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[Shooting / FPS] Dead End

Rate my Project Map

  • Excellent

    Votes: 14 36.8%
  • Very Good

    Votes: 13 34.2%
  • Good

    Votes: 10 26.3%
  • Needs Improvement

    Votes: 2 5.3%
  • Poor , Please improve everything.

    Votes: 1 2.6%

  • Total voters
    38
Status
Not open for further replies.
DeadEndCover_OfficialStryderZero_v.01.jpg


Game Type : Shooting / Survival / Escape







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==The Team / Mod Starter===


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StryderZero - Project Starter , Terrainer , Compiler , Triggers , Sounds , Cinematics & Writer

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Blitz - Systems , Animation and Main Character Model


==Cooperated/Participated==
With a Participation / Cooperation of the following , we highly appreciate your help for the project.

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tobyfat50 - Lightings

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Rheiko - Triggers

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First Legacy - 3D Buildings/Structures Modeller

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bethmachine - Story Maker

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It was 3 days ago on a strange night when Paul got called to investigate some happenings in the dark woods. Paul has not come back since then and all our efforts to contact him have failed. The horrid noises from the woodsfill the sky. There was only one way to save Paul that is if we go looking for him ourselves. David and his girlfriend Mia waited for the next day to go look for Paul. The next day, the two set out into the dark woods to find out what happened to Paul. They searched and searched in the dark woods till night, they were about to give up when they heard a scream. They ran to the position of the screaming desperate to find out who made it. They found themselves by a Diner where they found a body that looked like Paul, but it looked more dead than alive. "Who did this to you!?"screamed Mia. "Shhh....they can here you," said Paul,"I...saw them come out from the...laboratory." That was his last words before he died. Then they heard noises coming from the woods that are getting closer and closer,"We need to get to the central Cambodia quickly!" said David.

Your car is out of fuel so. There is no other option than to walk to Central Cambodia. You will find survivors to help you on
your journey but is that enough to save the world?


"This Virus ... has no cure" - Dr. Vasilevich (Scientist)
"Remember, always look forward" - David
"This area is for indomitable persons , not for goners." - Sgt. Ivanovich


Story was made by : bethmachine and StryderZero​




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1

2

3


Paul Jackson – Died in Cinematic
Mia – David’s Girlfriend , Protagonist
David Hatch – Another main character , Protagonist
Defected Clones – Antagonists , Minor Enemies
UDClone – Antagonist , more powerful Clone , likely a tank , Only in boss stage
Scientists – Antagonists , they made those clones
Dr. Vasilevich - The Main Antagonist and the Major Scientist
Sgt. Ivanovich - The Soldier who betrayed , Vasilevich's Guard / Soldier
Survivors – Rescuable Villagers , may help you to survive
Soldiers - They will evacuate you in the area - Only in Cinematic


1-Ghoul.jpg
2-HunterZombie.jpg
6-ArmoredZombie.jpg


5-ToxicZombie.jpg
3-NormalZombie.jpg
4.NormalZombie2.jpg


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COMING SOON




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Updated every week

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1

2

3


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Comp_5.jpg




Credits - Author/Contributor

Klarnetist
Illidan(Evil)X (aka Source[x])
_ViRus_
JB_McKnight
Wulfrein
skrab
xXm0RpH3usXx
_Ogre
Averianov Igor
Blizzard
IronMaiden
Tobyfat
SlyRipper
Blood Raven
FEARSTARTER
Peach
Born2Modificate
HorTax
Teaspoon
Raging Ent
Zombie
Sliph M
Hazel Whorley
rondo
Joseph Girty
bisnar13
KABLE
Rheiko


Models

http://www.the3dmodelstore.com/free.php
http://u3d.as/content/manufactura-k4-michael-o-/top-down-assets/3Ly
https://www.assetstore.unity3d.com/#/content/7101
http://xgm.ru/p/wc3/4338
http://xgm.ru/p/wc3/destroyed-city-decor-pack
http://xgm.ru/p/wc3/graffiti
http://xgm.ru/p/wc3/metal-fence
http://xgm.ru/p/wc3/bunker-doads
http://xgm.ru/p/wc3/3977
http://xgm.ru/p/wc3/2383
http://tf3dm.com/3d-model/cars-66597.html
http://tf3dm.com/3d-model/diner-restaurant-3194.html
http://ternox.com/load/1/snajper/27-1-0-4680
http://ternox.com/load/1/soldat/27-1-0-3846
http://ternox.com/load/1/musornye_kontejnery/72-1-0-3542
https://marketplace.secondlife.com/p/Dead-end-sign/2967490?id=2967490&slug=Dead-end-sign
http://www.turbosquid.com/FullPreview/Index.cfm/ID/654046
http://www.turbosquid.com/FullPreview/Index.cfm/ID/304029
http://www.turbosquid.com/FullPreview/Index.cfm/ID/304942
http://www.turbosquid.com/3d-models/weathered-truck-ruins-obj-free/668299
http://www.turbosquid.com/FullPreview/Index.cfm/ID/268542
http://www.turbosquid.com/FullPreview/Index.cfm/ID/668275
http://www.turbosquid.com/FullPreview/Index.cfm/ID/642095
http://www.turbosquid.com/FullPreview/Index.cfm/ID/612282
http://www.turbosquid.com/FullPreview/Index.cfm/ID/241058
http://www.turbosquid.com/3d-models/free-chevelle-3d-model/304942
http://www.turbosquid.com/3d-models/free-obj-model-car/614780
http://opengameart.org/content/3d-old-jeep
http://www.blendswap.com/blends/view/69208
http://www.blendswap.com/blends/view/69174

Credits - Websites - Arts

http://fonteart.deviantart.com/art/A-God-of-Death-366834929
http://fonteart.deviantart.com/art/Sci-Fi-Character-2-360208875
http://kokoronin.deviantart.com/art/Russian-Spetsnaz-2004-211867403
http://ebonykkk.deviantart.com/art/Practice-Germansoldier-304500045
http://gillesketting.deviantart.com/art/Bombies-ZEDs-327700633
http://fonteart.deviantart.com/art/Space-Wolf-371005373
http://ysvyri.deviantart.com/art/Apocalypse-Survivor-380931540?q=gallery:Ysvyri&qo=3

Credits - Websites - Arts - Textures

http://xtragfx.com/textures/670237-absolute-textures-cityscape.html
http://texturer.com/
cgtextures.com

Credits - Websites - Audios

Helix - NewGrounds
http://helix6.newgrounds.com/audio/



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Last edited:
~Reserved

Stryderzero


-Will update the Description and more map information soon.
-Trailer will be released soon. Im still processing it.
-Estimated 50 MB in filesize
-Honestly , none of the models are ripped from the games of other companies. Source of the models are posted in the Credits. Other models are from WoW
-Map Progress - 60 % done
-Project Cover Updated , its now official Cover of the Project
-I hope you like it :)

 
Last edited:
Level 14
Joined
Apr 22, 2006
Messages
631
Not so much because im not good in systems , im still playing Paranoia to guess and to know how you made those (Bouncing Grenades , Manual attacks and etc) . :)
~~~
Okay , seems my project has a good rating , thank you guys. :)

Wow! thank you very much for playing paranoia. :D Well, I wish I could help you out with your project but I'm currently a bit busy... :( Anyway I wish you good luck and of course a lot of fun with this project! +rep
 
Might want to change the colour of the text to a more readable colour. My eyes don't feel like reading such straining text atm. :I

Judging from the screenshots the terrain looks pretty awesome so far.
I wouldn't mind a little more shrub, bush, grass whatever more around the more forested areas though.
I would like to suggest as well to be a little more vigorous and experimentive with the terrain height. This way there can be a little more interesting curve to the terrain.

Keep it up. :D
 
Might want to change the colour of the text to a more readable colour. My eyes don't feel like reading such straining text atm. :I

I wouldn't mind a little more shrub, bush, grass whatever more around the more forested areas though.

Keep it up. :D

Okay okay . Thanks for it. :) Shrubs will be placed after i calculate shadows.
 
Last edited:
Level 22
Joined
Aug 27, 2013
Messages
3,973
ow man, stryderzero start a map making.. yay! SUBSCRIBED!!

anyway, just some suggestions
i know you want to make this map looks scary but can you change that color of the description if you don't mind.. i can hardly read it
just like randompogi said, the story sounds flat.. i know you're not that good with story making, but after i read it.. you can improve it much much better, dude..
and one question, is this map will always night or what? if yes, can you make a lighting system.. like, you need a flashlight to see in the dark

[HIGHLIGHT]THIS IS JUST A SUGGESTION SO I AM APOLOGIZE IF I SAY SOMETHING WRONG[/code]

just a suggestions like i said but only if you don't mind..
and good luck for the project, this is really looks promising for people who loves FPS game.. if you need a beta tester let me know ;)
 
Ehh , this is not scary , those things are not zombies , those are clones.
Actually this is my 5th map , this is not my beginning.

About lightings , well , its always night , also i already have flashlight with omnilights so i dont have problem with that. It also has a weather system on some part of the map.

Well , if you will reach 400 posts or will be active here , maybe i can use you as the beta tester. And please , promise me that you wont extract anything .

Descriptions is just ... ugghh. No dont mind the description , you will understand the story ingame , i made cinematics and scripts for them
 
Last edited:
New Update
I would really like to thank Blitz for Manual Attack System , and also , to the person who made the Arrow Movement System

Heres the new Screenie , its not pretty obvious that it is already in manual controls.
WC3ScrnShot_090313_194032_01.jpg

Trigger of Manual Attack
For the people who are really good in triggering , please check if theres unuseful thingie or trigger ...leaks?



  • Manual Attack Action
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Manual Attack
    • Actions
      • Animation - Play Mia's Attack animation
      • Unit - Pause Mia
      • Trigger - Turn off UpPress <gen>
      • Trigger - Turn off DownPress <gen>
      • Trigger - Turn off RightPress <gen>
      • Trigger - Turn off LeftPress <gen>
      • Wait 0.05 seconds
      • Set Mia_ManualAttackCaster = Mia
      • Set Mia_ManualAttackPoint = (Position of Mia)
      • Set Mia_ManualAttackStrength = (Strength of Mia_ManualAttackCaster (Include bonuses))
      • Set Mia_ManualAttackConvert = (Real(Mia_ManualAttackStrength))
      • Unit - Create 1 Air Projectile Dummy for (Owner of Mia) at ((Position of Mia) offset by 300.00 towards (Facing of Mia) degrees) facing (Facing of Mia) degrees
      • Set Mia_ManualAttackDummy[1] = (Last created unit)
      • Trigger - Turn on Manual Attack Damage <gen>
      • Wait 0.40 seconds
      • Unit - Unpause Mia
      • Trigger - Turn on UpPress <gen>
      • Trigger - Turn on DownPress <gen>
      • Trigger - Turn on RightPress <gen>
      • Trigger - Turn on LeftPress <gen>
      • Wait 0.40 seconds
      • Trigger - Turn off Manual Attack Damage <gen>
      • Unit - Remove Mia_ManualAttackDummy[1] from the game

  • Manual Attack Damage
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Turn collision for Mia_ManualAttackDummy[1] Off
      • Set Mia_ManualAttackDummyPostition = (Position of Mia_ManualAttackDummy[1])
      • Set Mia_ManualAttackDummyLocation = (Mia_ManualAttackDummyPostition offset by 20.00 towards (Facing of Mia_ManualAttackDummy[1]) degrees)
      • Unit - Move Mia_ManualAttackDummy[1] instantly to Mia_ManualAttackDummyLocation
      • -------- =============== --------
      • -------- Distance to Bullet --------
      • -------- =============== --------
      • Set Mia_ManualAttackTargets = (Units within 30.00 of Mia_ManualAttackDummyPostition matching (((Matching unit) belongs to an enemy of (Owner of Mia_ManualAttackCaster)) Equal to True))
      • -------- =============== --------
      • -------- Damage to Targets --------
      • -------- =============== --------
      • Unit Group - Pick every unit in Mia_ManualAttackTargets and do (Unit - Cause Mia_ManualAttackCaster to damage (Picked unit), dealing 50.00 damage of attack type Normal and damage type Normal)
 
Level 22
Joined
Aug 27, 2013
Messages
3,973
stryder, fix your trigger [no offense]
  • Manual Attack Action
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Manual Attack
    • Actions
      • Set Mia_ManualAttackCaster = Mia
      • Animation - Play Mia_ManualAttackCaster's Attack animation
      • Unit - Pause Mia_ManualAttackCaster
      • Trigger - Turn off UpPress <gen>
      • Trigger - Turn off DownPress <gen>
      • Trigger - Turn off RightPress <gen>
      • Trigger - Turn off LeftPress <gen>
      • Wait 0.05 seconds
      • Set Mia_ManualAttackPoint = (Position of Mia_ManualAttackCaster)
      • Set Mia_ManualAttackStrength = (Strength of Mia_ManualAttackCaster (Include bonuses))
      • Set Mia_ManualAttackConvert = (Real(Mia_ManualAttackStrength))
      • Unit - Create 1 Air Projectile Dummy for (Owner of Mia) at Mia_ManualAttackPoint offset by 300.00 towards (Facing of Mia) degrees) facing (Facing of Mia) degrees
      • Set Mia_ManualAttackDummy[1] = (Last created unit)
      • Trigger - Turn on Manual Attack Damage <gen>
      • Wait 0.40 seconds
      • Unit - Unpause Mia
      • Trigger - Turn on UpPress <gen>
      • Trigger - Turn on DownPress <gen>
      • Trigger - Turn on RightPress <gen>
      • Trigger - Turn on LeftPress <gen>
      • Wait 0.40 seconds
      • Trigger - Turn off Manual Attack Damage <gen>
      • Unit - Remove Mia_ManualAttackDummy[1] from the game
      • Custom script: call RemoveLocation(udg_Mia_ManualAttackPoint)
  • Manual Attack Damage
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Turn collision for Mia_ManualAttackDummy[1] Off
      • Set Mia_ManualAttackDummyPostition = (Position of Mia_ManualAttackDummy[1])
      • Set Mia_ManualAttackDummyLocation = (Mia_ManualAttackDummyPostition offset by 20.00 towards (Facing of Mia_ManualAttackDummy[1]) degrees)
      • Unit - Move Mia_ManualAttackDummy[1] instantly to Mia_ManualAttackDummyLocation
      • -------- =============== --------
      • -------- Distance to Bullet --------
      • -------- =============== --------
      • Set Mia_ManualAttackTargets = (Units within 30.00 of Mia_ManualAttackDummyPostition matching (((Matching unit) belongs to an enemy of (Owner of Mia_ManualAttackCaster)) Equal to True))
      • -------- =============== --------
      • -------- Damage to Targets --------
      • -------- =============== --------
      • Unit Group - Pick every unit in Mia_ManualAttackTargets and do (Unit - Cause Mia_ManualAttackCaster to damage (Picked unit), dealing 50.00 damage of attack type Normal and damage type Normal)
      • Custom script: call DestroyGroup(udg_Mia_ManualAttackTargets)
      • Custom script: call RemoveLocation(udg_Mia_ManualAttackDummyPostition)
because some of them are leaks and not efficient
 
Well , all of you are not allowed this time to take my map. Meaning , the map is incomplete , to make our process simple , you and other beta testers will test the map you and other will post criticism at the same time so it wont take longer time.

BTW , Rheiko , since your part of the team , do you have any other skills in modding? Modelling? Animating? Or maybe if you havent some , then if you have time , you can suggest some models or skins for the project (Must be High Quality)
 
TBH, no.. i don't have other skills besides triggering. okay then.. good luck with your map, man :wink:
i will stick with beta testing then

Well , no offense , i think its fair and ...
You just need to study and criticize the triggers that im posting.


@FL : Man , can i extend to 16 -20 var :D Ill require you textures then..
 
Level 22
Joined
Aug 27, 2013
Messages
3,973
okay, so here
  • Custom script: call RemoveLocation(udg_YourLocationVariable)
easy right? :D
change this
  • Unit - Create 1 Air Projectile Dummy for (Owner of Mia) at ((Position of Mia) offset by 300.00 towards (Facing of Mia) degrees) facing (Facing of Mia) degrees
to this
  • Unit - Create 1 Air Projectile Dummy for (Owner of Mia) at (Mia_ManualAttackPoint offset by 300.00 towards (Facing of Mia) degrees) facing (Facing of Mia) degrees
 
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