Hi, I created the Gm_construct map in Unturned. I also made a version for Arena mode. I hope you'll appreciate this work.~
https://steamcommunity.com/sharedfiles/filedetails/?id=2889514755
What's on your mind?
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Hi, I created the Gm_construct map in Unturned. I also made a version for Arena mode. I hope you'll appreciate this work.~
https://steamcommunity.com/sharedfiles/filedetails/?id=2889514755
First a map, a collection of TF2 maps with some civilian locations. includes the mannco building.
with locations such as two fort, well, sawmill, and the Mannco building.
All these maps would be unique locations to find TF2 themed loot, such as uniforms, weapons. the Mannco building would be home to the map's boss a zombified SAXTON HALE. he would only attack through melee attacks but could leap several feet into the air to deliver punishing punches. the map would also have a unique ammo system involving weapons. all weapons could be refilled through ammo crates. instead of there being a low and high cal crate the ammo packs would be organized by size. small. medium, and large. all could refill the ammo capacity of weapons. small would be 1x1, medium 2x2 and large 3x3.
Weapons
Private: solders rocket launcher. hold for small rockets in its clip, cannot damage structures and does 50% less damage to self, also launches targets caught into the explosion, including the user, allowing for rocket jumps. the rockets also move a lot slower compared to other rockets. reloaded with rocket belts. which hold 4 rockets each. cannot accept other attachments.
Scotsman: demo's grenade launcher. uses pill belts to reload, which hold six pills each, they deal structural damage and are fired in an arc. after being fired they wait 3 seconds before exploding. but will explode instantly on a direct hit. can't accept other attachments.
Negotiator: the shotgun used by the pryo, engineer, heavy, and solider classes. uses shell belts to reload. 6 shells per belt. can accept tactical and muzzle attachments. it deals a substantial bit of knock back. can be used as a secondary weapon.
Reliable: the pistol used by the scout and engineer classes. uses pistol mags to refill ammo. has 12 shots per clip and fires semi auto. deals small damage but has a low degrade chance and is very accurate.
Flamer: the pryos flamethrower. uses propane tanks as ammo, which can be found in gas stations which can be refilled with mercenary ammo crates.. holding down the trigger a jet of flame will shoot out of the end into a cone shape. this will do damage and inflict a after-burn status effect which will deal damage over time. it also has a second attack, the air blast which emits a powerful jet of air. this reflect things like rockets, grenades, or sticky-bombs. it can also push zombies and players back. useful to get out a tight situation.
Sasha: heavies mini-gun, it deals low player damage and medium zombie damage, but it fires incredibly fast, it eats through its ammo capacity quickly. requiring long and frequent reloads. it takes mini-gun drums as ammo.
Sandvich: not a shooting weapon but a notable addition to the arsenal any survivor. it takes a while to eat but restores 50% hp and 100% food and water. effective but rare to find.
Highlander: A huge two handed sword, it deals a hefty amount of damage. which increases after a kill, up of a stack of 50% increase in damage. the users eye will glow after killing something and stop with the buff.
Resistance: the demo man's sticky-bomb launcher. it shoots the sticky bomb in an arch which changes the more the weapon is charged. after shot the sticky-bomb must wait 0.5 seconds before the bomb can be detonated. it cannot damage structures.
Outbacker: the sniper's sniper rifle, deals moderate damage, bolt action, has a permanently attached 6x scope and laser sight. press mouse 2 to toggle zoom, which charges a shot and increases its damage, and it deals 3x damage on a head-shot. a fully charged head-shot is usually a 1 hit kill. uses sniper loops for ammo, each holding 5 shots.
Aussie: the snipers SMG, decently fast RPM, and good DPS. but its main upside is its high accuracy. making it effective at long distance. uses SMG magazines each holds 20 bullets.
Heatmaker: a version of the Outbacker, but it's the hitman's heatmaker. it doesn't have a focus skill but it allows you to steady the scope for much longer. and it also has a permanent suppressor. uses sniper loops for ammo.
Assassin: the cleaners carbine, has infinite suppressor and uses SMG magazines. and is the same stat wise except for slightly lower damage.
Backlash: the scouts scattergun, an effective close quarters weapon. it works as a hybrid of a double barrel and lever action. you can fire to shots before you must rack the lever to reload two shells. it can be used as a secondary weapon. uses the shell belts that the negotiator uses.
Frenchman: the spy's revolver. six-shot double-action revolver deals hefty damage after each shot. but has a very big recoil bloom. uses Frenchman clips. cannot damage structures.
Betrayer: a unique butterfly knife. based on the one the spy uses. deals normal knife damage if attacking the front. When attacking from the rear, it does six times the target's health. an effective one-shot. it will not do this to "special" boss zombies. (kaiser, secret pirate boss, etc). in trade-off it has a very short melee range. only a tad bit longer than you normal fists. so just watch you back.
Napalm grenades: an unturned exclusive weapon, upon being thrown it will engulf an area in flames that deal damage and apply after-burn. it lingers for 10 seconds. they look like the grenades the pryo wears but never uses.
Fixer-up-er: the engineer wrench. can repair vehicles and buildings (engineer) by attacking them. can be used instead of a blowtorch to craft metal goods. Crafted with 5 scrap metal and a blowtorch.
Mannco brand sentry: these can be found in three variations. level 1 (uncommon) level 2 (rare) level 3 (epic). the level 1 fires 3 bullets per second, the level 2 fires 6 bullets per second, the level 3 fires 6 bullets per second and will fire a four rocket salvo (rockets are the same as the private). these will target any player with a negative reputation value, as well as zombies. you need to place ammo into the sentry for it to fire. categorized as a barricade
Mannco brand Teleporter: a useful item for both single-player and multiplayer. this allows you to teleport very long distances. you have to link the entrance and exit. anyone can take the Teleporter. it's considered a weapon because if someone is standing on the exit when someone enters the person on the exit would be telefragged. resulting in an instant kill. which would only serve to create some funny moments (guy, who after raiding a base [solo] decides to camp the owner's exit for when he gets back, gets telefragged, because he was standing on the teleported, by the unaware owner, saving his base from the raid). categorized as a barricade.
these will all spawn in the mercenary loot pool. along with their uniforms. and other items.
New clothes.
Heavies uniform.
very slow movement speed, but greatly increased armor. decent inventory size. big enough to hold ammo and food. includes a vest,
Soldiers uniform.
slightly slower movement speed, but a goodly bit of damage resistance. 20% resistance to your own explosions. also has a helmet which has the same damage resistance specs as a military helmet
Demoman's uniform.
faster movement speed than the soldier but slower than normal, a little less damage resistance than normal. 20% damage resistance against enemy explosives. also includes a vest
Pryo's uniform.
complete immunity to fire damage excluding Easter island's lava. same speed as the soldier uniform. includes a gas mask.
Engineer's uniform
armor has a little slower movement speed for a little more armor. has more pocket space than the medic's uniform.
Medic's uniform
faster movement speed than normal, but the same defense as the engineers. also allows for a passive health regeneration, which increases the longer you go without damage.
sniper's uniform.
increased weapon accuracy and faster bolt racking. low armor and normal movement speed
Spy's uniform
Massive shirt storage space, but minimal storage space everywhere else (because in TF2 lore the spy keeps all of his weapons in one pocket) the watch (a gadget) allows the user to become invisible. along with a disguise kit to transform into other players and zombies. but you take increased fire damage. and is expensive to repair. (they spy's suit is also expensive)
Scouts uniform
small storage space. that but you move a lot faster, and can (if you wear the full set) double jump.
Saxton's hales pant. increases fist damage. the description reads "please let there be pants" (a reference to a scene form jungle inferno update.
I didn't give stats to these items so they could be balanced you guys, because i have no idea how damage scaling works in unturned and i don't want to.
Some year ago i provided to this wiki a working download link for the "Antique" version of Unturned, unfortunally it dosen't work anymore when "installed" (even the official you can get on steam by a revert option will display the same game crash error).
Luckily, a god-sent dude provided me a new working link for Unturned Antique, and guess what: its even better, IT HAS EVEN WORKING SOUNDS! Special thanks go to Draglorr, here the new link: https://www.reddit.com/r/unturned/comments/c19h2z/i_fixed_unturned_10/?utm_source=share&utm_medium=ios_app
As an extra, i will provide you a very useful command list that a guy on steam shared to the community: https://steamcommunity.com/sharedfiles/filedetails/?id=1536099837
One year ago i released a weapon suggestion based on the british Sten submachine gun of ww2, but after a while i realized how horrible and inaccurate was that design. Unfortunally there was nothing i could do to improve the whole project (colors, layout and dimensions), so i was basicly forced to scrap it and start from the beginning. After many combinations i realized that the main problem of the design was focused on the lower part of the weapon, and models of mk 1, 2 or 3 were basicly impossible to realize without the risk of looking like a stupid drainpipe, so.....the only plausible alternative was the mk 5 sten (also a suggestion of the user ProHunter2134), and i finally made it......finally the Kingdom has a nice looking design!
The Kingdom is an Epic grade Submachine gun in Unturned 3. The Kingdom sports an average damage profile like the other submachine guns (Player 30; Zombie 99; Animal 30), but sports a rather high rate of fire that makes it even more powerful than the Maschinengewehr and Empire submachiner guns. The recoil of the Kingdom is very low and vertical (also thanks to the integrated vertical grip). Despite those catchy benefits there are plentiful of problems with the Kingdom, the first of all is its horrible range (80 meters) that hinders the weapon's performance on long and some medium range scenarios. Other disadvantages are the Kingdom's inability to use barrel and grip attachments, lackluster default iron sights (that can be fortunally replaced) and the lack of a semi auto firemode. Neutral traits of the Kingdom are its average 32 rounds magazine that can be refilled using Low Caliber Ranger Ammunition, it takes only 6 inventory slots (and magazines 2 slots), average degrade chance after each shot and sports the cheapest repairing cost of all the game (just 1 piece of scrap and a blowtorch).
69.162.89.252 is the ip 27083 is the port. Join: River Rats Survival RP! Become a survivor, River Rat, or Infection Squad. Each have their own skills.
In the map that I am currently making, there will be a block in the city (which covers the map) filled with npcs, what types of npcs should I make?
I've seen people asking for help with the maps here in the past, and I've thought I could ask for such help too.
Currently, I'm making a european-themed map with a huge city to explore. I have a rough outline of the city in my head and I've already built all required terrain in the editor.
Let's call this city Hrabrograd. Hrabrograd is divided into three main areas, each one of them should thematically differ from another: Lower Town, Upper Town and Sector 0 (initial quarantine).
The problem I have is the Upper Town itself. Upper town, as the name suggests, is located above the rest of the city. The Upper town is implied to have been a more ancient and rich district than other districts of the city, and it should be a mix of "elite" buildings and office areas. As this area is supposed to house loot of higher tier than the lower town, it should provide more challenge for the player — more zombies (with ocassional military ones), less places to get away from pursuit, etc.
I'm about to start filling Upper Town with objects, but I honestly don't have any idea about what to put in there aside from Apartment #5 and a couple of Office buildings. Maybe people here could help me with object ideas?
It's too boring to not be here, I'll be more active now I guess.
I also matured more since I was last here, so I won't be an autistic little shit. I'm still an ass tho.
It would be nice to be able to have multiple attachments for each attachment type, like, for example, you want both a laser and a rangefinder on the tactical category, you got them. It would be really useful and fun to play around with, but it should probably depend on which categories (probably not all categories would have this feature) you're using and what the size, shape, and purpose of the attachment is (I don't think you could fit a military suppressor and a military muzzle together.)
So, what do you think?
I'm currently making a map of the State of Wisconsin. As of 2/28/17, it has the basic layout of 5 locations. Sheboygan may be made a farm (R.I.P. Acuity Flagpole.) Anyways, I'll update this every once in a while.
To do: Terrain - Done
Roads - Open to suggestion
Locations - Open to minor suggestion
Trees - Wanting to add more pine trees as you go farther north.
Details - Open to suggestion
Spawns
Revision
Publish?\
4/22/17: I have been lazy and not worked on this for over a month, but I'm starting detailing now.
Map as of 3/6/17:
We all have the box-fed ones like the Nykorev and Dragonfang (minus the Hell's fury cus' it's drum fed) right? I was thinking maybe we should have like Mag-fed MGs for more versatile gameplay.
Please check the video: https://www.youtube.com/watch?v=hAM5dCsoxYc
If you can and want drop a like or subscribe, new video is every 2 days, will be more.
Has anyone had any issues and found a fix for not being able to spawn in your custom clothes or items that you've made in unity. I've tried different versions of unity, i've uninstalled and reinstalled, I've been trying to make shirts but only the first one that I made worked. After that i can't get any to actually spawn.
I'm making a Unturned Item and whenever I click submit, it tells me I need to have a image smaller then 1 MB, when the image is only 3.16 KB. (The image is PNG)
Anybody know the solution to this problem?
This is similar to what weapons you want,except it's what cars you want in game. Also including boats,helicopters etc
Not much of a map maker myself, but I decided to recreate Skypoint, which is an old map played in the antique version of the game.
Layout of locations will be 90% accurate to the 1.0 replica. Differences include using different models (Since some things don't exist like a pile of large planks) and more disaster/accident-like scenes.
I'll try to make the landscape very similar, but not the same.
Item spawns will be as similar as the 1.0 item spawns, except it includes more items. Zombies as well, but more stylized (Antique zombies wear the same thing, like civilian zombies wearing brown shirt and pants only).
Vehicles are to be considered.
The items in my workshop map do always spawn and in 100% and you wil even get the rare weapons easy when i play it on easy.
In normal the items do also almost every time spawn but not with 100%
And my zombie spawns disseaper when i save the map and exit.