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Messages - kylefu42

Congrats on winning 2nd place in the YAW contest! You definitely deserved what you got. Now, if i had $750...
9 years ago
Nice work, man! i was wondering what your next project was gonna be... need more stuff to test!
(Good to see that the Light Rifle is better now...)
Looking forward to its release!
9 years ago
Ok, more stuff I found (was testing a LOT yesterday):
If (and when) you take the Browning HP out of the mystery box, your character will play an approving quote (like "Oh yeah!" or "This'll do!"), despite the fact that the Browning is essentially an M1911 in disguise. If you need reference, when getting the CZ or Python out of the box in BO1, your character would scoff at it, even despite the Python being OP as hell.

Do Panzers run away after they take your gun? A panzer took my shiny PaP'ed MTS, and somehow it ended up on the other side of the map behind a wall of zombies, so I lost it. This, while a great feature, is annoying as hell, especially when your other gun is out of ammo. (e.g this one time where a Panzer ripped a gun right out of my hands and left me with an empty KAP-40. I died.)

Buff the Light Rifle! Despite being, in essence, a fully automatic ray gun, its damage is nothing compared to even the MKII. On round 15, my PaP'ed Light Rifle was becoming a 3-4 hit kill. Disappointing given how freaking awesome it looks. Also, the Light Rifle's PaP'ed texture has no diamond, and that makes me sad.  :'(

Some guns are missing PaP names. For example, the MTS and Light Rifle have no PaP names. I can try (probably fail) to come up with some if you need them.

I found a mystery fuse box! At the top of the yellow platform in the first room/warehouse/area (after the first two debris), there is a fuse box on the back wall. I'll try to get a picture out sometime. I have no idea what it's for, as the closest two perks, AmmoMatic and Double Tap, both have fuse boxes. Too busy surviving to figure out what it's for, sorry.

Make Candy Cane Arena less difficult in solo. Seriously, they come from everywhere, and it gets kinda hectic. Also, I found a glitch. If you shoot zombies before they cross the bridges into the map, they turn invisible (except for their hats), and take no damage. Upon entering the map, they reappear with full health. It makes the challenge more difficult, as you have to wait for them to enter the arena to shoot them.

Other little things (not bugs, but interesting)
There is so much junk around that you can run through! I thought that the map was really crowded at first, until I found out that you can run through boxes, bins, and all kinds of stuff. Be careful with this, you don't want to trick players into thinking that they're stuck against the wall when they can dash through the solid-looking green plastic container to their left.

The boxes full of ornaments: you can knife the ornaments to make them fall out of the box. Pretty cool, but if explosions can dislodge them, you may be getting lag, seeing how there's ~30 per box.

Interesting choice of the Ghosts FAD model. Honestly, I liked the MW3 model better, especially seeing that the iron sights aren't as crowded.

One final bug:

AmmoMatic can be glitchy at times. Sometimes, the change in my holstered weapon's ammo will have a delay (e.g. I have 50 bullets reserve for holstered weapon, pull it out, changes to 65 a few seconds later).
AmmoMatic Mystery Box reroll is weird. I can't understand how to do it. The message reads something like: Hold Melee and &&1 and &&2 to reroll.
Also, will it work if you've remapped your melee button? (mine is Q, not V.)

That's all for now. Probably not gonna have time to test today, gotta go to a partay. Still been a very fun map, though! My record is round 16, then I quit after making a stupid mistake.  :facepalm:
9 years ago
Not sure about the QR hintstring for needing power. Will have a look at it.
Here's a picture showing what happens when you approach the QR machine without putting a fuse in. (I did this on round 1)

Panzer Glitch should be fixed, also mule kick. Allready did some testing, gonna do another more extensive test tonight. Should both be fixed next update.
Confirmed. Panzer glitch is fixed, i got thru a panzer round no prob. However, can they steal your guns? I had a FAD and an STG44, and when I ended the round my STG was missing. During the round, one of them hit me and this weird sound effect played, but i'm not sure what did it. Also, on a side note, where di you get the STG model from? It's not WaW and I don't think its BO2 either. Will continue testing, be back with more news soon.
9 years ago
Quote
When playing Solo, Quick Revive only needs a Fuse. No power. There's always a fuse in the starting area or in the worst case behind the first debris. Up to you if you wanna put that fuse in QR or not..
Ok, i got that(i feel stupid and i should), but is it a glitch that the Quick Revive machine says you need power when you approach it? That was why I thought it needed power, since I'm not good enough to actually go turn it on. Also, I can confirm the mini panzer glitch. There were way too many for round 5, and I got over 20000 points.
One more thing, the reload time on the Mauser Akimbo is totally messed up. While the real reload takes forever, you can reload cancel just after both mags are dropped, halving its effective reload time. Not sure if this is mistake or dev choice.  :poker:
9 years ago
Sorry to be a massive noob, but where is the power switch? I've managed to find every perk on the map, but not the power, so i keep dying... I usually play it on gungame, so does that make a difference? Other than that, great map!  :cute:
9 years ago
Yeh, i should have mentioned it's basicly made for Classic-mode. The black-boxes around the zombie's are images and/or FX that i put in ignore files. Those FX are only used in those gamemode's and i needed the space for assets.
I could look into the balancing issue in gun-game etc, but not sure if i can put back all FX and materials for it back in..
Srry..
Ok, thanks! I just wanted to try gungame to see all of the sexy weapon skins you used.  :P  Other than that, really good map! One more question though, why is Quick Revive turned off when you start? I can understand the other perks, but is it really necessary to cut a player off from quick revive until later in the game? The fact that it also required a fuse is also kind of ridiculous, as Jugg, Speed, or the PaP are obviously the first perks that need a fuse. While otherwise, the fuse/power mechanic is great, it just doesn't make sense on Quick Revive.
9 years ago
So i tried gungame, and on the first round a horde of sprinters ripped their way in and murdered me, who only had a M1911.
Is this a bug? They were really strong and there were WAY more than the normal amount round 1. In addition, there was one zombie who had black boxes surrounding his hands. i couldn't get a screenshot (too busy dying), but it definitely wasn't normal.
9 years ago
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