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Das Herrenhaus [WIP] - FINISHED

POLLHOT
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Created 10 years ago
by sethnorris
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Poll

Question: Should dog rounds be removed? (check my last post)

Yes
12 (36.4%)
No
6 (18.2%)
Just change them for Bo3 dogs, and we'll be fine
15 (45.5%)

Total Members Voted: 31

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Current progress:
100%

Project Finished

Background story:

In the last days of WW2 a british paratrooper unit was sent to a remote place near the Rhine. What was told to the soldiers was that they were going to set free a boarding school ruled by a nazi officer, and identified member of the group 935, the doctor Hermann Schuster. However the destiny of that unit remains untold. Two months after, with the war finished, the strange place was closed and abandoned. Nothing was heard of the students, professors, the british soldiers or even the doctor Schuster himself.

A week later, somehow, Richtofen landed the teleporter inside the cursed building... The locals still remember that night, those screams, those lights...



Description:

Das Herrenhaus is a zombie single player/Co-op map based in Der Riese style scripts and tries to capture the kino der toten feel. It represents an elite boarding school ruled by nazi scientists. This map is in the final stage of development.

FEATURES

  • Circular zoned map with power doors and secret passages
  • Mix of WaW and Black Ops weapons
  • Luftwaffe and NSDAP zombies
  • Kino Style Teleporter to Sniping Position
  • Timed Pack-a-Punch
  • Nova Gas Traps
  • Moon-Style Boss that steals points
  • BO2 style Soundtrack system
  • Fully working Waw Perks + 2 BO Perks
  • And much more

First Sneak Peak

CREDITS

- YaPh1l: Scripting help and Deutsch assistance
- Tom Bmx: Tools and tutorials
- Treminaor: Advices and UGX Mod tools. (weapons editor mainly)
- Codmoddd1234: Lighting assistance and troubleshooting
- BluntStuffy: Boss Fix, EE scripting
- JBird632: Sound fixing and inspiration (your mapping skills inspired me)
- Bamskater: Base scripts
- Steviewonder87: Assistance with weapon porting and animation
- DidUknowiPwn: Modifyied Stock Vision files (I got the methodology from you and developed my own vision file)
- C.h.n: Improved Walking
- Harry Bo21: Shield
- TitoPricus & Sanya: Boss Model Rig
- (started the map long ago and don't remember everyone, If you find something from someone, tell me and I'll give him credit) 



A political unit from the NSDAP was ruling the school

I'm only showing you a very, very little of my map cause I'm working so hard on detailing and storytelling via the map that I don't want to spoil anything. However, I can explain and show some things. The mapping part is done like a 90%. Someone could take what I have now and release it as a beta, I'm not that way. The basic structure of the whole building is done. (Main rooms, corridors, classrooms and so). However, some things (scripting) are stoping me. I'm looking for help in some fronts.

Here's a preview of some of the main zones:



School's Cloister



The Gardens



Classroom Corridors



The Library

The Progress:

The whole main structure is now finished. When the detailing of the map is finished I'll make the story events and more... I've been working in this map so long, and I'm not going to say it will be finished by... I don't know. I just enjoy making it because I'm a detail lover. I love making every part of the architecture of the building to make it as real as I can. If you really want I could post more details, but as I said, I don't wan't to spoil anything, so when you play my map you can die because you were looking at the walls... ;)

- 0.9.1 UPDATE -

Major Fixes

- All mapping is finished
- Thundergun fully working (fx, knockdowns, sounds etc)
- Perk Jingles work stock way, no override or sloppy scripting
- Novas now have bo1 anims and sounds, custom fixed even idles
- Boss attack secondary effects now working (he is not a simple zombie with infinite health anymore)
- Custom zombies and materials can be torched


Minor Fixes

- Barriers give now small tremble when repaired like bo1
- Bo1 Knifing system
- Zombies won't grab as much
- Lots of Clipping added
- Nova Traverse anims
- Novas now have properly set up damage and don't kill each other
- Scripting bugs
- Material related stuff


Added

- First Step of the EE including boss zombie spawn and functionalities
- Harrybo1 Shield
- Secret bo2 wonder weapon (shooting stuff EE)
- Final weapon list
- Some Fx around map like dust, smoke and lights

Screenshots

Spoiler: click to open...










A small vid showing off little bit

! No longer available

EDIT: Its a very small showcase, I don't have the time to edit or make a trailer or stuff. Hope you enjoy it.
Last Edit: January 28, 2016, 02:54:40 pm by sethnorris
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Damn man... Those images look amazing. Really impressive detail going on. Can't wait to see more of this. :)
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VERY interesting level detailing you've done. You rarely see that kind of style in this modding scene - not sure why. Looking forward to seeing more pics!
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Looking very nice. And by the way, it's "Das Herrenhaus" ;)

- Phil.
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Terminaor, Is there any policy in having UGX mod features without implementing the mod? I need some BO special weapons and I'm trying to get the perk machines on/off working with jingles... But that things are locked up within UGX mod, so... could I borrow them?
Last Edit: January 10, 2014, 09:56:46 pm by sethnorris
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updated
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Terminaor, Is there any policy in having UGX mod features without implementing the mod? I need some BO special weapons and I'm trying to get the perk machines on/off working with jingles... But that things are locked up within UGX mod, so... could I borrow them?
UGX-MOD features are designed for UGX-MOD. We didn't create them so they could be ripped from the mod. If you want UGX-MOD features then use UGX-MOD. Seen some people have strayed away from it, not sure why. If you would like to change something about the experience then do so, the mod is very open for user-editing. Otherwise we would have compiled all the scripts.
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Well, Really, I just want to use the Thundergun... :P Not interested on ripping anything.
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@Setnorris, learn me to  detail!

Especially a long hallway!  :)
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I'm not sure to understand you  :P What exactly do you want to know?
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I just mean't that you are a specialist at detailing.  ;)
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I just mean't that you are a specialist at detailing.  ;)

Damn right! Those new added images look fantastic. Love it when mappers go that extra mile when it comes to detailing. :D
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looks good keep with the good work!
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]
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looks good keep with the good work!

yes the detail looks great !! and want to play it lol
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Very elegant map, you definitely should combine it with ugx mod.

 
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