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[WIP] Zombie Assault v2

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Created 10 years ago
by johndoe
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Hey guys, been working on this for a week. Can't really say i've done so much since i've been focusing on the map itself. So, here's some screenshots.











Haven't really worked on the features, but i'll keep you guys updated weekly.



July 16 Update

Buildable trap from famous Half-Life 2 level We don't go to Ravenholm
Scripted by Ege115

cs_assault_v2 | Testing buildable trap
Last Edit: July 16, 2014, 05:12:56 am by johndoe
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Looks Good. I loved the first version, what all is going to change in this version?
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Looks Good. I loved the first version, what all is going to change in this version?
well for starters, it's a full port from cs source. also, i will work on a well detailed misson like it was in ugx cabin or seelow. i haven't really done anything for the last couple of days because i was in hospital, keeping company of my flatmate. i'll start working on it as soon as i can, but i'll wait for ugx mod's new version to be released to release the map.
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Man, I love those pics. I can already see previously good training spots that have now been taken from me  :'(
That is good though  :) Keep up the good work! Will be excited to see this with "The Apocalypse" mod on it codenamed UGX Mod V1.1

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Man, I love those pics. I can already see previously good training spots that have now been taken from me  :'(
That is good though  :) Keep up the good work! Will be excited to see this with "The Apocalypse" mod on it codenamed UGX Mod V1.1
some places in the map are smaller compared to the previous one. also, there are some barrels an stuff around the map which you can't walk through so, it'll be pretty hard to train the zombies in this map. let's just say this is a balancing factor and wait for the updates :D
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Dat feel when anims "fall from sky" ;)
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it's a full port from cs source.

Oh my god  :rainbow:

I don't mean to rush you on this or anything but is there any chance that you'll update your tutorial on how to port source maps soon?  ;D
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Oh my god  :rainbow:

I don't mean to rush you on this or anything but is there any chance that you'll update your tutorial on how to port source maps soon?  ;D
indeed i will. i've been pretty busy these days but i'll get back in the game as soon as i can :)
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 :rainbow: wow that nice man!
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nice :D
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Started working on this from scratch since i realized porting the geometry with the entities' origins in .vmf files makes models placed in wrong origins. i calculated the difference between the size of a unit in source engine and iw engine and found it, and converted the map again. around 99% of the models are perfectly aligned now. Here's a pic of the freshly ported map with correct origins and correctly aligned models.



I may stop working on this map next week because of midterm exams and all. But i'll try to keep you guys updated on this as long as possible.
Last Edit: April 03, 2014, 02:32:09 pm by johndoe
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is that the l4d models i see? Call me crazy but it looks like it! haha! :)
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is that the l4d models i see? Call me crazy but it looks like it! haha! :)
no all the models, and the map were ported from counter-strike source as i stated in one of my previous comments.

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Buildable trap from famous Half-Life 2 level We don't go to Ravenholm
Scripted by Ege115

cs_assault_v2 | Testing buildable trap
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VERY nice john! I feel this map would fit very well with 1.1! Also, will you be using the BO2 workbench in the finale product for the buildable? idk if i can confirm, but if you need the model Jammie might have it since he has ported over every BO2 zombies model. Oh, and have you thought of a name for the trap yet? :gusta:

 
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