I showcase the newest screenshot here. If you want to see more check out the link underneath.
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all images
Story:A squad of four has been sent to investigate a factory-hall previously owned by a company called
a(h)tna(ma)s.
Even though nobody had bought the facility after the company went bankrupt nearby residents stated that it seemed like somebody had still been working there.
But it never bothered anyone so no further action was taken.
Close to Christmas however more startling reports arrive accounting faint weird screams and mysterious lights, which don't fit the festive mood.
To eliminate the threat mentioned group force-opens the main gate and enters the old big hall.
However, before they could take any action they faint as some thick smelly kind of gas escapes through the newly created gap.
As the group awakes it notices two things: they are captured in some kind of containers and surrounded by factory-staff which seems to have grown rabid.
Can you help them find out what happened there and lead them to an escape?
Can you
SA
VE
CH
RI
ST
MA
S?
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Features:-
UGX-Mod (of course)
- snowy/Icy models and textures
- non-casual way to get out of the first room(s)
- some custom scripts (for moving brushes, players etc.)
-
Zombie-Counter-
Customized lighting- a
buyable ending------
Credits:-
Treyarch &
Activision- Especially
SparkyMcSparks for most of the custom textures
- The
UGX-team
-
YouAlwaysWin for the great opportunity
-
TomBmx For his helpful tools
-
ZK (damn your good tutorials)-
JR for the Zombie-Counter
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shippuden1592 for the zombie models
-
alzan12 for the End-game
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Devlog:[13.10.] The UGX-mod works now and I managed to compile my map. Now some patches appear to be invisible but I'll get behind that soon.
[14.10.] Thanks to codmoddd I was able to fix the invisible patches. Additionally I got some mapping done.
[16.10.] I finally wrote down a brief description of the story, will do some more mapping later today.
[17.10.] Made a new (probably temporary) logo.
[30.10.] I finally got to do some detailing on the lower section. new scripts and features are planned.
[04.11.] I have to re-do some detailing, used too many brushes instead of patches.
[13.11.] Now I'm far enough to say that my map is technically playable.
[19.11.] Finally the layout is done. Now I can work on the remaining features.
[27.11.] Today I finished the zones, pathing and the playable area.
[01.12.] I'm almost done, starting the closed beta today. but I have problems with my spawners.
[03.12.] The risers are working! Now onto the PP-Location and final detailing.
[04.12.] Did some testing, fixed some things and added the buyable ending.