways: The first (and safe is to keep closed the stairs between speed cola and the mp40, bring the zombies as far as possible in the speed cola room, and run to the box. One try with the box is possible with this long and boring technic, like the top of lighthouse in COTD if you run to it from the AK74u room. I don't know how some people have the motivation to play this map  for 50+ hours for spending more time with the box than killing the zombies. The other way is to simply go to the box, hit it, let the zombies enter in the room, and you will be able to go out if the pathfinding of the zombies don't troll you. when they are back to the vulture area, you can run for the weapon, and try again the box. It's very risky and we must don't forget there is no crossbow for help the player on this map.

I don't know what you mean about the ray gun. Maybe did I don't understand correctly the sense of your sentence due to my bad english understanding (unless you mean 40-50 for high rounds  :troll:), but there is no utility to just recycle the ray gun in high rounds. Also, if the player kill correctly his 1008 zombies with an entire thundergun, it will be not necessary to recycle in a middle round till 104-105.


For the technical problems, I've seen you fixed the wunderfizz. What's about the box? The zombies seems to be commonly stucked at the original area of the box but I've not noticed this problem at the others locations

Sometimes, I dont' realize how irritating I am with some insignificants details for other people  :D

Also, if you want to do some tests, play co-op and rage-quit the game you can send me a PM. I can't, probably due to my low rank.
9 years ago
Thank you, it worked... partially. It's OK for the patches I've shown on the right pic even if I can see the texture only if it set on natural.

But it don't work for the single face textured brushes of the left pic. I tried natural and lmap, also changed the color of the lightmap. Nothing happened.
9 years ago
I didn't read the previous pages so, some of my recommendations are probably already posted.


First of all, that's a great map! I rarely see a map which I want to play again and again for try my best... actually 46 rounds   (:facepalm:) for some reasons that I will quote.

These problems I've seen can be separate in two sections: Technical problems/bugs that should be necessarily patched and design/balancing negligence.

Technical:
-In co-op, the clients don't see the animations of the dogs.
-Killing a large pack with the upgraded Thundergun commonly makes the game crashing. This isn't relative to the dogs. I got this error with zombies only.
-The map needs a huge patch of "invisible walls" to smooth the angles. We are stuck almost everywhere.
-In co-op (not tested in solo) when the players have Vulture aid, a lot of freezes happens. I'm not sure this depends of vulture, but it happened in the only game we bought it.
-In co-op, the zombies seems to ignore the Z axis. Example: I'm on the first floor at mule kick's room, my teammate have all the zombies in the first room. He go to the MP40's room, and a lot of zombies comes to me.
-When a player hurt the box, the wunderfizz, or a perk machine, the zombies comes to it.

Design:
I know this part will probably be abandoned because its based on advices thus more subjective, but consider this as a tip gived by an experimented player in high rounds (especially for finding technics). This part of the message is also for other mappers who wants to improve their map for the high rounds, you can contact me if you need a beta tester.

There is just one problem on your map with the design: the box locations. This is a Shangri-La themed map for the high rounds (like a lot of maps, because it's the most simple "weapon style" map): Exploit the zones for a good spawn, killing packed 24/25 zombies with the wonder weapon, and when the gun is out of ammo, it's time to recycle it in the box with a complete horde of zombies next to the player. The box locations of Shangri-La are the best example for illustrate how the rooms must be designed with the box. For those who says a map becomes unskilled if there are always a way to don't being killed, I would answer, this game isn't a try and die, and the difficulty is brought by the manipulation of the risk/reward connection - Yes, this can be applied to a suicidal way to continue, or waiting the zombies dies by themselves but the objective is to set a "playable" way to play the map.

So, there are the precise problems with the box:
-The places next to the power switch and the pack-a-punch should be removed for an obvious reason.
-The box location next to mule kick isn't unplayable, but very risky. The only way to recycle here would be to take away the zombies, but the debris next to mule kick shoud be opened, and it's important to keep it closed for some reasons... spawn contr... ahem camping till 40... But I think that room is abandoned compared to the others, probably the place where you spend as little time when mapping. Maybe revise the organization of the obstacles could improve it.

Also, if you want to add a place for the box, the first room (a bit lack of features for his size) could take it in. This is a suggestion of the place:
Spoiler: click to open...

I hope this can help you (and other mappers) for improving their maps for high rounds!  :)
9 years ago
Hello.

Some textures of my map are not visible in game:

Radiant:


WAW:


This error can probably be corrected easily, but I have no idea of how to do it (it's my first map).

Thank you in advance for your help!
9 years ago
Quote
-Removed Scavenger (since it was a reason for crashing)

Is it sure that it is the cause of the crashes?

I made 50 rounds in co-op by using a lot the Scavenger and I never got any error.
9 years ago
Hello, I make this topic for introducing to you some personal records I made on custom maps. In the description of every video, you could find some comments about the map (tips for high rounds, setup, opinion...) and the link for the entire gameplay except for the old videos (started to do these videos since 2011).

I hope that will encourage you to beat these high rounds - not really hard, trust me - and find a better way to play every map. Feel free to post your records on the forum!

Abandoned Rocket Base

Acme Laboratories

Ali
Spoiler: click to open...

Christmas

Collingwood Psychiatric Hospital
Spoiler: click to open...

Corridor
Spoiler: click to open...

Dead Ship
Spoiler: click to open...

Decontamination

Farm (Swamp Style)
Spoiler: click to open...

Farm (Verrückt Style)

Halkin Gol
Spoiler: click to open...

Hobo Ville
Spoiler: click to open...

Home of Pain
Spoiler: click to open...

HQ
Spoiler: click to open...

Island
Spoiler: click to open...

Kamchatka
Spoiler: click to open...

Lighthouse
Spoiler: click to open...

Lockdown
Spoiler: click to open...

LOL Arcade
Spoiler: click to open...

Lorkeep Station
Spoiler: click to open...

Murdah
Spoiler: click to open...

Neverdie
Spoiler: click to open...

One Window Challenge

Overflow
Spoiler: click to open...

Overrun
Spoiler: click to open...

Rich

Safehouse
Spoiler: click to open...

Ski Resort

Slums

The Bunker

Thunder's Box

Titan Corp

Western
Spoiler: click to open...
9 years ago
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