tater2sacks Posted June 14, 2012 Member ID: 3122 Group: **- Inactive Registered Users Followers: 8 Topic Count: 148 Topics Per Day: 0.03 Content Count: 375 Content Per Day: 0.08 Reputation: 128 Achievement Points: 3551 Solved Content: 0 Days Won: 0 Joined: 01/11/12 Status: Offline Last Seen: October 8, 2013 Posted June 14, 2012 Cod5 Zombie The Rising Mod Server Rotation Only some maps will work with mod at this time. We are working on more maps. FULL LIST: //**STOCK MAPS: //set sv_maprotation "gametype cooperative map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_hangar map mp_makin map mp_outskirts map mp_roundhouse map mp_seelow map mp_suburban map mp_kneedeep map mp_nachtfeuer map mp_subway map mp_kwai map mp_stalingrad map mp_docks map mp_drum map mp_bgate map mp_vodka" //CUSTOM MAPS" //set sv_maprotation "gametype cooperative map mp_v2 map mp_el map mp_ax_brecourt map mp_ax_dawnville map mp_ax_simmerath map mp_ax_neuville map mp_ship_n map mp_gits_harbor map mp_canal2 map mp_yomi map mp_old_stalingrad map mp_swamp_ris map mp_dday map mp_lonely map mp_contra map mp_warehouse map mp_powcamp_n map mp_communique map mp_bocage2" //CUSTOM MAPS Test 6-13-12" set sv_maprotation "gametype cooperative map mp_powcamp_n map mp_communique map mp_bocage2 map mp_warehouse map mp_contra map mp_ship_n map mp_gits_harbor"
2_MANY_BEERS Posted June 15, 2012 Member ID: 96 Group: ** Registered Users Followers: 108 Topic Count: 1049 Topics Per Day: 0.18 Content Count: 8817 Content Per Day: 1.54 Reputation: 3309 Achievement Points: 62219 Solved Content: 0 Days Won: 5 Joined: 09/02/09 Status: Offline Last Seen: April 19 Birthday: 06/30/1954 Device: Windows Posted June 15, 2012 Tater Got a question. If you add stuff to custom maps to make Zombie maps can you take that stuff back out to make a regular map? Point being I see map mp_lonely which I know we don't run on our servers. If you go in and take everything out that makes it a Zombie map will that make it a regular map to run? Beers
tater2sacks Posted June 15, 2012 Member ID: 3122 Group: **- Inactive Registered Users Followers: 8 Topic Count: 148 Topics Per Day: 0.03 Content Count: 375 Content Per Day: 0.08 Reputation: 128 Achievement Points: 3551 Solved Content: 0 Days Won: 0 Joined: 01/11/12 Status: Offline Last Seen: October 8, 2013 Author Posted June 15, 2012 (edited) In short it should work, that map will have perks that are built in that wont work. Would like to test with ya. - Edit: Well i was wrong: It seems that for this mod. The maps"map mp_dday map mp_lonely mp_funpark_ris mp_pow mp_high" They are [ZCT] zombie SP maps that got a port to MP for this mod. They Will give you this error aimtarget_gettagpos cannot find tag j_helmet on entity So them maps where made just for the rising zombie mod i guess - But yes will keep a eye out for new maps to add to the >XI< COD WAW map collection. Edited June 15, 2012 by tater2sacks
Tatsujin Posted June 15, 2012 Member ID: 3352 Group: **- Inactive Registered Users Followers: 6 Topic Count: 11 Topics Per Day: 0.00 Content Count: 114 Content Per Day: 0.02 Reputation: 27 Achievement Points: 746 Solved Content: 0 Days Won: 0 Joined: 04/04/12 Status: Offline Last Seen: July 31, 2013 Birthday: 08/08/1979 Posted June 15, 2012 (edited) Tater Got a question. If you add stuff to custom maps to make Zombie maps can you take that stuff back out to make a regular map? Point being I see map mp_lonely which I know we don't run on our servers. If you go in and take everything out that makes it a Zombie map will that make it a regular map to run? Beers we don't actually edit the map at all. the developer mode in the mod allows us to add scripts to the mod to add support for the maps that we want to use. nothing is physically added by us or changed on the map. the mod just "spawns" the objects that we want on the map. and as such nothing is added and therefore nothing needs to be taken out and as such no need to download the same map twice. if you got the map from a dm, freezetag or mixer rotation, that's the same one we use. that is why we are able to use the maps in the >xi< rotation as well as the maps specifically designed for the mod. in order to get a map designed specifically for the mod to run on a normal server, it would have to have dm, tdm, domination etc. spawn points embedded into the map. each new custom map would have to be checked and tested for compatibility in that regard. i hope this has answered your question. Edited June 15, 2012 by Tatsujin
2_MANY_BEERS Posted June 17, 2012 Member ID: 96 Group: ** Registered Users Followers: 108 Topic Count: 1049 Topics Per Day: 0.18 Content Count: 8817 Content Per Day: 1.54 Reputation: 3309 Achievement Points: 62219 Solved Content: 0 Days Won: 5 Joined: 09/02/09 Status: Offline Last Seen: April 19 Birthday: 06/30/1954 Device: Windows Posted June 17, 2012 You guys take care of your own bans. We are not adding the ones we have on our servers to your server. Beers
tater2sacks Posted June 17, 2012 Member ID: 3122 Group: **- Inactive Registered Users Followers: 8 Topic Count: 148 Topics Per Day: 0.03 Content Count: 375 Content Per Day: 0.08 Reputation: 128 Achievement Points: 3551 Solved Content: 0 Days Won: 0 Joined: 01/11/12 Status: Offline Last Seen: October 8, 2013 Author Posted June 17, 2012 (edited) You guys take care of your own bans. We are not adding the ones we have on our servers to your server. Beers Who asked about bans? I was not that concerned on that. As i need players for mod error hunting. New map for mod: mp_trenchtoast mp_powcamp_n Edited June 17, 2012 by tater2sacks
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