Last updated | 10 months ago |
Total downloads | 13814 |
Total rating | 2 |
Categories | Maps |
Dependency string | Sora101Ven-5801_Paradise_CodZombies-2.2.4 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
Arpy-PuppyScripts
Lots of cool scripts, why don't you give em a try? Unless....you can't Unity? Shame.
Preferred version: 1.2.2Nuigo_Ftrmarket-Rai_K_84
A Russian derivitive of Porter's work, inspired by other formidible wonder weaponry.
Preferred version: 1.0.1README
Community Modpack -- https://h3vr.thunderstore.io/package/Sora101Ven/CDZ_Community_Lootpool_Modpack/
Skitsuphrenia Modpack -- https://h3vr.thunderstore.io/package/Sora101Ven/CDZ_Skitsuphrenia_Lootpool_Modpack/
5801 - Her Paradise! The Kodeman COD ZOMBIES Version!
The version of Paradise I had in mind when I developed this map. A small, no barricades, jump right into the action zombies mode with addons to give it a bit of replay value!
This basic map is my entry level CDZ map to help me understand and streamline what it takes to build maps. Hardships lead to discoveries, my mind bursts with ideas do to the breakthrough that is the Player Trigger script... A script on par with the Firearm Heating Script, but for mapmaking... There is no exaggeration, this script is awesome and I wish it was available for Sandbox, KOTH, and other modes as well!!
To bigger, more ambitious maps! In the meantime, happy zombie slaying!
Note, the gifs above were made on V1.0.0 release. LuxWater has now been added, so the environment will look different from what is shown.
Sources and Creds
Kodeman -- Thank you for making your CDZ template! It was a pleasure to help you out with it, and thank you for your help in making this map possible!
Arpy & Nathan -- Bless you guys for listening to my requests for a Keypad and Enable Trigger script. In combo with Kodeman's CDZ scripts, it opens Pandora's box on interactive environments, as well as Easter Eggs!
Silent Dreams -- The custom round intro and outro was built off of his Dev Bundle of custom round stingers! They all sound fantastic! Check them out here!
15.ai -- Voicelines featured in this map use the powerful AI TTS website 15.ai, be sure to check it out!
Scatman -- Thanks for all your support!!
Future Plans / Aware Issues
Learn Occlusion Culling -- This map currently does not have occlusion culling. Baking the culling is something I have no grip on whats efficient. I will learn how to do this by the end of the month, and update the map as soon as I do figure it out.
Community Modpack -- There may be one or two guns with mismatched data that causes the Mystery Box to lock up. Devyn's Meta Viewer site carried me for the most part but there were a few item IDs where I had to find out. Not only that, but the very recent update in regards to changing magazine data targets a few guns in the modpack. If it comes down to it, I can change up the mods included and update the map accordingly.
More Wonder Weapons -- Now that I am participating in making CDZ maps, I personally feel more impulsed to make more Wonder Weapons for this gamemode. A lot of thinking, a bit of tinkering, but I think I can get it done.
5801 Unlockables
Unlock Quest |
Description | |
---|---|---|
Fanatic Freebie! |
You should know the number! Figure out the rest! | |
I'm Back B1AT-CH35!! |
Take a classic sidearm and pack it! | |
Sleeping Demons |
Be the equivalent of a fluff eating mosquito | |
For Keepzies | Find the right PaP weapon from the Skitsuphrenia Lootpool |
Updates
V1.0.1 -- Whats that? You stayed up late at night and accidentally deleted your Reverb systems and World SFX on your launch build? Oh aren't you a silly billy. Good thing deprecation can cover my ass in this case.
V1.0.2 -- Custom enemies hotfix. I had presumed the default enemy option would be the Humanoid zombies, so I removed the option to change enemy types. It has come to my attention that it saves the last zombie type you use in CDZ maps, so people are stuck with zosigs and the zosigs don't load for an undetermined reason. Temporarily brought back the custom enemies option, sadly the zosigs still don't work so choose humanoids. Temporarily removed Jerry from the map, Jerry causes LZ4 Enc corruptions... I will look into a more dependable version of Jerry after work today.
Aaaaaand accidental double post. Sorry about that, thats what happens when you rush things out the door. I had both a wifi outage aaaand Covid! So thats why its slipped for so long... But this second go at a message means I can say hey, thanks Kuromi for giving me the heads up about the dilemma with all this. Occlussion Culling has been made and visualized, but not tested in game yet. I plan on doing some changes to the mystery box next, and then I'll push for a next, proper update if I don't become bedridden anytime soon.
V1.1.0
A big jump of an update.
-- Occlusion Culling has been added! An aid for those with lower spec computers. Occlusion Culling was quick to learn about with plenty of media on the net, simple to pull off with Unity's occlusion tool. The tricky thing was that I needed to overhall the secret area's meshes entirely (yep, there is a secret area, time to do some digging!) because the meshes were in chunks and it didn't bode well with the camera based culling. The meshes have been split, and the culling is working proper (as far as I could see at least!)
-- Zosigs have been fixed! Thanks Kodeman for helping me out with that!
-- Barricades have been added to the secret area. Thanks Kodeman, again, for teaching me about the Unity Editor debug controls!
-- Jerry has returned! Sprite instead of MP4, a cut in quality but no more build corruptions. OhmygodIcanbreatheagain.
-- I believe to have discovered the ugly duckling in the mystery box and have corrected it, so the community modpack should be golden now. Also noticed I was missing a weapon in the modpack when a pack a punch weapon didn't spawn. A few more days of testing to see if anything else surprises me and then I'll release the weapon data stuffs with a link in the Modpack's README.
-- Added another Mystery Box weapon to roll
-- Updated Mystery Box teddy bear roll sfx
V1.1.1
The end is never the end is never the end is never
-
Forgot to undo the zosig spawning debug, big logs mean big oof, no more of that now
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Fixed ceiling blemish in secret area, how'dImissthatwut
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One of the PaP weapons didn't spawn with a mag due to a meta error, it has been patched
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Hellhound spawns fixed up as it caused zosig hellhounds to immediately poof, which is not the desired outcome (zosigs are easy mode as is, c'mon)
As this map gets more and more polished I can start looking elsewhere for other projects, as well as developing weapons for this and future CDZ maps. I couldn't nail it from the getgo but hey, thats what the safety net called updates are for.
V1.1.3
The wonderweapons have now entered Paradise. The Rai-K 84 and the Thundergun are now in the Mystery Box for all the available weapon pools. Fixed obscure dilemmas, such as a PAP weapon being in the mystery box for the default weapon pool, as well as one of the hidden guns being in the limited ammo mystery box loot pool of modern (Thats not how you're supposed to get that weapon StrainZex). Looked into Luxwater, the same asset tool Jerry used for his WavyOcean map, but it doesn't like my Meatkit as it currently is. I wonder if Jerry can provide me a few pointers...
V1.1.4
Rai-K 84 had the wrong PaP. Fixed.
V2.0.0
The LuxWater Update
Thanks to JerryAR for the support for sending the version of LuxWater that is compatible with Grandpa Unity 5.6.3, Paradise now has some fitting, scary fierce waves instead of the dark blue stillwater of before. My philosophy is creativity over performance, I have provided the most I could in performance enhancing tricks, so if LuxWater gives people trouble, downgrade to V1.1.4. Currently, there are no plans to expand the map other than its loot pools, so V1.1.4 is a solid version to go with.
In addition to that, thank you to Kodeman for sending an updated version of the Mystery Box loot pool script, wonder weapons are now rare-proper, rather than equal chance with the rest of the loot pool!
Further development of Wunderweaponry will continue to give more options to those who want to make CDZ maps. This CDZ map is just about "golden" (no more updates, but deprecation is a term a lot of people get confused on, so golden is my term for a mod completed 100%), just gotta make the Skitsuphrenia lootpool.
Other patches, the flashlight was removed as it caused a block shaped effect on the water and the game over room. If you somehow need the flashlight, type in the keypad on the rock by PHD Flopper, "1234", and a flashlight will spawn on the M1911 Spawner Board.
Tweaked the Announcer loudness a touch bit.
If you are a mapmaker, and would like a headstart with the weapon pools featured here, I have provided a link to a unitypackage available! -- https://drive.google.com/file/d/175KGOb47CvW1UAf5kAZVLLqinvyP_1Z7/view?usp=sharing
V2.0.1
Notice -- The Experimental Branch has hit CDZ zombies too. Death will never come as the respawn location is somehow offset on the Experimental Branch compared to the Alpha / Main branch. You will fall back down to the island, so thankfully, it isn't too bad of a bug.
Fixed the naming of the classic lootpool, whoops!
Fixed the backpack spawning prematurely from Mule Kick.
Fixed a few minor mesh issues in the secret area.
Removed the Homemade Gun from the Limited Ammo Lootpool (Modded), fixed the PaP version not working and breaking PaP.
Fixed HK69A1 spawning with the wrong nade (Modern).
These fixes are now updated in the Google Drive, for mapmakers who managed to DL the UnityPackage when the map was V2.0.0
There is this... Invisible barrier surrounding the island that causes bullets to stop prematurely, easiest to discover on the catwalk. You can shoot outwards, towards the sea, but not towards the island? Its a confounding issue. I have reason to believe it is the convex mesh hulls, needed and unchangable since the beach's sandy terrain cannot be solved with basic colliders. Visually, it wouldn't look like the collider could stop the bullet, but in game it does. Its a frustrating dilemma and I am sad to say I don't see myself finding a fix for it at my current mapmaking level.
Adjusted the LuxWater to match the two tone of the island, also preventing water breaching on the bridge / island top. Adjusted foam, fog, and wave speeds too (only slightly).
Found a LuxWater option that allowed foam creases on the island, however it seems having both waves and foam creases on the island isn't as clearcut. I'll look into updating the Sandbox version to showcase them.
Again, thank you Jerry for the opportunity. This tool was also the missing piece for a TNH map I have in mind, the same one I had dreamed up and what lead me to ask for a UnityPackage of your Hideout map.
Pantheon is coming.
V2.0.2
Updated my CDZ Meatkit from v1 to CDZ compatible v2. This fixed the endgame spawning offset issue. This also should improve build times for future CDZ projects.
V2.0.4
So. If you're too tall, the death respawn failed to work properly. Wow. Months of frustration down to a simple premise. What a load of barnacles. Nonetheless, information to share with Kodeman and whoever else decides to make CDZ maps -- A tenth of that respawn waypoint circle should be in the ground for consistency.
I'm going to take this victory with stride. Things can get solved given enough tenacity. Now returns the confidence I had lost for a short bit.
Thank you Kodeman for bearing with me and my neanderthal bug report hahaha
V2.1.0
We're back.
Paradise's fourth Lootpool is now available at last. Skitsuphrenia, the massive project that took the entire month of January to get mobilized, it is now available in CDZ form, with a twist. Instead of unlockables, witness the power of pack a punch as it should be. Damage scaling, unusual magazine capacity, fire rate and fire select manipulation, all with their own PAP camos. The closest it can be to the source material.
Note -- Using on-demand loading, it takes a handful of seconds to load the Pap gun on first load. Weapons have been split across three asset bundle sets, but even then it can chug a bit. All in attempt to save file space by sharing textures, but it is what it is.
In addition to that, the map itself also underwent some polish... A headache and a half to get it going but its now up.
Item Spawner now fixed, thanks to Kodeman's ever helpful advice and codeworking skills!
Secret area polish, the ceilings were wrong, now they are fixed.
Forced to change the waves up after a hiccup in getting LuxWater functioning again. Learning experience for sure. Never use them LuxWater components, use the playmode to save an hour or two of headaches!
Behold the glorious moon!
Mystery Box Teddy Bear update... Previewing whats to come.
Even closer to gold, but I won't call it just yet...
V2.1.1
Transparency hotfix. I thought I fixed that... If this doesn't fix it than I'm hella fucked and will be sent back to the Unity mines.
V2.1.2
V2.1.0's water looked like ASS. Changed it back to normal.
Mystery box loot for the Skitsuphrenia Lootpool will no longer have weapons from the wallbuys.
Last update today. I need to sleep.
V2.2.0
I've returned less than 5 months later. This update focuses on Skitsuphrenia!
The Skitsuphrenia lootpool has been improved. The asset bundles have been organized, and pack a punching guns no longer freezes the screen for a whole 30 seconds.
I've also discovered a means to utilize clip using firearms, so now there are five new guns in the mystery box, each with their own unique PaP variants!
Also changed the lighting of the hidden area, using less lights in the main area will let the game stutter less, or so I've learned from the Space Race. I wonder how bad it is on lower end computers...
V2.2.1
A hotfix update that broke CDZ. Removed Jerrys QBZ 191 (changed meta data) and Bistards Type 85 SD (no QBZ no PaP). There was a few script updates between V2.2.0 and now that I forgot about which broke zombies.
I only managed to find out because someone recently made a video playing on these CDZ maps and, although his reactions and edits were hilarious, there was plenty of people that saw how busted my map was. I felt both ecstatic and embarrassed while at work today, having watched the video just before clocking in.
V2.2.2
This hotfix is set to attempt to fix that bug. If another update happens later today, it means that it didn't work. If this update remains the latest, it passed the vibe check.
V2.2.3
So V2.2.2 Fixed the zombies but I bugged out the Easter Egg quest by removing the PaP data of the EE gun from the PaP.
This fixes that, and for those who unlocked the EE
Turn on Item Spawner, spawn the EE weapon
Go on your headset menu and enable the keyboard (or go to the keyboard on your computer) and spam "M" for money
Then pack the gun
Sorry for all the trouble!
V2.2.4
Readme restoration