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Ode to BlackJackJohnny v1.0

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"Ode to BlackJackJohnny"

A Thank You Map to BlackJackJohnny for his Youtube Tutorials
T4M is needed to run this map and can be found here: http://ugx-mods.com/forum/index.php?topic=8092.0

Additional Photos:
Spoiler: click to open...








User Playthroughs:
comment a Youtube playthrough and it will be added to this section
User Submitted Playthrough by greeniezk5
! No longer available

Storyline:
The 4 heroes find themselves stuck in the remnants of the Factory Z115 site. The factory had become corrupt prior to the zombie apocalypse, contributing to air pollution in their production of a new element Z115. Element Z115 creates enough energy in a gram to power NYC for a day, but the byproduct causes the transformation of a human into a zombie. Zombies are still running the factory, and the only way to save the world is to shut down Factory Z115.

Theme:
BlackJackJohnny has a series of youtube tutorials on how to use cod radiant. Before discovering his tutorials my mapping skills were extremely limited. I came across his videos when troubleshooting issues when working on my second map "Zombie National Park", which has been canceled due to my poor radiant practices. This map will contain mapping practices almost exclusively learned from BlackJackJohnny's tutorials.

Features:

     - Harrybo21 Perks
     - Secret Double Jug (find all 4 Jug Bottles)
     - Earnable buyable ending
           - survive rounds with friends or alone inside the factory
           - there is a twist to the ending
     - 5 Double PaP weapons (each with elemental effects!)
          - Uzi - can be double Pap'ed
          - Crossbow - can be double Pap'ed
          - Dragunov - can be double Pap'ed
          - Spas - can be double Pap'ed
          - Galil - can be double Pap'ed
     - Custom PaP weapons
     - Secret Door
     - Buyable Perk Slot (initial 4 perk limit)
     - BO Guns
     - Nuketown Characters and Zombie
     - Hitmarkers
     - Zipline
     - Knifing Blood Splatter

Notes:

     - Set specular map to off in Graphics settings
     - The map will be updated in the future
     - From start to finish the map took exactly 1 month (done over Xmas Break)
     - This is my second and last WaW map and was a preparation for BO3 Mod Tools

Credits:

     - BlackJackJohnny for Youtube Tutorials
     - Harrybo21 for perks and random help
     - Hitmanvere for beta testing and scripting help
     - codmoddd1234 for dog round fix
     - alaurenc9 for the bulk of the survive rounds script (the locking and all players in area was my addition)
     - Scobalula for random chat help
     - josemassacre beta testing
     - My personal friends Tswag- and Bsmith906 for input and beta testing
     - jei9363 for the zipline
     - Jbird632 for the blood splatter
     - Rorke for un-PaPed weapons
     - Aidan for teleporter
     - Tombmx for numerous tools
     - Koan for scripting help
     - BluntyStuffy for elemental weapons
     - MZslayer11 for hitmarkers
     - Are you missing? My bad. PM me to be added

What will be in v2?:
I plan to optimize the map so there is no dependence on T4M and to port in BOP2&3 weapons. I wanted to release v1 before I go back to college.

Primary Download (Mega):
Mirror Download (Google Drive):
Last Edit: January 14, 2016, 10:20:47 pm by natesmithzombies
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  • Exofile
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Nice to see it released! Definetly going to be playing this later today.  :gusta:

Edit: I  noticed it's T4M. If you're planning on updating it, please make it not require t4m, it's not too hard if you manage your assets correctly.  :poker: I don't play maps that use T4M, find it a lazy way out of a 400fx error or so on.  ;)
Last Edit: January 06, 2016, 04:54:57 pm by Exofile
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I am garbage at managing my assets and I am pretty sure it is because I used CFG weapons. They wreck your assets

Don't use CFG weapons then. :please: Port 'em yourself.
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I don't play maps that use T4M
:please:

But you're right in that I can't see any reason why this map would need it to run.

I am garbage at managing my assets and I am pretty sure it is because I used CFG weapons. They wreck your assets

Wreck what assets exactly?
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*makes a well detailed map on the outside*
*doesn't have a caulk box so shadows don't appear on brushes*
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I will put an additional note in the notes section so everyone doesn't rag on me too hard for using CFG. I was at time constraints with college starting back up. I wanted to release before school and I have been putting my social life on hold. v2 will have my own ported weapons and will be optimized.

Rorke said he used hide tags on most weapons. The stuff is there just hidden. But I also don't have a full conceptual understanding of how fx and assets work. I ran out of time to learn and will learn while everyone enjoys an "unoptimized" v1 of the map.

I also think it is interesting that everyone hates T4M. If the resources are available I use them. It is lazy and poor practice but for now it will suffice.
Also Note: "I am garbage at managing my assets". I am not ragging on Rorke as I am happy enough to have had the easy road on the weapons in the first place.

Even if all the attachments are present but hidden with hide tags, the only limit that would affect would be the memory limit; which I don't think you are anywhere near at. What error do you get exactly if you try and run the map without T4M? And I agree the hostility towards T4M is baffling, I think I may make a post about it because I honestly don't know what some people's problem with it is. Anyway, the map looks nice, good job, always nice to see a mapper put some effort into his work. :)

Edit: There's a chance it may also bring you to the image/mtl limit too I suppose, but do you even have that many guns in the map?
Last Edit: January 06, 2016, 05:26:04 pm by steviewonder87
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If it's just the fx limit then you can easily sort that so the map won't require T4M. Just follow this it should be fairly straight forward - http://ugx-mods.com/forum/index.php?topic=5311.0
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Even if all the attachments are present but hidden with hide tags, the only limit that would affect would be the memory limit; which I don't think you are anywhere near at.

And image/material limit

Spoiler: click to open...

Shadow issues are unrelated to the caulk box and were already noted.

All faces need to be textured with sky texture
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And image/material limit

Edit: There's a chance it may also bring you to the image/mtl limit too I suppose, but do you even have that many guns in the map?

Yeh I added that after :please:
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Yeh I added that after :please:

Wasnt there, when I was commenting :please:
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Wasnt there, when I was commenting :please:



Spoiler: click to open...
:please:
Last Edit: January 06, 2016, 06:36:10 pm by steviewonder87
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Im a slow ass typer :please:

13 words in 11 mins? I guess I can buy that. :please:
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