Here's my new map. I've just started it about a week ago so it isn't very advanced.
The map is based on a movie I like, called "Cube".
Spoiler
A bit of the argument: In this movie, the characters appear inside a room. The room is a cube and they have six doors, one on every face of the cube. Every door takes them to another cube, maybe with another color or maybe not. Some cubes have traps in them and they have to survive and try to escape from this labyrinth. But it isn't that easy, because the cubes move.
So I'm trying to mix the movie with WaW zombies. I made the cubes similar to the film ones and I made a script (I haven't tested it yet) to move them.
Features: - Moving rooms - Ending (not a buyable one) - Some easter eggs - BO and BO2 perks - Auto Quick Revive in solo and co-op - Weapons from other games - Gamemodes. - Other things I'll be adding when I think of them
I'm not sure if I'll be able to release the map because I'm having a lot of problems with engine limits, so maybe I'll have to stop working on this in the future. Hope not
Beta Info:
Beta Info
- For those of you who has been accepted, I ask you, please, not to upload videos of the map to YouTube yet (you can upload them in private, to show me bugs, for example, or to make it public after the map has been released). - All beta testers will have early access to the map.
Call of Duty Black Ops: STG-44 M14 Olympia Commando Ak-74u PSG-1 Python L96A1 Stoner63 MP5 Stakeout M60 CZ75 MPL Spectre Famas M16A1 HK21 RPK FN FAL MP40 PPSh Thundergun
Call of Duty Modern Warfare 3: Barrett ACR 6.8 USP45 Tact. MP7 Striker
Call of Duty Black Ops 2: M1911 Galil
And one or two special weapons
Perks: If it isn't specified, they have the original effect and cost - Quick Revive: · Solo: cost 500 (infinite uses, but with a raise on its cost); auto-revive. · Co-op: cost 1500 (infinite uses, but with a raise on its cost); revive other players faster and auto-revive (not tested yet); you'll lose all the perks when revived with QR and only two if another player revives you. - Juggernog - Speed Cola - Double Tap 2.0 - Deadshot Daiquiri: with Harry's laser effect and extra points on headshot kills. - Stamin-Up - PHD Flopper (don't try to cheat ) - Mule Kick - Electric Cherry - Vulture Aid: cost 5000 (too over-powered in this map (and I still think it's too cheap)); ammo packs give more ammo.
News: - [09/30] Finished making all the perk shaders. I'm not using all of them but I wanted to create all. I'll let you download them when the map is released (or cancelled). Hope you like them.
Shaders
- [10/17] Doors are working now. Still need some final touches and little fixes. Here's a video of how they work:
Spoiler: click to open...
- [10/24] Cube moves are mostly completed scripted. Here's a video:
Spoiler: click to open...
- [11/20] Made the final cube random and added numbers for the doors. Also learned how to upload 720p videos.
Spoiler: click to open...
- [1/1] Created some traps. Here's the electric one:
Spoiler: click to open...
- [1/29] Finished everything of the "Classic" gamemode. Still need to create gamemodes if I can and test the map in coop and fix bugs.
- [4/5] Finished Infection gamemode.
Infection
- Players start with 300 points of health and 3 lives (lives can be changed, health no (for the moment at least, don't know if it's necessary)). - Suddenly, players will become infected and will start losing health throughout the time the infection lasts, but they will never get it back except with cures. All the doors will open then and they will be able to move through the map. - Cures will spawn randomly throughout the map and players have to find them. They will be given some health back. - Timed gameplay only. - Random weapons will be given to the player as in Sharpshooter. - Max Ammo has been replaced with a powerup that upgrades the player's weapon. - Players will get some perks with score streaks. - No perk machines, box or side quest stuff. Only electric trap. - The objective in solo is to survive as much as the player can. In co-op they have to compete for the limited cures and the last player alive wins.
Credits: - BluntStuffy (door anims) - MakeCents (some parts of the door script, thunder scripts, menu screens) - HarryBo21 (perks, tomahawk anims) - PROxFTW (solo scoreboard) - DidUknowiPwn (Tranzit HUD) - shippuden1592 (Ascension zombie models) - rdv (BO knifing) - CFGFactory people · Rorke (weapons) · MrDunlop4 (Nuketown characters) · Sanya (viewhands) - Turbosquid (some models)
Thanks: - BluntStuffy (making the door anims) - MakeCents (helping me with a lot of script stuff) - HarryBo21 (helping me with some problems I had) - Scobalula (helping with the anims) - Bwc66930 (helping with the anims) - codmoddd1234 (helping with the anims) - Rorke (helping me reduce the file size and Infection gamemode idea)
Hey Soy-yo, I had an idea like this years ago where the all the rooms on the map would rearrange every minute or two so that you never knew exactly what room you were about to go into. It would make planing strategies much more difficult and I think that would be exciting to experience. Is that kinda what you were going for?
Hey Soy-yo, I had an idea like this years ago where the all the rooms on the map would rearrange every minute or two so that you never knew exactly what room you were about to go into. It would make planing strategies much more difficult and I think that would be exciting to experience. Is that kinda what you were going for?
With the exception that there would be an exit somewhere. And wasn't there a map like that years ago? where you had four differently colored portals on each room? A real cube version would be awesome to see though.
How do you plan on doing this? It sounds really interesting but also incredibly difficult to pull off.
I made a script that finds an empty position and its adjacent cubes, selects one of them and moves it. I tested just the move with two cubes and it work perfectly, but I haven't tested the whole code because I need to finish mapping before. Anyway I've had a few problems that testers may help me with them.
I like the movies too, the second one was a bit over the top though..
This project seems promising I'm more concerned on how you'll get up to the doors on the sides or even the one on top though.
Now I see why you need so many brushes though I hope you'll find a good solution for that.
Thanks. I didn't like the second one. It was really weird. There's a platform at the top so you can get there with ladders. I found impossible to have something like a ladder on the ceiling. And yeah, I reduced the details of the cube and everything should be okay. I have an excel file just to count my script_brushmodels.
Hey Soy-yo, I had an idea like this years ago where the all the rooms on the map would rearrange every minute or two so that you never knew exactly what room you were about to go into. It would make planing strategies much more difficult and I think that would be exciting to experience. Is that kinda what you were going for?
Yes. But it's a bit harder because every cube will look exactly the same but the color (and I think there were only five colors in the movie, I have to count them).
i was about to go batshit thinking this was a box map because of the title. well played kiddo... well played. i hope it turns out great since i had a similar map idea with moving rooms and all. i'm gonna be waiting for this.
With the exception that there would be an exit somewhere. And wasn't there a map like that years ago? where you had four differently colored portals on each room? A real cube version would be awesome to see though.
think this was mr. hankeys box, but this map had diors and no portals :p also i dont know any movie called cube :p
I was planning on making a map that moved the rooms either each time you played the map or after you found something or after each round and teleported the players to the beginning again.
My other idea was a cube, and on each side of the cube was four rooms, and they rotated in between rounds, changing the map. Bars would come down over doors and a siren would go off, and the rooms would rotate. The tricky part was zombie pathing and spawning outside the rooms. So I have been thinking of how to do it for a while, lol. If I can help at all, let me know.
I think I won't have many problems with zombies. I don't know yet. And maybe I'll need to spam you with lots of bugs when I test the code. Hope not lol.
Amazing picture, its simply never gonna be enough boxmaps out there, or i mean cube maps! But if you REALLY want to set yourself apart there is a movie called SPHERE that i would recommend for your next map.
I added the doors to all the cubes and I'm hitting the non dynamic brush models limit.
Code Snippet
Plaintext
Error: Too many non dyn entity brush models. Max is [1023]
I'll be trying to fix it, but it seems difficult because the limit is too low. I've tried to move dynamic brush models by script but I couldn't even get the entity. So I don't know what I'm going to do.
I added the doors to all the cubes and I'm hitting the non dynamic brush models limit.
Code Snippet
Plaintext
Error: Too many non dyn entity brush models. Max is [1023]
I'll be trying to fix it, but it seems difficult because the limit is too low. I've tried to move dynamic brush models by script but I couldn't even get the entity. So I don't know what I'm going to do.
How are you hitting that? What specifically is causing it? Is it saying you have too many scriptable brushes?
Last Edit: September 20, 2015, 06:18:07 pm by MakeCents