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DeathBringerZen

UGX Requiem (coming soon)

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UGX Requiem

 

Tomorrow will see the game play reveal of the highly anticipated UGX Mod v1.1, debuting on the incredibly detailed UGX Requiem custom zombie map. This game play reveal will be exclusive to the YouAlwaysWin Youtube channel run by GunnsforHire (and co host Meaty). Although the map itself has been kept under close wraps and well away from the public eye, I have been beta testing it for 3 months now and can honestly say this is the very best custom map I have ever seen or played. Visually stunning for the WaW engine, the map features the latest incarnation of the UGX Mod and brings some amazing weapons and features to the custom scene. Below is a sneak peak at some of these features.

 

Trap Machines

 

 

Real Akimbo Weapons

 

 

New game-modes and mutators

 

 

New Box

 

 

and many, many more...

 

https://www.youtube.com/channel/UCQwxfKOITt7fYbAPIgDfvXA

 

For a countdown to the game play reveal and more information about UGX Mod and UGX Requiem, as well as all other custom zombies related features visit the UGX site: http://ugx-mods.com/forum/index.php

 

We already have Flammenwerfer as a member, so feel free to come over and join him. :)

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Great stuff DBZ. Thanks for posting this info.

This map looks amazing & the maps that will be made from this new mod will be epic. Treyarch really need to step up for the next installment of Zombies.

Just watched this "Super Special" Part 1.

Parts 2 coming out tomorrow?

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Moderator

Parts 2 coming out tomorrow?

Yeah, part 2 and beta release will be tomorrow. Bit disappointed with the quality of the YAW video though and the lack of mod features shown, but I suppose part 1 will be map discovery and part 2 will be mod stuff.

Hopefully they show off some of the cool game modes.

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Mods, can we post some of these videos on the main zombie page? I think people who dont check this subforum would enjoy seeing them!

 

thx

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Admin

Mods, can we post some of these videos on the main zombie page? I think people who dont check this subforum would enjoy seeing them!

 

thx

Unfortunately it is not our video to post. We offer video posting to youtubers who are codz affiliates, but the above director is not. If any of you folks record your gameplay post it up!

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I just uploaded the first video in a series for this map. The rest of the videos will be coming in the next few days.

 

https://www.youtube.com/watch?v=lyyrKheWz0c

 

Here is the second video:

 

http://youtu.be/KnhlEOJ6HaU

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It's been awhile since I've played any custom zombies.  This looks good though.  I may have to dust off my old WAW disk and give it a try.  The one thing that worries me is it looks like there may be a few spaces that are too easy to train zombies in.

 

- Mix

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Donor

It's been awhile since I've played any custom zombies.  This looks good though.  I may have to dust off my old WAW disk and give it a try.  The one thing that worries me is it looks like there may be a few spaces that are too easy to train zombies in.

 

- Mix

The middle of the map around the tractor is incredibly easy to train in, you could go forever there with no problems.  Around jug is an easy place to camp.  The only way you can go down is if you pull a stupid move and get stuck in a tight situation or don't get set up early on.

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Bummer.  Honestly this is an issue that makes or breaks maps for me.  And custom map makers seem to have the hardest time working this concept into their map designs.  For example, a lot of people's fav custom map is Yote's Lair. And while there was a lot of cool things implemented in that map, the massive size of the start area ruins the map for me.  There's absolutely no challenge to it.  On the flip side, some maps are way too tight.  One map I kind of like is Fru_Haus.  But I just know when I'm playing it that I'm probably going down before round 10 because there just isn't enough space to run around in, not enough firepower, and training is impossible.

 

It's very hard to fine-tune that balance of room size.  For example the Ascension lander pad area, I would consider this ever so slightly too large of an area to run in.  Yet Shangri-la is an example where the whole map is too tight.  Guys who can work consistent trains on that map really amaze me.  And a couple examples where I thought they got it just right is the Kino start room, as well as the hanger pad in NML.  There's a train pattern there, but you have to feel it out through trial and error, and even then a zombie spawning in at just the right time could potentially block your path and end your game.

 

Probably my fav custom map ever has been Project X.  What I really like about this map is that it forced me to adopt a completely new playstyle I haven't had to perform in other maps (which is teleporter hopping before being overrun by zombies).  I want custom maps that either force me to find out a train pattern, or force me to adopt a completely new playstyle/strategies for unique experiences.

 

- Mix

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Bummer.  Honestly this is an issue that makes or breaks maps for me.

 

It should be noted that this map is a test map to showcase the UGX mod, so it is intentionally supposed to be easy so that you can exerience the mod and all it offers without frustration. That being said, it is not that easy on 4 player, and can get very hectic by round 15 onwards.

 

Still... if it's a challenge you want then try Project Viking: http://www.callofdutyzombies.com/forum/index.php/topic/178058-custom-map-project-viking/ If you are planning on playing solo, expect to have a very bad time. lol. Still, despite how easy it is, you really should play Requiem. It is a landmark moment in the custom scene and should not be missed. The challenge of doing the EE on solo is tough enough despite training space.

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Donor

Da is WONDERBAR!

I love this, this is the type of thing that gets noticed by tray arch and implamented into next year's zombie titles!

Now...

Let's see if they can do exo suits...

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