Post: Untitled Project [BETA]
05-20-2014, 08:26 PM #1
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Hello everyone, this will be the first thread in over a year that i have posted, you may be wondering what this untitled project is? well while everyone thought i was focused on the other project "Operation Storm" I was secretly undergoing two other side projects. One of them will be revealed today but sadly as a beta. the full season will be out soon.

Now, before you continue to read i want to assure you that this isnt for console, this is a PC modification.

The focus of this untitled project is to bring a different, more challenging zombie co-operative experience to every player. Now since this is a beta you will expect to see a lot of bugs, unfinished work and maybe the odd lag. but the main focus is to see how well everyone can play, for all you know it could be impossible to beat, so this is more of a feedback release to see what people would like to see and what needs to be tweaked.

WARNING: Do not use (if you dont have the money) the jug-for-everyone (which is 5000) or ammo resupply (which is 1000) unless you want to go into debt Winky Winky and also don't shoot any side-objective friendlies too, it may restart the mission if you do

Chapter Two - Evac A (subject to change)

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Download: You must login or register to view this content.

Feedback is needed! let me know what you think and any suggestions you have! oh....and try not to die :fa:
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The following 8 users say thank you to Uk_ViiPeR for this useful post:

Crunk, FourzerotwoFAILS, hkownz, Karoolus, ICS Vortex, worrorfight
05-20-2014, 09:21 PM #2
nay1995
The Master
Originally posted by ViiPeR View Post
Hello everyone, this will be the first thread in over a year that i have posted, you may be wondering what this untitled project is? well while everyone thought i was focused on the other project "Operation Storm" I was secretly undergoing two other side projects. One of them will be revealed today but sadly as a beta. the full season will be out soon.

Now, before you continue to read i want to assure you that this isnt for console, this is a PC modification.

The focus of this untitled project is to bring a different, more challenging zombie co-operative experience to every player. Now since this is a beta you will expect to see a lot of bugs, unfinished work and maybe the odd lag. but the main focus is to see how well everyone can play, for all you know it could be impossible to beat, so this is more of a feedback release to see what people would like to see and what needs to be tweaked.

WARNING: Do not use (if you dont have the money) the jug-for-everyone (which is 5000) or ammo resupply (which is 1000) unless you want to go into debt Winky Winky and also don't shoot any side-objective friendlies too, it may restart the mission if you do

Chapter Two - Evac A (subject to change)

You must login or register to view this content.

Download: You must login or register to view this content.

Feedback is needed! let me know what you think and any suggestions you have! oh....and try not to die :fa:



looks decent ill give it a try when i can, also are you doing projects for other call of dutys or just cod4 and cod5

The following user thanked nay1995 for this useful post:

Uk_ViiPeR
05-20-2014, 10:35 PM #3
LaRip8
Mario!
Looks cool

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Uk_ViiPeR
05-21-2014, 07:58 PM #4
Originally posted by nay1995 View Post
looks decent ill give it a try when i can, also are you doing projects for other call of dutys or just cod4 and cod5


theres one other project which is for CoD4 at this present time, but i may start looking into different engines shortly
05-23-2014, 04:33 AM #5
xelahot
Gym leader
cod4 & cod5 are funny to mod, its not like creating rte tools..
06-02-2014, 03:44 AM #6
ICS Vortex
Between Light and Lies
I will definitely give this a try when I can, possibly next weekend.
W@W PC Custom Zombies is one of my favorite things to play anymore.
Feel free to add me, anyone.
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W@W Name: ICS Vortex
06-03-2014, 03:06 AM #7
ICS Vortex
Between Light and Lies
Originally posted by ViiPeR View Post
Hello everyone, this will be the first thread in over a year that i have posted, you may be wondering what this untitled project is? well while everyone thought i was focused on the other project "Operation Storm" I was secretly undergoing two other side projects. One of them will be revealed today but sadly as a beta. the full season will be out soon.

Now, before you continue to read i want to assure you that this isnt for console, this is a PC modification.

The focus of this untitled project is to bring a different, more challenging zombie co-operative experience to every player. Now since this is a beta you will expect to see a lot of bugs, unfinished work and maybe the odd lag. but the main focus is to see how well everyone can play, for all you know it could be impossible to beat, so this is more of a feedback release to see what people would like to see and what needs to be tweaked.

WARNING: Do not use (if you dont have the money) the jug-for-everyone (which is 5000) or ammo resupply (which is 1000) unless you want to go into debt Winky Winky and also don't shoot any side-objective friendlies too, it may restart the mission if you do

Chapter Two - Evac A (subject to change)

You must login or register to view this content.

Download: You must login or register to view this content.

Feedback is needed! let me know what you think and any suggestions you have! oh....and try not to die :fa:


Here's some feedback for you. I played with Sox and hkownz (two other members on this site if you weren't aware)

Glitches:
1. If you stay in the train, the zombies cannot get you and become semi-inactive.
2. If you lay underneath the train, the zombies cannot get you.
3. When opening the first door, if you accidentally nudge against it while opening it, the door will stop from opening and you need to restart the map in order to play the rest of the map.
4. The Brownings have no overheat (not sure if this is a bug or not Winky Winky?)
5. If you jump on top of the jeep (small jeep) around the watch towers, the zombies cannot hit you and become semi-inactive.
6. The final barrier gives everyone a blackscreen. The game is still going on, but nobody can see anything.

Suggestions:
1. Decrease the AI Bot Amounts: If you were going for a challenging map, adding AI Bots is definitely not the way to go. The map was overall extremely easy.
2. Fix the gun models: I personally had the mg42 and there was an upside down bipod at the end of the barrel. Also, when you spawn it appears as though the colt's model is the default_weapon model.
3. Start on round 1, not round 5.
4. Add in more spawn locations and change the ones that you currently have: Once you're in the first browning room, no zombies spawn in there and you have a straight 'tunnel' to kill all zombies.
5. Add in perks!

The following 5 users say thank you to ICS Vortex for this useful post:

Crunk, FourzerotwoFAILS, hkownz, Uk_ViiPeR
06-03-2014, 04:56 PM #8
Originally posted by ICS
Here's some feedback for you. I played with Sox and hkownz (two other members on this site if you weren't aware)

Glitches:
1. If you stay in the train, the zombies cannot get you and become semi-inactive.
2. If you lay underneath the train, the zombies cannot get you.
3. When opening the first door, if you accidentally nudge against it while opening it, the door will stop from opening and you need to restart the map in order to play the rest of the map.
4. The Brownings have no overheat (not sure if this is a bug or not Winky Winky?)
5. If you jump on top of the jeep (small jeep) around the watch towers, the zombies cannot hit you and become semi-inactive.
6. The final barrier gives everyone a blackscreen. The game is still going on, but nobody can see anything.

Suggestions:
1. Decrease the AI Bot Amounts: If you were going for a challenging map, adding AI Bots is definitely not the way to go. The map was overall extremely easy.
2. Fix the gun models: I personally had the mg42 and there was an upside down bipod at the end of the barrel. Also, when you spawn it appears as though the colt's model is the default_weapon model.
3. Start on round 1, not round 5.
4. Add in more spawn locations and change the ones that you currently have: Once you're in the first browning room, no zombies spawn in there and you have a straight 'tunnel' to kill all zombies.
5. Add in perks!


Thank you for getting back to me! yeah i was aware of most of these problems and have currently fixed most of them, the last barrier ends due to the fact that its an autoload, this map is part of several maps so when completed it autoloads the next map in line. I will sort these out over this weekend and hopefully reveal a new map to you all to have fun with Smile

somethings that will be adjusted in the future:
• round system will be hidden due to the high ai count at specific areas of the map (it doesnt let the player know when loads or stronger ai will appear)
• I ran into problems with the perks so i added them in manually, but will look into fixing this problem shortly.
• The gun models (e.g. flamethrower etc..) can be easily precached, but i will look into fixing the upside down bipod exploit
• Player collision textures will be adjusted for under the train and mount scripts will be placed for the ai to climb onto the train
• For the mounted mg, i will apply a burstfire cooldown script shortly
• I will look into the spawn locations also
• And finally i will make a more challenging approach to making this a challenging map by implementing 'surprises' and personal health system (e.g. after a period of time, you will need to locate food otherwise you lack in vision etc..)

I'll get back to you when the map has been prepared and along with another map for you to try out Smile

The following 2 users say thank you to Uk_ViiPeR for this useful post:

hkownz, ICS Vortex
06-03-2014, 05:10 PM #9
Citadel
Samurai Poster
Originally posted by ViiPeR View Post
Thank you for getting back to me! yeah i was aware of most of these problems and have currently fixed most of them, the last barrier ends due to the fact that its an autoload, this map is part of several maps so when completed it autoloads the next map in line. I will sort these out over this weekend and hopefully reveal a new map to you all to have fun with Smile

somethings that will be adjusted in the future:
• round system will be hidden due to the high ai count at specific areas of the map (it doesnt let the player know when loads or stronger ai will appear)
• I ran into problems with the perks so i added them in manually, but will look into fixing this problem shortly.
• The gun models (e.g. flamethrower etc..) can be easily precached, but i will look into fixing the upside down bipod exploit
• Player collision textures will be adjusted for under the train and mount scripts will be placed for the ai to climb onto the train
• For the mounted mg, i will apply a burstfire cooldown script shortly
• I will look into the spawn locations also
• And finally i will make a more challenging approach to making this a challenging map by implementing 'surprises' and personal health system (e.g. after a period of time, you will need to locate food otherwise you lack in vision etc..)

I'll get back to you when the map has been prepared and along with another map for you to try out Smile


The shit that you release just amazes me. I think it was one of your patches that I used on either cod4 or cod5. It was near the best(if it was your patch. It was ages ago so I don't remember).
Do you think it will be possible to port this to ps3? I can test it if you ever decide to give it a try
06-03-2014, 08:22 PM #10
Originally posted by Citadel View Post
The shit that you release just amazes me. I think it was one of your patches that I used on either cod4 or cod5. It was near the best(if it was your patch. It was ages ago so I don't remember).
Do you think it will be possible to port this to ps3? I can test it if you ever decide to give it a try


It may have been me, i was one of the few who were around in the days of exploiting. and well to port this map you would need a lot of work. assets and textures would need to be added to the pak files (which i don't have any experience in) and the map would need to be signed to the eboot. something similar happened on xbox awhile back where an unreleased console map "snow crash" was introduced only to pc but somehow someone managed to port the map to console. it only worked because all the assets, settings and textures were already added in the newest update (1.7 i think it was)

With me I only release content when its complete. I hate giving people unfinished work unless i need some sort of feedback from something i cant experience myself (e.g. gameplay is slow for me since i have an old computer so i let others try and and decide)

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FourzerotwoFAILS

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