| Date uploaded | 3 years ago |
| Version | 1.1.0 |
| Download link | Sora101Ven-5801_Paradise_CodZombies-1.1.0.zip |
| Downloads | 201 |
| Dependency string | Sora101Ven-5801_Paradise_CodZombies-1.1.0 |
This mod requires the following mods to function
Arpy-PuppyScripts
Lots of cool scripts, why don't you give em a try? Unless....you can't Unity? Shame.
Preferred version: 1.2.2Nuigo_Ftrmarket-Rai_K_84
A Russian derivitive of Porter's work, inspired by other formidible wonder weaponry.
Preferred version: 1.0.1README
5801 - Her Paradise! The Kodeman COD ZOMBIES Version!
The version of Paradise I had in mind when I developed this map. A small, no barricades, jump right into the action zombies mode with addons to give it a bit of replay value!

This basic map is my entry level CDZ map to help me understand and streamline what it takes to build maps. Hardships lead to discoveries, my mind bursts with ideas do to the breakthrough that is the Player Trigger script... A script on par with the Firearm Heating Script, but for mapmaking... There is no exaggeration, this script is awesome and I wish it was available for Sandbox, KOTH, and other modes as well!!

To bigger, more ambitious maps! In the meantime, happy zombie slaying!

Sources and Creds
Kodeman -- Thank you for making your CDZ template! It was a pleasure to help you out with it, and thank you for your help in making this map possible!
Arpy & Nathan -- Bless you guys for listening to my requests for a Keypad and Enable Trigger script. In combo with Kodeman's CDZ scripts, it opens Pandora's box on interactive environments, as well as Easter Eggs!
Silent Dreams -- The custom round intro and outro was built off of his Dev Bundle of custom round stingers! They all sound fantastic! Check them out here!
15.ai -- Voicelines featured in this map use the powerful AI TTS website 15.ai, be sure to check it out!
Scatman -- Thanks for all your support!!
Future Plans / Aware Issues
Learn Occlusion Culling -- This map currently does not have occlusion culling. Baking the culling is something I have no grip on whats efficient. I will learn how to do this by the end of the month, and update the map as soon as I do figure it out.
Community Modpack -- There may be one or two guns with mismatched data that causes the Mystery Box to lock up. Devyn's Meta Viewer site carried me for the most part but there were a few item IDs where I had to find out. Not only that, but the very recent update in regards to changing magazine data targets a few guns in the modpack. If it comes down to it, I can change up the mods included and update the map accordingly.
More Wonder Weapons -- Now that I am participating in making CDZ maps, I personally feel more impulsed to make more Wonder Weapons for this gamemode. A lot of thinking, a bit of tinkering, but I think I can get it done.
5801 Unlockables
| Unlock Quest |
Description | |
|---|---|---|
| Fanatic Freebie! |
![]() |
You should know the number! Figure out the rest! |
| I'm Back B1AT-CH35!! |
![]() |
Take a classic sidearm and pack it! |
| Sleeping Demons |
![]() |
Be the equivalent of a fluff eating mosquito |
Updates
V1.0.1 -- Whats that? You stayed up late at night and accidentally deleted your Reverb systems and World SFX on your launch build? Oh aren't you a silly billy. Good thing deprecation can cover my ass in this case.
V1.0.2 -- Custom enemies hotfix. I had presumed the default enemy option would be the Humanoid zombies, so I removed the option to change enemy types. It has come to my attention that it saves the last zombie type you use in CDZ maps, so people are stuck with zosigs and the zosigs don't load for an undetermined reason. Temporarily brought back the custom enemies option, sadly the zosigs still don't work so choose humanoids. Temporarily removed Jerry from the map, Jerry causes LZ4 Enc corruptions... I will look into a more dependable version of Jerry after work today.
Aaaaaand accidental double post. Sorry about that, thats what happens when you rush things out the door. I had both a wifi outage aaaand Covid! So thats why its slipped for so long... But this second go at a message means I can say hey, thanks Kuromi for giving me the heads up about the dilemma with all this. Occlussion Culling has been made and visualized, but not tested in game yet. I plan on doing some changes to the mystery box next, and then I'll push for a next, proper update if I don't become bedridden anytime soon.
V1.1.0
A big jump of an update.
-- Occlusion Culling has been added! An aid for those with lower spec computers. Occlusion Culling was quick to learn about with plenty of media on the net, simple to pull off with Unity's occlusion tool. The tricky thing was that I needed to overhall the secret area's meshes entirely (yep, there is a secret area, time to do some digging!) because the meshes were in chunks and it didn't bode well with the camera based culling. The meshes have been split, and the culling is working proper (as far as I could see at least!)
-- Zosigs have been fixed! Thanks Kodeman for helping me out with that!
-- Barricades have been added to the secret area. Thanks Kodeman, again, for teaching me about the Unity Editor debug controls!
-- Jerry has returned! Sprite instead of MP4, a cut in quality but no more build corruptions. OhmygodIcanbreatheagain.
-- I believe to have discovered the ugly duckling in the mystery box and have corrected it, so the community modpack should be golden now. Also noticed I was missing a weapon in the modpack when a pack a punch weapon didn't spawn. A few more days of testing to see if anything else surprises me and then I'll release the weapon data stuffs with a link in the Modpack's README.
-- Added another Mystery Box weapon to roll
-- Updated Mystery Box teddy bear roll sfx


