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Messages - Frankieanime158

Completed in 21 rounds, first try, no deaths [:
Nice straight forward map, really liked it. And was pretty intimidating with the lockdown power room and boss round. Lots of fun though 10/10 for sure.
Also, can you die in the Jug room? I didn't wanna test it :p
8 years ago
Definitely a really good map, but the sounds of zombies are disgustingly over the top. Especially the crawlers! All zombies just have a constant, uninterrupted sound going on, and it really takes away from the experience >.>
8 years ago
Pretty nice map. I like the feel and ambiance in it though :] But did encounter a glitch. On round 19, seems like dogs started to try and spawn in along side the zombies like Der Reise. But the dogs didn't work correctly, they were invisible and stuck in spawn room, and would just eventually die. You can knife the invisible body, but not shoot them. But knifing doesn't speed up the process of them dying.. It somehow effects the regular zombies spawning in, because after 10 or so zombies, the first dog tried to pop in, but all spawning stopped entirely asides from the infinite invisible dogs.
Anyways, nice map otherwise :]
8 years ago
Wow, spent 2 hours on this map. It's truly incredible. Some of the best mapping I've ever seen, probably the literal best at that. Unfortunately I didn't complete the map, I got to that panel in the spawn room, but everything kept saying "system no initialized". I looked around for ages, but just gave up and did a last stand in the PAP room. Lots of interesting mechanics that I really enjoyed. Not to mention weapons you don't normally see
10/10 gonna be posting my gameplay on YouTubes sometime soon.
Thanks for the map :]
8 years ago
This is easily one of the most difficult custom zombie maps out there. It's refreshing to have a challenge. They're all massively open spaces with tons of OP weapons.. But this.. This is even more difficult than Verrukt .-. I did normal difficulty without verrukt sprinters 3 times. Only got to round 11ish. 3rd time though I managed to nearly open everything up, but got stuck on something and died when I finally got enough for jug -.-
Anyways, great map, great detail. 10/10
8 years ago
Okay, so the map is a bit broken :p Spent half an hour on it than ran into a game breaking glitch.
Map itself though, it's alright. Way too big, and the Verrukt sprinters are more of an annoyance than a challenge. And the AK47 and both G18s are semi-automatic for some reason.
But anyways, as for the glitch.. In the furthest back where Jug is, and all those perks are. I think it was by Mule kick, I just fell into an abyss (appears to be one of those doors the zombies spawn from). It was where there was some light glitch, seems to be just a missing part of the floor. But couldn't get out of it, and had to quit. So yea :b
8 years ago
How long until the next big update do you think? My breh Ryan and me are eager to play the second version of this map :D It's Frankie Dingleberry on YouTube, if you remember commenting :b
8 years ago
So I've made a map before, just using the mod tools though, not UGX, so this is my first time on this mod.
I've done everything that a video had instructed me to do, and once I compile the map, do the patches and such, loading the map ends up giving me alien text without the buttons for "start game" etc. I can run it by typing it in the command line, but than I can't move my character (not sure if this is unrelated).
But anyways, I know it has something to do with the project mover, but I can't get it working. When I do exactly as instructed, renaming to the first file in the root, than adding the second mod.ff in appdata, I click move file and it comes up with "cannot find file localized_nazi_zombie_harbor.ff" and "can't move file mod.ff". Than after it'll say "no errors, 0 files moved". When I compiled the .ff files in the mod builder, it keeps giving me access is denied in appdata folder errors (if that's relevant). So I made the folders not "read only" in the properties, and I'm also running in admin as well.
I'd really like to get a map going with the UGX mod, but it's making me tear my hair out.
So hopefully you guys can help me, thanks :D

Double Post Merge: March 05, 2016, 12:16:05 pm
The first map I made is "Nazi Zombie Apartment" over on zommods, in case anyone recognizes it :b
8 years ago
Not very thankful eh? want to see something new, make your own map.

Lol, I love your reason for naming it "Kri". Keep it up, this map doesn't look bad imo :) Can't wait to check it out, downloading now. Thanks for the new release!
True that. Besides, 99% of all maps nowadays are so heavily modded that we never see WAW weapons anymore. So it's kind of nice sometimes :b
8 years ago
Honestly, not too bad of a map at all. Small, challenging, actual decent design.
But you start out with a billion points. So wasn't fun because I was tempted to just open everything right away, pap a bunch of guns and hit the box a bunch of times just to see what it was.
Might wanna go back and fix that :b
Also there was no text for buying Juggernaug, but I clicked F on it anyways, and I got jug. It skipped the animation though too. And wall buys names were their default weapon codes names.
So yea, some bugs.
And to be honest, I think you should rework this and expand upon it a little. You don't have to add things like an easter egg, or more guns. But you should allow EVER gun to be double papped, and than just build some more areas to explore.


Double Post Merge: February 24, 2016, 09:08:14 pm
Oh nevermind on the jug thing, that was my bad. It just didn't work at first, but it took a second to register. I was recording a gameplay for it, and went back to look. It gave me the animation, I was deep in thought though and conversation so guess my brain wasn't functioning  :D
8 years ago
I'm giving this map a 5/10. It's a solid effort, and a really great idea, but it wasn't presented very well. The design though is nice, and the pokemon zombies are great, asthetically it's a great job.
But the map is far too unbalaned, I wasn't able to enjoy it.
First off, the amount of points you get per kill is 40-80, without any hitmarker points. So gathering up points is slow.
But it's made up for by having a ridiculous amount of zombies on early rounds. By round, there were 40 zombies per level, half of which running at Verrukt speed. It would be much better to have standard speed zombies, giving you the regular amount of points, with the regular amount of zombies per round. To scale, you'd be making as much points anyways, so you wouldn't progress any slower or faster.
And the soul chests.. A few of them are incredibly difficult, almost impossible. This is where the normal amount of zombies would come into play. You could go ahead and fill up those soul chests a lot easier when there aren't 80 zombies per round running max speed by the time you get there. There was a box, but it was behind a door I couldn't open. I activated the ladder and found another impossible soul chest on the building. So I assume you have to fill the chests to get to the box? I couldn't find all of the power switch pieces, or Jug (even though the map is technically small, asides from actual area).
The point is, the map lacks any balance, or real flow. No direction, and hardly anything to help along the way.
Hopefully you'll go back and make these things a bit more reasonable, it would be a lot more enjoyable to play if you do.

Edit: Round 4 there were 40 zombies ***
8 years ago
Tried rolling back drivers too :/ It only does this on WAW on random custom maps.. I'll try looking into the settings of Nvidias control panel again, maybe something isn't set right. Just hoping to find someone else who experiences this, some great maps out there I want to play, that I can't because of this glitch

Double Post Merge: January 30, 2016, 03:23:04 am
I fixed it! I have no idea why this works, but for anyone who experiences this glitch I hope this helps.
I had to enable dual graphics (even though I only have 1 card), disable specular map, Dynamic Foliage, and ocean simulation. Shadows can be on though.
Specular map being off makes it so the world doesn't go randomly black in cut off chunks, Dynamic foliage and ocean simulation being off makes it so the textures aren't invisible, and transform into wrong textures in flashes as you move.
All of it only works is dual graphics is enabled though.. I went back and loaded the map again a few more times to make sure it wasn't random, but it loaded perfectly fine everytime until I changed those settings.
I just loaded the map, disabled everything completely and ran it on the lowest possible setting, and it fixed it. So I went and enabled each setting one by one until it screwed up again.
I've done it before, but it didn't change anything since dual graphics wasn't enabled at all.
So very weird bug that seems to effect a few maps, must be using the same map maker, or assets or something.
8 years ago
Yea I've tried without that .dll, doesn't make a difference. Maps that need it just crash :s
And I just have one GPU, it's a GTX 960, dual video cards is off since I don't have an SLI setup. And in Nvidia's control panel I have it set up to allow the application to choose settings, I don't have any global GPU settings on.. So I have no idea :s
8 years ago
Can someone help me figure out this texture glitch? It's like textures just flicker randomly, and disappear completely, or look like a garbled mess. It's hard to explain, but it's happened on this map, Lavander town, and another one. I have the .dll file in my root folder, I know it's not that. I've messed around with manual and automatic textures, turning off foliage, specular map.. Everything. Even reinstalled from scratch, but it still happens from time to time on some maps.
Any idea why? I makes some unplayable.
8 years ago
I can't seem to play this .-. Whenever I try to load solo, it brings me to the co/op lobby and says I can't join. Another time it gave me a memory error. Is there something I'm missing here? I even tried loading with console, but nothing .-.
9 years ago
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