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[Approved] Abandoned School

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Created 9 years ago
by JBird632
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RadihaX
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Overrun
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Overall, good. That police officer seems SO familiar but I can't figure out where I've seen him. Is the crossbow that custom one you made awhile back IIRC or is it BO1 or BO2? The sounds are not good on it though. Just too much reverb. Still good mapping and seems like an alright map so far. Keep up the good work.
The police officer is a model from the mission "No Russian" on Modern Warfare 2 and the crossbow is from Black Ops 2 which is using official sounds.

Last Edit: September 01, 2015, 01:41:02 am by JBird632
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Hey jbird, I have two questions that need response.

Will the map be including your black ops mod after the contest?

And is frostbite really gone? Please answer
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RadihaX
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Hey jbird, I have two questions that need response.

Will the map be including your black ops mod after the contest?

And is frostbite really gone? Please answer
Why would I be including the black ops mod? I said that I made/making a new mod for this map. I'm not going to make 2 versions of the map. As for Frostbite, I may start that back up after the contest, it really depends on how busy I am with school.
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Why would I be including the black ops mod? I said that I made/making a new mod for this map. I'm not going to make 2 versions of the map. As for Frostbite, I may start that back up after the contest, it really depends on how busy I am with school.
Thank you and Thank you JBird. If i can just say one thing...

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These are third person anims for dual wield, minigun, crossbow, perk drinking and dive to prone. My previous version of dive to prone actually cheated a little bit by spawning a model and playing the animations on the clone since I never knew how to play them on the player; however, now they are being played properly on the player and no clone is used.
Nice job on the playeranimtypes, so much better than spawning a new model. I ended up doing that for the slide as well, it would be nice if more of the player anims worked though...not sure if the default anim issue still exists. Keep up the great work on the map, looking awesome.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Nice job on the playeranimtypes, so much better than spawning a new model. I ended up doing that for the slide as well, it would be nice if more of the player anims worked though...not sure if the default anim issue still exists. Keep up the great work on the map, looking awesome.
what "default anim" issue?
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Update September 5:

I finished animating one of the custom weapons for the made, the AK47. This gun was model, textured and animated by myself (though I decided to add the mw3 rail to the gun because I felt the gun was missing something) and it is using CSGO AK47 sounds.
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Last Edit: September 06, 2015, 05:28:58 am by JBird632
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Update September 5:

I finished animating one of the custom weapons for the made, the AK47. This gun was model, textured and animated by myself (though I decided to add the mw3 rail to the gun because I felt the gun was missing something) and it is using CSGO AK47 sounds.
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It appears the hammer is going through the guys hand at the moment
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jbird quick question did you use the school from homefront campaign as a base to this cause it looks extremely similar?
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Update September 19:

Sorry for the lack of updates recently, I've been busy settling in with my 3rd year of university and it's been a bit hectic. I have been getting a bit more work on the map done (though the past few weeks I just haven't really been motivated to map). It wasn't until yesterday where I actually started to get a lot of things done again.

I would also like to note that I spent an entire day finishing the portaling of the map and I have been getting on average 120fps and I by no means have a good gpu.

New Pool Area: Still a lot of work outside the map to do (adding in surrounding buildings and streets)


New Foyer:


Overview of the Map:
I would have to say mapping-wise I am about 65% done the playable area, but only about 40% done the exterior of the map. I began work on the easter egg a week ago, and the mod is basically done now (just a few minor tweaks left).
Last Edit: September 20, 2015, 03:34:38 am by JBird632
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Update September 19:

Sorry for the lack of updates recently, I've been busy settling in with my 3rd year of university and it's been a bit hectic. I have been getting a bit more work on the map done (though the past few weeks I just haven't really been motivated to map). It wasn't until yesterday where I actually started to get a lot of things done again.

I would also like to note that I spent an entire day finishing the portaling of the map and I have been getting on average 120fps and I by no means have a good gpu.

New Pool Area: Still a lot of work outside the map to do (adding in surrounding buildings and streets)
(Image removed from quote.)

New Foyer:
(Image removed from quote.)

Overview of the Map:
I would have to say mapping-wise I am about 65% done the playable area, but only about 40% done the exterior of the map. I began work on the easter egg a week ago, and the mod is basically done now (just a few minor tweaks left).
(Image removed from quote.)
trap idea: Make the bottom portion of the pool filled with water, add the wires in it, and if you throw a monkey in there the zombies die. Also the player will get hurt if they go in there. Maybe put a little easter egg ''no diving'' sign except its a ''no monkeys'' sign  :D on another note, looks really sexy
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okay im sorry but I dont really think it's fair that the entire treyarch zombies team can come on here and pretend to be one guy to win the contest









:troll:
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okay im sorry but I dont really think it's fair that the entire treyarch zombies team can come on here and pretend to be one guy to win the contest


:troll:
If he was the treyarch team why would they leave the communi- Oh. yeah... BO3  ;)
Last Edit: September 20, 2015, 04:43:52 am by conn6orsuper117
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I cant wait to play this map! Looks awesome!  :rainbow:
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Update September 28:

So I'm really pushing to get a lot done for the map now. I've even gone as far as creating a list of things that are left to do for the map and knocking them down one by one. I've finished doing a lot more of the weapons in the mod, finished implementing dive to prone for all weapons - even custom animated a couple weapons. A lot of the polish for the map is finally getting done and the map is actually in quite a playable state now. The entire map is now accessible, power has been added along with all the perks and even a couple map related scripts are done.

Overall the map is coming along great and looks like I am keeping up with the deadline!

New Weapons:


New Classroom:


Theater: Still need to add detail to this room


Urban Homes: (outer map detail) This will be the style of the outer detail for the map

 
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