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nazi_zombie_feto v1.1

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Created 9 years ago
by efzoz
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NAZI ZOMBIE FETO v1.1



new links with updated version:

Probably the last version, I don't have the map file anymore  :(

Nazi_zombie_feto v1.1:

added the cursed zombie
added the head shot quest
added the thunder gun mini quest
edited the skull ability
edited some small details
fixed one small glitch
added more fun!

Here's a little of what you're going to find:

https://youtu.be/f5DKRrMwvgc

Googledrive
drive.google.com


Mega
mega.nz


It took me some time to make this map, it's my first map so I learned how to make it while I was making it.

I have found and fixed like a THOUSAND OF BUGS, but if one of those bastards is still out there and you manage to find it, call the police immediately.

For those of you wondering, the map's name was supposed to be Nazi_zombie_Old_Castle, but Nazi_zombie_Feto was a internal joke between my friends and me. Now it's the mod name  :)

Screenshots:

Spoiler: click to open...





Some things you may find:

Ending objectives (Can be found right at the begining of the map)
Hints (You can buy hints in the library)
custom trap
Free pap (one time only and you have to do something to get it)

EEs:

alternative ending
special ability

Known bugs:

If you activate the PaP teleporter and leave it right away it may crash, not allowing players to pack a punch anymore
game might freeze for 2 seconds after the player opens a specific door in solo
one of the windows is not rebuildable

beta testers:

Sugar Cakes
Chafundi
Chris Frank
Skyfox
vitinhogame

credits:

c.h.n --> farm prefab
ville88 --> Old cemetery prefabs
JR-Imagine --> zombie counter
BluntStuffy --> soul chest
Aidan --> kino-style teleporter
BamSkater --> Zipline and bo1 perks
Treminaor --> adapted Bamskater's bo1 perks scripts to work with Ugx Mod
MakeCents --> Shootable doors
hardpoint_taken --> climbing traverse prefab
sniperbolt --> tut and prefabs
bobby_z_begin --> Buildable Satchel Charge w/ Randomized Part
UGX TEAM --> UGX MOD
ACTIVISION --> being ACTIVISION

thanks:

Koan --> fov slider tut
BlackJackJonnyy --> YT Tutorial
ZOMB1E-KLLR --> YT Tutorial
HUGE THANKS to vitinhogame for beta testing... BETA TESTING A LOT!
HUGE THANKS to UGX TEAM for their amazing stuff
HUGE THANKS to UGX FORUM MEMBERS for their patience and help. Among them, specifically:
ProRevenge --> forum help (explained how to get rid of those messages in zone_manager)
JBird632 --> forum help (explained about g_spawn error so I could get rid of it)


I messed up with the bears in that last update...

what does it changes:

bears fixed
bear radar cost is now visible
skull will follow the next player alive when the one being followed goes into laststand
players will no longer miss "the thing in the sky" in the end

OP updated by moderator thezombiekilla6 - updated links
OP updated by moderator Harry Bo21 - updated links
OP updated by moderator Harry Bo21 - updated links v1.1 10/31/15
Last Edit: October 31, 2015, 06:22:30 am by Harry Bo21
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Nice map!
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Looks pretty good for a first map. I get stuck in the library room where I need a satchel charge to progress, I can't for the life of me figure out where to go... am I missing something obvious?
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Looks pretty good for a first map. I get stuck in the library room where I need a satchel charge to progress, I can't for the life of me figure out where to go... am I missing something obvious?

if you are stucked try to buy the hints =)
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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I got a G-Spawn error when picking up a carpenter powerup near the box start area. Could you look into fixing that, please?
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if you are stucked try to buy the hints =)

I did that the first time. Still couldn't figure it out.
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I did that the first time. Still couldn't figure it out.

did you buy all of them? there's a total of four hints, after you buy one other appears. After you buy the last one it's impossible to not find the way.

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I got a G-Spawn error when picking up a carpenter powerup near the box start area. Could you look into fixing that, please?

wow, really? damn I was pretty sure it was totally fixed... am gonna replace some torches by lamps so the amount of spawned fx is going to be lowered. Thanks for pointing that out, reuploading as soon as possible.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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updated links in OP
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This map trolled us xD.

http://ugx-mods.com/forum/index.php/topic,8301.0.html

lol, I was told about the weird looking rock in the begining, it was not suposed to look like an ass though  ::)
I see that you got stuck and bought the hints, they are a little expensive, but you are going to buy them one time only anyway

Amazing the video, thanks for sharing!
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Don't reply much but figured I start and say thanks for the map.. It'll give me something to do besides nothing lol
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Played a bit more of the map and i have to admit that i'm very impressed by the scale of the map. It felt like it just went on forever. Doing a game of COOP on this would be very interesting with all of the tight corners and small rooms.

Unfortunately i did find some more bugs while playing. Many hintstrings where messed up(presumably because the map has hit the hintstring limit) and when using one of the hintstrings, even without the correct amount of points, i got the message "something inside the castle has changed".

As i said, very impressed by the scale of the map. Would be interested in playing again if the bugs are fixed and maybe some hints as to what actually changed inside the castle... i couldn't find whatever it was. lol

 
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Unfortunately i did find some more bugs while playing. Many hintstrings where messed up(presumably because the map has hit the hintstring limit) and when using one of the hintstrings, even without the correct amount of points, i got the message "something inside the castle has changed".

That message was appearing after you opened a drawer, and was supposed to appear only when you use the trigger that unlocks the pap teleporter. I fixed that at the last upload. But there are some bugs that I noticed on the YT gameplays, like the missing bear radar cost, and I need to force the player to look at the right angle so they won't miss  the endgame event (they should notice the big thing in the sky). As soon as I edit that I will upload again.

that last upload also corrected a door that was not deleted after it was opened, and a useless trigger that I have forgot to remove
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played a coop of this last night. When we got to the soul chest under the bedroom and stair case area, out on the balcony, 3 rounds passed with no zombies. The rounds started and ended back to back with no zombies, even the counter didn't register any zoms. finally I ran back inside the castle and stood in front of the staircase and they began to spawn again so I continued to do this at the start of each round till the soul chest filled.
Pretty cool map though! thanks mapper

 
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