UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: HitmanVere on January 26, 2016, 08:01:22 pm

Title: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on January 26, 2016, 08:01:22 pm
(http://i.imgur.com/IxMm5tw.png)

Battle the undead while you try to escape old facility in wastelands. Experimenting was done here and players need to survive the horrors of what these experiments were. Welcome to Project Contamination: Awakening

This is a remake of both Shipment and Vacant, fused into one map, with a lot of new areas to explore

Features:
-Custom weaponry (No stock weapons)
   -This includes guns from MW2 up to BO3, with few being updated or from another game series, such as Battlefield 4 and Survarium
   -Buildable Sliquifier, Galvaknuckles, Gersch Device, updated wonderweapon from Black Ops, C4 and more
   -Over 40 weapons with all of them upgradable
-Multiple Enemy Variants:
   -Normal Zombies from Nuketown
   -Nova Crawlers from Kino Der Toten
   -3 custom bosses
-11 perks, 2 being completely custom ones
-Complete overhaul to mod, including FOV-slider, Shadows of Evil shaders, custom powerups, custom muzzleflashes/shellejects and more
-Medium/Long Main Easter Egg with smaller Easter Eggs scattered around
-5 Game Modes: Classic, Gun Game, Shipment, Kill Confirmed and Juggernaut
-And much more for you to discover...

Screenshots:

(http://i.imgur.com/eG8DrYF.png)

(http://i.imgur.com/Tn1GINh.png)

(http://i.imgur.com/SlLB4vy.png)

Download links:

Note: Map does not need T4M to run. I have removed most of the console spam though, so T4M-users can play without big FPS-issues, except maybe in few instances.
You can get graphical issues in the map and multiple errors while starting. For graphical issues, turn texture-settings down and then restarting. With multiple errors, you need to start the map as many times as it needs. This is something in WaW, which I can't fix.
Also, report issues that happen more than once, since there are always one-time issues.

Mega:
mega.nz

Mediafire:
www.mediafire.com

Beta Testers:
Click To View People, Who Tested This Map
    -TheScotchGuy
    -lukkie1998
    -IHammy/
    -Ray1235
    -Andy Whelan
    -And everyone else, who got version of the map at some point

Credits:
Click To View People, Who Helped Me
    -Ege115
    -lukkie1998
    -Ray1235
    -Rollonmath42
    -ElTitoPricus
    -BluntStuffy
    -DuaLVII
    -ConvictioNDR
    -Javipotter
    -asus89
    -codmoddd1234
    -shippuden1592
    -Johndoe
    -OffTheWall
    -Needsmorewub
    -Redspace200
    -RDV
    -Slade
    -JBird632
    -treminaor
    -DidUknowiPwn
    -Harry Bo21
    -elfenliedtopfan5
    -bhmbob
    -SirJammy
    -smasher248
    -xJimmy33
    -RadimaX
    -MAK911
    -Uk_ViiPeR
    -chromastone10
    -CHN
    -PROxFTW
    -MakeCents
    -Scobalula
    -lilrifa
    -thezombiekilla6

    And Of Course:
    -Treyarch
    -Infinity Ward
    -Sledgehammer Games
    -UGX-Mods Forum
    -CallOfDutyZombies Forum
    -Tom-BMX

Code Snippet
Plaintext
Version 1.1 Log:
-New Game Mode has been added: Juggernaut
-New Easter Egg added for Classic Game Mode
-Added Black Ops 3 Death Machine, Ghosts Ameli and Ghosts CBJ-MS
-New buildable has been added
-Optional perk limit has been added
-New options added for Kill Confirmed
-Pack-a-Punch camo has been changed to be one from The Giant
-Fixed the grenade pickup animation
-Removed few doors, that were not needed
-Aligned few models and patches
-Fixed few bugs with Game Modes
-New round start sounds have been added
-Updated some textures in the map, like powerup shaders and round chalks
-Some weapon fixes have been done

Version 1.1 Credits:
Click To View People, Who Helped Me On 1.1
    -DrLilRobot
    -Jrizzo
    -GeekComm
    -Ricko0z
Title: Re: Project Contamination: Awakening
Post by: Koan on January 26, 2016, 08:01:30 pm
It's about god damn time! Nice work Hitman! :D
Title: Re: Project Contamination: Awakening
Post by: Exofile on January 26, 2016, 08:01:35 pm
It's finally here! The map of all maps, the bringer of fun and enjoyment!

Congratulations on the release, after all this time. Been excited for this for a long time, and now that it's finally released, I'll be gone for the next few months solving this Easter Egg :gusta:

This'll surely be on the top for a long time, no doubt.
Title: Re: Project Contamination: Awakening
Post by: Xperience on January 26, 2016, 08:03:36 pm
Man, looks pretty sweet Hitman! Looking forward to giving it a go :) nice job
Title: Re: Project Contamination: Awakening
Post by: DidUknowiPwn on January 26, 2016, 08:03:52 pm
Called third place


decent map plays okay, needs better graphics mapper needs to work on it a bit more 5/10
Title: Re: Project Contamination: Awakening
Post by: MajorPwnege01 on January 26, 2016, 08:09:20 pm
Looking great like everything you make
Title: Re: Project Contamination: Awakening
Post by: NINJAMAN829 on January 26, 2016, 08:14:54 pm
I never thought I would see the day this would be released. I thought I'd be dead first :troll:

Spoiler: click to open...
Jk pls don't hurt me. looks awesome will definitely play asap.
Title: Re: Project Contamination: Awakening
Post by: alex-125 on January 26, 2016, 08:25:21 pm
Congrats on the release man ! Good work !
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on January 26, 2016, 08:34:53 pm
Massive awesome map, congrats Hitman! :)
there is only one thing i do not like... round sound start. :poker:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 26, 2016, 08:55:16 pm
Massive awesome map, congrats Hitman! :)
there is only one thing i do not like... round sound start. :poker:

Mix of Origins and this:
http://www.youtube.com/watch?v=YEuNySeWQy0 (http://www.youtube.com/watch?v=YEuNySeWQy0)

I like it, not everyone needs to like same things :please:
Title: Re: Project Contamination: Awakening
Post by: HazardousTheEPIC on January 26, 2016, 08:57:25 pm
I have WaW on disk, so am I still able to play this map.
Only asked because of the T4M.
I still don't know what it is and I've only recently heard about it.
Title: Re: Project Contamination: Awakening
Post by: chromastone10 on January 26, 2016, 09:01:56 pm
Mix of Origins and this:
http://www.youtube.com/watch?v=YEuNySeWQy0 (http://www.youtube.com/watch?v=YEuNySeWQy0)

I like it, not everyone needs to like same things :please:

its just because it sounds like its played on a Dora the explorerTM keyboard  :troll:  :lol:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 26, 2016, 09:04:44 pm
I have WaW on disk, so am I still able to play this map.
Only asked because of the T4M.
I still don't know what it is and I've only recently heard about it.

Note: Map does not need T4M to run. I have removed most of the console spam though, so T4M-users can play without big FPS-issues, except maybe in few instances.

This is why I added this text in OP

its just because it sounds like its played on a Dora the explorerTM keyboard  :troll:  :lol:

I have never watched Dora The Explorer, so :please:
Title: Re: Project Contamination: Awakening
Post by: smasher248 on January 26, 2016, 09:12:01 pm
YAY! finally
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on January 26, 2016, 09:12:27 pm
its just because it sounds like its played on a Dora the explorerTM keyboard  :troll:  :lol:
Exactly :D
Title: Re: Project Contamination: Awakening
Post by: HazardousTheEPIC on January 26, 2016, 09:17:46 pm
This is why I added this text in OP

Oh sorry, misread. I thought it said that it DOES require it. Thanks.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 26, 2016, 09:20:10 pm
Oh sorry, misread. I thought it said that it DOES require it. Thanks.

No problem, mistakes happen :P
Title: Re: Project Contamination: Awakening
Post by: abritishguy2 on January 26, 2016, 09:28:37 pm
I see some CoD 4 was being played while in development
Title: Re: Project Contamination: Awakening
Post by: ElTitoPricus on January 26, 2016, 09:52:10 pm
well done Hitman

Green? Supergreen :)
Title: Re: Project Contamination: Awakening
Post by: seanathan on January 26, 2016, 09:54:45 pm
Yay its here! :gusta:
Title: Re: Project Contamination: Awakening
Post by: Lukkie1998 on January 26, 2016, 10:07:25 pm
Congrats on the new release Hitman!! Will definately play it soon with ya :D

Lukkie1998
Title: Re: Project Contamination: Awakening
Post by: Dust on January 26, 2016, 10:09:02 pm
Finally its released. Cant wait to give this a go!
Title: Re: Project Contamination: Awakening
Post by: CODCZ115 on January 26, 2016, 10:11:34 pm
Congrats on the release. Just played Kill Confirmed and Gun Game with a friend. Lots of fun. Will play Classic mode next.
Title: Re: Project Contamination: Awakening
Post by: MZslayer11 on January 26, 2016, 10:40:54 pm
Congrats on release Hitman! Just played til round 21. Couldn't find that last damn panel.
Title: Re: Project Contamination: Awakening
Post by: RadimaX on January 26, 2016, 10:45:43 pm
(http://i.imgur.com/WdANGSa.jpg)

Had to end game here but over all really fun map that has zombies coming from basically EVERYWHERE :)
PAP might take a while to get working but after that its all smooth sailing...
Title: Re: Project Contamination: Awakening
Post by: seanathan on January 26, 2016, 11:02:43 pm
I think this map has too many bosses and can get you easily while your off guard. I think this map is very fun but hard. Is that a good thing? idk  :lol:
Title: Re: Project Contamination: Awakening
Post by: MZslayer11 on January 26, 2016, 11:06:50 pm
I think this map has too many bosses and can get you easily while your off guard. I think this map is very fun but hard. Is that a good thing? idk  :lol:

Aren't there only two? The one walks so slow and is easy to spot and the other one is announced at the beginning of the round. How can that catch you off guard lol?
Title: Re: Project Contamination: Awakening
Post by: animallover on January 26, 2016, 11:12:41 pm
(http://i66.tinypic.com/in7eki.jpg)

one of those maps that i just said screw this and quit... :troll:


because i don't want to spoil anything more and willing to wait till all my friends are on ;) Great map and runs perfect! cant wait to play co op
Title: Re: Project Contamination: Awakening
Post by: conn6orsuper117 on January 26, 2016, 11:40:55 pm
FINALLY!!! :lol:

I saw Relaxing's vid and I liked the new bosses (looks like you had me)
Title: Re: Project Contamination: Awakening
Post by: Vamps on January 26, 2016, 11:48:10 pm
Congrats on the release; a sick combination of Vacant and Shipment  :rainbow:

And don't forget all the custom stuff added to the map :gusta:
Title: Re: Project Contamination: Awakening
Post by: Uk_ViiPeR on January 27, 2016, 12:17:51 am
Glad to see this finally released, had a few playthrough's throughout development and all I can say is that its one of the most stable maps I've come across, trying to find glitches were near impossible due to the amount of production done by hitman. Overall, a nice, easy but can be quite challenging at times (especially if you're stuck in small areas or bosses have you from a blind spot) but it is a map I can (and will) replay overtime. I'm looking forward to what other projects he might work on in the future ;)


*Waiting for trem to make me a reviewer because that was 11/10 IGN approved right there...*
Title: Re: Project Contamination: Awakening
Post by: MasterJesus on January 27, 2016, 12:29:01 am
Awesome map. Very fun. Currently round 21 solo. PaP, power, all perks, etc.

Just a quick question, where is the 4th sliquifier part  :-\
I have been literally EVERYWHERE on the map and cannot find it.

Also, is there an endgame? I have done many easter egg related things and nothing is really happening.

If anyone can help me out with those things, it would be great  8)
Title: Re: Project Contamination: Awakening
Post by: KingofLions on January 27, 2016, 12:51:17 am
My day kinda sucked, I have a shit ton of homework too, but Hitman, you made my day  ;)
Title: Re: Project Contamination: Awakening
Post by: conn6orsuper117 on January 27, 2016, 01:25:07 am
Man, Just played. and was wondering if it was worth the wait.

Had alot of "Really N***er" Moments, such as 1 hit moments when having the juggernaut powerup.
And paying for the power switch REALLY?

Got the XR2 15 times >:( Told ya I always get that thing (More than the SMR And the War Machine Combined)

Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 01:27:07 am
Man, Just played. and was wondering if it was worth the wait.

Had alot of "Really N***er" Moments, such as 1 hit moments when having the juggernaut powerup.
And paying for the power switch REALLY?

Got the XR2 15 times >:( Told ya I always get that thing (More than the SMR And the War Machine Combined)

You are paying for the door, not the power :please: And explain 1-hit moments, as this has never happened to me
Title: Re: Project Contamination: Awakening
Post by: CODCZ115 on January 27, 2016, 02:06:45 am
Awesome map. Very fun. Currently round 21 solo. PaP, power, all perks, etc.

Just a quick question, where is the 4th sliquifier part  :-\
I have been literally EVERYWHERE on the map and cannot find it.

Also, is there an endgame? I have done many easter egg related things and nothing is really happening.

If anyone can help me out with those things, it would be great  8)

You can watch the complete Easter Egg walkthrough, and exactly how the game ends here.
http://www.youtube.com/watch?v=1DVpdZrM66I (http://www.youtube.com/watch?v=1DVpdZrM66I)
Title: Re: Project Contamination: Awakening
Post by: conn6orsuper117 on January 27, 2016, 02:10:44 am
You are paying for the door, not the power :please: And explain 1-hit moments, as this has never happened to me
Well I was at the switch in the VACANT Area, had 500 points and wouldnt let me turn on power.

The 1 hit moments happened 2 times. I get the juggernaut and made a crawler. when it 1st starts blinking I go and knife the crawler and he hits me back, INSTANT DOWN!!!

Go hit the box and got the XR2, I get a Doublepoint power up from a zombie and I go and get points from my starter pistol I go and finish the last zombie off. The second I knife him I get 1 Hit (No double swip or anything)

EDIT:

ON the bright side I did get a Scavenger when the SH Boss came in, and He was A piece of cake. If you were to make an update to the map, can you add the Vacant (Indoors) area for survival
Title: Re: Project Contamination: Awakening
Post by: JBird632 on January 27, 2016, 02:20:51 am
Gotta say, this map looks really good hitman.
Though it does seem to have your classic style (aka bosses that kill you with one hit and a billion doors leading no where).
Not to mention the magically disappearing doors and debris lol
Title: Re: Project Contamination: Awakening
Post by: zombieslayer3 on January 27, 2016, 07:07:31 am
awesome map man , love your other maps as well , always great , been keeping up with this 1 for awhile , and have to say you did an awesome job man  ;D
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 27, 2016, 08:29:22 am
Had alot of "Really N***er" Moments

 :facepalm2:
Title: Re: Project Contamination: Awakening
Post by: sampoltex on January 27, 2016, 09:23:38 am
looks interesting, i'll give it a try  ;)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 10:56:23 am
Well I was at the switch in the VACANT Area, had 500 points and wouldnt let me turn on power.

The 1 hit moments happened 2 times. I get the juggernaut and made a crawler. when it 1st starts blinking I go and knife the crawler and he hits me back, INSTANT DOWN!!!

Go hit the box and got the XR2, I get a Doublepoint power up from a zombie and I go and get points from my starter pistol I go and finish the last zombie off. The second I knife him I get 1 Hit (No double swip or anything)

EDIT:

ON the bright side I did get a Scavenger when the SH Boss came in, and He was A piece of cake. If you were to make an update to the map, can you add the Vacant (Indoors) area for survival

Its 1k points + it opens the door to power, you dont actually buy the power. No idea why that 1-hit happens.

Gotta say, this map looks really good hitman.
Though it does seem to have your classic style (aka bosses that kill you with one hit and a billion doors leading no where).
Not to mention the magically disappearing doors and debris lol

Out of million doors only like 4 disappear, lol. Rest either have the debris effect or they slide out of the way. And what can I say, I like adding shit ton of doors  :derp: Tried to make it, so either the door you open to opens to either perk, weapon, EE part or just to make shortcut
Title: Re: Project Contamination: Awakening
Post by: mxtxm on January 27, 2016, 11:02:12 am
Just had a run through on the map. It was fun, I found the boss to be a piece of cake. I had an issue were i couldn't destroy the generators(the things from call of the dead with the red lights.) I managed to destroy one of them, but I couldn't get the others, and i tried using all of the explosive weapons. I also ran into a minor issue were perk shaders didn't appear(this happened after buying electric cherry, which was my 8th perk.)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 11:05:37 am
Just had a run through on the map. It was fun, I found the boss to be a piece of cake. I had an issue were i couldn't destroy the generators(the things from call of the dead with the red lights.) I managed to destroy one of them, but I couldn't get the others, and i tried using all of the explosive weapons. I also ran into a minor issue were perk shaders didn't appear(this happened after buying electric cherry, which was my 8th perk.)

We had the first one with Relaxing, restarting fixed it. Second one happened to Exo, dont think it happened again for him
Title: Re: Project Contamination: Awakening
Post by: lionek98PL on January 27, 2016, 12:31:59 pm
Good Work, VeremanHit
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 27, 2016, 12:33:03 pm
Just tried the map out, some nice features but I found a few bugs.

Spoiler: click to open...
These models in this area are floating, which is ironic and surprising since that's what you bitched about on Oil Rig lol ::)

(https://i.gyazo.com/b199172ebfdaeb0dacbb9610fe5cf13b.jpg)

The Grim Reaper boss 'swing' anim is really glitchy and he gives points for shooting him which kinda makes him a point whoring machine (intentional?), and he has way too much health and spawns too often/early IMO (which makes him even more OP for points).

Not sure what the other boss does? He seems like a reskinned Napalm but I wasn't aware bubbles were so dangerous lol.

D2P is really glitchy/bad for clients.

The Bulldog front sight is floating and it doesn't swap to your other gun when empty and you try to fire it.

MK14 has no penetration.

Not a bug but why didn't you add crawling when downed? And also I think the bleedout time is still 30 secs which kinda sucks.

Like others have mentioned there are way too many random doors that don't really serve any purpose at all apart from making it seem like there are more areas than there really are.

The round start music is :lol:

We didn't get too far because when HarryBo respawned his FOV was totally fucked and made it unplayable for him -

(https://i.gyazo.com/198091c75703f449088da6f7a6a1f73c.jpg)

I thought the detail was a little lacking in some areas but overall looked decent, will have another go at some point and report anything else I find.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 12:53:58 pm
Just tried the map out, some nice features but I found a few bugs.

Spoiler: click to open...
These models in this area are floating, which is ironic and surprising since that's what you bitched about on Oil Rig lol ::)

(https://i.gyazo.com/b199172ebfdaeb0dacbb9610fe5cf13b.jpg)

The Grim Reaper boss 'swing' anim is really glitchy and he gives points for shooting him which kinda makes him a point whoring machine (intentional?), and he has way too much health and spawns too often/early IMO (which makes him even more OP for points).

Not sure what the other boss does? He seems like a reskinned Napalm but I wasn't aware bubbles were so dangerous lol.

D2P is really glitchy/bad for clients.

The Bulldog front sight is floating and it doesn't swap to your other gun when empty and you try to fire it.

MK14 has no penetration.

Not a bug but why didn't you add crawling when downed? And also I think the bleedout time is still 30 secs which kinda sucks.

Like others have mentioned there are way too many random doors that don't really serve any purpose at all apart from making it seem like there are more areas than there really are.

The round start music is :lol:

We didn't get too far because when HarryBo respawned his FOV was totally fucked and made it unplayable for him -

(https://i.gyazo.com/198091c75703f449088da6f7a6a1f73c.jpg)

I thought the detail was a little lacking in some areas but overall looked decent, will have another go at some point and report anything else I find.

Thanks for reporting. D2P is always glitchy on co-op, from what I have seen in other maps. No idea why Bulldog front sight is broken, since it looks fine in xmodel utils. FOV might have broken due to added FOV slider with some script FOV shit removed, never happened to me though. Rest I will take a look at some point. And as I have said before, round start/end are modified Silent Hill songs to fit the map:

Spoiler: click to open...
Title: Re: Project Contamination: Awakening
Post by: Harry Bo21 on January 27, 2016, 01:15:12 pm
Thanks for reporting. D2P is always glitchy on co-op, from what I have seen in other maps. No idea why Bulldog front sight is broken, since it looks fine in xmodel utils. FOV might have broken due to added FOV slider with some script FOV shit removed, never happened to me though. Rest I will take a look at some point. And as I have said before, round start/end are modified Silent Hill songs to fit the map:

Spoiler: click to open...
it happened after i died out, and also happened on duals farm map, so i wondered if the two are related

tried using the console to set it back, but nope
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 01:36:23 pm
it happened after i died out, and also happened on duals farm map, so i wondered if the two are related

tried using the console to set it back, but nope

Tried using FOV slider in menu?

Also: Im at work atm, so I will be home in few hours. I will then open laptop and start looking at the bugs sent. I will not release update right away, except if there is something gamebreaking, like out of the map spot or game crashing completely
Title: Re: Project Contamination: Awakening
Post by: Exofile on January 27, 2016, 02:24:38 pm
We had the first one with Relaxing, restarting fixed it. Second one happened to Exo, dont think it happened again for him

Haven't played too many games yet, still need to figure out the EE. :alone: But yes, I haven't noticed the dissapearing icons since that one time.
Title: Re: Project Contamination: Awakening
Post by: ihmiskeho on January 27, 2016, 03:29:59 pm

Took me 15 rounds to find the power switch :lol:

Great job on the map! Map runs smoothly and didn't find any glitches.

(Also I'm so glad that the map doesn't require T4M. Not that I have anything against T4M but I have disc version of waw so...)
Title: Re: Project Contamination: Awakening
Post by: harve99 on January 27, 2016, 03:45:50 pm
Really fun map! I just finished gun game and loved the variety of guns! Not sure why shotguns were after LMGs though, made it challenging so I guess that's the reason. ;) Will have to try classic now!  ;D
Title: Re: Project Contamination: Awakening
Post by: Harry Bo21 on January 27, 2016, 04:48:21 pm
Took me 15 rounds to find the power switch :lol:

Great job on the map! Map runs smoothly and didn't find any glitches.

(Also I'm so glad that the map doesn't require T4M. Not that I have anything against T4M but I have disc version of waw so...)
the disc version is also supported...
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 27, 2016, 05:10:53 pm
Also I'm so glad that the map doesn't require T4M. Not that I have anything against T4M but I have disc version of waw so...

...you need the LANFIX.exe. Fuck me, is this stupid misconception STILL a thing?!

Title: Re: Project Contamination: Awakening
Post by: Exofile on January 27, 2016, 05:34:08 pm
...you need the LANFIX.exe. Fuck me, is this stupid misconception STILL a thing?!

Not that old of a topic, and even so, it's still people that didn't read up on it.  :please:
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 27, 2016, 05:38:58 pm
Not that old of a topic, and even so, it's still people that didn't read up on it.  :please:

What? ???

And I see you have acquired Hitman's habit of using the ':please:' emote to close every post...
Title: Re: Project Contamination: Awakening
Post by: Exofile on January 27, 2016, 05:42:32 pm
What? ???

And I see you have acquired Hitman's habit of using the ':please:' emote to close every post...

Oh my dearest boy. If you think this is bad, you don't want to see me in chat. :please:
Title: Re: Project Contamination: Awakening
Post by: CR19 on January 27, 2016, 07:28:18 pm
Map is awesome!Turn power + get jugg =13 rounds troll.... but i have idea to kill confirmed.At game mode changes and when you choose kill confirmed you should add a options 50tags/100/200 tags.Great job!
Title: Re: Project Contamination: Awakening
Post by: ped078 on January 27, 2016, 08:15:06 pm
Great map, lots of unique features ..

But..

Took me 14 rounds to get to the power, after opening (& paying for) the 198678 doors.
I found it really hard to build up any real points, if you so much as fart while playing this, it's going to cost you 1250 points.

Speaking of power, I switched it on (after paying 1000 points for the honor!) andddd nothing. Everything was still powered off, is that intentional?, are there other things to do before you can get power? .

As already said, the swinging hammer boss looks amazing, but he's soooo op, and spawns a lot.

I loved the round start music, brought back nice memories :) , and them custom guns kick ass..the AA12 is ridiculously strong, killed the big boss in a few shots.

Great map HMV...just them doors man...them doors.
Title: Re: Project Contamination: Awakening
Post by: Sarge on January 27, 2016, 08:39:49 pm
The 1000 power opens the door to the room with power on the other side of the map.

Spoiler: click to open...
i have 2 questions for you though. In the main courtyard there looks like a buy able gun in the air on a shipping container. Is this able to be bought? Also, I noticed there are 2 ways to end the game. Does one have to do anything special to use the Nuke?

Me and my friends played this last night and we LOVED it. Excellent work.
Title: Re: Project Contamination: Awakening
Post by: Exofile on January 27, 2016, 08:49:58 pm
Great map, lots of unique features ..

But..

Took me 14 rounds to get to the power, after opening (& paying for) the 198678 doors.
I found it really hard to build up any real points, if you so much as fart while playing this, it's going to cost you 1250 points.

Speaking of power, I switched it on (after paying 1000 points for the honor!) andddd nothing. Everything was still powered off, is that intentional?, are there other things to do before you can get power? .
Great map HMV...just them doors man...them doors.

The 1000 power opens the door to the room with power on the other side of the map.

Alot of people don't read the hintsring for this. It says Unlock power, not turn on power. :please:

The amount of doors is not a load. I was able to get power on, and get to jugg by round 6. Solo..

There is a total of 5 doors, counting the switch beside PHD, if I'm not mistaken. From there, opening 3-4 more doors leads to Juggernog. The doors are priced reasonably similar, so you don't end up with huge 2000 points doors. They are a lower amount, so you can progress earlier and open up to a bigger playfield.

Title: Re: Project Contamination: Awakening
Post by: BishyFTW on January 27, 2016, 09:12:31 pm
Nice map, when i was trying to grenade the gen by PAP my grenades wouldn't work, i spent rounds getting grenades and trying it again, the scavenger and the titus weren't working. But i still love the round sounds and the bosses.

https://gyazo.com/ead135e330e760251e79063b19bf81ce
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 27, 2016, 09:17:01 pm
Nice map, when i was trying to grenade the gen by PAP my grenades wouldn't work, i spent rounds getting grenades and trying it again, the scavenger and the titus weren't working. But i still love the round sounds and the bosses.

https://gyazo.com/ead135e330e760251e79063b19bf81ce

Tried restarting and trying again? Sometimes the generator doesnt get damaged at all and restart fixes it
Title: Re: Project Contamination: Awakening
Post by: BishyFTW on January 27, 2016, 09:19:33 pm
Tried restarting and trying again? Sometimes the generator doesnt get damaged at all and restart fixes it
Yeah i'm going to try again tomorrow.
Title: Re: Project Contamination: Awakening
Post by: ped078 on January 27, 2016, 09:38:43 pm
The 1000 power opens the door to the room with power on the other side of the map.

Noted, thanks.
Title: Re: Project Contamination: Awakening
Post by: EvilGnomeLock on January 27, 2016, 10:12:38 pm
When i throw the grenades at the generators for the easter egg for some reason the last one it wont activate then i throw a grenade at it :kidding:
Title: Re: Project Contamination: Awakening
Post by: NGcaudle on January 27, 2016, 10:54:01 pm
Why no credit, you could at least lie
Title: Re: Project Contamination: Awakening
Post by: arceus on January 27, 2016, 11:11:18 pm
Why no credit, you could at least lie
same  :alone:
Title: Re: Project Contamination: Awakening
Post by: Calabuth on January 28, 2016, 03:24:42 am
Awesome map I can't believe this map don't need T4M wow 0% Frame Lag  :rainbow:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 06:13:07 am
When i throw the grenades at the generators for the easter egg for some reason the last one it wont activate then i throw a grenade at it :kidding:

Read the other comments :kidding:

Why no credit, you could at least lie

Why would I give credit to you? Not giving credits to someone, who hasnt done shit for the map
Title: Re: Project Contamination: Awakening
Post by: SoulTaker on January 28, 2016, 06:51:31 am
That Silent Hill music though.... ;)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 06:53:38 am
That Silent Hill music though.... ;)

Which people compare to Dora The Explorer :please:
Title: Re: Project Contamination: Awakening
Post by: JonasGibson on January 28, 2016, 07:07:37 am
Thanks for the EPIC map its lots of fun with friends...if i had any :alone:
Title: Re: Project Contamination: Awakening
Post by: SoulTaker on January 28, 2016, 07:31:07 am
Which people compare to Dora The Explorer :please:
Pshhhhh they don't know the beauty. Also the Bogeyman scared the hell out of me haven't seen him in a few years since SH: Downpour.
cx
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 01:07:38 pm
Pshhhhh they don't know the beauty. Also the Bogeyman scared the hell out of me haven't seen him in a few years since SH: Downpour.
cx

Might make another round start sound in same theme. Some people know its from SH, some people think its Dora The Explorer sound, some think its from BO3 trailer (Paint It Black) And Bogeyman is good feature, but I might make him harder to beat ;)
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 28, 2016, 01:15:10 pm
some think its from BO3 trailer (Paint It Black)

Lol wot? I would posit that those who mistook it for the Rolling Stones are probably partially deaf or dumb, or more likely both. :please:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 01:16:50 pm
Lol wot? I would posit that those who mistook it for the Rolling Stones are probably partially deaf or dumb, or more likely both. :please:

I was also like wot, since it sounds nothing like the start of Paint It Black :please:
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on January 28, 2016, 03:03:31 pm
I'll have to say Hitman, your mapping skills have evolved greatly ever since "Winter War"... I saw Relaxing's gameplay, and my eyes were pretty satisfied with what they saw.







But the PaP names... oh those PaP names.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 03:05:50 pm
I'll have to say Hitman, your mapping skills have evolved greatly ever since "Winter War"... I saw Relaxing's gameplay, and my eyes were pretty satisfied with what they saw.







But the PaP names... oh those PaP names.

Pretty much, thanks :P

And I like my PaP names, lol
Title: Re: Project Contamination: Awakening
Post by: ped078 on January 28, 2016, 05:40:57 pm
I'm gonna smash this again tonight, big maps are my favorite, and this map is challenging me.

(http://www.king-royal-design.com/wp-content/uploads/2012/04/challenge-accepted.png)

Also, I forgot to ask, have the different modes been explained?, if not...could you?

Ped
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 28, 2016, 07:09:47 pm
Also, I forgot to ask, have the different modes been explained?, if not...could you?

Not spoiling them :P
I got most of the addressed issues fixed today, but not releasing update yet as there is nothing really gamebreaking. If nothing is found, then I will release update in 1 week probably

Just tried the map out, some nice features but I found a few bugs.

Spoiler: click to open...
These models in this area are floating, which is ironic and surprising since that's what you bitched about on Oil Rig lol ::)

(https://i.gyazo.com/b199172ebfdaeb0dacbb9610fe5cf13b.jpg)

The Grim Reaper boss 'swing' anim is really glitchy and he gives points for shooting him which kinda makes him a point whoring machine (intentional?), and he has way too much health and spawns too often/early IMO (which makes him even more OP for points).

Not sure what the other boss does? He seems like a reskinned Napalm but I wasn't aware bubbles were so dangerous lol.

D2P is really glitchy/bad for clients.

The Bulldog front sight is floating and it doesn't swap to your other gun when empty and you try to fire it.

MK14 has no penetration.

Not a bug but why didn't you add crawling when downed? And also I think the bleedout time is still 30 secs which kinda sucks.

Like others have mentioned there are way too many random doors that don't really serve any purpose at all apart from making it seem like there are more areas than there really are.

The round start music is :lol:

We didn't get too far because when HarryBo respawned his FOV was totally fucked and made it unplayable for him -

(https://i.gyazo.com/198091c75703f449088da6f7a6a1f73c.jpg)

I thought the detail was a little lacking in some areas but overall looked decent, will have another go at some point and report anything else I find.

MK14 has penetration btw, tested yesterday and could hit 3 zombies with bullets. Also, what areas are lacking detail?
Title: Re: Project Contamination: Awakening
Post by: BishyFTW on January 28, 2016, 08:29:17 pm
Great map, restarting made the gen work.
Spoiler: click to open...
I did the second ending
https://gyazo.com/9ca97ca0840d41e5a8230917636a8171
Title: Re: Project Contamination: Awakening
Post by: NeutronStars on January 28, 2016, 11:29:22 pm
This map looks amazing! Nice job!
Title: Re: Project Contamination: Awakening
Post by: steviewonder87 on January 29, 2016, 03:15:28 am
MK14 has penetration btw, tested yesterday and could hit 3 zombies with bullets. Also, what areas are lacking detail?

The penetration was Harry's call, I just took his word for it. I don't know how to describe the areas but I just felt that some areas didn't look as good as others, but like I said overall the map looks pretty good.
Title: Re: Project Contamination: Awakening
Post by: Needsmorewub on January 29, 2016, 02:23:03 pm
Nice work, finally released I see!
Keep it up :)
Title: Re: Project Contamination: Awakening
Post by: zakeruga97 on January 29, 2016, 08:21:01 pm
WORST MAP I HAVE EVER PLAYED IN MY ENTIRE LIVE, fixe some bugs, because GUN GAME IS IMPOSIBLE!!!
BEFORE RELEASE SOMETHING FIX SOMETHING! :(  >:(
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 29, 2016, 08:23:33 pm
WORST MAP I HAVE EVER PLAYED IN MY ENTIRE LIVE, fixe some bugs, because GUN GAME IS IMPOSIBLE!!!
BEFORE RELEASE SOMETHING FIX SOMETHING! :(  >:(

I have beat Gun Game multiple times. If you are not even going to say what the bug is, then dont bother commenting in my topic at all, especially with that attitude
Title: Re: Project Contamination: Awakening
Post by: zakeruga97 on January 29, 2016, 08:42:02 pm
First, apologize me for being rude, today it's not my day. But this is not a reason for say the things that I have said before.
 :-\

I am talking all about the "GunGame"

<BUGS>

1. When electricity is on, you cannot buy any perk (except revive obviously).
2. There is a lot of invisble walls.
3. When you die the count of your current weapon is glitched.
4. When you die you degrade two weapons back.
5. "Dolphin dive" is glitched if you do it, and afterwards run.
6. You can pass through stairs (glitching) next to power room, if you do "Dolphin dive".
7. Pay debris sometimes get bug, depend on your position and your view.

<OPINION>

1. Some spawns are incredibly crazy and chaotic.
2. You have to pay a lot of things and it could be a little bit annoying.
3. Pay the electricity? Sorry but I cannot deal with only this thing.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 29, 2016, 08:45:03 pm
First, apologize me for being rude, today it's not my day. But this is not a reason for say the things that I have said before.
 :-\

I am talking all about the "GunGame"

<BUGS>

1. When electricity is on, you cannot buy any perk (except revive obviously).
2. There is a lot of invisble walls.
3. When you die the count of your current weapon is glitched.
4. When you die you degrade two weapons back.
5. "Dolphin dive" is glitched if you do it, and afterwards run.
6. You can pass through stairs (glitching) next to power room, if you do "Dolphin dive".
7. Pay debris sometimes get bug, depend on your position and your view.

<OPINION>

1. Some spawns are incredibly crazy and chaotic.
2. You have to pay a lot of things and it could be a little bit annoying.
3. Pay the electricity? Sorry but I cannot deal with only this thing.

Sounds more like fucked up download to me. There are no invisible walls, perks are not fucked up in Gun Game, you cant pass through stuff while diving (except ceilings sometimes)

Also, you dont pay for power, you pay for the door that leads to power, hence Unlock Power, not turn on electricity
Title: Re: Project Contamination: Awakening
Post by: FlamingFox on January 30, 2016, 02:07:43 am
Love the paper mario music for the frost perk, and i love the perk icons even more. keep up the great work hitman <3
Title: Re: Project Contamination: Awakening
Post by: MakeCents on January 30, 2016, 06:05:00 am
Good map man. We enjoyed it. Didn't get power on yet, but had a good time with it. Looks great. Will play it again then to get a bit further.
Title: Re: Project Contamination: Awakening
Post by: ZE~Skullcrusher on January 30, 2016, 07:09:08 am
Finally a map with BO3 guns that i can play and enjoy
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on January 30, 2016, 06:48:07 pm
Amazing map! I suppose the "Awakening" part means there may be more maps you make as part of "Project Contamination"? ;)

There's one thing missing from this map, and it's very, very important to me :P You gotta add the Kuda ;)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 30, 2016, 06:50:57 pm
Amazing map! I suppose the "Awakening" part means there may be more maps you make as part of "Project Contamination"? ;)

There's one thing missing from this map, and it's very, very important to me :P You gotta add the Kuda ;)

If someone can get it, so it uses few images only, with decent anims and doesnt break the map without T4M, sure :please:
And Awakening was just there to fill the name, lol. Was thinking few times to remove it from name, but never got to it, lol
Title: Re: Project Contamination: Awakening
Post by: bkcarlito on January 31, 2016, 05:42:07 am
Why does my character constantly stay on fire? Is this normal?




(http://i66.tinypic.com/30rkug0.jpg)

Title: Re: Project Contamination: Awakening
Post by: arceus on January 31, 2016, 05:56:18 am
Why does my character constantly stay on fire? Is this normal?




(http://i66.tinypic.com/30rkug0.jpg)
this is most likely due to a different map that had a fire in it and you disconnected while on fire
Title: Re: Project Contamination: Awakening
Post by: bkcarlito on January 31, 2016, 06:07:38 am
this is most likely due to a different map that had a fire in it and you disconnected while on fire
Anyway to get rid of it?
Title: Re: Project Contamination: Awakening
Post by: idogftw on January 31, 2016, 06:13:01 am
type 'r_flamefx_enable 0' in console
Title: Re: Project Contamination: Awakening
Post by: bkcarlito on January 31, 2016, 06:15:55 am
type 'r_flamefx_enable 0' in console

Thanks. Worked!!!
Title: Re: Project Contamination: Awakening
Post by: CODCZ115 on January 31, 2016, 07:10:58 am
Absolutely love the map. Looking forward to anything you may have planned in the future.

I posted a 15 sec video on my Instagram showing exactly how and how much is needed to turn power on, for those having problems with it still. :)

https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115 (https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 31, 2016, 02:51:22 pm
I am atm in progress of moving mod tools in my new PC, so I can work on update there. Should I try to release update as soon as possible or wait for a bit?
Title: Re: Project Contamination: Awakening
Post by: Exofile on January 31, 2016, 02:52:29 pm
I am atm in progress of moving mod tools in my new PC, so I can work on update there. Should I try to release update as soon as possible or wait for a bit?

Better to wait, incase anyone is sitting on a bug they'd like to report in ;)
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on January 31, 2016, 02:52:53 pm
I am atm in progress of moving mod tools in my new PC, so I can work on update there. Should I try to release update as soon as possible or wait for a bit?
Wait until HL3 is released  :troll:
Title: Re: Project Contamination: Awakening
Post by: AverDefiance on January 31, 2016, 05:22:52 pm
    Thank you so much for such a great map, Hitman! I enjoyed seeing all that time and hard work paying off in a very solid release. Ever since I got a taste of this map from Rainy Death, I just couldn't wait to see what you would have on Contamination. I was not disappointed in the slightest.
    In order to give my full opinion on this map, the post will be split between pros and cons.

    PROS:
    1: Bosses- Holy Canoli the custom boss zombies were great (though I have yet to figure out how to unlock the third one). The giant hammer zombie added a dynamic to constant movement in the early rounds, as his hit radius was fairly large. Combine him with the Test Subject in one round and the player has to keep track of their positions at all times before you have a chance to obtain your perks. Fortunately, they are not overpowered, with Jugg and PHD being safe counters to both, almost guaranteeing that you will not be red screened anymore.
    2: Map Design- As others have said before, there seemed to be a lot of doors to unlock before the player could do much. This was my impression at first. But as I played more of the map, I learned which doors I should open first and what all the doors lead to. Each area had its own purpose, whether it was to delay you from reaching power for another round or to hiding away another lever for PaP. I felt that no region in particular was lacking in significance. The mantle areas were a nice touch alongside the rainy atmosphere that was also present in Rainy Death.
    3: Weapons- This category is probably the most meaningful to me personally, as I find that the most fun in zombies in shooting things with shooty things. Wall weapons were well placed and spread out nicely, with a new SMG or Shotty just within reach when one needs it. The Mystery Box was not a crutch that I needed to use at the beginning, but was rather a nice convenience to have close by. A person could do the map just fine without needing that box for a while. The wonder weapons were amazing and quite enjoyable to use. The Sliquifier was not instantly obtainable, requiring the player to actively do certain steps to acquire it. It is well worth obtaining it, as it finally has a PaP version and a lot of ammo to spare.
The VR-13 had a unique effect of applying a quasi-trap where it was shot at, causing zombies to lose their heads as they passed by. It was an efficient killer, almost as efficient as the Sliquifier in some ways. The Scavenger and Mark II are basically the same as in Rainy Death, with only the PaP camos being different, yet they were still a blast to use.
    4: Map Decisions- When you started a poll on what should and should not be in the map, the decisions that were made then strengthened the map to make it what it is now. The different zombie speeds caused me to constantly gauge their pace and adjust my running path accordingly, making training and running around less uniform and more varied. The lack of a perk limit made me enjoy every effect without stressing about which ones I should buy first and last. Having all the perks made me no less of a juggernaut then would having four perks (Being Jugg, PHD, Double Tap, and Stamin Up); they just become nice little extra bonuses to your fun rampage in the map. Multiple Wonder Weapons was obviously a really great choice, as you can see in the above PRO.
    5: Easter eggs galore- The main easter egg wasn't annoying in the slightest to do, but had the right balance of steps and effort to make it enjoyable for more than one time, as I do it on almost any solo run of mine. Other minor easter eggs include things such as the upgradable C4. I cannot comment too much on this topic, however, as I have yet to find the other minor EE's in the map (wish me luck!).
 
    CONS/Minor Concerns (This is for Classic mode, the only mode I've done so far):
    1: Nova Crawlers- They aren't a con because of "annoying explosions and fart gas". They are a con because I feel that there may be slight problem with them. They do not constantly spawn in during the round, but they instead pile up at the start then stop spawning till the next round. You can see this in the zombie counter as the number increases at first because of them spawning. I do not know if this was intentional or not, but I thought it should be brought up.
    2: Script Errors- Oh boy, do I love this one! I know there probably isn't any way of avoiding this error or fixing it, but it still can kill the fun I was having on my solo run. In the higher rounds (for this map the 20's onward) shooting more than one Sliquifier shot at a time can risk losing the entire game. This means I can't have fun spamming the gun as I am sometimes wanting to do. I do not know if this error also is triggered by the other weapons, but I would assume C4 also can play into it, though I didn't have any placed when I got the Sliquifier error.
    3: Late Round bosses- WHERE ARE THEY? As I get past round 25, the boss spawns are far more rare and less occurring than the earlier rounds. This is akin to the Napalm's behavior back on Rainy Death, with his presence diminishing as time goes by. I will go through 5-8 rounds without seeing any boss at all except the Nova Crawlers. Again, no clue if this is intentional or not.
    4: VERY Minor Problems/Bugs- I do not screenshots for some of these, but they have happened. One such bug is perk shader errors. One time I bought Quick Revive and my HUD showed two shaders than the usual one. Another is the total lack of a shader upon drinking a perk, although the effects of the perk are, fortunately, still present. These happened when I began to get more than 4 perks, just as a note. Another minor problem was the generators and the grenades step of the EE. But, as you have stated before, a reset easily fixes this. Another problem I encountered was that at the start of the game, Quick Revive was sometimes not available to me in solo and asked that I turn on the power first, which I know is not supposed to happen. Also, if you get two explosive touch power ups within, say, ten seconds of each other, the effect timer doesn't reset, though the indicator at the bottom of the HUD does. This means that after the first one wears out, contact with zombies is normal, even though you still have the indication that you still have the power up. This may be the same for the Jugg power up as well, but I am not entirely sure. I know that all those "cons" may have seemed like a lot and was nitpicky, but I though I should just include them as things I noticed. You do not need to address these things to make the map 500 times more awesome, as it already is right now.


    Again, it is great to play such a long-awaited map while relaxing during the game. Every run so far has been fun and enjoyable, each having its own unique twist to it. I will definitely come back to play this map again as time passes by, as even solo is a blast to have.
Thank You,
AverDefiance
Title: Re: Project Contamination: Awakening
Post by: animallover on January 31, 2016, 05:40:02 pm
    Thank you so much for such a great map, Hitman! I enjoyed seeing all that time and hard work paying off in a very solid release. Ever since I got a taste of this map from Rainy Death, I just couldn't wait to see what you would have on Contamination. I was not disappointed in the slightest.
    In order to give my full opinion on this map, the post will be split between pros and cons.

    PROS:
    1: Bosses- Holy Canoli the custom boss zombies were great (though I have yet to figure out how to unlock the third one). The giant hammer zombie added a dynamic to constant movement in the early rounds, as his hit radius was fairly large. Combine him with the Test Subject in one round and the player has to keep track of their positions at all times before you have a chance to obtain your perks. Fortunately, they are not overpowered, with Jugg and PHD being safe counters to both, almost guaranteeing that you will not be red screened anymore.
    2: Map Design- As others have said before, there seemed to be a lot of doors to unlock before the player could do much. This was my impression at first. But as I played more of the map, I learned which doors I should open first and what all the doors lead to. Each area had its own purpose, whether it was to delay you from reaching power for another round or to hiding away another lever for PaP. I felt that no region in particular was lacking in significance. The mantle areas were a nice touch alongside the rainy atmosphere that was also present in Rainy Death.
    3: Weapons- This category is probably the most meaningful to me personally, as I find that the most fun in zombies in shooting things with shooty things. Wall weapons were well placed and spread out nicely, with a new SMG or Shotty just within reach when one needs it. The Mystery Box was not a crutch that I needed to use at the beginning, but was rather a nice convenience to have close by. A person could do the map just fine without needing that box for a while. The wonder weapons were amazing and quite enjoyable to use. The Sliquifier was not instantly obtainable, requiring the player to actively do certain steps to acquire it. It is well worth obtaining it, as it finally has a PaP version and a lot of ammo to spare.
The VR-13 had a unique effect of applying a quasi-trap where it was shot at, causing zombies to lose their heads as they passed by. It was an efficient killer, almost as efficient as the Sliquifier in some ways. The Scavenger and Mark II are basically the same as in Rainy Death, with only the PaP camos being different, yet they were still a blast to use.
    4: Map Decisions- When you started a poll on what should and should not be in the map, the decisions that were made then strengthened the map to make it what it is now. The different zombie speeds caused me to constantly gauge their pace and adjust my running path accordingly, making training and running around less uniform and more varied. The lack of a perk limit made me enjoy every effect without stressing about which ones I should buy first and last. Having all the perks made me no less of a juggernaut then would having four perks (Being Jugg, PHD, Double Tap, and Stamin Up); they just become nice little extra bonuses to your fun rampage in the map. Multiple Wonder Weapons was obviously a really great choice, as you can see in the above PRO.
    5: Easter eggs galore- The main easter egg wasn't annoying in the slightest to do, but had the right balance of steps and effort to make it enjoyable for more than one time, as I do it on almost any solo run of mine. Other minor easter eggs include things such as the upgradable C4. I cannot comment too much on this topic, however, as I have yet to find the other minor EE's in the map (wish me luck!).
 
    CONS/Minor Concerns (This is for Classic mode, the only mode I've done so far):
    1: Nova Crawlers- They aren't a con because of "annoying explosions and fart gas". They are a con because I feel that there may be slight problem with them. They do not constantly spawn in during the round, but they instead pile up at the start then stop spawning till the next round. You can see this in the zombie counter as the number increases at first because of them spawning. I do not know if this was intentional or not, but I thought it should be brought up.
    2: Script Errors- Oh boy, do I love this one! I know there probably isn't any way of avoiding this error or fixing it, but it still can kill the fun I was having on my solo run. In the higher rounds (for this map the 20's onward) shooting more than one Sliquifier shot at a time can risk losing the entire game. This means I can't have fun spamming the gun as I am sometimes wanting to do. I do not know if this error also is triggered by the other weapons, but I would assume C4 also can play into it, though I didn't have any placed when I got the Sliquifier error.
    3: Late Round bosses- WHERE ARE THEY? As I get past round 25, the boss spawns are far more rare and less occurring than the earlier rounds. This is akin to the Napalm's behavior back on Rainy Death, with his presence diminishing as time goes by. I will go through 5-8 rounds without seeing any boss at all except the Nova Crawlers. Again, no clue if this is intentional or not.
    4: VERY Minor Problems/Bugs- I do not screenshots for some of these, but they have happened. One such bug is perk shader errors. One time I bought Quick Revive and my HUD showed two shaders than the usual one. Another is the total lack of a shader upon drinking a perk, although the effects of the perk are, fortunately, still present. These happened when I began to get more than 4 perks, just as a note. Another minor problem was the generators and the grenades step of the EE. But, as you have stated before, a reset easily fixes this. Another problem I encountered was that at the start of the game, Quick Revive was sometimes not available to me in solo and asked that I turn on the power first, which I know is not supposed to happen. Also, if you get two explosive touch power ups within, say, ten seconds of each other, the effect timer doesn't reset, though the indicator at the bottom of the HUD does. This means that after the first one wears out, contact with zombies is normal, even though you still have the indication that you still have the power up. This may be the same for the Jugg power up as well, but I am not entirely sure. I know that all those "cons" may have seemed like a lot and was nitpicky, but I though I should just include them as things I noticed. You do not need to address these things to make the map 500 times more awesome, as it already is right now.


    Again, it is great to play such a long-awaited map while relaxing during the game. Every run so far has been fun and enjoyable, each having its own unique twist to it. I will definitely come back to play this map again as time passes by, as even solo is a blast to have.
Thank You,
AverDefiance

jesus  :poker:
Title: Re: Project Contamination: Awakening
Post by: explasm on January 31, 2016, 10:19:45 pm
Has it a beatable ending?
Title: Re: Project Contamination: Awakening
Post by: seanathan on January 31, 2016, 10:47:05 pm
Has it a beatable ending?
U wot m9?  :poker:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on January 31, 2016, 10:57:03 pm
Okay, now I have more time to respond

    CONS/Minor Concerns (This is for Classic mode, the only mode I've done so far):
    1: Nova Crawlers- They aren't a con because of "annoying explosions and fart gas". They are a con because I feel that there may be slight problem with them. They do not constantly spawn in during the round, but they instead pile up at the start then stop spawning till the next round. You can see this in the zombie counter as the number increases at first because of them spawning. I do not know if this was intentional or not, but I thought it should be brought up.

Basically its just normal zombie spawn code, nothing else to it. The Nova Crawler count is limited to 8 (per player, not sure, since I dont have script in my hands atm) Might get fixed in 1.1

    2: Script Errors- Oh boy, do I love this one! I know there probably isn't any way of avoiding this error or fixing it, but it still can kill the fun I was having on my solo run. In the higher rounds (for this map the 20's onward) shooting more than one Sliquifier shot at a time can risk losing the entire game. This means I can't have fun spamming the gun as I am sometimes wanting to do. I do not know if this error also is triggered by the other weapons, but I would assume C4 also can play into it, though I didn't have any placed when I got the Sliquifier error.

G_Spawn? Not possible. I have gotten to round 50 with Sliquifier setup. Maybe something in settings? Whats your max corpse count set as?

    3: Late Round bosses- WHERE ARE THEY? As I get past round 25, the boss spawns are far more rare and less occurring than the earlier rounds. This is akin to the Napalm's behavior back on Rainy Death, with his presence diminishing as time goes by. I will go through 5-8 rounds without seeing any boss at all except the Nova Crawlers. Again, no clue if this is intentional or not.

I honestly though I fixed this... I have idea for how to fix this, I will start testing, when I get mod tools in new PC


    4: VERY Minor Problems/Bugs- I do not screenshots for some of these, but they have happened. One such bug is perk shader errors. One time I bought Quick Revive and my HUD showed two shaders than the usual one. Another is the total lack of a shader upon drinking a perk, although the effects of the perk are, fortunately, still present. These happened when I began to get more than 4 perks, just as a note. Another minor problem was the generators and the grenades step of the EE. But, as you have stated before, a reset easily fixes this. Another problem I encountered was that at the start of the game, Quick Revive was sometimes not available to me in solo and asked that I turn on the power first, which I know is not supposed to happen. Also, if you get two explosive touch power ups within, say, ten seconds of each other, the effect timer doesn't reset, though the indicator at the bottom of the HUD does. This means that after the first one wears out, contact with zombies is normal, even though you still have the indication that you still have the power up. This may be the same for the Jugg power up as well, but I am not entirely sure.

Give props for WaW to this. NONE of those have happened to me (except generator one, which happened while playing with Relaxing) If anyone has ideas for this, please do tell me.

Thanks for feedback though, appreciate people liking something, that I spent so much of me to work on

Has it a beatable ending?

Yes, 2 in Classic Mode and 1 in other modes
Title: Re: Project Contamination: Awakening
Post by: explasm on January 31, 2016, 11:02:39 pm
U wot m9?  :poker:

Sorry but I don't unterstand this strange sentence :)

I just asked if this map could bei beaten?! Sth like a buyable ending etc.
Title: Re: Project Contamination: Awakening
Post by: Tim Smith on January 31, 2016, 11:18:49 pm
Sorry but I don't unterstand this strange sentence :)

I just asked if this map could bei beaten?! Sth like a buyable ending etc.
hitman said YES! 2 in classic 1 in other gamemode.
Title: Re: Project Contamination: Awakening
Post by: AverDefiance on February 01, 2016, 02:45:33 am

G_Spawn? Not possible. I have gotten to round 50 with Sliquifier setup. Maybe something in settings? Whats your max corpse count set as?

Surprisingly, it was only on Tiny :P. Dunno what else could have caused the error.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 01, 2016, 02:15:02 pm
Surprisingly, it was only on Tiny :P. Dunno what else could have caused the error.

If you can pinpoint when it happens and such, that would be great. I have tried to make it not happen as much as possible (Map used to G_spawn at round 20 everytime) What round were you on btw?

Edit: Got mod tools installed in new PC, atm doing some fixes in Radiant. Mostly combining doors and doing some fixes. Maybe I shall add 10 more areas :troll:
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on February 01, 2016, 08:13:39 pm
We have choosen the Tactical Nuke End Game, very funny map ::)
(http://i.imgur.com/gacpctX.jpg)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 02, 2016, 01:29:22 am
We have choosen the Tactical Nuke End Game, very funny map ::)
(http://i.imgur.com/gacpctX.jpg)

(https://imgflip.com/s/meme/Futurama-Fry.jpg)

Anyways....

Update is almost done, just have to update some textures, do some mapping fixes and then do some co-op testing, yay.
After 1.1 (which can be run without T4M) should I make T4M-only update, which would add a lot more content, like more guns, buildable shield and such? Vote here:

http://strawpoll.me/6704524 (http://strawpoll.me/6704524)
Title: Re: Project Contamination: Awakening
Post by: JiffyNoodles on February 04, 2016, 07:12:53 am
Before this get's buried by all the new maps rising up.
Must...
Save...
The...
Quality...
Content
Before...
It...
Drowns...
in...
Shit
Title: Re: Project Contamination: Awakening
Post by: ZE~Skullcrusher on February 04, 2016, 09:47:39 am
Are there 2 power switches? Cause i cant seem to be able to activate the perks (and find jugg)  :lol:
Title: Re: Project Contamination: Awakening
Post by: JiffyNoodles on February 04, 2016, 09:58:48 am
Are there 2 power switches? Cause i cant seem to be able to activate the perks (and find jugg)  :lol:
One switch Allows you to turn on Power, the other turns on the power.
Title: Re: Project Contamination: Awakening
Post by: Exofile on February 04, 2016, 09:59:20 am
Are there 2 power switches? Cause i cant seem to be able to activate the perks (and find jugg)  :lol:

One switch opens the door to power. First switch, to open up to power is by PHD, or inside the main building. The actual power switch is behind the spawn area, there will be a debris in the wall, a brick wall that looks out of place. Jugg is further inside the main building.
Title: Re: Project Contamination: Awakening
Post by: CODCZ115 on February 04, 2016, 04:48:38 pm
Are there 2 power switches? Cause i cant seem to be able to activate the perks (and find jugg)  :lol:

Hope this helps
https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115 (https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115)
Title: Re: Project Contamination: Awakening
Post by: mxtxm on February 07, 2016, 04:28:01 pm
Finally got around to doing the easter egg, and holy crap is the third custom boss scary. I didn't let that guy get anywhere near me. I saw hit and started unloading my ray gun into him, and when that didn't work I unloaded my paped scavenger into him.

(http://i.imgur.com/daJ9b8r.jpg)


Did run into a minor issue where I couldn't knife crawlers(both normal and nova) with the galvaknuckles unless i was crouched. Even if I looked down it wouldn't let me hit them.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 07, 2016, 04:34:58 pm
Finally got around to doing the easter egg, and holy crap is the third custom boss scary. I didn't let that guy get anywhere near me. I saw hit and started unloading my ray gun into him, and when that didn't work I unloaded my paped scavenger into him.

(http://i.imgur.com/daJ9b8r.jpg)


Did run into a minor issue where I couldn't knife crawlers(both normal and nova) with the galvaknuckles unless i was crouched. Even if I looked down it wouldn't let me hit them.

That issue has been in all maps I have had Galvas in. No idea why it happens
Title: Re: Project Contamination: Awakening
Post by: Ramiabdh on February 07, 2016, 04:40:34 pm
Damn, I'm late to post this, but thanks for the map hitman, really haven't enjoyed a good map in while.
Title: Re: Project Contamination: Awakening
Post by: stevenbest4 on February 07, 2016, 08:08:35 pm
Overall this is an outstanding map!

This map has so much potential and I'm going to state my feedback.

Cons:

-The area outside the lab near the first mystery box spawns needs to be tightened as this would cause players to be forced to actually move around the map as it drastically makes the map easy. As in Relaxings video you can also see through rounds 4-23 they camped outside and especially with the Mark 2 made it extremely difficult to die..

-Less Max Ammo Drops.

-Boss Spawn percentage increases as well in later rounds.

-Boss Speed should be Increased.

-If possible floor Detail Increased.

I really enjoyed playing this map and have high hopes for it!
-

Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 07, 2016, 08:13:52 pm
Overall this is an outstanding map!

This map has so much potential and I'm going to state my feedback.

Cons:

-The area outside the lab near the first mystery box spawns needs to be tightened as this would cause players to be forced to actually move around the map as it drastically makes the map easy. As in Relaxings video you can also see through rounds 4-23 they camped outside and especially with the Mark 2 made it extremely difficult to die..

-Less Max Ammo Drops.

-Boss Spawn percentage increases as well in later rounds.

-Boss Speed should be Increased.

-If possible floor Detail Increased.

I really enjoyed playing this map and have high hopes for it!
-

-If I would make areas more tight, then people would complain about map being too hard, lol
-Same amount of Max Ammos as in other maps, people just are lucky
-I have fixed the bosses not spawning on higher rounds
-Boss speeds? Hell nah, more complaining from rest, if I made them faster :please:
-Detail has been increased in update
Title: Re: Project Contamination: Awakening
Post by: mxtxm on February 08, 2016, 01:28:18 pm
-If I would make areas more tight, then people would complain about map being too hard, lol

Not to mention, how would you go about doing this? This isn't exactly the most wide open map. It's made up of tight corridors and very few "large" areas.
Title: Re: Project Contamination: Awakening
Post by: Nathiri on February 10, 2016, 03:33:41 pm
Not to mention, how would you go about doing this? This isn't exactly the most wide open map. It's made up of tight corridors and very few "large" areas.

Yeah I think the current tightness is fine as it gives good challenge, but still very fun. There isnt many "easy" camp spots or training spots, and it's easy to get cornered by the zombies.

Just managed to complete the EE coop with 2/3 players on round 30. https://gyazo.com/50fc36c24e067d4fc5a8d58235629d9c. This is on the 3rd try of the map. The Hyena Bombs are also very fun to use.
Title: Re: Project Contamination: Awakening
Post by: NeutronStars on February 11, 2016, 02:40:34 am
This is without a doubt my favorite map. :D It's amazing.
Title: Re: Project Contamination: Awakening
Post by: alally16 on February 12, 2016, 11:08:31 pm
so i have a major issue. all the maps that use this mod like abandon school and the industrial thing all have MAJOR graphical glitches to the point where i cant see a thing. i have T4m and i own the game on steam. any help would be very appreciated  :(
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 12, 2016, 11:23:21 pm
so i have a major issue. all the maps that use this mod like abandon school and the industrial thing all have MAJOR graphical glitches to the point where i cant see a thing. i have T4m and i own the game on steam. any help would be very appreciated  :(

First of all, what mod? Second of all, remove T4M from the root
Title: Re: Project Contamination: Awakening
Post by: yoman321 on February 12, 2016, 11:33:56 pm
so i have a major issue. all the maps that use this mod like abandon school and the industrial thing all have MAJOR graphical glitches to the point where i cant see a thing. i have T4m and i own the game on steam. any help would be very appreciated  :(

As HitmanVere said, "remove T4M from your root folder" And if it's not working or if you still have some texture issue, lower your texture quality, put it in manual mode instead of "automatic" and if your texture are set to "EXTRA" put them to "High" or less.
Title: Re: Project Contamination: Awakening
Post by: AHOORAking on February 13, 2016, 01:20:40 am
hi guys

i turned on power but i cnat explod the last generator...!!!  Why?

when i pick up a part...it didnt show it in my screen ... so i downt know what part i have...and i cant add it On the Bench...it says : ADITIONAL PARTS REQUIRED !!!

its a Glich?

plz help
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 13, 2016, 01:23:34 am
hi guys

i turned on power but i cnat explod the last generator...!!!  Why?

when i pick up a part...it didnt show it in my screen ... so i downt know what part i have...and i cant add it On the Bench...it says : ADITIONAL PARTS REQUIRED !!!

its a Glich?

plz help

Generator bug can be fixed via restarting. You need to collect all Sliquifier parts to build it. What resolution are you on?
Title: Re: Project Contamination: Awakening
Post by: AHOORAking on February 13, 2016, 01:35:55 am
Generator bug can be fixed via restarting. You need to collect all Sliquifier parts to build it. What resolution are you on?

resulition : 1280*1024

hitman thanks dud for this amazing map...i played a lot of time whit my friend and always still one genrator that we CanT explod..

we picked Up all parts but still we cant put it in bench...
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 13, 2016, 01:39:49 am
resulition : 1280*1024

hitman thanks dud for this amazing map...i played a lot of time whit my friend and always still one genrator that we CanT explod..

we picked Up all parts but still we cant put it in bench...

With some resolutions, the HUD icons dont show up, no idea how to fix this, but I will try, same with the generator. And one Sliquifier part can only be unlocked, when getting through part of EE, so thats why
Title: Re: Project Contamination: Awakening
Post by: AHOORAking on February 13, 2016, 01:45:18 am
With some resolutions, the HUD icons dont show up, no idea how to fix this, but I will try, same with the generator. And one Sliquifier part can only be unlocked, when getting through part of EE, so thats why

THANKS ...LOVE YOU...

i will try difftrent resolutions...

but i will be back here If icant end this map  :troll:

I WAN IT  :alone:

Title: Re: Project Contamination: Awakening
Post by: PlanetPlaysCod on February 13, 2016, 03:17:47 am
for some reason the map loads really glitchy with no gun and everything it broken
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 13, 2016, 09:12:52 am
for some reason the map loads really glitchy with no gun and everything it broken

As said multiple times in this thread, remove T4M from root folder
Title: Re: Project Contamination: Awakening
Post by: RotKirsch on February 14, 2016, 11:13:49 am
Oh my god. I miss out UGX for one month and a master piece like this gets created. Life is cruel.
Played it yesterday as a "Birthday celebration" xD
Really freakin' good job HitmanVere.
Keep the maps up , I'm hoping to see more from you.
(One glitch I noticed. Once the zombie with the giant hammer spawns , in gungame mode , zombies tend to stand around and do literally nothing.)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 14, 2016, 11:41:16 am
Oh my god. I miss out UGX for one month and a master piece like this gets created. Life is cruel.
Played it yesterday as a "Birthday celebration" xD
Really freakin' good job HitmanVere.
Keep the maps up , I'm hoping to see more from you.
(One glitch I noticed. Once the zombie with the giant hammer spawns , in gungame mode , zombies tend to stand around and do literally nothing.)

That has never happened to me? what were you doing when that happened?
Title: Re: Project Contamination: Awakening
Post by: dabro on February 14, 2016, 09:38:08 pm
As said multiple times in this thread, remove T4M from root folder

I'm having the same issue and I did remove T4M. I'm also having the same issue with Das Herrenhaus, on my desktop the maps are all over the place and I can't even see what I'm doing. As far as I know these are the only 2 maps that cause this.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 14, 2016, 09:43:36 pm
I'm having the same issue and I did remove T4M. I'm also having the same issue with Das Herrenhaus, on my desktop the maps are all over the place and I can't even see what I'm doing. As far as I know these are the only 2 maps that cause this.

Make your settings lower than what they are atm
Title: Re: Project Contamination: Awakening
Post by: dabro on February 14, 2016, 09:54:25 pm
Make your settings lower than what they are atm

I lowered them as low as I could and no change, everything is still all over the place. I'm using the disc copy of the game if that changes anything.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 14, 2016, 09:59:07 pm
I lowered them as low as I could and no change, everything is still all over the place. I'm using the disc copy of the game if that changes anything.

T4M doesnt even work for disc version, so why did you have it in your root? Can you take screenshot of the game?
Title: Re: Project Contamination: Awakening
Post by: dabro on February 14, 2016, 10:45:05 pm
Sorry for the long reply, my game just didn't want to cooperate. Here are 2 screenshots from the game. As for T4M, it works on the disc version, it works if you use the CODWaW LanFix.

(http://i.imgur.com/oo276f4.png)

(http://i.imgur.com/TBvLTEa.jpg)
Title: my revaiw
Post by: sylvanmartin on February 14, 2016, 10:45:56 pm
I have never done but i have to say and a revaiw of this map best i ever seen maybe a short one i played it without cheats and it is five stars i admit i used cheats once just for ammo not life and the boss is amaz and also the map is long i watch YAW run n gun 3 epic parts 

big thanks to you all that made this hope you make another

my name is sylvanmartin   thanks for reading   :nyan:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 14, 2016, 10:58:47 pm
Sorry for the long reply, my game just didn't want to cooperate. Here are 2 screenshots from the game. As for T4M, it works on the disc version, it works if you use the CODWaW LanFix.

(http://i.imgur.com/oo276f4.png)

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

Well, you arent using disc version so to say, you are using Lanfix.exe. Try running the map using .exe the game came with
Title: Re: Project Contamination: Awakening
Post by: dabro on February 14, 2016, 11:09:30 pm
I have and it doesn't change anything. Friend is letting me family share with him and use the steam version to see if that fixes it.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 14, 2016, 11:13:42 pm
I have and it doesn't change anything. Friend is letting me family share with him and use the steam version to see if that fixes it.

Well, hopefully you get it fixed, since I have no idea why it would still happen
Title: Re: Project Contamination: Awakening
Post by: dabro on February 16, 2016, 06:06:22 am
Well, hopefully you get it fixed, since I have no idea why it would still happen

So, it turns out my gpu was defective. Weird that 2 waw maps actually showed me this, but I'm glad I found out before my warranty expired.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 16, 2016, 11:11:46 am
So, it turns out my gpu was defective. Weird that 2 waw maps actually showed me this, but I'm glad I found out before my warranty expired.

Glad you got it fixed :)
Title: Re: Project Contamination: Awakening
Post by: MrZereze on February 16, 2016, 10:36:03 pm
This map is amazing!! Nice design, nice guns and dem custom perks tho!!
Title: Re: Project Contamination: Awakening
Post by: NGcaudle on February 16, 2016, 11:56:47 pm
I think 9/10
Title: Re: Project Contamination: Awakening
Post by: willsk8 on February 18, 2016, 12:59:58 am
Having some error trying to launch any ideas?
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 18, 2016, 08:52:30 am
Having some error trying to launch any ideas?

Maybe tell us the error instead of keeping us guessing?  ???
Title: Re: Project Contamination: Awakening
Post by: dabro on February 18, 2016, 09:27:34 pm
Glad you got it fixed :)

So, I'm still getting the graphical errors, I bought a card to use while my RMA went through, and still no change in the results. So, basically integrated graphics works, but dedicated and it freaks out, and I have tried different monitors and cables, same result, its just the card(s).
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 18, 2016, 09:40:23 pm
So, I'm still getting the graphical errors, I bought a card to use while my RMA went through, and still no change in the results. So, basically integrated graphics works, but dedicated and it freaks out, and I have tried different monitors and cables, same result, its just the card(s).

No idea :-\
Title: Re: Project Contamination: Awakening
Post by: dabro on February 18, 2016, 09:54:46 pm
No idea :-\

Quick update: I can play on dedicated if I put resolution at 800x600 and then when I get in game I tab out and tab back in, their are still broken models, but it is playable.

Double Post Merge: February 19, 2016, 04:26:06 am
I found the solution! After trying again and again to fix this issue, I finally found out how to fix it. So basically it was the normal map and specular map settings under textures. Apparently, having those set to Extra was killing my game on this map and Das Herrenhaus. So, lowering it down to high fixed the issue. So, if anyone else is having this issue try giving that a shot.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 20, 2016, 10:09:25 pm
Yay or nay for update?

(http://i.imgur.com/0ol4JpK.jpg)
Title: Re: Project Contamination: Awakening
Post by: MajorPwnege01 on February 20, 2016, 10:15:10 pm
Yay or nay for update?

(http://i.imgur.com/0ol4JpK.jpg)
Hell Yay
Title: Re: Project Contamination: Awakening
Post by: Exofile on February 20, 2016, 10:23:26 pm
Yay or nay for update?

(http://i.imgur.com/0ol4JpK.jpg)

If it gives you 1million points on start, yes please! :troll:
Title: Re: Project Contamination: Awakening
Post by: conn6orsuper117 on February 20, 2016, 11:55:38 pm
Found a bug with the last Jammer outside the Electric cherry room.
It wouldnt turn off even though I shot just about every explosive weapon at it.

Im all in for the update
Title: Re: Project Contamination: Awakening
Post by: rapidtapcola115 on February 21, 2016, 12:13:34 am
If it gives you 1million points on start, yes please! :troll:

1 Million Points? To open them Pre-patch doors, eh?  :troll:
Title: Re: Project Contamination: Awakening
Post by: Exofile on February 21, 2016, 12:30:59 am
1 Million Points? To open them Pre-patch doors, eh?  :troll:

How else? :please:
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 21, 2016, 12:41:07 am
Found a bug with the last Jammer outside the Electric cherry room.
It wouldnt turn off even though I shot just about every explosive weapon at it.

Im all in for the update

Tried restarting and trying again? Sometimes the generator doesnt get damaged at all and restart fixes it

I will move the script to work on trigger_damage, since model based is buggy af, from what we have seen here
Title: Re: Project Contamination: Awakening
Post by: mxtxm on February 21, 2016, 01:42:05 am
Yay or nay for update?

(http://i.imgur.com/0ol4JpK.jpg)

I would say yay, if it were a little bit darker.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 21, 2016, 02:39:17 am
I would say yay, if it were a little bit darker.

Definitely needed some more contrast

(http://i.imgur.com/XWta7L5.jpg)
Title: Re: Project Contamination: Awakening
Post by: conn6orsuper117 on February 21, 2016, 08:34:54 pm
I think you should also link some doors when opening areas, Buff the Galvaknuckles (as I always reach them when they become a 2 hit kill) & Add more wall weapons.

Also the gas zombies have a horrible hitbox
Title: Re: Project Contamination: Awakening
Post by: mxtxm on February 21, 2016, 10:39:51 pm
Definitely needed some more contrast

(http://i.imgur.com/XWta7L5.jpg)

Much better.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 21, 2016, 10:56:35 pm
I think you should also link some doors when opening areas

Done already (since people have already bitched about it multiple times

Buff the Galvaknuckles (as I always reach them when they become a 2 hit kill)

2 doors to get to Galvas. And Frost Breezer adds more damage on Galvas

Add more wall weapons.

Imo the setup atm is fine. Not every corner needs weapon

Also the gas zombies have a horrible hitbox

lol
Title: Re: Project Contamination: Awakening
Post by: mxtxm on February 21, 2016, 11:04:22 pm

2 doors to get to Galvas. And Frost Breezer adds more damage on Galvas

Imo the setup atm is fine. Not every corner needs weapon



Not only are the galvas 2 doors away, but so is the arx-160, which is a great weapon for the early rounds.
Title: Re: Project Contamination: Awakening
Post by: JiffyNoodles on February 24, 2016, 09:25:14 am
when will the patch be dropping, mad keen to re-review this map (as well as playing it again)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on February 24, 2016, 11:30:21 am
when will the patch be dropping, mad keen to re-review this map (as well as playing it again)

I have been busy with my current job. This weekend I will be replacing one weapon, when I get assets for it and then finishing new Game Mode. Also need to move generators to trigger method. When those are patched, I will release update
Title: Re: Project Contamination: Awakening
Post by: RotKirsch on February 26, 2016, 01:47:51 pm
That has never happened to me? what were you doing when that happened?

Sorry for the late reply. But it was an one time only error , I restarted and it seemed to work. No errors since then.
Title: Re: Project Contamination: Awakening
Post by: sonicthecrafter on February 28, 2016, 09:07:46 am
I gotta say, this looks GREAT!

I'm downloading right now. Nice Job Hitman!
Title: Re: Project Contamination: Awakening
Post by: FluffyHakon on March 05, 2016, 12:46:02 pm
This map looks amazing, just that i had a few problems.
First of all. When i opened the box, there was nothing. Im not sure if its just me who have that problem.
And i couldnt see the prices for the wall weapons, and when i bought them, i got them for free.
Im not sure if i need to download something else to fix this.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 05, 2016, 03:46:52 pm
This map looks amazing, just that i had a few problems.
First of all. When i opened the box, there was nothing. Im not sure if its just me who have that problem.
And i couldnt see the prices for the wall weapons, and when i bought them, i got them for free.
Im not sure if i need to download something else to fix this.

Delete the mod in appdata and redownload, seems like _zombiemode_weapons script didnt load for you, so redownloading should fix it
Title: Re: Project Contamination: Awakening
Post by: FluffyHakon on March 05, 2016, 07:41:47 pm
Delete the mod in appdata and redownload, seems like _zombiemode_weapons script didnt load for you, so redownloading should fix it

Its working now. But i got another problem. The power doesnt work. When i activate it, i cant buy any perks or do something else when i need the power ??? I guess i should re-install it again?
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 06, 2016, 12:04:11 am
Its working now. But i got another problem. The power doesnt work. When i activate it, i cant buy any perks or do something else when i need the power ??? I guess i should re-install it again?

Or you didnt active the actual power :please:
Title: Re: Project Contamination: Awakening
Post by: CODCZ115 on March 06, 2016, 12:11:45 am
Its working now. But i got another problem. The power doesnt work. When i activate it, i cant buy any perks or do something else when i need the power ??? I guess i should re-install it again?

This should help.
https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115 (https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115)
Title: Re: Project Contamination: Awakening
Post by: FluffyHakon on March 06, 2016, 09:30:47 am
This should help.
https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115 (https://www.instagram.com/p/BBMbaDkrXAh/?taken-by=codcz115)

Its ok now. I just realised that this map had 2 power switches  :lol:
Title: Re: Project Contamination: Awakening
Post by: Jorma12345 on March 06, 2016, 09:49:30 am
Aivan Mahtava! Kiitos Vere  :)

Translation: Absolutely Awesome! Thank you Vere :)
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 06, 2016, 11:39:56 am
Aivan Mahtava! Kiitos Vere  :)

Translation: Absolutely Awesome! Thank you Vere :)

Thanks :) And also, this is English talking forum, so provide translation, when you want to talk Finnish. I did it for you this time, but remember in future :)
Title: Re: Project Contamination: Awakening
Post by: Crowzo on March 11, 2016, 04:14:06 pm
Amazing map, great job, the replayability is high up there, I've played this multiple times, beat the easter egg twice, and still played after, I think you should extend the easter egg out, as it is pretty easy, however I love this map, the weapons are great, there isn't any bugs I've found, and it's very well made. Again, great job and thanks for giving me a map to play more :D
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 11, 2016, 04:44:05 pm
Amazing map, great job, the replayability is high up there, I've played this multiple times, beat the easter egg twice, and still played after, I think you should extend the easter egg out, as it is pretty easy, however I love this map, the weapons are great, there isn't any bugs I've found, and it's very well made. Again, great job and thanks for giving me a map to play more :D

I really didnt want to make EE too complicated, as most people play the map only once and if they think EE is too hard, they will never get it completed and miss out on ending :P Also, almost done with update, atm fixing some of the weapons up and updating them, like Ray Gun:

(http://i.imgur.com/gTvLOyp.jpg)
Title: Re: Project Contamination: Awakening
Post by: Crowzo on March 11, 2016, 05:03:18 pm
I really didnt want to make EE too complicated, as most people play the map only once and if they think EE is too hard, they will never get it completed and miss out on ending :P Also, almost done with update, atm fixing some of the weapons up and updating them, like Ray Gun:

(http://i.imgur.com/gTvLOyp.jpg)
Looks great, also I have a little suggestion, you should make an extra optional part of the easter egg which could include a bigger boss fight and something that'd be fairly challenging, or something similar, something to do with the sliquifier/VR-13 which would be fun, that's only if you find time, I'm still happy with the current version of the map, it's amazing
Title: Re: Project Contamination: Awakening
Post by: mxtxm on March 11, 2016, 06:37:42 pm
I really didnt want to make EE too complicated, as most people play the map only once and if they think EE is too hard, they will never get it completed and miss out on ending :P Also, almost done with update, atm fixing some of the weapons up and updating them, like Ray Gun:

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

The ray gun looks good. I think it would be cool if there was a minor easter egg to make it so that the players can make the shipping crate that has the LSAT on it fall so that they can buy it.

Speaking of the LSAT, I just noticed this. Nice touch.

(http://i.imgur.com/GPvRu8W.jpg)
Title: Re: Project Contamination: Awakening
Post by: Guilhermex12 on March 12, 2016, 01:23:47 am
I loved the map... but for the love of GOD! Where is the ultimate part of Sliquifier man????! All matches i play i get only  3 parts all the time, i've spent like 1 hour and 30 minutes and can't find the ultimate part, is it glitched in this version? What the hell  >:( :(
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 12, 2016, 01:26:21 am
I loved the map... but for the love of GOD! Where is the ultimate part of Sliquifier man????! All matches i play i get only  3 parts all the time, i've spent like 1 hour and 30 minutes and can't find the ultimate part, is it glitched in this version? What the hell  >:( :(

Its not that hard to start on Easter Egg :troll:
Title: Re: Project Contamination: Awakening
Post by: Guilhermex12 on March 12, 2016, 01:28:25 am
Ah... forget... i've see that you need to do the EE to get Sliquifier part... and i don't know anything about the EE, R.I.P high rounds to me in this map  :'(

Double Post Merge: March 12, 2016, 01:29:51 am
Its not that hard to start on Easter Egg :troll:
lol,, i even don't know how to start it, i'm just activated the 7 panels and turned power on, don't know anything out of this  :-\
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on March 12, 2016, 01:34:43 am
Ah... forget... i've see that you need to do the EE to get Sliquifier part... and i don't know anything about the EE, R.I.P high rounds to me in this map  :'(

Double Post Merge: March 12, 2016, 01:29:51 am
lol,, i even don't know how to start it, i'm just activated the 7 panels and turned power on, don't know anything out of this  :-\

4 easy steps before you get the part, come on :please: If you look around, you can see them easily
Title: Re: Project Contamination: Awakening
Post by: Guilhermex12 on March 12, 2016, 01:40:06 am
4 easy steps before you get the part, come on :please: If you look around, you can see them easily
Hahaha, ok, i will try :P
Title: Re: Project Contamination: Awakening
Post by: NGcaudle on March 15, 2016, 05:24:21 am
I spent so long looking for power to have it at spawn after you hit the main switch :( maybe add a electric arrow next time bro.
Title: Re: Project Contamination: Awakening
Post by: Crowzo on April 09, 2016, 11:11:19 pm
Need the greater maps to be up top. Bump
Also if you're still updating this map I can't wait, also whats the EE song again? I forgot what it is and don't have time to play, If I remember it's by trivium which is all I know
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on April 09, 2016, 11:27:45 pm
Need the greater maps to be up top. Bump
Also if you're still updating this map I can't wait, also whats the EE song again? I forgot what it is and don't have time to play, If I remember it's by trivium which is all I know


And you are second person to bump this topic up now, seems like people dont really care for it :'( And yes, I am still working on update, biggest pain in it being getting co-op test running :please:
Title: Re: Project Contamination: Awakening
Post by: Crowzo on April 09, 2016, 11:35:05 pm

And you are second person to bump this topic up now, seems like people dont really care for it :'( And yes, I am still working on update, biggest pain in it being getting co-op test running :please:
Thanks, was wondering what song, I don't see why people don't care for this map, it has so much potential to even be in BO3 if anything, it's a well made map and replayable by a mile. can't wait for the update
Title: Re: Project Contamination: Awakening
Post by: benstuwie on April 23, 2016, 04:55:46 am
Not sure if this is a bug or not, but I got to the step where you destroy the generators, but 2 of them refuse to break. I tried nades, c4, the granade launcher gun and the scavenger. Nothing worked. These were the generator near spawn (the 1.5k door, that leads to the car partially under ground) and the one near pack a punch. :(
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on April 23, 2016, 09:34:35 pm
Not sure if this is a bug or not, but I got to the step where you destroy the generators, but 2 of them refuse to break. I tried nades, c4, the granade launcher gun and the scavenger. Nothing worked. These were the generator near spawn (the 1.5k door, that leads to the car partially under ground) and the one near pack a punch. :(

As said multiple times, its a bug and its fixed by restarting the map and trying again
Title: Re: Project Contamination: Awakening
Post by: benstuwie on April 24, 2016, 06:17:44 am
As said multiple times, its a bug and its fixed by restarting the map and trying again
Sorry, didn't read the whole thread first. I did end up restarting the map, but I think this still counts as a bug that could be fixed. Got a little annoying when I couldn't destroy the generators.

Also, another bug, when I died in the special round as part of the ee, I had quick revive so the game wouldn't have ended, but I got an error, saying something about all stances used, which crashed the game, and brought me to the title screen. Sorry I don't have a sc, and it isn't super helpful, but that did happen
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on April 24, 2016, 08:13:20 am
Sorry, didn't read the whole thread first. I did end up restarting the map, but I think this still counts as a bug that could be fixed. Got a little annoying when I couldn't destroy the generators.

Also, another bug, when I died in the special round as part of the ee, I had quick revive so the game wouldn't have ended, but I got an error, saying something about all stances used, which crashed the game, and brought me to the title screen. Sorry I don't have a sc, and it isn't super helpful, but that did happen

Its hopefully fixed in update, I do think also its a bug. And thanks for reporting that, I have never actually went down in special round, so never gotten that error, should be easy fix
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on April 24, 2016, 11:48:21 am

And you are second person to bump this topic up now, seems like people dont really care for it :'( And yes, I am still working on update, biggest pain in it being getting co-op test running :please:
Your map is awesome, I go back and play it quite alot. Can't wait for the update, but it'd still be perfect even if it didn't get updated ;)
Title: Re: Project Contamination: Awakening
Post by: benstuwie on April 25, 2016, 06:48:50 am
Its hopefully fixed in update, I do think also its a bug. And thanks for reporting that, I have never actually went down in special round, so never gotten that error, should be easy fix
Yea, I'm just bad at the game. Seen people playing coop, and wen't down without a problem. I'm about to replay the map, and down on the special round while recording to give you the full picture.
Title: Re: Project Contamination: Awakening
Post by: HitmanVere on April 25, 2016, 12:17:07 pm
Yea, I'm just bad at the game. Seen people playing coop, and wen't down without a problem. I'm about to replay the map, and down on the special round while recording to give you the full picture.

I know what you mean, I know what stance error is. I disabled prone/crouching in special round, which QR tries to enforce, resulting in a error
Title: Re: Project Contamination: Awakening
Post by: benstuwie on April 25, 2016, 12:55:31 pm
Oh, I remembered one other sort of bug thing. There's a door that can be opened from either side, with one costing 1000 and the other being 1500. It seems like you are supposed to go around so it would be cheaper, however you can look through the chain fence and buy the 1000 buyable, from the 1500 side. Not really a huge bug, but seems like a bypass or something.

It's a chain fence door, accessible from the area that leads to the starting box location (where the lsat is)

If this hasn't been reported, I can add a screenshot when I get home.
Title: Re: Project Contamination: Awakening
Post by: rodnet99 on April 29, 2016, 04:39:03 pm
Giant excellent work nemesis . so are the most entertaining maps. regards ;) ;)
Title: Re: Project Contamination: Awakening
Post by: TMCYT on May 05, 2016, 02:18:15 pm
Really well made. One of the best custom maps I've played.
Title: Re: Project Contamination: Awakening
Post by: Guilhermex12 on May 05, 2016, 04:33:12 pm
Too bad i need to do Easter Eggs everytime i want the Sliquifier... :(  But the map is totally incredible.

Double Post Merge: May 05, 2016, 04:33:33 pm
Too bad i need to do Easter Eggs everytime i want the Sliquifier... :(  But the map is totally incredible.
Title: Re: Project Contamination: Awakening
Post by: DeletedUser on May 05, 2016, 07:30:08 pm
Too bad i need to do Easter Eggs everytime i want the Sliquifier... :(  But the map is totally incredible.

Double Post Merge: May 05, 2016, 04:33:33 pm
Too bad i need to do Easter Eggs everytime i want the Sliquifier... :(  But the map is totally incredible.
Sliquifier parts are ez to find
Title: Re: Project Contamination: Awakening
Post by: Guilhermex12 on May 05, 2016, 09:25:10 pm
Sliquifier parts are ez to find
Yeah but the ultimate part you need to do the EE :/
Title: Re: Project Contamination: Awakening
Post by: CreepersAreEpic on May 06, 2016, 10:09:34 am
One of the best maps I've ever played, good job Hitman! :)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 10, 2016, 12:43:05 pm
Project Contamination: Awakening Update 1.1

Code Snippet
Plaintext
Version 1.1 Log:
-New Game Mode has been added: Juggernaut
-New Easter Egg added for Classic Game Mode
-Added Black Ops 3 Death Machine, Ghosts Ameli and Ghosts CBJ-MS
-New buildable has been added
-Optional perk limit has been added
-New options added for Kill Confirmed
-Pack-a-Punch camo has been changed to be one from The Giant
-Fixed the grenade pickup animation
-Removed few doors, that were not needed
-Aligned few models and patches
-Fixed few bugs with Game Modes
-New round start sounds have been added
-Updated some textures in the map, like powerup shaders and round chalks
-Some weapon fixes have been done

This will be last update, if there are no gamebreaking bugs. I am not going to continue modding on WaW anymore (atleast solo projects)
Hopefully everything is working and you have better time with this version, enjoy!
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Uk_ViiPeR on May 10, 2016, 01:06:39 pm
Congrats on the 1.1 release hitman!

Although i do have a slight request....

Spoiler: click to open...
Spoiler: click to open...
Spoiler: click to open...
Spoiler: click to open...
Spoiler: click to open...
add more trees
Title: Re: Project Contamination: Awakening Version 1.1
Post by: eliudjb on May 10, 2016, 02:18:42 pm
Congrats for 1.1 release. This one is on my top 5 custom maps ever. I dont really like that you change the camo, since that was A-M-A-Z-I-N-G! already.

Keep going on your next project (BO1´s Perish)  :D ;)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Guilhermex12 on May 10, 2016, 06:33:02 pm
Project Contamination: Awakening Update 1.1

Code Snippet
Plaintext
Version 1.1 Log:
-New Game Mode has been added: Juggernaut
-New Easter Egg added for Classic Game Mode
-Added Black Ops 3 Death Machine, Ghosts Ameli and Ghosts CBJ-MS
-New buildable has been added
-Optional perk limit has been added
-New options added for Kill Confirmed
-Pack-a-Punch camo has been changed to be one from The Giant
-Fixed the grenade pickup animation
-Removed few doors, that were not needed
-Aligned few models and patches
-Fixed few bugs with Game Modes
-New round start sounds have been added
-Updated some textures in the map, like powerup shaders and round chalks
-Some weapon fixes have been done

This will be last update, if there are no gamebreaking bugs. I am not going to continue modding on WaW anymore (atleast solo projects)
Hopefully everything is working and you have better time with this version, enjoy!
Good... But i will stick with the older update  ::) No perk limits
Title: Re: Project Contamination: Awakening Version 1.1
Post by: benstuwie on May 10, 2016, 06:39:48 pm
Good... But i will stick with the older update  ::) No perk limits
I think the new peek limit is toggleable, as it does say optional
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 10, 2016, 06:54:49 pm
I think the new peek limit is toggleable, as it does say optional

Exactly, this is why I made it toggleable
Title: Re: Project Contamination: Awakening Version 1.1
Post by: benstuwie on May 10, 2016, 07:39:38 pm
I got 3 quick questions

1, how do you get the lsat wallbuy/is it for classic mode?

2, is there an easter egg past getting the nuke? (is that what was added with version 1.1?)

3, what does that sketchy teleporter, near the key card trap, do?
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 10, 2016, 07:54:34 pm
I got 3 quick questions

1, how do you get the lsat wallbuy/is it for classic mode?

2, is there an easter egg past getting the nuke? (is that what was added with version 1.1?)

3, what does that sketchy teleporter, near the key card trap, do?

All of those 3 are connected each other, lol. To second one though, I will say no
Title: Re: Project Contamination: Awakening Version 1.1
Post by: DeletedUser on May 10, 2016, 08:29:42 pm
Me & Crowzo played 1.1, awesome update, but we fed the dogs and I don't know what was the reward? We looked for ages and couldn't find anything, we were hoping for a Hell's Retriver, but alas, not one was found. Could you hint us as to where to look/what the reward is?

Also, found a minor bug, the MSR when reloading, the magazine you're putting in is invisible, so if you plan to update it again, make sure to fix this, but isn't much of a problem ;)

Either way, awesome update. Though one problem I've always had is only the alarm generator nearest to the activate power door area (not the outdoor one, not at the power switch) is the only one that lights up after the first step.
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 10, 2016, 08:42:39 pm
Me & Crowzo played 1.1, awesome update, but we fed the dogs and I don't know what was the reward? We looked for ages and couldn't find anything, we were hoping for a Hell's Retriver, but alas, not one was found. Could you hint us as to where to look/what the reward is?

Also, found a minor bug, the MSR when reloading, the magazine you're putting in is invisible, so if you plan to update it again, make sure to fix this, but isn't much of a problem ;)

Either way, awesome update. Though one problem I've always had is only the alarm generator nearest to the activate power door area (not the outdoor one, not at the power switch) is the only one that lights up after the first step.

Look for something that moves objects.

MSR official anims, its like that in MW3 as well.

There are 4 generators that have FX playing after first step, look harder
Title: Re: Project Contamination: Awakening Version 1.1
Post by: JiffyNoodles on May 10, 2016, 09:27:35 pm
Me & Crowzo played 1.1, awesome update, but we fed the dogs and I don't know what was the reward? We looked for ages and couldn't find anything, we were hoping for a Hell's Retriver, but alas, not one was found. Could you hint us as to where to look/what the reward is?

I'd tell ya...
Spoiler: click to open...
but that would ruin the fun :please:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Guilhermex12 on May 10, 2016, 09:51:53 pm
The 1.1 Update list says that you have removed some Doors, do you remember if you opened the door near the Peacekeeper? (Not the Debris near PaP)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 10, 2016, 09:59:02 pm
The 1.1 Update list says that you have removed some Doors, do you remember if you opened the door near the Peacekeeper? (Not the Debris near PaP)

Nope, I think I combined like 10 doors to be 5
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Guilhermex12 on May 11, 2016, 12:26:05 am
Nope, I think I combined like 10 doors to be 5
Ok, so, the Fastest Strategy is still in it :D
Title: Re: Project Contamination: Awakening Version 1.1
Post by: mxtxm on May 11, 2016, 09:00:34 am
Just played the updated version, and got all the new stuff. The Ameli is a beast. I was somewhat disappointed in the reward for feeding all 3 of the dogs(reward on helps if there is a perk limit.) I think the new buildable could use a damage buff(felt like it wasn't doing anything on round 24) and the cbj's paped version needs it's muzzle flash adjusted.

(http://i.imgur.com/AauH5OB.jpg)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 11, 2016, 09:52:54 am
Just played the updated version, and got all the new stuff. The Ameli is a beast. I was somewhat disappointed in the reward for feeding all 3 of the dogs(reward on helps if there is a perk limit.) I think the new buildable could use a damage buff(felt like it wasn't doing anything on round 24) and the cbj's paped version needs it's muzzle flash adjusted.

(http://i.imgur.com/AauH5OB.jpg)

Well, buildable is infinite ammo weapon, need to just use charge shot in group, then use some other weapon while it regenerates ammo.
CBJ-MS uses same muzzleflash as any other SMG, who needs to see through sight, when they are spraying it? :please:

Edit: Also, if you have any issues in the map, comment them and I will get back to you, when I can. I will be away for 2 weeks in China and probably wont have access to Internet at all while being in there
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ThePolishMagyar on May 18, 2016, 12:39:04 pm
I came across a small bug. I noticed you can actually double buy the perks in the latest version of the map if you press the use key fast enough, which in turn can cause you to inadvertently spend a good amount of your points, other than that it's a pretty solid update.
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ZE~Skullcrusher on May 20, 2016, 09:36:26 pm
Ok so I love the new update. The pap camo looks great and the fact that there is a perk limit option is awesome. Now let's get to the good part. First of all "Omicron & Theta" ? From all the letters in the greek alphabet you chose these? GENIUS!!!!. Secondly,why is there no mention of the NX Disruptor in the new guns?  :troll: and finally THERE IS FREAKIN AFTERLIFE IN THIS MAP????  :rainbow:

Anyway great map and i have heard that there is a new boss which i didnt see yet.....
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Worset on May 23, 2016, 06:30:05 pm
When I went down while feeding one of the beasts, I got revived and was running around with the pap'd pistols, and had lost my other guns.  :alone:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on May 24, 2016, 09:29:59 pm
Nihao (hello) Back from China

I came across a small bug. I noticed you can actually double buy the perks in the latest version of the map if you press the use key fast enough, which in turn can cause you to inadvertently spend a good amount of your points, other than that it's a pretty solid update.

Pretty sure I have not changed anything in perks since I fixed that. I will take a look

Ok so I love the new update. The pap camo looks great and the fact that there is a perk limit option is awesome. Now let's get to the good part. First of all "Omicron & Theta" ? From all the letters in the greek alphabet you chose these? GENIUS!!!!. Secondly,why is there no mention of the NX Disruptor in the new guns?  :troll: and finally THERE IS FREAKIN AFTERLIFE IN THIS MAP????  :rainbow:

Anyway great map and i have heard that there is a new boss which i didnt see yet.....

lol, I didnt want to spoil NX-1 in topic, so I listed it as buildable

When I went down while feeding one of the beasts, I got revived and was running around with the pap'd pistols, and had lost my other guns.  :alone:

Still no idea why this happens, its very rare and I have yet to find cause
Title: Re: Project Contamination: Awakening Version 1.1
Post by: MaggyOD on May 25, 2016, 05:56:52 pm
Honestly this is a best map i have played ever. Im not going to play these vanilla maps when you have this  :please:
Also can't figure out EE and never will, also Relaxing video is long af so fuck it  :please:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Existing on May 27, 2016, 07:00:15 pm
Phenomenal map in my opinion. Can constantly go back and play it and enjoy it. Easter eggs are fun, not too complicated and are rewarding. New map update adds the new sections which are pretty good.

Title: Re: Project Contamination: Awakening Version 1.1
Post by: dr777 on June 02, 2016, 10:33:40 am
I'm having a problem with the textures not rendering correctly it seems to only happen when SLI is enabled with out it, it runs fine it happens with most custom zombies maps and I don't know why. i just don't want to keep turning SLI on and off
i have 2 Nvidia Geforce GTX 960 SSC can anyone help? thanks
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on June 02, 2016, 01:02:25 pm
I'm having a problem with the textures not rendering correctly it seems to only happen when SLI is enabled with out it, it runs fine it happens with most custom zombies maps and I don't know why. i just don't want to keep turning SLI on and off
i have 2 Nvidia Geforce GTX 960 SSC can anyone help? thanks

Do you have T4M installed? Map does not need it, if you have it. If not, then try setting graphics settings down, then restarting game
Title: Re: Project Contamination: Awakening Version 1.1
Post by: unspeaking on June 09, 2016, 10:27:47 pm
I cant build the sliquifier, how many parts are there? Do i need to find schematics. Ive searched everywhereee
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on June 10, 2016, 11:57:53 am
I cant build the sliquifier, how many parts are there? Do i need to find schematics. Ive searched everywhereee

Four parts, no schematic. You need to complete part of the EE to get to 4th one (which isnt hard, if you know what to do :P )
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Darkiman on June 11, 2016, 11:50:34 am
It's so :rainbow:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Xxsnake601xX on June 11, 2016, 01:01:49 pm
this map looks nice i go test it :)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Sir Swaggington on July 27, 2016, 02:50:00 pm
Hey! Just trying to download this map but unfortunately it isn't working whatsoever. It's incredibly frustrating as I feel like I'm missing out on this amazing map D: I've tried to download it through MEGA and Mediafire, with no results when I attempt to drag it out of the download bar and onto my desktop ;-;
Title: Re: Project Contamination: Awakening Version 1.1
Post by: COD4LIFE on July 30, 2016, 07:28:42 pm
I've been getting these graphic glitches or what ever they are in the last few maps I've tried to play, I haven't played custom maps in awhile. I've tried messing with the options but nothing changes it. Any clue why its doing this?



(http://imgur.com/aDoMV2P.png)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 01, 2016, 03:00:33 pm
Hey! Just trying to download this map but unfortunately it isn't working whatsoever. It's incredibly frustrating as I feel like I'm missing out on this amazing map D: I've tried to download it through MEGA and Mediafire, with no results when I attempt to drag it out of the download bar and onto my desktop ;-;

Tried other browsers?

I've been getting these graphic glitches or what ever they are in the last few maps I've tried to play, I haven't played custom maps in awhile. I've tried messing with the options but nothing changes it. Any clue why its doing this?



(http://imgur.com/aDoMV2P.png)

Uninstall T4M, if you have it in use. If not, then turn down graphics settings until it works
Title: Re: Project Contamination: Awakening Version 1.1
Post by: COD4LIFE on August 01, 2016, 05:01:48 pm
Tried other browsers?

Uninstall T4M, if you have it in use. If not, then turn down graphics settings until it works

This is what happened after a fresh install of WaW and I've already tried to adjust the graphics, Just for info purposes, I'm running Geforce GTX 960 | AMD 8 Core proccessor 4.0Ghz | Windows 10 Pro 64Bit | To be completely honest I don't even know what T4M is or what it does, So i don't think I have it installed. Like I said I haven't played custom zombies in awhile :P. Thx for the reply
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 01, 2016, 05:18:29 pm
This is what happened after a fresh install of WaW and I've already tried to adjust the graphics, Just for info purposes, I'm running Geforce GTX 960 | AMD 8 Core proccessor 4.0Ghz | Windows 10 Pro 64Bit | To be completely honest I don't even know what T4M is or what it does, So i don't think I have it installed. Like I said I haven't played custom zombies in awhile :P. Thx for the reply

Yeah, its issue in Win10, I have it as well. Just turn down graphic settings and it should be fixed
Title: Re: Project Contamination: Awakening Version 1.1
Post by: COD4LIFE on August 02, 2016, 04:38:58 am
Yeah, its issue in Win10, I have it as well. Just turn down graphic settings and it should be fixed

Ok so I loaded the Map/Mod went into settings lowered everything to the lowest. Then in attempt #1 I got an error, also attempt #2 gave a different error. Attempt #3 the game finally loaded to the next menu. I was able to start and also glitch free. Just thought I'd post the errors in case you needed any of that info. Thanks for the quick replies. :) :) :)

[Main Screen]
Spoiler: click to open...
(http://imgur.com/tJMh1RP.png)

[Settings Screen]
Spoiler: click to open...

[Settings Screen 2]
Spoiler: click to open...
(http://imgur.com/y4vUpHq.png)

[Solo Start Attempt 1]
Spoiler: click to open...
(http://imgur.com/xiHI4Z8.png)

[Solo Start Attempt 2]
Spoiler: click to open...
(http://imgur.com/WqBCONu.png)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: therocksays02 on August 02, 2016, 11:37:31 am
Hey Hitmanvere, thanks for this amazing map and i also beaten the map by my own without help from friends or internet guide.But the only thing that i cant get death machine for free so if you could spoil me how to get it then that would be great.  :please:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Dust on August 03, 2016, 12:01:57 am
Ok so I loaded the Map/Mod went into settings lowered everything to the lowest. Then in attempt #1 I got an error, also attempt #2 gave a different error. Attempt #3 the game finally loaded to the next menu. I was able to start and also glitch free. Just thought I'd post the errors in case you needed any of that info. Thanks for the quick replies. :) :) :)

[Main Screen]
Spoiler: click to open...
(http://imgur.com/tJMh1RP)

[Settings Screen]
Spoiler: click to open...

[Settings Screen 2]
Spoiler: click to open...
(http://imgur.com/y4vUpHq)

[Solo Start Attempt 1]
Spoiler: click to open...
(http://imgur.com/xiHI4Z8)

[Solo Start Attempt 2]
Spoiler: click to open...
(http://imgur.com/WqBCONu)

Those 2 errors are just world at war being world at war, stating it can't find a specific file when it can, etc. Happens on every map, more so with maps with a lot of custom scripts. Nothing he can do to fix them, just have to keep trying to launch it
Title: Re: Project Contamination: Awakening Version 1.1
Post by: therocksays02 on August 16, 2016, 04:42:45 pm
Sir i was wondering if you update this with bo3 contents that would be great :troll:
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 17, 2016, 03:39:44 pm
Sir i was wondering if you update this with bo3 contents that would be great :troll:

No
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ProwarfareZombie on August 21, 2016, 02:58:32 pm
Zombies wont spawn it just says intermission  :'(
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 22, 2016, 09:49:33 am
Zombies wont spawn it just says intermission  :'(

Check for loose folders in appdata mods folder, might have some scripts overwriting my mods scripts
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ProwarfareZombie on August 22, 2016, 10:22:16 am
i do not have a mods folder or appdata i have it working with out a mod folder :-\

Edit: i have appdata but there is nothing to do with steam on it
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 22, 2016, 10:29:52 am
i do not have a mods folder or appdata i have it working with out a mod folder :-\

Edit: i have appdata but there is nothing to do with steam on it

(http://image.prntscr.com/image/297baabdde9c4008bc4b972558daa650.png)

Show me everything you have in this folder (not Project C one, mods one)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: Studly on August 22, 2016, 10:34:13 am
Good Show gonna give it a go now. Thanks  :)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ProwarfareZombie on August 22, 2016, 10:36:44 am
(https://snag.gy/XhzGd3.jpg)
Title: Re: Project Contamination: Awakening Version 1.1
Post by: HitmanVere on August 22, 2016, 10:39:03 am
(https://snag.gy/XhzGd3.jpg)

Everything looks fine to me. Tried deleting the mod and reinstalling?
Title: Re: Project Contamination: Awakening Version 1.1
Post by: ProwarfareZombie on August 22, 2016, 10:44:57 am
thanks it works now  ;)