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Overrun Black Ops Mod

HOT
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Created 10 years ago
by JBird632
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RadihaX
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Overrun
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Overrun (Black Ops Mod)
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Overrun Black Ops Mod

Update 2.2
- Quad Rounds add:
  > start randomly at round 5/6
  > increases every 4-7 rounds
  > level floods with gas
  > players rewarded max ammo regardless at the end of the round
  > players rewarded free perk if no players touch the gas of a quad zombie
  > death animations for wave gun by awesome pie man

- Deadshot Daiquiri added:
  > reduces crosshairs by 50%
  > doubles sniper breath duration

- Matryoshka Dolls added:
  > scripted by Awesome Pieman
  > proper black ops animations, from Tom BMX's Lemon

- Wave Gun added:
  > tom_bmx: tools, anims
  > offthewall: dual wield/combo port
  > pacman25: sounds
  > awesome pie man: anims
  > rollonmath42: models

- New Vigor Rush Jingle by Mirai Dematro
- Removed Reseve Soda Perk, new location of Deadshot
- Fixed path node issues
- Fixed zombies from piling up at windows
- Increased Rpk and Hk21 (along with their upgraded versions) magazine capacities

Update 2.1:
- claymores, semtex and crossbow now play explosion sounds
- the upgraded 1911 (salley) now has an impact explosion sound
- removed hidden song from counter easter egg to prevent glitches
- fixed ak74u anims and added missing sound
- added m203 fire and reload sounds
- added masterkey fire and reload sounds
- fixed 3rd person gun model textures for the g11 and fal
- Scavenger now gives players points for each kill
- players can no longer get a third weapon from trading the solo revive colt
- zombie models have been retexted properly
- zombie models now have proper hit boxes, even when gibbed
- zombie's eyes now glow red

Download Link: http://www.mediafire.com/download/po2sr9d326pd540/Overrun+2.2.exe


The original Overrun remade with a new mod to simulate the feel of Call of Duty: Black Ops.
Overrun is a small tight map that leaves players with difficult train spots and lots of detail.
The Black Ops Mod features all weapons, perks, power ups, hud and many more features present in Black Ops.

Credits
Swazzy;
- hud help
- perk fx
- mule kick script
- randomized cahracters
... and more

YaPh1l;
- claymore script
- vigor rush help
- reserve soda perk
... and more

Tom;
- lime
- sound tool
- anim tool

Paragalor;
- sound tutorial
- crossbow help

Awesome Pie Man;
- firesale fix
- wavegun animations and scripts
- doll scripts

Offthewall;
- dual wield/combo port

pacman25;
- wavegun sounds

rollonmath42;
- wavegun models

Treminaor;
- wavgun script help

Addicted;
- kino style teleporter
- easy zappers tutorial

Zombie Don;
- base buildables script

Hammy der gebissene;
- tutorial in advanced texturing

Beta Testers;
- Awesome Pie Man
- Hexzombies
- Chromastone10
- Nascarfanatic24
- FATKIDSLOV3CAK3
- P0tZ
Last Edit: June 02, 2014, 04:13:01 am by JBird632
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Testing this map right now this with the BO1 mod looks much cooler :D
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The King of Zombies
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Nice! finally get to experience the black ops mod on overrun.
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downloading now thanks for sharing!
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RadihaX
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I would like to note that I have scripted in that specular maps are turned on at the start up of the game. It is recommended that you play with the specular maps on to get the full experience of the map (mainly for the camos of the the guns - pack a punch camo is not visible otherwise)

If you feel that your computer would run better with them off, I completely understand and you can turn specular maps back off in the settings.
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
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Very nice man! DualVII Gregster33 and I will play in the am. (ill play now  ;) lol)
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Dat feel when anims "fall from sky" ;)
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Some things I noticed when playing this mod:

-I may be wrong when I say this (I don't remember if it was like this in BO1), but the screen doesn't zoom in when you aim with the Olympia
-Some weapons (M14, claymore, I don't know the rest but I'll find out later) don't have the screen moving when you're running with it
-No explosion sound is heard when a claymore explodes
-I don't think it was like this in BO1, but one odd thing I found was how rapidly fast you could shoot the upgraded M1911
-The PM63 slowly moves down when you're holding down the Shoot button
-When you get the AK74u for the first time, no sound is heard when the gun is cocked
-If you run with the M1911 while it's out of ammo, it appears as if the gun does have ammo, but when you stop running the gun quickly switches back to the M1911 without ammo and overall, the look of it looks a bit odd
-Zombies don't run away while in Quick Revive (solo)
-When you have the M16, the gun pops out of nowhere after you knife with it
-Is the AK74u using AK-47 animations? When you run with it, it doesn't look like the original AK74u running animations
-Apart from that, when you stop running with it, the gun kinda moves up quickly (I can't really explain it, but I think it's better if you tried it out for yourself to see what I'm talking about)

When I have time I'll post more problems that I have found here.

Other than that, this mod was extremely well done and I appreciate the amount of work that you put into it making it fun :)
Last Edit: May 17, 2014, 04:04:35 am by CyberMan1011
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RadihaX
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Some things I noticed when playing this mod:

-I may be wrong when I say this (I don't remember if it was like this in BO1), but the screen doesn't zoom in when you aim with the Olympia
-Some weapons (M14, claymore, I don't know the rest but I'll find out later) don't have the screen moving when you're running with it
-No explosion sound is heard when a claymore explodes
-I don't think it was like this in BO1, but one odd thing I found was how rapidly fast you could shoot the upgraded M1911
-When you shoot down all the way with the PM63, the weapon slowly moves down
-When you get the AK74u for the first time, no sound is heard when the gun is cocked
-If you run with the M1911 while it's out of ammo, it appears as if the gun does have ammo, but when you stop running the gun quickly switches back to the M1911 without ammo and overall, the look of it looks a bit odd
-Zombies don't run away while in Quick Revive (solo)
-When you have the M16, the gun pops out of nowhere after you knife with it
-Is the AK74u using AK-47 animations? When you run with it, it doesn't look like the original AK74u running animations
-Apart from that, when you stop running with it, the gun kinda moves up quickly (I can't really explain it, but I think it's better if you tried it out for yourself to see what I'm talking about)

When I have time I'll post more problems that I have found here.

Other than that, this mod was extremely well done and I appreciate the amount of work that you put into it making it fun :)
I have already notice some issues that need to be fix, and I am glad that you are helping out, I will try to fix all the issues as I did say that Overrun and Lockdown would be a test run of the mod. All weapon files are literally the same from black ops, so if you think you notice any differences in the guns you might be wrong. I realized that I have no explosive sounds for some of the scripted explosive, will add those. As for the 1911, there is no empy sprint animations that you can use in world at war, that is an engine limitation. The zombies do move away from you in solo, so it might have just glitched out for you.

I have also notice that there is an issue with the easter egg, and I would like to point out that you should not enter the number 115 as the song will glitch out the rest of the easter egg.

I will try to get an updated version out by tomorrow, if anyone else has seen any issues please tell me so I can fix them asap.
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Perfect day for me to be wearing my Black Ops t-shirt as well hehe.... *scratches off the II Symbol*

Looking forward to playing this J, Already downloaded it but will try it out later with the crew, Thanks for finally releasing this, been looking forward to it for a while.
Last Edit: May 17, 2014, 06:45:17 am by DuaLVII
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RadihaX
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Perfect day for me to be wearing my Black Ops t-shirt as well hehe.... *scratches off the II Symbol*

Looking forward to playing this J, Already downloaded it but will try it out later with the crew, Thanks for finally releasing this, been looking forward to it for a while.
Thanks man, keep in mind that I will have an updated version up tomorrow.
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To be honest, little bugs and glitches (so long as their not game breakers) don't bother me, I just like to have fun on peoples creations and even more so on this since there are a few things I've not tried. I've not played Overrun before and looking forward to seeing the Black Ops mod in action.
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RadihaX
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To be honest, little bugs and glitches (so long as their not game breakers) don't bother me, I just like to have fun on peoples creations and even more so on this since there are a few things I've not tried. I've not played Overrun before and looking forward to seeing the Black Ops mod in action.
Well if you plan on doing the easter egg in the map, I would suggest downloading the new version tomorrow when its out. Anyways have fun playing and and you can look forward to Lockdown's black ops mod update in the next few days.
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Looks good man. Saje already sent me his approval for this to be on the Manager so I'll just wait until you have most of the aforementioned bugs fixed in future update(s).
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I really enjoyed your map lockdown and I am sure this will be no different. Thank you for sharing this with us and if Saje says this needs to be in the manager then I am sure you have something great here. Once again thanks :)
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I've been looking forward to the mod for weeks now, and I gotta say, I'm not disappointed! Probably the single best weapons mod I've ever seen, not to mention all the other features from Black Ops. My only issues with the map/mod I've found would be sounds glitching out (sometimes the "stab" sound wouldn't play after knifing a zombie I had shot) and the way the Bandoleer perk machine looks. The icon for the perk looks great, but the machine itself looks kind of strange and out of place. The Vigor Rush machine looks great (it always has even before the mod), and I'd suggest adding more detail and perhaps a glowing light to the Bandoleer one. Other than that, the map looks absolutely phenomenal, and you went above and beyond by adding extra detailing on the map when it was already one of the best looking maps I've ever seen! Definitely pumped for Excavation Site 128 after this!

 
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