UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: xJimmy33 on November 20, 2013, 05:51:58 pm

Title: [Manager] Zombie Folter
Post by: xJimmy33 on November 20, 2013, 05:51:58 pm
This map can be downloaded from the UGX Map Manager.


Zombie Folter


so, here are my second map:

THIS IS A WAW MAP so this map will not included black ops perks or modern weapons or something like that!!
play another map if you want them

-No story for this yet.
-Map made: 5-7 days
-My second map
-My first map I load up until now. can turn around for hours so my second map is the 1st ^^

this is a little objective / challanges map


map includes:

-Winnable endling

-Full gun names

-No pack a punch
      
-Only speed cola perk
         
-Shootable free jugger perk bottle (5 hit fixx) "hard" to find

-Glow zombie eyes

-Small sized map

-Easy dogs
                  
-Ascension power style (changed vision file)
            
-custom vision - really dark
      
-Little detail
   
-FX's

-Custom gun sounds

Credits:

YaPh1l - zombie eye's & typewriter intro --> Dr. Phil will have a surprise for you^^

UGX Team - UGX easy-fx tutorial

Swazzy - Gun sounds



Pictures:

No Power:
(http://i40.tinypic.com/2dum82g.jpg)
(http://i41.tinypic.com/281erk9.jpg)

With power:
(http://i42.tinypic.com/znr5hi.jpg)
(http://i43.tinypic.com/15y6uc3.jpg)
(http://i42.tinypic.com/27wzpf9.jpg)

Changelog v.2:
                 Clipping some modells
                 Changed the start pistol to the nambu
                 The map is now packed in UGX installer
                 Bigger playable area for drops
                 Easy-FX debug mode removed


Changelog v.3:
                      Remove dog rounds
                      Clipped some more modells



-Made in Germany haha..






Title: Re: Zombie Folter
Post by: daedra descent on November 20, 2013, 08:12:03 pm
Could you reupload in Mediafire or somewhere else that isn't MEGA?
Title: Re: Zombie Folter
Post by: xJimmy33 on November 20, 2013, 09:42:35 pm
MediaFire link added*
Title: Re: Zombie Folter
Post by: SajeOne on November 20, 2013, 10:58:39 pm
In the future please refer to the rules of posting before creating a release topic, specifically towards point three. Maps uploaded to the forum need to be using the UGX Map Packer.
Requirements For Release Topics (http://ugx-mods.com/forum/index.php?topic=1173.0)

I have now fixed the links in the post.

/fixed


EDIT: You also didn't remove debug mode in the easy FX script. (easy FX prints at map start)
Title: Re: Zombie Folter
Post by: xJimmy33 on November 20, 2013, 11:22:52 pm
thanks saje for improve and new upload
i was a bit confused because UGX and ZM  have an own installer and both want their own on their website and i had no time to upload another 4 download links.. 2x UGX installer links and 2x ZM installer links..
with 7 kb's upload it simply takes too long ..
and thanks for the remark about easy-fx - in future maps i will be remove it
i think its not too bad with the debug mode..

regards
Title: Re: Zombie Folter
Post by: SajeOne on November 20, 2013, 11:28:12 pm
Well on top of that there are a few small issues that need to be fixed such as the colt having no sound and no playable area in hallways(unless that was on purpose). I would highly suggest you don't just abandon it. You took an extra step with this I don't see many mappers take, regardless of small or big. I think it would be a great map on the manager but it needs a small patch. Not many mappers patch their maps after release, which is a shame as some times it leaves glitches in that make the map seem like less of a treasure. Just some advice, I would recommend patching your maps as an anti-bug measure as it's common practice and it should be a priority to make your releases shine. Anyway all I'll say. Great fun little map, would love for it to be on the manager if you could release a small patch for some of the small issues I'm logging.
Title: Re: Zombie Folter
Post by: xJimmy33 on November 20, 2013, 11:44:20 pm
ok that sounds good.
I'll upload a v.2 if you tell me what else is there to fix.
maybe playable area, the colt sound, ugx installer and easy fx debug.

have you found even more that I need to patch?


Title: Re: Zombie Folter
Post by: SajeOne on November 20, 2013, 11:46:27 pm
Also a lot of models in the map aren't clipped, like the big rock in the first area and a lot of the objects in the hallways. Other then that I think you're good. :)
(http://i.imgur.com/cIXh8hE.jpg)
Title: Re: Zombie Folter
Post by: xJimmy33 on November 20, 2013, 11:51:31 pm
yeah nice 16 rounds^^
my first try i complete it in 17..

okay i will fix the things and upload the v.2

thanks for help.

Post Merge: November 21, 2013, 01:51:15 am
new link added.
if i find some time i will upload it to mediafire tomorrow...
hope its now enjoyable.

regards
Title: Re: Zombie Folter
Post by: SajeOne on November 21, 2013, 02:10:05 am
Looks good to me.  A model or two in the hallways(desk at end of one with weapons on) that you can get behind/go through but nothing game breaking. I think it's manager ready, but it would be great if you were to take a second look on that if you have time.
Title: Re: Zombie Folter
Post by: tomikaze on November 21, 2013, 04:36:42 am
Very fun little challenge map. Probably won't win any awards, but it was still a lot of fun  :)  I really enjoy that perks are limited  :D makes it extra hard.
Title: Re: Zombie Folter
Post by: IHammY/ on November 21, 2013, 12:55:27 pm
so many germans here incredible :) love the map great job :)
(btw es heist this is my 2nd map und nich this are my 2nd map ;) )
Title: Re: Zombie Folter
Post by: xJimmy33 on November 21, 2013, 05:01:26 pm
thanks for all the positive feedback^^
will the map avaiable in the manager?
((@IHammyY/ schleimer^^ ne spaß, meine englisch kenntnisse sind leicht eingerostet aber ich denke jeder wirds verstehen))
Title: Re: Zombie Folter
Post by: treminaor on November 21, 2013, 08:36:11 pm
will the map avaiable in the manager?
Yes, I will add it soon :)
Title: Re: Zombie Folter
Post by: ocxmwys4mod on November 22, 2013, 01:33:56 am
Thank you, we love your map :please:
Title: Re: Zombie Folter
Post by: tanglong on November 22, 2013, 02:37:15 am
Thank you very much works
Title: Re: Zombie Folter
Post by: holz on November 22, 2013, 10:39:33 pm
Very nice Weapon sounds, and zombies lightning blue eyes, good job man.
But 2 Times the dogs run away and was never seen again, and we must break the game, maybe you can fix that.
(one time i stand at the top where STG and Pumpgun are, second time before cemetery.)
Title: Re: Zombie Folter
Post by: xJimmy33 on November 22, 2013, 10:55:14 pm
eh okay.
the dog spawn is on the roof, if a dog is jump from the roof at the ground and you go then on the roof the dog will be "delete"..the dog can't jump up to the roof..

how can i fix this? give it a traverse for the dogs to jump on the roof?
will be patch this for the manager if i know how..
Title: Re: Zombie Folter
Post by: KDXDARK on November 22, 2013, 11:12:57 pm
this map is very awesome! +1
Title: Re: Zombie Folter
Post by: holz on November 23, 2013, 02:17:13 am
I dont think so, u can use an invisible clip_ai bridge but the problem is zombies use this too and that looks not so good.

But thats not, the problem i stand before cemetery and one dog runs without having any interest in me away out of the map. Maybe he was spawning while i am on an unreachable place for him. (the moment i jump from the roof) idk
I had same problem on my last map. sry, i cant remember how i fix it.

Or something with pathnodes before the ladder. Give him some things he can jump on it, when i remember your map right you have some wood left from the house make pathnodes there maybe its enough, dogs jump very high.

I think the wood and a little invisible bridge (not from the ground so that normal zombies cant reach it) for the dog  with good pathnodes fix it.
maybe it helps you make pathnodes in the air where player can jump down. that you are ever reachable.

you can also try make an invisible clip or clip_ai around the playerreachable map, when one dog fail that the player can kill him and go on. idk if that stops him.

btw: its funny talk english with another german.  :)
Title: Re: Zombie Folter
Post by: xJimmy33 on November 23, 2013, 02:05:20 pm
link updated.
i think the best way to fix this are remove the dog rounds.
hope its ready for the manager now..
Title: Re: [Manager] Zombie Folter
Post by: treminaor on November 24, 2013, 07:10:59 am
This map can be downloaded from the UGX Map Manager.
Title: Re: [Manager] Zombie Folter
Post by: KDXDARK on November 24, 2013, 07:34:25 am
I was playing the map and i found one bug:

(http://i.imgur.com/y98bBQy.jpg)

i get stucked in that part of the map where you can mantle the sanbags

and a recommedation:

(http://i.imgur.com/96hhvKK.jpg)

here you can add a fence or something like that because i think it looks bad :)
Title: Re: [Manager] Zombie Folter
Post by: GrantDaddy007 on November 25, 2013, 01:44:31 am
Great map!!! Really like the overall environment! Layout was good as well! Respect for creativity!! ;)
Title: Re: [Manager] Zombie Folter
Post by: MBLADE on November 27, 2013, 08:15:35 pm
great map ,
would love to find jug tho ,
any one know where to get it?
Title: Re: [Manager] Zombie Folter
Post by: xJimmy33 on December 03, 2013, 01:42:22 am
i will be make an update to remvove the mantle, if i find time.
does anyone found jugger?
little tip: it's in the building next to speed cola.

thanks to all for the positive feedbacks
Title: Re: [Manager] Zombie Folter
Post by: DeadshotGaming on December 29, 2013, 02:51:47 am
where do i download this at
Title: Re: [Manager] Zombie Folter
Post by: SajeOne on December 29, 2013, 07:11:44 pm
where do i download this at
This map can be downloaded from the UGX Map Manager.


Was the very first thing on the page..
Title: Re: [Manager] Zombie Folter
Post by: P0tZ on December 29, 2013, 09:26:08 pm
really fun map. Nice textures & kudos for the hidden Jugg. Was really rewarding once I found it plus its PROPER JUGG, none of this 3 hit n down bs. Kudos man, great map.. I completed it in 17 :)