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Ali Pubg's Groups
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Last post by Ali Pubg - 4 weeks ago
How can I run this map?
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Last post by .superchubby - 4 weeks ago
This map is sick; exactly what I expect from a Tower style map. Bossfight is great too; nice to finally be able to damage that arse after many playthroughs of Alcatrez lol.
Only bug I noticed was no matter what I played on (pluto or steam) the skybox was always black. Tried with and without t4m as well and still no difference, could just be something on my end. Either way it still looked great :smitten:
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Last post by Dev Der Riese Style - 4 weeks ago
I am providing a script that allows activating a trigger randomly, for example:
when the game starts, any of the three available triggers can be activated, meaning after restarting the match, a different trigger might be available for activation first, the other two triggers are disabled; after the player activates the first trigger, the second trigger becomes available for activation, completely randomly, the third trigger is disabled at this time.After all triggers are activated, some action will occur, for example, the player will receive a reward.
 
If you use this on your map, don't forget to credit me for this script.
 

Do not forget to call the script in main()
 
 level thread randomize_triggers();
 
_zombie_mapname.gsc
cpp
///************!!!Script author: Dev Der riese style************\\\

randomize_triggers()
{
    // Create an array of triggers
    level.triggers_num = [];
    level.triggers_num[0] = getEnt("ee_trigger_1", "targetname");
    level.triggers_num[1] = getEnt("ee_trigger_2", "targetname");
    level.triggers_num[2] = getEnt("ee_trigger_3", "targetname");

    randomTriggers = [];
    indexList = [];

    // Create a list of indices for shuffling
    for (i = 0; i < level.triggers_num.size; i++)
    {
        indexList[i] = i;
    }

    // Shuffle the indices
    while (indexList.size > 0)
    {
        i = randomInt(indexList.size);
        randomTriggers[randomTriggers.size] = level.triggers_num[indexList[i]];

        // Remove the current index by replacing it with the last one
        temp = indexList[i];
        indexList[i] = indexList[indexList.size - 1];
        indexList[indexList.size - 1] = temp;
       
        indexList = removeLastElement(indexList); // Remove the last element from indexList
    }

    // Determine the first random trigger and others
    initTrigger = randomTriggers[0];
    secondTrigger = randomTriggers[1];
    thirdTrigger = randomTriggers[2];

    // Make other triggers inactive at the start of the game
    disableTrigger(secondTrigger);
    disableTrigger(thirdTrigger);

    level.triggers_activated = 0; // Counter for activated triggers

    // Configuration for the first trigger to be activated
    if (isDefined(initTrigger))
    {
        initTrigger setHintString("Press ^3[{+activate}]^7 to activate");
        initTrigger setCursorHint("HINT_NOICON");
       
        // Wait for the first trigger to be activated
        initTrigger waittill("trigger", player);
        initTrigger setHintString(""); // Remove hint
        level.triggers_activated++;
        initTrigger delete(); // Remove trigger

        // Activate the remaining triggers individually
        activateRemainingTrigger(secondTrigger);
        activateRemainingTrigger(thirdTrigger);
    }
}

// Disables trigger by removing hint and cursor icon
disableTrigger(trigger)
{
    if (isDefined(trigger))
    {
        trigger setCursorHint("HINT_NOICON"); // Set no icon for cursor
        trigger setHintString(""); // Clear hint string
    }
}

// Activates a single remaining trigger
activateRemainingTrigger(trigger)
{
    if (isDefined(trigger))
    {
        trigger setHintString("Press ^3[{+activate}]^7 to activate");
        trigger setCursorHint("HINT_NOICON");
       
        // Wait for activation
        trigger waittill("trigger", player);
        trigger setHintString(""); // Remove hint
        level.triggers_activated++;
        trigger delete(); // Remove trigger

        // Check if all triggers are activated
        if (level.triggers_activated == 3)
        {
            giveReward(player); // Grant reward
        }
    }
}

// Helper function to remove the last element from an array
removeLastElement(array)
{
    array[array.size - 1] = undefined;
    return array;
}

// Function to grant a reward to the player
giveReward(player)
{
    player iPrintlnBold("^2Congratulations! You've activated all triggers and earned your reward!");
    player giveweapon ("rpk_zm"); // Give weapon as the reward
}

 
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Last post by Bachir - 4 weeks ago
 
 
Chronicles Reawakened

s

Mod by : Kosmoes
Welcome to Chronicles Reawakened: A mod inspired by BO3 AAE and BO1 Renaissance and is a mix of the two. Prepare to fight endless hordes of zombos with new weaponry and equipment.
 
This is an alpha release so only Der Riese, Kino, and Five are currently supported. Other maps will be suppored in later releases.
 

Five is now compatible with the mod.

WARNING: MAKE SURE TEXTURE QUALITY IS EITHER SET TO "HIGH", "NORMAL", OR "LOW". PLAYING ON "EXTRA" OR AUTOMATIC" WILL CAUSE CRASHES
 
www.mediafire.com

                                                                           
Pictures
=thumbnails=true item=1 auto=true loop=true pager=true

General Features
- 3-hit down
- BO3-inspired custom hud
- BO3 Gobblegums
- BO6 Gubmall animations
- Specific modles for each gumball
- BO3 sliding mechanic with slide caneling and jump sliding
- BO3 character viewhands and quotes
- Dark Matter custom camo for PaPed guns
- Box location is random on every game
- BO3 perk and powerups shaders
- Custom power ups
- Perk bottle & Zombie Blood are included in the drop cycle
- BO2 Death Hands
- BO6 Zombie Sounds
- Custom perk drinking animation
- Animated water texture for perk bottles
- A 6 second wait between round (was 10)
- BO3 Teddy Bear model
- BO3 Fake trunks model
- Custom power up fx
- Hit sounds from BO3 ZC
- Custom Zombie bosses, including: panzers, scrakes, hazmat zombies, shriekers, cloakers, teleporters, and more.
- Time Trials

Perks
- 22 different perks all obtainable once
- All perks are availabe as vending machines
- All perks give 100 points when going prone under them
- All perks have a description hint that explains their functionality
- Perks locations are random every game
- Quick Revive now regenerates health faster
- Mule Kick will give you lost weapon
- Mule Kick weapon is indicated
 
Note: Double Tap, Vigor Rush, and Stone Cold Stronghold can stack.
 
Additional Note: Victorious Tortoise and Ethereal Razor can more than 4x you shield damage

Weapons
- More than 40 custom weapons available
- Custom weapons mostly from BO3 with some from BO4 and IW
- Every weapon has a Pack A Punched version that adds all sorts of attachments: optic, muzzle, long barrel, fore grip, handguard, and more.
- Every weapon (except for wonder weapons) can be Pack A Punched up to 8 times, each time increasing damage up to 5x
- Each level of Pack A Punch has a BO2 inspired level shader
- All weapons have fluent damage and can be used on high rounds

Buildables
Kino Der Toten:-
 
Shield:
    -One part can be found in the alley
    -Another part can be found in Speed Cola room
    -The third part can be found in the main theater
 
Gravity Spikes:-
    -One part is from killing the panzer
    -Another part is from plugging in a reel
    -A third part is from teleporting to PaP
 
 
Der Riese:-
 
Shield:
    -One part is near the furnace
    -Another part is near the kuda wallbuy
    -A third part near the catwalk
 
Gravity Spikes:
    -One Part from killing the panzer
    -Another part by completing the mini Side Quest
    -A third part by linking all teleporters
 
Five:-
Shield:
    - One part in speed cola room
    - Another part in Warrom
    - Another part in Labs
Spikes:-
    - One part is from killing the panzer
    - Another part from killing the Pentagon Thief
    - The last part is in Pack-A-Punch room

End Game
- A Challenges Slab offers 4 challenges out of 18 possible challenges
- Upon completion, you must buy a 50k ending which will then give you a round to survive to
- Once the final round is reached the game will end.
V1.1:
Fixed box crash on Der Riese
Fixed Who's Who crash
V1.2:
Fixed all sorts of crashes that happen on high rounds and when hitting the box
Added new perks
Added perk description for every perk
Added new weapons
Added new enemy bosses
Fixed panzers and other boss enemies dying to traps(no easy way out now)
Five is now compatible with the mod
and many new features and fixes.

 
:)3:\1:thumbsup-smiley:1
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Last post by marinescdude - 1 month ago
Shovel Pickups:
 
M1911 or Mauser C96 (default)
Olympia or Sawn-off double-barreled shotgun
Stakeout or Trench Gun
L96A1 or Kar98k scoped
HS-10 or M1 Garand
SPAS-12 or Gewehr 43
 
Golden Shovel Pickups:
 
STG-44
MP-40
Trip-Mines or Claymores
When I previously added support with BO1 wall weapons the SPAS-12 was made a golden shovel pickup, and the AK-74u was added alongside as well (can't remember if it was my decision or a suggestion). Otherwise matches what I did.
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Last post by WolfTamer47 - 1 month ago
My friend and I won in a 2v1. It was really satisfying after my other friend was tormenting us for what felt like hours. Very replayable map!
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Last post by HzRetro - 1 month ago
Just tested the new update. Origins is working fine and I enjoyed using WaW weapons on this map. Now we just need it to work with the BO1 weapon pack as well. (hopefully you can update it soon).
 
One issue I found is that if you choose to start with the default starting weapon (Mauser C96), when you Pap it, the camo doesn't apply to the weapon. Although it was very cool to see the "Boomhilda" with no camo. Nothing to worry about, since it is just a small thing to fix and you said that in future updates the mod will have custom camos and then maybe it will be fixed. (I could be wrong but it appears that Origins has no support for different camos other than the default blue one).
 
Quote from: marinescdude
Also good tip on the easter egg rewards, need to deal with it on the Black Ops weapon pack as well.
This topic is for the WaW weapon pack, but since I'm already here talking about Origins, here's my suggestions for the BO1 weapon pack:
Maybe you should make it just like the WaW maps from ZC, making an option to have WaW Wallbuys and dig spots. Mystery Box still uses BO1 weapons.
 
Shovel Pickups:
 
M1911 or Mauser C96 (default)
Olympia or Sawn-off double-barreled shotgun
Stakeout or Trench Gun
L96A1 or Kar98k scoped
HS-10 or M1 Garand
SPAS-12 or Gewehr 43
 
Golden Shovel Pickups:
 
STG-44
MP-40
Trip-Mines or Claymores
 
115 Headshots Reward (Weapons with Pack-a-Punch):
 
Commando (Predator)
STG-44 (Spatz-447 +)
MP-40 (The Afterburner)
AK-74u (AK-74fu2)
 
Quote from: update changelog on 3ʳᵈ June 2025 18:09
NOTE: weapon replacement for Maxis Drone EE reward hasn't been implemented yet due to an issue while building the mod
When fixed, the MG08/15 could be replaced with the HK21 (H115 Oscillator).
 
Anyways, keep up with the good work man!
 
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Last post by TheSkyeLord - 1 month ago
Quote
How do i change the wall waeapon from 0 points cost, and i cant buy it? Sorry im new.
Hey! in that case, it sounds like you're simply missing the following line in your map's .zone file:
 
Code Snippet
Plaintext
stringtable,gamedata/weapons/zm/zm_levelcommon_weapons.csv

Sorry for the late reply, hope this helps!
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Last post by marinescdude - 1 month ago
 
Wallbuys:
 
RK5 = Kar98k
Sheiva = Gewehr 43
Just a heads-up that the RK5 is placed where the M14 was and the Sheiva placed where the Ballista was so I'll be swapping this suggestion around to match the original semi-auto/bolt-action rifle set-up.
 
Also, just to remind you: I was playing "Call of the Dead Remaster" with this mod and I've noticed the "Scavenger" does not apply the "WaW Etching camo" when you Pap it. But since it is a custom map, I have no idea if you can fix it.
Should be possible to override the asset that handles weapon camos, I should definitely be able to mod in new camos for the Scavenger.
 
Also, tbh, I wouldn't mind if the weapons in this mod used  the WWII models and WaW sounds just like in "Der Riese Declassified". At least they already have slide animations.
Later I could make an option like the Black Ops weapon pack has to keep the original map's weapons and wallbuys.
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Last post by Homerjay42 - 1 month ago

Stairway to Hell (BO1 Remake)


Some of you may or may not be familiar with the map "stairway to hell" made in waw, and I decided to remake this map in bo1. I tried to make this as accurate to the original one as I could, but if you're familiar with that one you'll know that it's very very basic anyway. That's why it took me less than 3 days to make this map. anyway, even though it's basic I still think it's a cool map which is why I wanted to remake this in bo1
Also, I wasn't able to implement the anti-gravity perk... so instead there's a switch that lowers the gravity for 4k points
 
V1.1: every perk machine gives 100 points when proning in front of it instead of just some. Also made a few minor adjustments
V1.1.1: minor changes to the spawns
V1.2 (Final): there was no volume in the small area with the ppsh wallbuy, causing zombies to spawn in the start area when standing there. Also made some weapon stats adjustments that I had meant to do before releasing this map. (there shouldn't be anymore updates to this map)
V1.2.1: there was an issue specific to the plutonium version where zombies wouldn't move whatsoever.... so that's fixed
V1.2.2: removed the m14 and olympia (since they didn't have wallbuys or was in the box) and put in the ks23 & suppressed ak47
V1.2.3: fixed sounds for the scavenger
 
Credits:
Ping998 - the creator of the original stairway to hell
shippuden1592 - for the MW2 and BO2 weapons + electric cherry
oJubby - for the scavenger and the wavegun
Jbleezy - for the stoner and ppsh from the bo1 reimagined mod
isaacscott935 - for the teddy bear script
NGcaudle - buyable ending
BoneCrusher - for the animated pap camo​​

 
 
 
​​​​​Images:




 
 
 
Weapons:
M60
Stoner63
WA2000
MAC 10
AK47 (Suppressed)
KS23
Scavenger
Wavegun
M2 Flamethrower
Browning (WAW)
PTRS-41 (WAW)
Panzerschreck (BO1)
PPSH (BO1)
STG44 (BO1)
SCAR (BO2)
AN94​​​​​​
PDW-57
Five Seven
KSG
Evo Skorpion
DSR 50
M4 (MW2)
Desert Eagle
There are also weapon changes like adding suppressors and damage increases to most weapons since there's no doubletap 2

If there are any bugs feel free to let me know, I ran into a lot of issues when making this which is all fixed but since I don't trust this game I feel like something may occur, plus with the way I put together the anti-gravity I wouldn't be surprised if it had some bug that I couldn't find, but I tried my best.
 
 
(if you want to play this map on plutonium, load it into your mods folder through your plutonium directory, not in the base game directory or else some things wont work properly)

 
 

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