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Excavation Site 128 [W.I.P]

HOT
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Created 10 years ago
by JBird632
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Absolutely beautiful, but please make sure to include a story of some sort. This is looking amazing and I hope you make the PHD fix public, but I don't want to just play a feature map. Most maps lately don't have a story and it's all about what guns you can get, which, at this point, isn't so hard, thanks to Lime. Please don't forget some of us would prefer quality over content.

I agree Quality of content... However, I'd rather see the focus on gameplay rather than a story.  This map looks SO good but I'm hoping the "flow" of the map isn't taking a back seat to scenery.

Looking forward to this map!!! 8)
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I agree Quality of content... However, I'd rather see the focus on gameplay rather than a story.  This map looks SO good but I'm hoping the "flow" of the map isn't taking a back seat to scenery.

Looking forward to this map!!! 8)
Everything is being taken very seriously about this map. My initial plan right now is to get the mapping done along with the mod. Once those are done, there will be a lot of focus on the easter eggs and story of the map, and I already have a sequel planned for this map.

I am not currently working on this, but here's a little sneak peak of the next project:
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Everything is being taken very seriously about this map. My initial plan right now is to get the mapping done along with the mod. Once those are done, there will be a lot of focus on the easter eggs and story of the map, and I already have a sequel planned for this map.

I am not currently working on this, but here's a little sneak peak of the next project:
(Image removed from quote.)
Awesome! Looks good man!
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I plan on not only including this mod in Excavation Site 128, but also I am updating both Overrun and Lockdown with this Black Ops Mod. I will be bringing Overrun to UGX's site and I am sorry that I did not put it up here yet even though the map has been out for a year now.

Special Thanks:
Swazzy, help with a lot of scripting (mule kick, perk jingles, semtex, nova crawlers, randomized characters and more)
YaPh1l, help with a lot of scripting (claymores, custom perks and more)
Tom, for his tools: lime, sound tool and anim tool
Paragalor, sound tutorial, and crossbow help
Please tell me if I have missed any mentions, I want everyone to get their fare share of credit!

Features:
- All black ops zombies weapons, which are balanced to their original weapon files
> Custom Crossbow Script
> Custom Semtex Script
> Custom Ballistic Knife Script
- All black ops perks, which act as best as possible to the actual black ops perks
> Black ops perk machine and bottle models (correctly textured)
> Black ops jingles and stings
- Fire sale, Blood Money, Perk drop power ups
- Black ops zombies models
- Black ops player models, viewhands, voices
- Black ops Style Hud, score, perk shaders and power up shaders

Weapons:

Pistols:
Colt
Spoiler: click to open...

CZ75
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Python
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Assault Rifles:
AUG
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Commando
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FAL
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Famas
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G11
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Galil
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M14
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M16
Spoiler: click to open...


Sub Machineguns:
AK74u
Spoiler: click to open...

MP5K
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MP40
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MPL
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PM63
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Large Machineguns:
HK21
Spoiler: click to open...

RPK
Spoiler: click to open...


Shotguns:
HS10
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Olympia
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Spas
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Stakeout
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Sniper Rifles:
Dragunov
Spoiler: click to open...

L96A1
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Explosives:
China Lake
Spoiler: click to open...

Crossbow
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LAW
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Special:
Ballistic Knife
Spoiler: click to open...


[Note: If you have any suggestions for what I should include in the mod, please message me]
Last Edit: March 03, 2014, 07:27:16 am by JBird632
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Wow dude well like I said for a complete BO1 feel, add the BO1 Ray Gun and MP40, they look slightly different and have different sounds, with the wonder weapons you have the thundergun already, you should keep the Wunderwaffe in Overrun as it is in BO1, and now go for the Winter's Howl on this map, have different WW each time. And I still stand by saying that you should include the Ray Gun Mark 2 in this mod, it deserves a place, the best thing out of BO2 to be honest and you already have it ready, be a shame to have it in only on 1 map.
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Nice to see so much going into this map. Keep up the awesome work!
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I hope for everyone's sake the weapons in your BO1 mod have the correct weapon stats, sounds, models, hideTags, and damage because it's gotten really tiring to see people reusing the same broken BO1 weapons pack that they found on another site in every map  ::)

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I hope for everyone's sake the weapons in your BO1 mod have the correct weapon stats, sounds, models, hideTags, and damage because it's gotten really tiring to see people reusing the same broken BO1 weapons pack that they found on another site in every map  ::)

of course sounds and models will have to be up to the modder. but you could possibly update the weapons editor to have a new tab. on the new tap there is a dropdown with a list of BO1 weapons. If you select that, then press "calibrate", it will calibrate your gun to have identical damage, rate of fire, reload time, swap time, mobility, and ADS speed. If not maybe you could have a wiki where those stats are available.

Question: Ive been using the BO1 weapons files, and then converting them in the weapons editor. Are the stats perfectly matched to BO1 when I do that or damage not 1:1?

 
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it will calibrate your gun to have identical damage, rate of fire, reload time, swap time, mobility, and ADS speed. If not maybe you could have a wiki where those stats are available.
Just use the Convert button. No sense in me hardcoding a bunch of BO1 weapon stats into the program.

Question: Ive been using the BO1 weapons files, and then converting them in the weapons editor. Are the stats perfectly matched to BO1 when I do that or damage not 1:1?
All stats are copied from BO1 into WaW, including damage. If the zombies in BO1 had the same health values as they do in WaW (which I assume the answer is yes), the damage will be 1:1.
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Well the thing is with the sounds any why they are the same is because there is limits on sfx so many guns sound the same
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Well the thing is with the sounds any why they are the same is because there is limits on sfx so many guns sound the same
Not if you set up your sounds correctly. The 1600 sounds limit is only for 3d sounds, not 2d streamed sounds.
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I hope for everyone's sake the weapons in your BO1 mod have the correct weapon stats, sounds, models, hideTags, and damage because it's gotten really tiring to see people reusing the same broken BO1 weapons pack that they found on another site in every map  ::)
No worries man, I have already gotten half the guns' stats to the exact ones from black ops, all the way down to the weapon kicks. Plus I made all the attachments fit the ones that were in black ops, in maya. I've also got the m16 which has an undermounted m203 grenade launcher, and the aug which has an undermounted masterkey :)

Unfortunately my schooling takes priority over my mapping, so I think for the next month or so, the mapping will come to a slow crawl if not, it might even stop completely for the next month.
I finish school in April, so once I have finished I will be spending a lot of time on the map.

This also means that I will be postponing the mod being launched for Overrun in the next few weeks.

Don't worry I am not cancelling the map, just prolonging its development.
Sorry guys.
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Black Ops Style Menu:

This is just an example with Overrun, but Excavation Site will have its own menu.

Unfortunately I am unable to get the room to be animated like in Black Ops, but at least this has the style.
This might not be the final version of the menu, as I want to bundle all three maps: Overrun, Lockdown and Excavation Site 128,
into one mod where the menu will have the three maps to choose from. (This is just an ambitious plan, and not set in stone)
Last Edit: March 14, 2014, 06:32:48 am by JBird632
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You can. Just make it a moving image and make it the background. Thats what they did for the smoke on the normal menu
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You can. Just make it a moving image and make it the background. Thats what they did for the smoke on the normal menu
I meant that you couldn't make a room where you can control the view.

 
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