UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Die_Glocke

Have you seen the endings on the Battery and Perish maps in BO1? Are they bad?
I haven't played BO1 in forever. But I don't think I'd enjoy them. Adding an ending changes the game very drastically. 


Double Post Merge: May 07, 2025, 04:49:29 pm
I decided not to because they already drop powerups like normal.
Hm...yeah, I guess that makes sense. 
1 month ago
bro, the ending can be made not just when you can buy it, it depends on the author, how good they are at scripting, it's just very hard to do, it's easier to set a price and that's it
Makes no difference to me. As far as I'm concerned, endings are bad. Simple as. Period. Nothing more to it. Buyable or not.
 
 


Double Post Merge: May 02, 2025, 12:47:36 pm
Thanks for the review. :) 
I do understand the Pro's and Con's which I might consider for my next maybe... upcoming map...
How did you experience the rush rounds with the siren going off in the background?
I was neutral towards them. I usually used them as an opportunity to feed the furnaces. I think you should consider giving the player some kind of reward when they complete the round. A max ammo or something, maybe? It just feels logical. But it doesn't make a huge difference either way.
1 month ago
So I finally sat down and gave it a good proper playthrough. Here are my thoughts.
 
Visuals: The level of detail itself was good. It felt very professionally done. There weren't bizarre empty spaces, nor was there excessive clutter, and things sort of made sense in terms of where they were placed. On the flip side, I think the outside may have been a little too white. I understand that you're going for an apocalyptic ice age theme...but some color here and there still wouldn't have hurt. Notably the new perk machines were quite bland. I will say that I very much enjoyed the interiors (the bunker and the...green area). They were nice looking, mysterious. I thought they were really cool. Kudos on taking a really awful map (Tranzit is in my opinion the worst map I've ever played, especially the farm) and making it actually very good, and fairly fun to play on. All while staying somewhat true to the original map. It was very good. It was detailed. The interior areas were mysterious and exciting looking. The map layout enabled me to CHOOSE whether I wanted to camp or train, which is something a lot of map makers don't get. But also the exterior could have used a tiny bit of added color, and the perk machines were dull looking.
 
Guns: I'm sure some people like all these modern weapons. They're not to my liking. That said, all of them functioned as intended. They didn't glitch out or anything. The models looked right. Only issue I had was that because PhD flopper is acquired through an easter egg, and I didn't know. I like to use PhD flopper with the upgraded starting pistol. However, once you put the full auto upgraded on the starting pistol, or Mustang & Sally, there is no way to un-upgrade it. So I sort of had my planned build screwed up because I couldn't unupgrade my Auto-Colt, and I didn't know that PhD was even on the map. Long story short, please make it possible to remove the auto-upgrade from the Colt.
 
Gameplay: It was okay. As I said earlier, because of the way you set up the map, the player has the option to decide for themselves if they want to camp, or train. That's really good because a lot of map makers make maps that force you to play a certain way, and it's not the map-makers job to tell players how to play. That said, the outside area, since it's Tranzit Farm, is in my opinion basically off limits. But that isn't your fault, since in a sense you didn't make that part of the map. But outside, there's nowhere to camp, and it's not that suitable for training. Thus the player is sort of forced to stay in the underground lab area. I'm not sure how you'd actually fix this, but I figured I'd bring it to your attention. Furthermore, I didn't particularly care for the mechanic involving the furnaces. I understand the logic of why they were added. But frankly it just feels like a chore. It didn't make the map more fun for me. I just thought "damn...I guess I have to go stand next to the furnace and kill them for this round." I'd consider scrapping it, or adding more furnaces around the map. Also, I see that you used that spawn system that they implemented in BO1 where zombies will die, and then respawn closer to you. I personally find it very annoying. It adds tedium.
 
Other: The easter egg was fine. I disabled the buyable ending, of course. But I liked that it wasn't overly complicated, and it rewarded you. Having said that, I think you shouldn't make the easter egg a requirement to open the greenhouse. To be honest, I wouldn't have done the easter egg if it wasn't for me wanting to explore that area. So maybe make it so that you can just open that door normally, and then the panels just spawn the boss. Because forcing me to do an easter egg just to open a room I'd like to explore (a big room) feels a little like I'm being forced to do something that should be optional. Something I categorically did not like was the frost-gat thing. I looked it up. Yes, I know. A UFO spawns in the sky around where you spawn and you have to shoot it down. It never appeared for me. I stood around looking for about 10 minutes. In the end, I have better things to do than wait around staring at the sky for some UFO, especially with those damned furnaces going out. Find some way to make this feel like less of a drag. Maybe add a music easter egg as well.
 
Overall: 8/10. You took a really bad map and made it quite good. The level of detailing is superb, and the gameplay was also very solid. The map is really only held back by a few minor issues.
 
Pros
-Lets you play how you want.
-Excellent detail.
-Easter egg is not overly complicated or tedious, and rewards the player for their effort.
-Creative.
-Bug free.
 
Cons
-No music easter egg.
-Exterior is a little bland.
-Can't unupgrade the auto-colt.
-BO1 spawn system.
-Frost gat feels very tedious to get.
-Furnace system is a bit annoying.
1 month ago
What issue do you have?
Seconding what he said. The three weapons perk drop would actually cause you to lose weapons. Furthermore, I think there was something wrong with the sniper npcs affecting your autoheal. But it's been really long since I've played dead sand. Also, mortar shells would basically inst-kill the player, while not doing much damage. And bouncing betties didn't work correctly. Bouncing betties behaved like a weapon, rather than a piece of equipment.
2 months ago
Why do I need T4M for such a barebones map?
3 months ago
Why does a fairly standard map like this require T4M? Tell us some of the features.
3 months ago
Hey, just an idea for some more campaign stuff. BO1 has some WW2 themed assets in the mission Project Nova. The Sten, British Commandos, Wehrmacht in snow uniforms. If you could find some way to pull those and port them to WAW, they could give you some new assets to work with.
5 months ago
I have no idea what you mean.
In case you have troubles downloading the map you can also look here: https://callofdutyrepo.com/2022/07/01/subzero/
To post in the custom reviews section you need approval from the admin. 
5 months ago
I am looking forward to your full review of the map. (PHD is actually in the map but it's a hidden easter egg, I am curious if you can find it.)
I can't make a full review of the map because I don't have access to that sub-forum and the original release post of your map is locked. :'( 
5 months ago
Go with the flow. This map is not boring, trust me. ;)
I'm sure it's fun. But rules are rules. Though, if I can find a way to disable the ending, which I plan to try thanks to your help, I'll absolutely check it out, because it does look very nice. So far I'm making good headway. Downloaded it and I think I was able to remove the ending. I'll see if my changes worked, and then I'll be sure to try the map out.
 
Edit: so I modded the map to remove the ending and gave it a playthrough, and it was every bit as good as I'd expected. The attention to detail was very good. So many people forget snow on rooftops and it looks bizarre, but you remembered. The underground sections really stood out to me. Everything felt nicely polished. And the music was excellent, really. As far as criticisms go? The heating system was a bit...tedious. I often felt a bit tethered to heaters. The attack dog powerup felt a bit underwhelming. I feel like PHD Flopper could have really been good in the map. A top quality map. Very good. I shall look forward to playing it some more.
5 months ago
Have you tried to play one of my latest maps called: Subzero?
Well every additional script can be found inside the MAPNAME.IWD
Open one of these files and search for something like: "press &&1 to End the Game" or "end_game" or "ending"
and remove all references to these parts of script.
 
This is an example of how buy-able endings are implemented: https://www.ugx-mods.com/forum/scripting/110/buyable-ending-all-in-zombiemapname-gsc/23357
I considered it. Since it looks like a beautifully made map. But I'm quite strict in adhering to my no-endings rule. In any case, I commend you on the attention to detail and creativity. Thanks for the advice, I'll definitely look into it.
5 months ago
To be honest, I played most COD maps did once because I was bored after surviving the x amount of rounds.
I am playing the same scenario over and over again.
That's also why I prefer to make my own maps rather than playing them.
Usually that means the map isn't difficult enough. They kept making maps easier and easier, and people started to get bored, so they started to add easter eggs to try and offset the boredom. Before long, the maps were just reduced to missions/easter egg hunts with infinitely spawning enemies. I had the misfortune of playing BO3 zombies at a friends house. On my first try I reached round 30 with only starting room weapons. Of course people will get bored. I'm not surprised. But a good well made map keeps me coming back to try and beat my last high score. A map like...Clinic of Evil, beautiful as it may be, well...I beat it. I won. What now? I can't double win. How many rounds you survive doesn't even matter if you can win. Hell, if you can win, then surviving to a high round is even worse since you could just race to victory instead. Anyhow, how hard do you reckon it would be to get rid of these endings? Keep in mind that, admittedly, I have no experience at all in map-making.
5 months ago
We wish everyone a Happy New Year :fireworks:
 
Round complete! 2025 is here!
We will introduce new big changes to UGX-Mods this year, have a look at the UGX-Mods Roadmap for more information.
 
 

Thank You <3

Thanks for your continuous support and love from this amazing community.
 
 
:ugxmods: UGX-Mods Team
Happy New Years to you too. Be healthy and happy.
5 months ago
Simple:
  • Don't use too many different textures
  • Disable a lot of FX you don't want to use.

I think that's enough?
Interesting. Thanks.
5 months ago
Loading ...