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conn6orsuper117's Contact & Social Links
Last post by conn6orsuper117 - 4 days ago
YAS! I still have my beta copies from WAW
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Last post by gympie6 - 4 days ago
Hello.I am currently working on a map and i just added my secound door. (My first one works perfectly)

I used the same way (Script model debris) and used almost the same targetnames (just numbers changed).

Since i have no ideas what spawnflags do i just used the same spawnflag (1).

now when i try to open the door there is no text, just a hand symbol (you might know that symbol from the campaign)

When i press f nothing happens.Please help.On request i can send you the map data and other stuff.Cheers!
It sounds like you are missing or typed in the wrong kvps.
And yes Dynamic path is needed before moving the door. 
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Last post by Korbinian - 4 days ago
Hello.I am currently working on a map and i just added my secound door. (My first one works perfectly)

I used the same way (Script model debris) and used almost the same targetnames (just numbers changed).

Since i have no ideas what spawnflags do i just used the same spawnflag (1).

now when i try to open the door there is no text, just a hand symbol (you might know that symbol from the campaign)

When i press f nothing happens.Please help.On request i can send you the map data and other stuff.Cheers!
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Last post by MajorPwnege01 - 5 days ago
Oh my, this is exiting and I love the killing floor hud. Looking tasty
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Last post by cpt_johnson1 - 5 days ago
Looks amazing :+1:
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Last post by HitmanVere - 5 days ago

The rain season has returned to the renovated but now abandoned town. Fight the ever-increasing power of the undead in this remaster/remake of World at War custom zombies map Rainy Death.

Rough Estimate on Progress
40%


Notes: I am currently busy with work and Uni so progress fluctuates a bit, but hopefully in the summer I have more time + will to work on the map.
I started on this remaster in like 2017, but there has been so many things in between that, that I've only worked on it for total of few months basically.
Reason for making this topic is having a main place to showcase/check out the overall progress and hopefully gives me reason to work on it more.

Features So Far/Planned:
  • Original layout with new pathways created, transportations added to few dead ends and some areas redone completely to make gameplay flow better
  • Approx. +30 weapons from various non-CoD games, including Killing Floor 2, Payday 2, Battlefield 4, Dirty Bomb, Apex Legends and more
    • All of the guns are custom animated, fitted with new sounds and are also inspectable
  • Fully revisited Main Quest with same idea as original's, now includes story elements that were lacking/missing completely in original
  • Buildable Zombie Shield and buildable Specialist weapon added due to change of gameplay elements that Black Ops 3 brings
  • Recreation of Killing Floor 2 HUD with few things changed around to fit with Black Ops 3-mechanics
  • New level boss that is basically an upgrade to Napalm Zombie from the original
  • Original 9 perks, including PHD Flopper and Electric Cherry
  • Power off environment where lights turn on with power (some lights are turned on always via generators to not make map too dark)
  • Old features revisited such as intro firing range, way to get back there, unlocking Pack-A-Punch etc.
Screenshots:












Made it this far? Here's a parrot :love_parrot:
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Last post by Exayamad25 - 5 days ago
<p>Not completely similar, but you know a good anime with some action and good characters/ plot .</p><p>I’m already watching Sakamoto Desu ga via nihofun.com
Anybody have any good suggestions?</p>
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Last post by Instant_Ducc - 5 days ago
whnever i launch the map it just open it but it wint respong and shows nothing. please help
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Last post by ihmiskeho - 5 days ago
Weekly Update #2


No pictures today, there's really nothing to show/I don't want to spoil all areas


This week was the first coop-test of the map (I guess you would call it an alpha build). And of course, there were some good and bad things to notice.

A pleasant surprise was that we didn't really experience any game-braking script issues. There were no crashes and all features worked relatively well.

There was a game-breaking bug though. For some reason the map has these invisible walls, that block access to many areas. These are weird because

there's literally nothing I have placed in radiant in these spots, yet these "walls appear". There doens't appear to be any errors related to this in the compile log either.

I have no idea what this issue is, I have never seen anythinglike this. Hopefully it will get sorted though.

The other concern was the map size. Due to the map being so big, especially earlier rounds seemed to go quite slowly. Will improve on this as well.

Other updates:
Mapping:
-Entire map is now clipped
-Entire map is now zoned
-Added new routes for zombies to get to players

Scripting:
-Re-scripted avogadro and engineer "choose spawn" logic. The older one, which was based on debris/door flags, was inconsistent and had some issues
if the area was opened elsewhere.
-Improved avogadro projectile shooting, projectiles disappearing instantly should not be an issue anymore
-Avogadro now has the ability to teleport to nearby players, if the players are too far away. I'll also script the tranzit style avogadro teleporting soon
-Added shield buildable
-Added traps (thanks to Harry and Symbo)
Next week I will start scripting the boss fight.

I don't want to spoil much, but if you've seen recent updates, you might have already seen mr boss guy ;)


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Last post by gympie6 - 6 days ago
Thanks! Just one question. Do i need to create an account in order to download the files required or am I missing something?
Yes it is another zombiemodding platform. 

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