March 23, 2018, 06:28:17 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Quizz

Pages: [1]
Mod W.I.P / Quizz drag&drop mod
« on: September 20, 2015, 09:49:54 PM »
Leave any bugs or comments below.

I have been working on a drag and drop mod for some time now, and I'll be releasing v1.0 for people to use in their own maps soon. v1.0 will only include Gun Game and Survival, but I do have other gamemodes in mind. Before v1.0 is released I will be releasing a swamp island map from my Skyland map I never used. Swamp Island will showcase the features of this mod in a small, simple but difficult map. Check back here within the next few days for the swamp map download as well as v1.0 of the drag&drop mod.

Survival Features -Released NEW
Attachment Box (video below)
Spoiler :
Small | Large
Code: [Select]
-Survive endless rounds
-6 perks with 4 perk cap
-Custom powerups including Bonus Points
-30sec skipable break between rounds
-Point system based on the amount of damage done to a zombie
-Attachment box
-Wallet system caps points at 5000 and can be upgraded to 10,000

Gun Game Features -Released
Code: [Select]
-Get kills with 21 different weapons first to win
-"Z Token" currency which can be spent at the Shop and doors
-Shop menu opened with key bind set in the main menu or pause menu ("x" by default) 
-Powerups and perks unique to Gun Game
-Health raised to 3 hit protection in Gun Game

Harpoint Features -not yet finalized

Spec Ops Features -not yet finalized

Change Log

  • Points system based on damage dealt (Survival)
  • Mini boss zombies which spawn at random with slightly increased health (Survival)
  • Custom weapons (no waw guns)
  • 2 new perks to Gun Game: Melee Mixer & Power Punch
  • 5 new powerups to Gun Game: Random perk, Monkey bomb, Betty, PAP gun, Teddybear
  • 4 perk cap to Survival gamemode
  • Double points powerup now work with nukes and other drops
  • Max Ammo refills weapon magazine
  • Round text turns red when the round is almost over
  • Zombies don't attack players shortly after someone dies
  • Perk quarters now give a random amount of kills towards Z tokens or points depending on game mode
  • Kill hitmarkers
  • Break between rounds NEW
  • Randomized characters NEW
  • Bonus Points powerup NEW
  • Random powerup added to survival NEW
  • Perk machines are now removed from the map if in the incorrect gamemode NEW
  • Solo revive added to survival NEW
  • Quick revive II perk added to survival NEW
  • Stamin-Up perk NEW
  • Green-Ade perk (survival) NEW
  • Scavenger perk (survival) NEW
  • Escape Goat perk (survival)NEW
  • Dogs (survival) NEW
  • Buying wall gun ammo refills the magazine NEW
  • Wallet and wallet upgrade NEW

  • Hugging zombies
  • Zombies hitting players after a nuke
  • Glitch where players couldn't buy something while having the exact amount of points
  • Perk info not showing when bought from a perk machine
  • Magic box text and fx are now hidden in gun game
  • 3 gun glitch using a perk bottle NEW

  • Lowered melee mixer damage to equal Bowie Knife damage but never takes more than 2 hits to kill
  • Decreased powerup drop likeliness depending on amount of players
  • Lowered perk cost when purchasing from a perk machine (Gun Game)
  • Lowered personal insta kill cost to 5 tokens instead of 8
  • Increased MP9, L86A1, and the MK46 magazine capacity
  • Knife lunge lessened to emulate BO1 - Thanks YaPh1l
  • Perk bottles match the color of the perk
  • Increased hip spread on snipers
  • rpg anims NEW
  • fal sprint anims NEW
  • Python damage increased NEW
  • Wunderwaffe no longer takes juggernog if player is hit NEW
  • PAP sign now glows NEW
  • Gun Game balanced depending on player count NEW
  • Starting pistol colt replaced with Beretta M9 NEW
    Small | Large

    Leave any bugs or comments below.[/list][/list]

    User Tutorials / Musical Easter eggs - Easy setup
    « on: November 21, 2014, 04:25:11 PM »
    This tutorial will only work for der riese style maps
    Here I will show you a very simple way to add song ee's to your maps. This script will allow you to add as many songs as you'd like. If a song is already playing and a new song is played the old song
    with stop, with no overlap. If you have background music playing in the map you will have to add a wait time and reset the music state when the song is done or your bg music wont play after a song is played. The song's placements are randomized every game.

    First find a song you would like to add to your map. Convert the song to a 8Bit, 44100 Hz, Mono .wav format. You can use this website to convert -
    or use a program like Audacity. Rename the new .wav so it includes no spaces or caps e.g. Carry on.wav -> carry_on.wav. Place the .wav into raw/sound/Stream/Music (you can put the sound wherever you'd like as long as it's within raw/sound )

    Next go to raw/soundaliases and copy one of the .csv files within. Rename the copy to "Music.csv". Inside the Music.csv, paste this.
    Code: [Select]
    name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig



    Rename the two "YOUR_SONG_NAME"'s to whatever you named your .wav file in raw/sound/music. Copy this line for any additional songs you add. The first 3 songs are the 3 ee songs from
    the stock zombie maps. Save & close this file. Add these lines to your mod.csv in the launcher as seen here -

    Code: [Select]
    // music

    Go to raw/clientscripts/ and find these two lines

    Code: [Select]
    musicAlias("mx_eggs", 0);

    Replace those two lines with these.

    Code: [Select]
    musicAlias("mx_beauty", 0);

    musicAlias("mx_the_one", 0);

    musicAlias("mx_lullaby", 0);

    musicAlias("YOUR_SONG_NAME", 0);

    Rename "YOUR_SONG_NAME" to your song name in music.csv. Copy & paste the above two lines to add any additional songs. Save and close that file.

    Then open radiant and place a trigger_use wherever you'd like a song ( the amount of triggers should = the amount of songs ). Add this kvp to the trigger, as seen here ( Teddybear model is optional )

    Code: [Select]
    Code: [Select]
    Make a new .gsc or copy another .gsc and delete everything inside. Put this inside the .gsc

    Code: [Select]
    // Scripted by Quizz @ 9:30 AM 11/20/2014
    // Musical teddys Script for random placement of songs

    #include common_scripts\utility;
    #include maps\_utility;
    #include maps\_zombiemode_utility;
    #include maps\_music;

    teddys = GetEntArray( "teddy_music", "targetname" );
    teddys = array_randomize( teddys );

    for ( i=0; i<teddys.size; i++ )
    teddys[i] thread teddy_time( i );

    teddy_time( num )
    self SetCursorHint( "HINT_NOICON" );
    self UseTriggerRequireLookAt();
    //self sethintstring( "play song" ); //uncomment if you want a hintstring

    self waittill( "trigger", player );

    if( !isdefined( level.egg_number ) || level.egg_number != num )
    if ( !IsDefined ( level.eggs ) || level.eggs == 0 )
    level.eggs = 1;
    else if( level.eggs == 1 )
    level notify( "stop_song" );
    wait .5;
    level.eggs = 1;
    level.egg_number = num;
    switch( num )

    case 0:
    setmusicstate( "mx_beauty" );
    song_time( 290 );

    case 1:
    setmusicstate( "mx_the_one" );
    song_time( 300 );

    case 2:
    setmusicstate( "mx_lullaby" );
    song_time( 260 );

    case 3:
    setmusicstate( "YOUR_SONG_NAME" );
    song_time( YOUR_SONG_TIME );

    setmusicstate( "" );
    level.egg_number = undefined;
    level.eggs = 0;
    song_time( time )
    level endon( "stop_song" );

    wait( time );

    Replace YOUR_SONG_NAME with your song name and YOUR_SONG_TIME with the song length in seconds.

    Next Put "_musical_teddy.gsc" in raw/maps and mods/YOUR_MAPNAME/maps. Make sure to tick the newly added .gsc in your mod builder like this -

    Open raw/maps/YOUR_MAPNAME.gsc and find this line
    Code: [Select]
    maps\_zombiemode::main();and put this line below it.
    Code: [Select]
    Close and save that file and compile your map and mod like normal.

    that's it!  8)

    Map W.I.P / TMG Castle (Quizz mod)
    « on: October 13, 2014, 04:44:36 PM »

    TMG Castle is based off the WaW mp map "Castle". It will include my Quizz mod also used in TMG Skyland (beta) and ZCTChaos' map Dead Ship. I will update this page soon with all the major features of the Quizz mod.
    Treyarch were so kind to give us the so that is why there are a few different Castle zombie maps out, but I would say TMG Castle will be the most different from the original. Even though the map was include I still needed to change a lot to the map to make it work on zombies, which explains why the map layout isn't at a 100% yet. Besides the layout I still am working on the Quizz mod and a ending. All in all the map is almost finished.

    "Quizz mod" is a group of features as well as tweaks to the stock zombies mode. These features haven been added to either fix something within the stock zombies or just add something I thought it needed. The majority of changes were done by me hence the mod name, however I did get some help from YaPh1l. Below is a list of changes as well as new features you should be aware of before playing any of my maps.
    Changes to stock zombies mode
    • Totally redone points system
    • 20 points per kill plus 10 if the kill is a headshot
    • 10 points if you assist in a kill
    • Points are capped at 1000; bigger wallets are available for purchase
    • Bleed out time has been extended to 30sec
    • FOV has been set to 75
    • tesla type damage won't take your jugg like in stock waw zombies
    • No longer able to buy ammo off the wall for upgraded weapons
    • x2 points powerup now works with nukes, bonus points, and assist points
    • Max ammo powerups refill your weapon's clips
    • Max ammo will refill bouncing betty and c4 ammo
    • Redesigned hud
    • Disabled console

    Features added to stock zombies mode
    • Perks have been overhauled, and changed to Abilities [explained below]
    • Weapons have up to 3 different upgraded versions. Each being different then the last but not necessarily better then any other version
    • Upgrading an already upgraded gun will yield another upgraded variant with refilled ammo, unless there is only 1 upgrade for the weapon
    • Buying a new weapon has a chance to have a random camo applied to it
    • Added a break period between rounds which the host can press "f1" to skip
    • Added zombie counter
    • Hit markers sound and icon from mp

    For this map I have overhauled the whole perk system within zombies mode. Perks are now called abilities. There are 4 different abilities categories, Life, Speed, Damage, Special. Each ability has 4 different upgrades meaning there are 16 total perk/abilities. To buy abilities you go to the machine and it'll give you a tier one ability for instance - faster health regen within the Life category. You then can rebuy the machine to get the next ability in that category, so you must buy the tier one ability before tier two and so on. These abilities are really fun and adds something unique to zombies and gives you a goal to strive for, trying to get all the different abilities.

    I won't spoil the surprise by listing all the weapons here but ill list what to expect. There are more paped guns then unpaped guns because guns have between 1-3 random upgraded versions you can get.
    • 3 Pistols
    • 4 SMGs
    • 3 Shotguns
    • 5 Assault Rifles
    • 2 Sniper Riles
    • 2 LMGs
    • 3 Specials
    • 2 Wunder Weapons
    • 2 Primary Grenades
    • 2 Secondary Grenades
    • 2 Types of Equipment
    • 23 Total Guns
    • 53 Total Upgraded Guns

    You have a random chance to get 1 of 5 total camos when you buy a weapon from the box or wall, and you're twice as likely to get a gun without camo.
    Camos have no effect on your weapon and are purely for appearance; camos are lost when upgraded.
    • Winter
    • Hexagon
    • Green Tiger
    • Red Tiger
    • Gold
    • *Secret Camo*

    • amb map sounds
    • bug fixes
    • General testing
    • Bonus map

    This map has been very fun to work on and I think its one of my favorites to play. I will update this WIP as I proceed, so check back often and any feedback is welcome! :)


    Introduce Yourself / Hello
    « on: May 20, 2014, 05:28:02 PM »
    My name's Quizz. Ive been mapping for a few years now and absolutely love it. I'm currently 20 years old and plan to do some sort of photography for my career. I am part of the TMG team and my latest map out is TMG Standoff. Ive also worked on Quizz, Quizz v2, all the Last Stand maps, and the Skyland beta. I have some pretty cool ideas planed for future maps, and can't wait to release them. I will be posting my future maps to both Triple-Mgames and here so keep an eye out :)

    Pages: [1]