Author Topic: Hyper's Maps  (Read 5571 times)

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Hyper

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Hyper's Maps
« on: August 22, 2013, 08:27:55 PM »
Finished maps:
- mp_anubis - click to download.

Currently working on:
-

Upcoming maps:
- mp_trenches (from CoD:UO)
- mp_ponyri (from CoD:UO)

Give me ideas or requests if you wish! Also if you have downloaded any of my maps and noticed a bug, please post it here so i can fix it!
« Last Edit: August 22, 2013, 08:36:16 PM by Hyper »

Mfsmm

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Re: Hyper's Maps
« Reply #1 on: August 22, 2013, 08:32:50 PM »
Are you going to UO maps? who still plays dat? xD

Anyway glad to see another map for rotation! Hope it's not rape thought :D


Hyper

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Re: Hyper's Maps
« Reply #2 on: August 22, 2013, 08:35:48 PM »
Are you going to UO maps? who still plays dat? xD

Anyway glad to see another map for rotation! Hope it's not rape thought :D
Nah, i mean the map is from UO, of course i'm gonna map it for WaW :D I'm just gonna take the idea of the map and make it as similar possible.

Mfsmm

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Re: Hyper's Maps
« Reply #3 on: August 22, 2013, 08:39:55 PM »
Ah ok xD Dat's nice.

Btw, when i first look at the map ponyri, it appeared to me as a different map name.  :ohcrap: :ohcrap: These mind blowers

xCrusadentx

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Re: Hyper's Maps
« Reply #4 on: August 22, 2013, 10:29:11 PM »
try adding screenshots, it helps people get an idea of the map itself

Mfsmm

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Re: Hyper's Maps
« Reply #5 on: August 23, 2013, 08:56:17 AM »
Each map should have 2 pics. One is the loadscreen, the other the minimap. This will give us the idea of a map you made :D

♛Ⓣⓐⓓⓔⓙ♛

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Re: Hyper's Maps
« Reply #6 on: August 23, 2013, 09:23:45 AM »
both uo maps are finished for cod waw... they are big as shit.

Mfsmm

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Re: Hyper's Maps
« Reply #7 on: August 23, 2013, 09:29:18 AM »
both uo maps are finished for cod waw... they are big as shit.

u mean someone did them already, or they are too big for waw?

♛Ⓣⓐⓓⓔⓙ♛

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Re: Hyper's Maps
« Reply #8 on: August 23, 2013, 09:41:12 AM »
u mean someone did them already, or they are too big for waw?

map are to big for zomx... size of it and maps are to opend (easy kills, hard for zombis)

Hyper

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Re: Hyper's Maps
« Reply #9 on: August 23, 2013, 10:15:21 AM »
For some reason, I can't edit my post :confused: Here are some pics of mp_anubis:







Features(v1.0):
- Doors that require points to open: [5000]-[10000]-[15000]-[20000]-[30000]-[50000]
- P-a-C vending machines(Each 5000): Quick Revive-Jugger-Nog-Speed Cola-Double Tap Root Beer
- Deployed MGs over the map
- Spawning points are progressing as the hunters open doors. The closest spawns enable and the furthest disable.
- Zapper set up in the final defense room guarding the only entrance [10000]

Note: If you don't like the prices, suggest a change!
« Last Edit: August 23, 2013, 10:54:17 AM by Hyper »

Mfsmm

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Re: Hyper's Maps
« Reply #10 on: August 23, 2013, 10:22:36 AM »
dat map.... very good  :megusta:

u forgot the minimap and the loadscreen thought ^^

Hyper

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Re: Hyper's Maps
« Reply #11 on: August 23, 2013, 10:24:54 AM »
dat map.... very good  :megusta:

u forgot the minimap and the loadscreen thought ^^
Download it, run it and you'll see :p

Mfsmm

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Re: Hyper's Maps
« Reply #12 on: August 23, 2013, 10:34:18 AM »
Download it, run it and you'll see :p

can't load your map, i can only see it when it tested, or if i compile it myself(wich will not happen)

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Re: Hyper's Maps
« Reply #13 on: August 23, 2013, 10:35:18 AM »
looks nice :)

Hyper

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Re: Hyper's Maps
« Reply #14 on: August 23, 2013, 01:58:09 PM »
.csv
Code: [Select]
// NOTE: If you add a comment, put a space after the double forward slash or you will get issues
col_map_mp,maps/mp/mp_anubis.d3dbsp
rawfile,maps/mp/mp_anubis.gsc
rawfile,maps/mp/_zapper.gsc
// rawfile,maps/mp/mp_anubis_fx.gsc
rawfile,maps\mp\_buyable_blocker.gsc
rawfile,clientscripts\mp\_dogs.csc

include,water
include,soda_machines

sound,common,mp_anubis,!all_mp
sound,generic,mp_anubis,!all_mp
sound,voiceovers,mp_anubis,!all_mp
sound,multiplayer,mp_anubis,!all_mp
sound,mod_music_box_stock,all_mp

character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault

fx,misc/fx_zombie_electric_trap
fx,misc\fx_zombie_couch_effect

xmodel,mounted_ger_mg42_bipod_mg
xmodel,mounted_ger_mg42_mg
xmodel,viewmodel_ger_mg42_mg
xmodel,viewmodel_ger_mg42_bipod_mg
xmodel,weapon_ger_mg42_mg
xmodel,weapon_ger_mg42_bipod_mg
xmodel,weapon_ger_mg_mg42
xmodel,skybox_oki1

material,compass_map_mp_anubis
material,compass_overlay_map_blank
stringtable,mp/mapstable.csv
//////////////////////////////////////////////////
// Music Player .csv
//////////////////////////////////////////////////
xmodel,zombie_zapper_cagelight_green
sound,mod_music_box_stock,all_mp
rawfile,maps/tom_music_player_unl.gsc
menufile,ui/scriptmenus/tom_music_player.menu

.gsc:
Code: [Select]
main()
{
maps\mp\_load::main();
maps\mp\_zapper::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_anubis");
maps\mp\_soda_machines::main();

game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

level.dog_normal_spawns = true;
level.zom_use_classes = true;

setDvar( "r_specularcolorscale", "1" );
setDvar( "compassmaxrange", "1500" );
setExpFog(200, 1000, 0.4, 0.425, 0.44, 0.0);

thread maps\mp\_buyable_blocker::main();
trigger = GetEnt( "music_box_player", "targetname" );
    trigger thread monitorMusicTriggerUse();
}

disableSpawns(targetname)
{
spawns = getentarray(targetname,"targetname");
for(i=0;i<spawns.size;i++)
{
if(isDefined(spawns[i].script_noteworthy))
{
spawns[i].script_noteworthy += " disable";
// iprintlnBold("^3Disabled:^2 " + targetname);
}
else
{
spawns[i].script_noteworthy = "disable";
// iprintlnBold("^3Disabled:^2 " + targetname);
}
}
}

enableSpawns(targetname)
{
spawns = getentarray(targetname,"targetname");
for(i=0;i<spawns.size;i++)
{
if(isDefined(spawns[i].script_noteworthy) && spawns[i].script_noteworthy.size > 2)
{
data = strtok(spawns[i].script_noteworthy," ");
newNoteworthy = "";
for(x=0;x<data.size;x++)
{
if(data[x] != " " && data[x] != "disable")
{
newNoteworthy += data[x] + " ";
// iprintlnBold("^4Enabled:^2 " + targetname);
}
}
spawns[i].script_noteworthy = newNoteworthy;
// iprintlnBold("^4Enabled:^2 " + targetname);
}
}
}

monitorMusicTriggerUse()
{
level endon("game_ended");
music_light_green();


self setHintString("Press ^3&&1^7 to play music" );
self setCursorHint("HINT_NOICON");
level.playing_music = false;

level.songs = [];

index = level.songs.size;
level.songs[index] = spawnstruct();
level.songs[index].name = "Lullaby of a Dead Man";
level.songs[index].time = 240;
level.songs[index].alias = "mx_eggs";

index = level.songs.size;
level.songs[index] = spawnstruct();
level.songs[index].name = "Beauty of Annihalation";
level.songs[index].time = 270;
level.songs[index].alias = "mx_eggs1";

index = level.songs.size;
level.songs[index] = spawnstruct();
level.songs[index].name = "The One";
level.songs[index].time = 290;
level.songs[index].alias = "music_1";

while (1)
{
 self waittill ("trigger", player);
 
 if ( level.playing_music )
 {
  player iprintlnbold( "Already playing");
 }
 else
 {
  level.playing_music = true;
  self setHintString("Wait for song to finish" );
  music_light_red();

  randIndex = randomint(level.songs.size);
 
 
 
  players = get_players();
  for( i = 0; i < players.size; i++ )
  {
   if ( player.wantsMusic )
   {
    players[i] iprintlnbold( "^2Playing song: ^" + randomint(9) + level.songs[randIndex].name );
    players[i] PlaySound( level.songs[randIndex].alias );
   }
  }
  wait ( level.songs[randIndex].time );
  self setHintString("Press ^3&&1^7 to play music" );
  music_light_green();
  level.playing_music = false;
 }
 wait 1;
}
}

music_light_green()
{
music_lights = getentarray("music_box_light","targetname");
if(music_lights.size > 0)
{
 for(i=0;i<music_lights.size;i++)
  music_lights[i] setmodel("zombie_zapper_cagelight_green");
 if(isDefined(level.music_light))
 {
  for(i=0;i<level.music_light.size;i++)
   level.music_light[i] delete();
 }
   }
}
music_light_red()
{
music_lights = getentarray("music_box_light","targetname");
   if(music_lights.size > 0)
{
 for(i=0;i<music_lights.size;i++)
  music_lights[i] setmodel("zombie_zapper_cagelight_red"); 
 if(isDefined(level.music_light))
 {
  for(i=0;i<level.music_light.size;i++)
   level.music_light[i] delete();
 }
}
}

get_players()
{
players = getentarray("player", "classname");
   
    return players; 
}