Shadowlands [NYC AFTERMATH] (4 maps,12 gamemodes,1 mod)

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Poll

Question: What bonus feature would you like to see?

Mute Grenades
0 (0%)
Save Position
8 (28.6%)
Both
17 (60.7%)
None
3 (10.7%)

Total Members Voted: 27

Voting closed: November 15, 2014, 01:32:09 pm

Poll

Question: Which monitor system would you like to see?

Perma Ban
under/higher value
both
none
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=============== Project Progress ===============
Shadowlands - TBA 2016
Untitled project [COD5-BO3] - TBA
Untitled project 2 [?] - TBA
===========================================
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To read more recent updates, either view them below or look at the most recent posts ive added to the thread for more



Update 2016: April

Quote
Hello everyone, today i'm bringing some up to date news about the project and what will be happening in the future, now don't be affraid with what i'm about to say because there is a silver light to it.

The Shadowlands Project for [email protected] has been cancelled for now. unfortunately due to the amount of limitations with the engine itself i regret to inform you that the project won't be at its full potential with this version of the engine. there are many reasons to this but i will explain them below.

- The map capability is limiting, the original plan was to make a single map have a "open world" feel to it. while fitting with the world and other gamemodes.

Quote
- Custom content has been restricted, this effects how much content is used within the UI or ingame.

- The maps i've already designed and are ready i'm just not happy with, they have so much more potential and could really use a 'remastered' look to it.

- This also helps me focus on doing the DLC maps ready in advance.

Currently, this project will be held mainly for BO3 as we have a wide range of new tools to mess around with and i can meet the higher standard i've always wanted.

There will be a [email protected] version shortly after the BO3's version is released, but it will have to be a LITE version because of the stated issues above, but will function nearly the same as bo3's version just with less content and access.

I'm sorry for any inconvenience and false hopes (especially after the recent pre-alpha preview video) but i hope you all understand why i'm doing this.

This WIP thread will remain the main topic until a bo3 section is open, it will stay open and i will continue to show updates and progression overtime. i have a lot to show you all soon, but please stand by for now.

See you in the future,
Uk_ViiPeR.



Early preview as promised! Credit to relaxing for recording it for me :)





What is shadowlands?
Shadowlands is a co-op zombie story modification for Call Of Duty: [email protected] PC. The main focus of this mod was to bring a new singleplayer experience to zombies from a co-operative and solo view.

Come back soon for more information regarding this modification.


UPDATE FALL 2015: due to security problems with the verification system I would advise people to request access whether its for the pre-alpha or not. I'm only saying this because on the release of the project your name has to be in the mod in order to validate your account.

You can request access by requesting beta access (your name will be added to the google document) or simply comment on the document itself. if your name is on that document (within reason) then you have been granted access to the shadowlands project.

You can comment on the document here (make sure to comment on the next available box): [You are not allowed to view external links. Register or Login to see them]

If by any chance you would not like your name displayed on the graph then please notify me before applying to the list and i will happily keep your waw user private.


Thank you for your patience and I hope to see a lot of you on here soon :)

Requirements:
- Must abide by selected rules given on the day (e.g. no leaking etc..)
- Must supply your WAW ID (username) through private message to me directly
- Must have over 50 posts in order to apply.
- Must request beta access in order to be finally put onto the waiting list.


Alpha features:
- 100% FREE TO PLAY
- Double TKN EXP for 12 hours of ingame time
- Special alpha-only bonuses
- Access to all 4 Maps and 12 different gamemodes.
- Ranks are limited to 20, until DLC1 and 2 arrive.
- Custom UI
- Buy your stock in the UI, use it in-game.
- Rank and token system live
- Anti-Cheat, Ban, stat system live (can be toggled in the server menu)
- Handful of server settings
- Customize your gameplay
and a lot more!

WARNING: If the requirements are failed to be met then either testing in the future will be discontinued or you will be instantly banned from any modification brought out by myself dependant on your reasoning.

There will be 50 slots for now, a week or two later as updates will be dished out I will announce a public release.

4 maps down, 8 more to go.


Newer screenshots:









Screenshots since the last build
















OLD BUILDS

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[/center]

Fifth Build

Update 0.5: Introduction to cinematics and extras




Well, since the beta was delayed i thought i'd add a few extra features to the map and try to optimize it as much as possible to make it stable for every player on different graphical settings.

Cinematic's: Introducing cinematic's into this mod has be something i've had in mind for awhile, back since my previous project i've always wanted to include something different to your every-day call of duty experience, whether its triggered events, destructible's or even these. below you will find a small snippet; one of many that you will see in season one so I hope you enjoy :)

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Bonus features (to treat the beta testers, will open a poll so you decide)

Save position - This option allows a player to save its position, upon death, it will auto load that position. The catch is, you're only allowed once every 5 minutes to save your position to keep it realistic.

Mute grenades - as seen in advanced warfare, these are used just like a grenade but instead of damaging the zombies, it causes them to become confused giving you the 10 seconds needed to get out of a crowded area. In other words, a better and more efficient version of monkey bombs.

More tba.

public beta release date will be announced shortly.[/spoiler]

Sixth build
Update 0.6: More news since last update




Today i will be announcing what you will almost see in this map, nearly everything above (excluding the overall layout of the map) will no-longer be used in this map, however any custom content/ideas that ive put forward in the past (e.g. mute grenades etc..) will still be in use.


So what is shadowlands now? Well, lets just say its not just a 'map' now. Shadowlands: Chernobyl is run by the newly developed mod Minus-1 which has a new unique user interface layout allowing you to do more than you bargained for. What does it include you may ask?



Minus-1 will run all of the following upon release

- Custom UI Design
- Character customization
- Custom online playlist
- 6-9 singleplayer maps
- 5 custom map slots (explained below)
- Ability to customize the UI using a UI placer
- Editable popup messages
- Dev CP, for more control
- Monitor systems (explained below)
- information/contact box
- store (explained below)
- Stock and custom maps (solo, explained below)
- Custom map settings (e.g. gamemodes, set zombie health, speed etc..)
- Easter eggs (who doesn't like them?)
More tba.


Custom UI Design
as seen above i had decided to re-create my own version of a main menu, this menu is a 2-sided split integration where you have campain on your left, and zombies on your right. online and offline options are displayed in the zombies menu also. this has been the main focus recently and as i learn more about how things work the more i want to add.

Custom map slots
There are 5 slots for 5 different custom maps you can run with this map, all you be done simply by adding the fastfile to the mod dictionary and edit the mapname in the map settings/or dvar in your config. all will be displayed onto the ui.

Custom online playlist
Same as the custom map slots, it allows you to select one of your 5 maps by editing the server map name in map settings.

character customization
This is a work in progress, but the final outcome will be to allow the player to attach different parts of the characters body such as the head, body and arms. the preview i showed in the chatbox was a troll ;)

UI Placer
For a change i had decided to allow the player to customize the menu to how he likes it, although; this doesnt mean you can change everything but popup boxes, colours and maybe the option boxes will be included.

Dev CP
Allows you to have more control over the mod, kick a player, warn a player, debugging, profile bans, maybe map customizer (place and save models etc..), and enable/disable monitor systems. However, this option is only available if you're a approved client.

Monitor Systems
This you may or may not like, but its only to help educate myself and maybe others. there are several monitor systems that are inside the mod, these can be any of the following if i decide to enable them. The priority in this is to see how much security i can add, and i know someone will want to crack it. so that could be an easter egg for you ;)

Anti-Cheat system - detects if a vars value is tweaked
Host-Issue system - issues bans, kicks and notifys
Ban system - temp/perm profile ban (this mod limits you to one profile, this is a maybe)
Under/Higher value system (for hex value injections or unknown tweaks, e.g. score received in x second is more than average)

Each system branches into 3-4 different parts, so its not as simple to work out. but its all down to you guys to decide whether or not i should include these.


Store
This mod will be running a token system, where after each game session has ended your overall map score will be saved into an external file, then loaded through the UI and can be used to buy content such as weapons, weapon add-ons, upgrades, perks and redeem codes. Once an item is bought, the points are deducted and you can use that content (on-spawn) the next time you load up a map (if it has the content precached in the map)


Stock and custom maps
A menu dividing Minus Creations (stock) maps and custom external maps, Same as the custom map slots, but the slots will be visibly displayed in the solo menu.

Custom map settings
When creating a server you will have the option to edit your map settings, within the settings menu you will have many different options ranging from the zombie speed/health to where you're spawned, all will be announced soon.

Easter eggs
Within the shadowland maps or even the main menu you will find some easter eggs, let the games begin aye?



And finally, What about the mapping side?

Well, did you notice that i said "maps" above?

Shadowlands is not only a standalone, but includes two huge dlc maps for you to unlock when its released. But how would you unlock them you may ask, thats for you to find out ;)


Shadowlands: Chernobyl
Shadowlands: Shangri-la
Shadowlands: Extended Cut (wip)

This may also include the 6 maps from the old standalone version as a special treat :)

This also includes the 9-singleplayer missions which revolve around chernobyl, you will hear more news about this sometime soon.

p.s. ive said this to many others in the past, but i hate lacking in creativity. why use something which is already created? im trying to maintain the overall zombie feel but make a change to how it works, and im not going to lie, its hard.

I hope you enjoyed this little overview of what is to come in the near future :)[/spoiler]

Last Edit: April 24, 2016, 01:30:27 am by Uk_ViiPeR
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I'm not entirely sure what this is meant to be, but it sounds good and you sound of a professional?
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I'm not entirely sure what this is meant to be, but it sounds good and you sound of a professional?

Well, picture this.. Dead island with a nazi zombie crossover, apart from you have the option to kill or work with your team mates :) and I may be new to the site but i've had a few years backed up behind me, this isn't the only project ive worked on so I understand a lot (not all) about mapping and scripting for this engine :)
Last Edit: October 11, 2014, 09:42:49 pm by Uk_ViiPeR
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Well, picture this.. Dead island with a nazi zombie crossover, apart from you have the option to kill or work with your team mates :) and I may be new to the site but i've had a few years backed up behind me, this isn't the only project ive worked on so I understand a lot (not all) about mapping and scripting for this engine :)

Well i'll be sure to keep my eyes peeled on this and any testing news.
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So this is basically a "total conversion" mod? Like it uses the assets of [email protected] but not the traditional zombies setup? So can we expect to see rounds, mystery box, ect or is this something completely new? Either way, this is probably the coolest thing I've seen on UGX, the screenshots look really nice!
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Well, this might be the best zombie map we'll ever play.
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So this is basically a "total conversion" mod? Like it uses the assets of [email protected] but not the traditional zombies setup? So can we expect to see rounds, mystery box, ect or is this something completely new? Either way, this is probably the coolest thing I've seen on UGX, the screenshots look really nice!

Well, i'm keeping all the old stock scripts from the der riese package (e.g. mystery box, teleporters [maybe], and perk system) to keep it enjoyable for everyone but ive added a few user-created (some by me) content to go that extra mile. with the standalone version of this mod I introduced ai pathing for friendly ai's to assist you to different locations (no further animation was done since it was only a test) and it runs smoothly. The final outcome of this mod is to give a singleplayer/multiplayer deathmatch experience within a zombie mod on a massive scale. I'm now currently scripting a side mission where a soldier is trapped on a train, your job is to kill the surrounding zombies and set him free.. a lot like what they did on dead island. The only downfall on this map would be the lack of detail, there's only so much you can add before it lags.

Double Post Merge: October 12, 2014, 05:10:38 pm
Well, this might be the best zombie map we'll ever play.

If it meets its full potential when finished (as described) then it could we be :p
Last Edit: October 12, 2014, 05:10:38 pm by Uk_ViiPeR
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Well, i'm keeping all the old stock scripts from the der riese package (e.g. mystery box, teleporters [maybe], and perk system) to keep it enjoyable for everyone but ive added a few user-created (some by me) content to go that extra mile. with the standalone version of this mod I introduced ai pathing for friendly ai's to assist you to different locations (no further animation was done since it was only a test) and it runs smoothly. The final outcome of this mod is to give a singleplayer/multiplayer deathmatch experience within a zombie mod on a massive scale. I'm now currently scripting a side mission where a soldier is trapped on a train, your job is to kill the surrounding zombies and set him free.. a lot like what they did on dead island. The only downfall on this map would be the lack of detail, there's only so much you can add before it lags.

Double Post Merge: October 12, 2014, 05:10:38 pm
If it meets its full potential when finished (as described) then it could we be :p
So it's a campaign kind of map, like Trazit, only better  ;). So if this was gonna be multiple chapters before, but you decided to merge them into one map, then how long will each playthrough be (roughly)? Oh, and I think a good solution to the lag problem would be two versions of the map - Lite (less detail) and Full (all detail)
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So it's a campaign kind of map, like Trazit, only better  ;). So if this was gonna be multiple chapters before, but you decided to merge them into one map, then how long will each playthrough be (roughly)? Oh, and I think a good solution to the lag problem would be two versions of the map - Lite (less detail) and Full (all detail)

Yeah exactly! well only one person has tested chapter one (standalone) and that took a good 40 minutes, chapter two took 25 minutes w/o its extension :p chapter three is really small so that one could be quick to complete but its in tight areas so theres a higher chance you could die. chapter five is by far the longest one though (if i can include that into the huge map since it was a "gone-back-in-time" sort of map, towards the beginning of the outbreak. by my prediction, since there are a lot of doors on that map you can buy, and a mean a lot! it could take you around a good 2 hours or so to complete. ps. its also a headmess map, your character starts to go crazy and weird stuff happens. the map will be reshaped and it will make it even more challenging for you to finish (you'll see what i mean when you play it) but the story will make sense in the next few seasons :p

ps. just included a bonus chapter into the big map, chapter seven is now amongst one, two, three and six :p messy chapter layout but ive worked out that seven works better before four :)

And for the lite and full build, yeah i will include that :)
Last Edit: October 12, 2014, 05:55:11 pm by Uk_ViiPeR
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The main focus of this mod was to bring a new singleplayer experience to zombies from a co-operative view.

That's just confusing, I don't get it ??? ???
Last Edit: October 12, 2014, 06:59:10 pm by Ramiabdh
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That's just confusing, I don't get it ??? ???

An easier way to put it: Nazi zombies with a storyline (singleplayer aspects added) built for coop and solo :')
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Yeah exactly! well only one person has tested chapter one (standalone) and that took a good 40 minutes, chapter two took 25 minutes w/o its extension :p chapter three is really small so that one could be quick to complete but its in tight areas so theres a higher chance you could die. chapter five is by far the longest one though (if i can include that into the huge map since it was a "gone-back-in-time" sort of map, towards the beginning of the outbreak. by my prediction, since there are a lot of doors on that map you can buy, and a mean a lot! it could take you around a good 2 hours or so to complete. ps. its also a headmess map, your character starts to go crazy and weird stuff happens. the map will be reshaped and it will make it even more challenging for you to finish (you'll see what i mean when you play it) but the story will make sense in the next few seasons :p

ps. just included a bonus chapter into the big map, chapter seven is now amongst one, two, three and six :p messy chapter layout but ive worked out that seven works better before four :)

And for the lite and full build, yeah i will include that :)
Wow man, I gotta say I'm already hyped! I'm also glad that you're doing the Lite and Full idea, I don't want to miss out on any juicy detail that my machine could handle.
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Wow man, I gotta say I'm already hyped! I'm also glad that you're doing the Lite and Full idea, I don't want to miss out on any juicy detail that my machine could handle.

Well its all down to how creative I am with detail now, im pretty much done with the lite version now; just a ton of scripts and maybe integrate the pathed ai system (if i have enough time). if you want you can test the overall map layout if youre interested? i need to see if it can cope with 4 players without causing new bugs :p
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Well its all down to how creative I am with detail now, im pretty much done with the lite version now; just a ton of scripts and maybe integrate the pathed ai system (if i have enough time). if you want you can test the overall map layout if youre interested? i need to see if it can cope with 4 players without causing new bugs :p
Hell yeah, I'd love to test the map! Just lemme know when it's ready!
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Hell yeah, I'd love to test the map! Just lemme know when it's ready!

Will do! just doing a quick compile tonight and ill see how it goes in solo mode, if alright ill let you know and we can test :)

 

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