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[T4M] Knifehouse Beta Release

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Created 5 years ago
by Konclan
0 Members and 1 Guest are viewing this topic.
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Location: us
Date Registered: 22 September 2017
Last active: 2 years ago
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Welcome to Knifehouse height=300


I have been working on this map for almost a year and a half now, this is my first ever public release of the map. This is also the first and only map I have made so far (not counting tutorial maps of course). I did all of the mapping work and NG Caudle / Mapper Elite helped me get custom perks, guns, and misc models working.  NG also help me with other various scripting stuff and was incredible. This map still needs some visual reworks and a ton of detailing work but the layout, for the most part, is finalized. I've only ever played WaW because my friends told me to get it and I love the custom map scene. My goal was to make the scripting and back work as polished as possible and fix as many problems as I could, I think I managed that goal pretty well.
Preview Images
Front Yard:
Study:
Tunnels:
Basement Backroom:
Upstairs Master:
Garage:
Backyard:
Starting Room:
Features
Custom Game Options (Found under GAME OPTIONS in your OPTIONS & CONTROLS menu. These are controlled by the game host only):

  • Zombie Counter: Shows the zombies that have and will spawn during the round
  • Perk Layout:  Changes the way the perks are displayed on your HUD (Horizontal, Vertical, Layered)
9 Perks (5 custom and no perk limit):
  • Quick Revive: In singleplayer, will be turned on without power and downs the player for a few seconds with the Mustang & Sally
  • Speed Cola
  • Double Tap: 2.0 Version
  • Juggernog

  • Stamin-Up
  • Electric Cherry

  • Deadshot Daiquiri
  • PhD Flopper: Only prevents fall damage and explosion damage
  • Mule Kick: Has a custom indicator next to the weapon for when you're holding the weapon in your mule slot
Custom Powerups:

Includes Unlimited Ammo and 2 Sole Powerups. Sole Powerups are only for the player who obtained them, they will appear blue on the HUD. Sole Powerups include Godmode and Speed.

Buildables:
Power can only be turned on once you've assembled and placed a generator next to it. You must find the 3 pieces of the broken generator scattered through the map (Include a ring, cap, and engine). You assemble them at the workbench with the generator base. Once assembled make sure you take the fully built generator with you to the power switch.

Jukebox:
Requires Power. For 10 points each, you can choose a song to play from the list of provided songs (easter egg songs will be added later)


Buyable Ending:

Requires Power. For 50,000 points you can escape the map in the car in the garage


Misc:
  • Metal doors will open automatically once power is activated, this opens up a load of routes in the map.
  • Mystery Box light is red so it contrasts with the sky better
  • Red Striped Barriers will stop you from being able to jump into a part of a map you haven't opened yet, will disappear once you have opened the lower level.

Weapons (Some weapon stats have been slightly altered so they aren't direct ports):
Starting Pistol: Black Ops 1 Colt
Black Ops 2 Knife Animations

  • PPSh-41
  • STG-44
  • Type 100
  • Browning M1919
  • Panzerschrek
  • BO1 AUG
  • BO1 Grim Reaper
  • BO1 Olympia
  • BO1 PSG1
  • BO1 RPK
  • BO2 Remington 870 MCS
  • BO2 AK47
  • BO2 AK47u
  • BO2 AN-94
  • BO2 FAL OSW
  • BO2 Galil
  • BO2 KSG
  • BO2 M14
  • BO2 M27
  • BO2 M1216
  • BO2 M1927
  • BO2 MG08/15
  • BO2 MP5
  • BO2 MP7
  • BO2 MP40
  • BO2 Python
  • BO2 Remington New Model Army
  • BO2 SCAR-H
  • BO2 SVU-AS

Wonder Weapons
  • Ray Gun
  • Wunderwaffe DG-2: Fixed issue where hitting yourself would permanently decrease your health (it no longer does damage to the player)
  • BO1 Thundergun
Other Weapons

  • Bowie Knife
  • Bouncing Betties
  • Monkeys
Credits
  • NG Caudle / Mapper Elite: Custom Perks, Weapons, Models, and Mapping advice
  • DuaLVII: Buildables script
  • HitmanVere: Scripting help
  • CoDEmanX: Blender Xmodel tools
  • Tom Crowley: Xmodel Utils
  • treminaor: Hintstrings fix
  • Koan: Removing Semper Fi tutorial
  • KDXDARK: Custom Powerups tutorial
  • GAM3VIDZ: Mapping tutorials
  • UGX-Mods discord for general help

Music (Youtube Friendly):
  • "Inkwell Hell (Piano)" by Kristofer Maddigan
  • "Another Medium" by RichaadEB
  • "Areia" by Brain Tuey
  • "Mystery" by Kevin Sherwood
  • "Pareidolia" by Kevin Sherwood
  • "Shockwave" by Kevin Sherwood
  • "Turned" by Brian Tuey

Playtesters:
  • NG
  • Alfe5
  • MeetYourReaper
  • Franzy
TODO
The current list of stuff I need to work on:
  • Detailing: posters, props, etc
  • Sound Ambiance: the map currently has no ambiance so it sounds really quiet, this includes rain sounds.

I've done a load of custom scripting work and most of it was before I took a couple of months off working on the map. If I forgot to mention something I remember later I will be sure to update the post.

I'm looking for small layout fixes or anything that looks outright wrong. I've pretty much settled on everything mechanically and don't think I'll be changing weapons or other back end stuff.

www.mediafire.com




:)3
broken avatar :(
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broken avatar :(
Location: us
Date Registered: 22 September 2017
Last active: 2 years ago
Posts
6
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Legless Crawler
Primary Group
Member
My Contact & Social Links
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Konclan's Groups
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I've been making progress on the exterior design, as you can see the roofs are much shorter and the grass and trees are more scattered. I've also done a lot of interior work and changed wall spaces to be windows which should give a map a less boxy feel.

 
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